mirror of http://CODE.RHODECODE.COM/u/O/O/O
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# ##### BEGIN GPL LICENSE BLOCK ##### |
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# |
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# This program is free software; you can redistribute it and/or |
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# modify it under the terms of the GNU General Public License |
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# as published by the Free Software Foundation; either version 2 |
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# of the License, or (at your option) any later version. |
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# |
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# This program is distributed in the hope that it will be useful, |
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# but WITHOUT ANY WARRANTY; without even the implied warranty of |
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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# GNU General Public License for more details. |
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# |
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# You should have received a copy of the GNU General Public License |
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# along with this program; if not, write to the Free Software Foundation, |
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. |
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# |
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# ##### END GPL LICENSE BLOCK ##### |
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# --------------------------------- UV to MESH ------------------------------- # |
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# -------------------------------- version 0.1.1 ----------------------------- # |
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# # |
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# Create a new Mesh based on active UV # |
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# # |
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# (c) Alessandro Zomparelli # |
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# (2017) # |
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# # |
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# http://www.co-de-it.com/ # |
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# # |
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# ############################################################################ # |
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import bpy |
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import math |
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from bpy.types import Operator |
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from bpy.props import BoolProperty |
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from mathutils import Vector |
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from .utils import * |
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class uv_to_mesh(Operator): |
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bl_idname = "object.uv_to_mesh" |
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bl_label = "UV to Mesh" |
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bl_description = ("Create a new Mesh based on active UV") |
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bl_options = {'REGISTER', 'UNDO'} |
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apply_modifiers : BoolProperty( |
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name="Apply Modifiers", |
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default=True, |
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description="Apply object's modifiers" |
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) |
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vertex_groups : BoolProperty( |
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name="Keep Vertex Groups", |
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default=True, |
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description="Transfer all the Vertex Groups" |
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) |
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materials : BoolProperty( |
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name="Keep Materials", |
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default=True, |
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description="Transfer all the Materials" |
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) |
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auto_scale : BoolProperty( |
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name="Resize", |
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default=True, |
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description="Scale the new object in order to preserve the average surface area" |
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) |
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def execute(self, context): |
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bpy.ops.object.mode_set(mode='OBJECT') |
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ob0 = bpy.context.object |
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for o in bpy.context.view_layer.objects: o.select_set(False) |
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ob0.select_set(True) |
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#if self.apply_modifiers: |
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# bpy.ops.object.duplicate_move() |
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# bpy.ops.object.convert(target='MESH') |
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# me0 = ob0.to_mesh(bpy.context.depsgraph, apply_modifiers=self.apply_modifiers) |
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#if self.apply_modifiers: me0 = simple_to_mesh(ob0) |
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#else: me0 = ob0.data.copy() |
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name0 = ob0.name |
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ob0 = convert_object_to_mesh(ob0, apply_modifiers=self.apply_modifiers, preserve_status=False) |
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me0 = ob0.data |
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area = 0 |
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verts = [] |
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faces = [] |
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face_materials = [] |
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for face in me0.polygons: |
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area += face.area |
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uv_face = [] |
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store = False |
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try: |
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for loop in face.loop_indices: |
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uv = me0.uv_layers.active.data[loop].uv |
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if uv.x != 0 and uv.y != 0: |
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store = True |
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new_vert = Vector((uv.x, uv.y, 0)) |
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verts.append(new_vert) |
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uv_face.append(loop) |
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if store: |
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faces.append(uv_face) |
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face_materials.append(face.material_index) |
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except: |
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self.report({'ERROR'}, "Missing UV Map") |
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return {'CANCELLED'} |
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name = name0 + '_UV' |
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# Create mesh and object |
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me = bpy.data.meshes.new(name + 'Mesh') |
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ob = bpy.data.objects.new(name, me) |
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# Link object to scene and make active |
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scn = bpy.context.scene |
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bpy.context.collection.objects.link(ob) |
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bpy.context.view_layer.objects.active = ob |
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ob.select_set(True) |
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# Create mesh from given verts, faces. |
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me.from_pydata(verts, [], faces) |
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# Update mesh with new data |
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me.update() |
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if self.auto_scale: |
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new_area = 0 |
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for p in me.polygons: |
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new_area += p.area |
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if new_area == 0: |
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self.report({'ERROR'}, "Impossible to generate mesh from UV") |
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bpy.data.objects.remove(ob0) |
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return {'CANCELLED'} |
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# VERTEX GROUPS |
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if self.vertex_groups: |
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for group in ob0.vertex_groups: |
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index = group.index |
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ob.vertex_groups.new(name=group.name) |
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for p in me0.polygons: |
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for vert, loop in zip(p.vertices, p.loop_indices): |
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try: |
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ob.vertex_groups[index].add([loop], group.weight(vert), 'REPLACE') |
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except: |
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pass |
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ob0.select_set(False) |
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if self.auto_scale: |
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scaleFactor = math.pow(area / new_area, 1 / 2) |
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ob.scale = Vector((scaleFactor, scaleFactor, scaleFactor)) |
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bpy.ops.object.mode_set(mode='EDIT', toggle=False) |
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bpy.ops.mesh.remove_doubles(threshold=1e-06) |
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bpy.ops.object.mode_set(mode='OBJECT', toggle=False) |
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bpy.ops.object.transform_apply(location=False, rotation=False, scale=True) |
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# MATERIALS |
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if self.materials: |
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try: |
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# assign old material |
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uv_materials = [slot.material for slot in ob0.material_slots] |
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for i in range(len(uv_materials)): |
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bpy.ops.object.material_slot_add() |
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bpy.context.object.material_slots[i].material = uv_materials[i] |
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for i in range(len(ob.data.polygons)): |
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ob.data.polygons[i].material_index = face_materials[i] |
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except: |
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pass |
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''' |
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if self.apply_modifiers: |
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bpy.ops.object.mode_set(mode='OBJECT') |
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ob.select_set(False) |
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ob0.select_set(True) |
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bpy.ops.object.delete(use_global=False) |
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ob.select_set(True) |
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bpy.context.view_layer.objects.active = ob |
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''' |
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bpy.data.objects.remove(ob0) |
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bpy.data.meshes.remove(me0) |
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return {'FINISHED'} |
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