Beispiel #1
0
    def __init__(self, mesh_list, image, size, PREF_IMAGE_MARGIN):
        self.image = image
        self.size = size
        self.faces = [
            f for me in mesh_list for f in me.faces
            if f.mode & TEXMODE and f.image == image
        ]

        # Find the best rotation.
        all_points = [uv for f in self.faces for uv in f.uv]
        bountry_indicies = BPyMathutils.convexHull(all_points)
        bountry_points = [all_points[i] for i in bountry_indicies]

        # Pre Rotation bounds
        self.cent = pointBounds(bountry_points)[1]

        # Get the optimal rotation angle
        self.ang = bestBoundsRotation(bountry_points)
        self.rot_mat = RotationMatrix(self.ang,
                                      2), RotationMatrix(-self.ang, 2)

        # Post rotation bounds
        bounds= pointBounds([\
        ((uv-self.cent) * self.rot_mat[0]) + self.cent\
        for uv in bountry_points])[2]

        # Break the bounds into useable values.
        xmin, ymin, xmax, ymax = bounds

        # Store the bounds, include the margin.
        # The bounds rect will need to be rotated to the rotation angle.
        self.xmax = xmax + (PREF_IMAGE_MARGIN / size[0])
        self.xmin = xmin - (PREF_IMAGE_MARGIN / size[0])
        self.ymax = ymax + (PREF_IMAGE_MARGIN / size[1])
        self.ymin = ymin - (PREF_IMAGE_MARGIN / size[1])

        self.box_pack=[\
        0.0, 0.0,\
        size[0]*(self.xmax - self.xmin),\
        size[1]*(self.ymax - self.ymin),\
        image.name]
Beispiel #2
0
	def __init__(self, mesh_list, image, size, PREF_IMAGE_MARGIN):
		self.image= image
		self.size= size
		self.faces= [f for me in mesh_list for f in me.faces if f.mode & TEXMODE and f.image == image]
		
		# Find the best rotation.
		all_points= [uv for f in self.faces for uv in f.uv]
		bountry_indicies= BPyMathutils.convexHull(all_points)
		bountry_points= [all_points[i] for i in bountry_indicies]
		
		# Pre Rotation bounds
		self.cent= pointBounds(bountry_points)[1]
		
		# Get the optimal rotation angle
		self.ang= bestBoundsRotation(bountry_points)
		self.rot_mat= RotationMatrix(self.ang, 2), RotationMatrix(-self.ang, 2)
		
		# Post rotation bounds
		bounds= pointBounds([\
		((uv-self.cent) * self.rot_mat[0]) + self.cent\
		for uv in bountry_points])[2]
		
		# Break the bounds into useable values.
		xmin, ymin, xmax, ymax= bounds
		
		# Store the bounds, include the margin.
		# The bounds rect will need to be rotated to the rotation angle.
		self.xmax= xmax + (PREF_IMAGE_MARGIN/size[0])
		self.xmin= xmin - (PREF_IMAGE_MARGIN/size[0])
		self.ymax= ymax + (PREF_IMAGE_MARGIN/size[1])
		self.ymin= ymin - (PREF_IMAGE_MARGIN/size[1])
		
		self.box_pack=[\
		0.0, 0.0,\
		size[0]*(self.xmax - self.xmin),\
		size[1]*(self.ymax - self.ymin),\
		image.name] 
Beispiel #3
0
def save_billboard(PREF_IMAGE_PATH):
    Blender.Window.WaitCursor(1)
    # remove png, add it later
    PREF_IMAGE_PATH = PREF_IMAGE_PATH.replace('.png', '')

    ob_sel = GLOBALS['ob_sel']
    me_ob = GLOBALS['me_ob']
    me_data = GLOBALS['me_data']

    time = Blender.sys.time()

    me_mat = me_ob.matrixWorld

    # Render images for all faces
    face_data = []  # Store faces, images etc
    boxes2Pack = []
    me_data.faceUV = True

    for i, f in enumerate(me_data.faces):
        no = f.no

        # Offset the plane by the zoffset on the faces normal
        plane = [v.co * me_mat for v in f]

        # Horizontal stacking, make sure 0,1 and 2,3 are the longest
        if\
        (plane[0]-plane[1]).length + (plane[2]-plane[3]).length < \
        (plane[1]-plane[2]).length + (plane[3]-plane[0]).length:
            plane.append(plane.pop(0))
            rot90 = True
        else:
            rot90 = False

        no = Blender.Mathutils.QuadNormal(*plane)
        plane = [v + no * PREF_Z_OFFSET.val for v in plane]

