#!BPY """ Name: 'Lightmap UVPack' Blender: 242 Group: 'UVCalculation' Tooltip: 'Give each face non overlapping space on a texture.' """ __author__ = "Campbell Barton aka ideasman42" __url__ = ("blender", "blenderartists.org") __version__ = "1.0 2006/02/07" __bpydoc__ = """\ """ # ***** BEGIN GPL LICENSE BLOCK ***** # # Script copyright (C) Campbell Barton # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ***** END GPL LICENCE BLOCK ***** # -------------------------------------------------------------------------- # from Blender import * import bpy from math import sqrt def AngleBetweenVecs(a1, a2): try: return Mathutils.AngleBetweenVecs(a1, a2) except: return 180.0 class prettyface(object): __slots__ = "uv", "width", "height", "children", "xoff", "yoff", "has_parent", "rot" def __init__(self, data): self.has_parent = False self.rot = False # only used for triables self.xoff = 0 self.yoff = 0 if type(data) == list: # list of data self.uv = None # join the data if len(data) == 2: # 2 vertical blocks data[1].xoff = data[0].width self.width = data[0].width * 2 self.height = data[0].height elif len(data) == 4: # 4 blocks all the same size d = data[0].width # dimension x/y are the same data[1].xoff += d data[2].yoff += d data[3].xoff += d data[3].yoff += d self.width = self.height = d * 2 #else: # print(len(data), data) # raise "Error" for pf in data: pf.has_parent = True self.children = data elif type(data) == tuple: # 2 blender faces # f, (len_min, len_mid, len_max) self.uv = data f1, lens1, lens1ord = data[0] if data[1]: f2, lens2, lens2ord = data[1] self.width = (lens1[lens1ord[0]] + lens2[lens2ord[0]]) / 2.0 self.height = (lens1[lens1ord[1]] + lens2[lens2ord[1]]) / 2.0 else: # 1 tri :/ self.width = lens1[0] self.height = lens1[1] self.children = [] else: # blender face self.uv = data.uv cos = [v.co for v in data] self.width = ((cos[0] - cos[1]).length + (cos[2] - cos[3]).length) / 2.0 self.height = ((cos[1] - cos[2]).length + (cos[0] - cos[3]).length) / 2.0 self.children = [] def spin(self): if self.uv and len(self.uv) == 4: self.uv = self.uv[1], self.uv[2], self.uv[3], self.uv[0] self.width, self.height = self.height, self.width self.xoff, self.yoff = self.yoff, self.xoff # not needed? self.rot = not self.rot # only for tri pairs. # print("spinning") for pf in self.children: pf.spin() def place(self, xoff, yoff, xfac, yfac, margin_w, margin_h): xoff += self.xoff yoff += self.yoff for pf in self.children: pf.place(xoff, yoff, xfac, yfac, margin_w, margin_h) uv = self.uv if not uv: return x1 = xoff y1 = yoff x2 = xoff + self.width y2 = yoff + self.height # Scale the values x1 = x1 / xfac + margin_w x2 = x2 / xfac - margin_w y1 = y1 / yfac + margin_h y2 = y2 / yfac - margin_h # 2 Tri pairs if len(uv) == 2: # match the order of angle sizes of the 3d verts with the UV angles and rotate. def get_tri_angles(v1, v2, v3): a1 = AngleBetweenVecs(v2 - v1, v3 - v1) a2 = AngleBetweenVecs(v1 - v2, v3 - v2) a3 = 180.0 - (a1 + a2) # a3= AngleBetweenVecs(v2-v3,v1-v3) return [(a1, 0), (a2, 1), (a3, 2)] def set_uv(f, p1, p2, p3): # cos = #v1 = cos[0]-cos[1] #v2 = cos[1]-cos[2] #v3 = cos[2]-cos[0] angles_co = get_tri_angles(*[v.co for v in f]) angles_co.sort() I = [i for a, i in angles_co] fuv = f.uv if self.rot: fuv[I[2]][:] = p1 fuv[I[1]][:] = p2 fuv[I[0]][:] = p3 else: fuv[I[2]][:] = p1 fuv[I[0]][:] = p2 fuv[I[1]][:] = p3 f, lens, lensord = uv[0] set_uv(f, (x1, y1), (x1, y2 - margin_h), (x2 - margin_w, y1)) if uv[1]: f, lens, lensord = uv[1] set_uv(f, (x2, y2), (x2, y1 + margin_h), (x1 + margin_w, y2)) else: # 1 QUAD uv[1][:] = x1, y1 uv[2][:] = x1, y2 uv[3][:] = x2, y2 uv[0][:] = x2, y1 def __hash__(self): # None unique hash return self.width, self.height def lightmap_uvpack(meshes, PREF_SEL_ONLY=True, PREF_NEW_UVLAYER=False, PREF_PACK_IN_ONE=False, PREF_APPLY_IMAGE=False, PREF_IMG_PX_SIZE=512, PREF_BOX_DIV=8, PREF_MARGIN_DIV=512 ): ''' BOX_DIV if the maximum division of the UV map that a box may be consolidated into. Basicly, a lower value will be slower but waist less space and a higher value will have more clumpy boxes but more waisted space ''' if not meshes: return t = sys.time() if PREF_PACK_IN_ONE: if PREF_APPLY_IMAGE: image = Image.New("lightmap", PREF_IMG_PX_SIZE, PREF_IMG_PX_SIZE, 24) face_groups = [[]] else: face_groups = [] for me in meshes: # Add face UV if it does not exist. # All new faces are selected. me.faceUV = True if PREF_SEL_ONLY: faces = [f for f in me.faces if f.sel] else: faces = list(me.faces) if PREF_PACK_IN_ONE: face_groups[0].extend(faces) else: face_groups.append(faces) if PREF_NEW_UVLAYER: uvname_org = uvname = "lightmap" uvnames = me.getUVLayerNames() i = 1 while uvname in uvnames: uvname = "%s.