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bakelab_uv.py
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bakelab_uv.py
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import bpy
from bpy.types import (
Operator
)
from bpy.props import (
IntProperty,
EnumProperty,
BoolProperty,
FloatProperty,
StringProperty,
PointerProperty,
CollectionProperty
)
from .bakelab_tools import (
SelectObject,
SelectObjects,
IsValidMesh
)
def SelectObject(obj):
bpy.ops.object.select_all(action = 'DESELECT')
obj.select_set(True)
bpy.context.view_layer.objects.active = obj
class Unwrapper(Operator):
"""Unwrap"""
bl_idname = "bakelab.unwrap"
bl_label = "Unwrap"
bl_options = {'REGISTER','UNDO'}
unwrap_method : EnumProperty(
name = 'Unwrap Method',
items = (
('smart_uv','Smart Project',''),
('lightmap_uv','LightMap Project','')
),
default='smart_uv'
)
unwrap_mode : EnumProperty(
name = 'Unwrap Mode',
items = (
('INDIVIDUAL', 'All Individual', ''),
('ALL_TO_ONE', 'All Into One', ''),
('ONLY_ACTIVE', 'Only Active', '')
)
)
smart_uv_angle : FloatProperty(
name = 'Angle',
description = 'Angle Limit',
default = 66,
min = 1,
max = 89
)
smart_uv_margin : FloatProperty(
name = 'Margin',
description = 'Island Margin',
default = 0.03,
min = 0,
max = 1
)
lightmap_quality : IntProperty(
name = 'Quality',
description = 'Pack Quality',
default = 12,
min = 1,
max = 48
)
lightmap_margin : FloatProperty(
name = 'Margin',
description = 'Margin',
default = 0.3,
min = 0,
max = 1
)
uvmap_options : EnumProperty(
name = 'UVMaps',
items = (
('CREATE_NEW', 'Create New',''),
('RE_UNWRAP', 'Unwrap active UV map','')
),
default = 'CREATE_NEW'
)
uvmap_options_individual : EnumProperty(
name = 'UVMaps',
items = (
('CREATE_NEW', 'Create New', 'Create and Unwrap new UV Map'),
('IF_MISSING', 'Unwrap if missing', 'Create and Unwrap only if object has no UV Maps'),
('RE_UNWRAP', 'Unwrap active UV map', 'Unwrap existing UV maps (Create if does not exist)')
),
default = 'CREATE_NEW'
)
default_uv_name : StringProperty(
name = 'Default UV Name',
description = 'New UV Layer name',
default = 'BakeUVMap'
)
check_uv_name : BoolProperty(
name = 'Check UV name',
description = "Don't create new if object has UV with same name",
default = True
)
apply_modifiers : BoolProperty(
name = 'Apply Modifiers',
default = True
)
make_single_user : BoolProperty(
name = 'Make data single user',
default = True
)
make_single_user_view : BoolProperty(
name = 'Make data single user',
default = True
)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
layout.prop(self, "unwrap_mode")
if self.unwrap_mode == 'INDIVIDUAL':
layout.prop(self, "uvmap_options_individual")
layout.prop(self, "default_uv_name")
if self.uvmap_options_individual == 'CREATE_NEW':
layout.prop(self, "check_uv_name")
else:
layout.prop(self, "uvmap_options")
layout.prop(self, "default_uv_name")
if self.uvmap_options == 'CREATE_NEW':
layout.prop(self, "check_uv_name")
layout.prop(self, "apply_modifiers")
lock_make_single_user = False
if self.apply_modifiers:
lock_make_single_user = True
if self.unwrap_mode == 'ALL_TO_ONE':
lock_make_single_user = True
if lock_make_single_user:
col = layout.column()
col.enabled = False
col.prop(self, "make_single_user_view")
else:
layout.prop(self, "make_single_user")
layout.separator()
layout.prop(self, "unwrap_method")
if self.unwrap_method == 'smart_uv':
layout.prop(self, "smart_uv_angle")
layout.prop(self, "smart_uv_margin")
if self.unwrap_method == 'lightmap_uv':
layout.prop(self, "lightmap_quality")
layout.prop(self, "lightmap_margin")
def Unwrap(self, context):
bpy.ops.object.mode_set(mode = 'EDIT')
bpy.ops.mesh.select_all(action = 'SELECT')
if self.unwrap_method == 'smart_uv':
bpy.ops.uv.smart_project(
angle_limit = self.smart_uv_angle / 57.2958, # To radian
island_margin = self.smart_uv_margin
)
elif self.unwrap_method == 'lightmap_uv':
bpy.ops.uv.lightmap_pack(
PREF_BOX_DIV = self.lightmap_quality,
PREF_MARGIN_DIV = self.lightmap_margin
)
bpy.ops.object.mode_set(mode = 'OBJECT')
def modifier_apply(self, context, obj):
active_object = context.active_object
selected_objects = context.selected_objects
SelectObject(obj)
if obj.data.users > 1:
bpy.ops.object.make_single_user(object=True,obdata=True)
for modifier in obj.modifiers:
if modifier.show_render:
if modifier.type == 'SUBSURF':
modifier.levels = modifier.render_levels
bpy.ops.object.modifier_apply(modifier = modifier.name)
SelectObjects(active_object, selected_objects)
def execute(self,context):
active_object = context.active_object
selected_objects = context.selected_objects
mesh_objects = [obj for obj in selected_objects if IsValidMesh(self, obj)]
if len(mesh_objects) == 0:
self.report(type = {'ERROR'}, message = 'No mesh objects selected')
return {'CANCELLED'}
############################################################################
if self.unwrap_mode == 'INDIVIDUAL':
SelectObjects(mesh_objects[0], mesh_objects)
if self.make_single_user:
bpy.ops.object.make_single_user(object=True, obdata=True)
unwrap_objects = mesh_objects
else:
unwrap_objects = []
unwrap_datas = []
for obj in mesh_objects:
if obj.data in unwrap_datas:
continue
unwrap_objects.append(obj)
unwrap_datas.append(obj.data)
for obj in unwrap_objects:
SelectObject(obj)
if self.apply_modifiers:
self.modifier_apply(context, obj)
if self.uvmap_options_individual == 'CREATE_NEW':
if self.check_uv_name and self.default_uv_name in obj.data.uv_layers:
obj.data.uv_layers.active = obj.data.uv_layers[self.default_uv_name]
else:
obj.data.uv_layers.active = obj.data.uv_layers.new(name = self.default_uv_name)
self.Unwrap(context)
elif self.uvmap_options_individual == 'IF_MISSING':
if len(obj.data.uv_layers) == 0:
obj.data.uv_layers.new(name = self.default_uv_name)
self.Unwrap(context)
elif self.uvmap_options_individual == 'RE_UNWRAP':
self.Unwrap(context)
############################################################################
elif self.unwrap_mode == 'ONLY_ACTIVE':
if active_object.type != 'MESH':
self.report(type = {'ERROR'}, message = 'Active object is not mesh')
SelectObjects(active_object, selected_objects)
return {'CANCELLED'}
SelectObject(active_object)
if self.make_single_user:
bpy.ops.object.make_single_user(object=True,obdata=True)
if self.apply_modifiers:
self.modifier_apply(context, active_object)
if self.uvmap_options == 'CREATE_NEW':
if self.check_uv_name and self.default_uv_name in active_object.data.uv_layers:
active_object.data.uv_layers.active = active_object.data.uv_layers[self.default_uv_name]
else:
active_object.data.uv_layers.active = active_object.data.uv_layers.new(name = self.default_uv_name)
self.Unwrap(context)
############################################################################
elif self.unwrap_mode == 'ALL_TO_ONE':
SelectObjects(mesh_objects[0], mesh_objects)
bpy.ops.object.make_single_user(object=True, obdata=True)
if self.uvmap_options == 'CREATE_NEW':
for obj in mesh_objects:
if self.apply_modifiers:
self.modifier_apply(context, obj)
if self.check_uv_name and self.default_uv_name in obj.data.uv_layers:
obj.data.uv_layers.active = obj.data.uv_layers[self.default_uv_name]
else:
obj.data.uv_layers.active = obj.data.uv_layers.new(name = self.default_uv_name)
self.Unwrap(context)
############################################################################
SelectObjects(active_object, selected_objects)
return {'FINISHED'}
def invoke(self, context, event):
props = context.scene.BakeLabProps
if props.bake_mode == 'INDIVIDUAL':
self.unwrap_mode = 'INDIVIDUAL'
if props.bake_mode == 'ALL_TO_ONE':
self.unwrap_mode = 'ALL_TO_ONE'
if props.bake_mode == 'TO_ACTIVE':
self.unwrap_mode = 'ONLY_ACTIVE'
self.make_single_user_view = True
wm = context.window_manager
return wm.invoke_props_dialog(self)
class ClearUV(Operator):
"""Clear UVs"""
bl_idname = "bakelab.clear_uv"
bl_label = "Clear UV"
bl_options = {'REGISTER','UNDO'}
save_active : BoolProperty(
name = 'Save Active',
default = True
)
save_active_render : BoolProperty(
name = 'Save Active Render',
default = True
)
def execute(self,context):
mesh_objects = [obj for obj in context.selected_objects if obj.type == 'MESH']
if len(mesh_objects) == 0:
self.report(type = {'ERROR'}, message = 'No mesh objects selected')
return {'CANCELLED'}
for obj in mesh_objects:
remove_uvs = []
for uv in obj.data.uv_layers:
if uv == obj.data.uv_layers.active and self.save_active:
continue
if uv.active_render and self.save_active_render:
continue
remove_uvs.append(uv)
for uv in remove_uvs:
obj.data.uv_layers.remove(uv)
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)