        cent = (plane[0] + plane[1] + plane[2] + plane[3]) / 4.0
        camera_matrix = BPyMathutils.plane2mat(plane)
        tmp_path = '%s_%d' % (PREF_IMAGE_PATH, i)
        img = BPyRender.imageFromObjectsOrtho(ob_sel, tmp_path,
                                              PREF_TILE_RES.val,
                                              PREF_TILE_RES.val, PREF_AA.val,
                                              PREF_ALPHA.val, camera_matrix)
        img.reload()
        #img.pack() # se we can keep overwriting the path
        #img.filename= ""

        if rot90:
            f.uv = Vector(1, 1), Vector(0, 1), Vector(0, 0), Vector(1, 0)
        else:
            f.uv = Vector(0, 1), Vector(0, 0), Vector(1, 0), Vector(1, 1)

        if not PREF_IMG_PACK.val:
            f.mode |= Mesh.FaceModes.TEX
            f.image = img

            if PREF_ALPHA.val:
                f.transp |= Mesh.FaceTranspModes.ALPHA
        else:
            w = ((plane[0] - plane[1]).length +
                 (plane[2] - plane[3]).length) / 2
            h = ((plane[1] - plane[2]).length +
                 (plane[3] - plane[0]).length) / 2

            face_data.append((f, img))
            boxes2Pack.append([0.0, 0.0, h, w, i])

    if PREF_IMG_PACK.val:
        # pack the quads into a square
        packWidth, packHeight = Blender.Geometry.BoxPack2D(boxes2Pack)

        render_obs = []

        render_mat = alpha_mat(img)

        # Add geometry to the mesh
        for box in boxes2Pack:
            i = box[4]

            orig_f, img = face_data[i]

            # New Mesh and Object

            render_me = bpy.data.meshes.new()

            render_ob = Blender.Object.New('Mesh')
            render_me.materials = [render_mat]
            render_ob.link(render_me)

            render_obs.append(render_ob)

            # Add verts clockwise from the bottom left.
            _x = box[0] / packWidth
            _y = box[1] / packHeight
            _w = box[2] / packWidth
            _h = box[3] / packHeight


            render_me.verts.extend([\
            Vector(_x, _y, 0),\
            Vector(_x, _y +_h, 0),\
            Vector(_x + _w, _y +_h, 0),\
            Vector(_x + _w, _y, 0),\
            ])

            render_me.faces.extend(list(render_me.verts))
            render_me.faceUV = True

            render_me.faces[0].uv = [
                Vector(0, 0),
                Vector(0, 1),
                Vector(1, 1),
                Vector(1, 0)
            ]
            render_me.faces[0].image = img

            # Set the UV's, we need to flip them HOZ?
            for uv in orig_f.uv:
                uv.x = _x + (uv.x * _w)
                uv.y = _y + (uv.y * _h)

        target_image = BPyRender.imageFromObjectsOrtho(
            render_obs, PREF_IMAGE_PATH, PREF_RES.val, PREF_RES.val,
            PREF_AA.val, PREF_ALPHA.val, None)
        target_image.reload()  # incase your overwriting an existing image.

        # Set to the 1 image.
        for f in me_data.faces:
            f.image = target_image
            if PREF_ALPHA.val:
                f.transp |= Mesh.FaceTranspModes.ALPHA

        # Free the images data and remove
        for data in face_data:
            img = data[1]
            os.remove(img.filename)
            img.reload()

    # Finish pack

    me_data.update()
    me_ob.makeDisplayList()
    Blender.Window.WaitCursor(0)
    print '%.2f secs taken' % (Blender.sys.time() - time)
Beispiel #4
0
def save_billboard(PREF_IMAGE_PATH):
	Blender.Window.WaitCursor(1)
	# remove png, add it later
	PREF_IMAGE_PATH= PREF_IMAGE_PATH.replace('.png', '')
	
	ob_sel= GLOBALS['ob_sel']
	me_ob = GLOBALS['me_ob']
	me_data = GLOBALS['me_data']
	
	time= Blender.sys.time()
	
	me_mat= me_ob.matrixWorld
	
	# Render images for all faces
	face_data= [] # Store faces, images etc
	boxes2Pack= []
	me_data.faceUV= True
	
	for i, f in enumerate(me_data.faces):
		no= f.no
		
		# Offset the plane by the zoffset on the faces normal
		plane= [v.co * me_mat for v in f]
		
		# Horizontal stacking, make sure 0,1 and 2,3 are the longest
		if\
		(plane[0]-plane[1]).length + (plane[2]-plane[3]).length < \
		(plane[1]-plane[2]).length + (plane[3]-plane[0]).length:
			plane.append(plane.pop(0))
			rot90= True
		else:
			rot90= False
		