%03d" % (uvname_org, i) i += 1 me.addUVLayer(uvname) me.activeUVLayer = uvname del uvnames, uvname_org, uvname for face_sel in face_groups: print("\nStarting unwrap") if len(face_sel) < 4: print("\tWarning, less then 4 faces, skipping") continue pretty_faces = [prettyface(f) for f in face_sel if len(f) == 4] # Do we have any tri's if len(pretty_faces) != len(face_sel): # Now add tri's, not so simple because we need to pair them up. def trylens(f): # f must be a tri cos = [v.co for v in f] lens = [(cos[0] - cos[1]).length, (cos[1] - cos[2]).length, (cos[2] - cos[0]).length] lens_min = lens.index(min(lens)) lens_max = lens.index(max(lens)) for i in xrange(3): if i != lens_min and i != lens_max: lens_mid = i break lens_order = lens_min, lens_mid, lens_max return f, lens, lens_order tri_lengths = [trylens(f) for f in face_sel if len(f) == 3] del trylens def trilensdiff(t1, t2): return\ abs(t1[1][t1[2][0]] - t2[1][t2[2][0]]) + \ abs(t1[1][t1[2][1]] - t2[1][t2[2][1]]) + \ abs(t1[1][t1[2][2]] - t2[1][t2[2][2]]) while tri_lengths: tri1 = tri_lengths.pop() if not tri_lengths: pretty_faces.append(prettyface((tri1, None))) break best_tri_index = -1 best_tri_diff = 100000000.0 for i, tri2 in enumerate(tri_lengths): diff = trilensdiff(tri1, tri2) if diff < best_tri_diff: best_tri_index = i best_tri_diff = diff pretty_faces.append(prettyface((tri1, tri_lengths.pop(best_tri_index)))) # Get the min, max and total areas max_area = 0.0 min_area = 100000000.0 tot_area = 0 for f in face_sel: area = f.area if area > max_area: max_area = area if area < min_area: min_area = area tot_area += area max_len = sqrt(max_area) min_len = sqrt(min_area) side_len = sqrt(tot_area) # Build widths curr_len = max_len print("\tGenerating lengths...", end="") lengths = [] while curr_len > min_len: lengths.append(curr_len) curr_len = curr_len / 2.0 # Dont allow boxes smaller then the margin # since we contract on the margin, boxes that are smaller will create errors # print(curr_len, side_len/MARGIN_DIV) if curr_len / 4.0 < side_len / PREF_MARGIN_DIV: break if not lengths: lengths.append(curr_len) # convert into ints lengths_to_ints = {} l_int = 1 for l in reversed(lengths): lengths_to_ints[l] = l_int l_int *= 2 lengths_to_ints = lengths_to_ints.items() lengths_to_ints.sort() print("done") # apply quantized values. for pf in pretty_faces: w = pf.width h = pf.height bestw_diff = 1000000000.0 besth_diff = 1000000000.0 new_w = 0.0 new_h = 0.0 for l, i in lengths_to_ints: d = abs(l - w) if d < bestw_diff: bestw_diff = d new_w = i # assign the int version d = abs(l - h) if d < besth_diff: besth_diff = d new_h = i # ditto pf.width = new_w pf.height = new_h if new_w > new_h: pf.spin() print("...done") # Since the boxes are sized in powers of 2, we can neatly group them into bigger squares # this is done hierarchily, so that we may avoid running the pack function # on many thousands of boxes, (under 1k is best) because it would get slow. # Using an off and even dict us usefull because they are packed differently # where w/h are the same, their packed in groups of 4 # where they are different they are packed in pairs # # After this is done an external pack func is done that packs the whole group. print("\tConsolidating Boxes...", end="") even_dict = {} # w/h are the same, the key is an int (w) odd_dict = {} # w/h are different, the key is the (w,h) for pf in pretty_faces: w, h = pf.width, pf.height if w == h: even_dict.setdefault(w, []).append(pf) else: odd_dict.setdefault((w, h), []).append(pf) # Count