		no= Blender.Mathutils.QuadNormal(*plane)
		plane= [v + no*PREF_Z_OFFSET.val for v in plane]
		
		cent= (plane[0]+plane[1]+plane[2]+plane[3] ) /4.0
		camera_matrix= BPyMathutils.plane2mat(plane)
		tmp_path= '%s_%d' % (PREF_IMAGE_PATH, i)
		img= BPyRender.imageFromObjectsOrtho(ob_sel, tmp_path, PREF_TILE_RES.val, PREF_TILE_RES.val, PREF_AA.val, PREF_ALPHA.val, camera_matrix)
		img.reload()
		#img.pack() # se we can keep overwriting the path
		#img.filename= ""
		
		if rot90:
			f.uv=Vector(1,1), Vector(0,1), Vector(0,0), Vector(1,0)
		else:	
			f.uv= Vector(0,1), Vector(0,0), Vector(1,0), Vector(1,1)
		
		if not PREF_IMG_PACK.val:
			f.mode |= Mesh.FaceModes.TEX
			f.image = img
			
			if PREF_ALPHA.val:
				f.transp |= Mesh.FaceTranspModes.ALPHA
		else:
			w= ((plane[0]-plane[1]).length + (plane[2]-plane[3]).length)/2
			h= ((plane[1]-plane[2]).length + (plane[3]-plane[0]).length)/2
			
			face_data.append( (f, img) )
			boxes2Pack.append( [0.0,0.0,h, w, i] )
	
	if PREF_IMG_PACK.val:
		# pack the quads into a square
		packWidth, packHeight = Blender.Geometry.BoxPack2D(boxes2Pack)
		
		render_obs= []
		
		render_mat= alpha_mat(img)
		
		# Add geometry to the mesh
		for box in boxes2Pack:
			i= box[4]
			
			orig_f, img= face_data[i]
			
			# New Mesh and Object
			
			render_me= bpy.data.meshes.new()
			
			render_ob= Blender.Object.New('Mesh')
			render_me.materials= [render_mat]
			render_ob.link(render_me)
			
			render_obs.append(render_ob)
			
			# Add verts clockwise from the bottom left.
			_x= box[0] / packWidth
			_y= box[1] / packHeight
			_w= box[2] / packWidth
			_h= box[3] / packHeight
			
			
			render_me.verts.extend([\
			Vector(_x, _y, 0),\
			Vector(_x, _y +_h, 0),\
			Vector(_x + _w, _y +_h, 0),\
			Vector(_x + _w, _y, 0),\
			])
				
			render_me.faces.extend(list(render_me.verts))
			render_me.faceUV= True
			
			render_me.faces[0].uv = [Vector(0,0), Vector(0,1), Vector(1,1), Vector(1,0)]
			render_me.faces[0].image = img
			
			# Set the UV's, we need to flip them HOZ?
			for uv in orig_f.uv:
				uv.x = _x + (uv.x * _w)
				uv.y = _y + (uv.y * _h)
		
		target_image= BPyRender.imageFromObjectsOrtho(render_obs, PREF_IMAGE_PATH, PREF_RES.val, PREF_RES.val, PREF_AA.val, PREF_ALPHA.val, None)
		target_image.reload() # incase your overwriting an existing image.
		
		# Set to the 1 image.
		for f in me_data.faces:
			f.image= target_image
			if PREF_ALPHA.val:
				f.transp |= Mesh.FaceTranspModes.ALPHA
		
		# Free the images data and remove
		for data in face_data:
			img= data[1]
			os.remove(img.filename)
			img.reload()
			
	# Finish pack
	
	me_data.update()
	me_ob.makeDisplayList()
	Blender.Window.WaitCursor(0)
	print '%.2f secs taken' % (Blender.sys.time()-time)
# Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------


#Run discombobulator.py, not this.

import Blender
from Blender import NMesh,Object,Material
from Blender.NMesh import Vert,Face
from Blender.Mathutils import *
		
import BPyMathutils
from BPyMathutils import genrand
a = BPyMathutils.sgenrand(4859)

#Create random numbers
def randnum(low,high):
	num = genrand()
	num = num*(high-low)
	num = num+low
	return num

face = Face()
xmin = Vector([0,0,0])
xmax = Vector([0,0,0])
ymin = Vector([0,0,0])
ymax = Vector([0,0,0])
mxmin = Vector([0,0,0])
mxmax = Vector([0,0,0])