the number of boxes consolidated, only used for stats. c = 0 # This is tricky. the total area of all packed boxes, then squt that to get an estimated size # this is used then converted into out INT space so we can compare it with # the ints assigned to the boxes size # and divided by BOX_DIV, basicly if BOX_DIV is 8 # ...then the maximum box consolidataion (recursive grouping) will have a max width & height # ...1/8th of the UV size. # ...limiting this is needed or you end up with bug unused texture spaces # ...however if its too high, boxpacking is way too slow for high poly meshes. float_to_int_factor = lengths_to_ints[0][0] if float_to_int_factor > 0: max_int_dimension = int(((side_len / float_to_int_factor)) / PREF_BOX_DIV) ok = True else: max_int_dimension = 0.0 # wont be used ok = False # RECURSIVE prettyface grouping while ok: ok = False # Tall boxes in groups of 2 for d, boxes in odd_dict.items(): if d[1] < max_int_dimension: #\boxes.sort(key = lambda a: len(a.children)) while len(boxes) >= 2: # print("foo", len(boxes)) ok = True c += 1 pf_parent = prettyface([boxes.pop(), boxes.pop()]) pretty_faces.append(pf_parent) w, h = pf_parent.width, pf_parent.height if w > h: raise "error" if w == h: even_dict.setdefault(w, []).append(pf_parent) else: odd_dict.setdefault((w, h), []).append(pf_parent) # Even boxes in groups of 4 for d, boxes in even_dict.items(): if d < max_int_dimension: boxes.sort(key=lambda a: len(a.children)) while len(boxes) >= 4: # print("bar", len(boxes)) ok = True c += 1 pf_parent = prettyface([boxes.pop(), boxes.pop(), boxes.pop(), boxes.pop()]) pretty_faces.append(pf_parent) w = pf_parent.width # width and weight are the same even_dict.setdefault(w, []).append(pf_parent) del even_dict del odd_dict orig = len(pretty_faces) pretty_faces = [pf for pf in pretty_faces if not pf.has_parent] # spin every second prettyface # if there all vertical you get less efficiently used texture space i = len(pretty_faces) d = 0 while i: i -= 1 pf = pretty_faces[i] if pf.width != pf.height: d += 1 if d % 2: # only pack every second pf.spin() # pass print("Consolidated", c, "boxes, done") # print("done", orig, len(pretty_faces)) # boxes2Pack.append([islandIdx, w,h]) print("\tPacking Boxes", len(pretty_faces), end="...") boxes2Pack = [[0.0, 0.0, pf.width, pf.height, i] for i, pf in enumerate(pretty_faces)] packWidth, packHeight = Geometry.BoxPack2D(boxes2Pack) # print(packWidth, packHeight) packWidth = float(packWidth) packHeight = float(packHeight) margin_w = ((packWidth) / PREF_MARGIN_DIV) / packWidth margin_h = ((packHeight) / PREF_MARGIN_DIV) / packHeight # print(margin_w, margin_h) print("done") # Apply the boxes back to the UV coords. print("\twriting back UVs", end="") for i, box in enumerate(boxes2Pack): pretty_faces[i].place(box[0], box[1], packWidth, packHeight, margin_w, margin_h) # pf.place(box[1][1], box[1][2], packWidth, packHeight, margin_w, margin_h) print("done") if PREF_APPLY_IMAGE: if not PREF_PACK_IN_ONE: image = Image.New("lightmap", PREF_IMG_PX_SIZE, PREF_IMG_PX_SIZE, 24) for f in face_sel: f.image = image for me in meshes: me.update() print("finished all %.2f " % (sys.time() - t)) Window.RedrawAll() def main(): scn = bpy.data.scenes.active PREF_ACT_ONLY = Draw.Create(1) PREF_SEL_ONLY = Draw.Create(1) PREF_NEW_UVLAYER = Draw.Create(0) PREF_PACK_IN_ONE = Draw.Create(0) PREF_APPLY_IMAGE = Draw.Create(0) PREF_IMG_PX_SIZE = Draw.Create(512) PREF_BOX_DIV = Draw.Create(12) PREF_MARGIN_DIV = Draw.Create(0.1) if not Draw.PupBlock("Lightmap Pack", [\ "Context...", ('Active Object', PREF_ACT_ONLY, 'If disabled, include other selected objects for packing the lightmap.'),\ ('Selected Faces', PREF_SEL_ONLY, 'Use only selected faces from all selected meshes.'),\ 'Image & UVs...', ('Share Tex Space', PREF_PACK_IN_ONE, 'Objects Share texture space, map all objects into 1 uvmap'),\ ('New UV Layer', PREF_NEW_UVLAYER, 'Create a new UV layer for every mesh packed'),\ ('New Image', PREF_APPLY_IMAGE, 'Assign new images for every mesh (only one if shared tex space enabled)'),\ ('Image Size', PREF_IMG_PX_SIZE, 64, 5000, 'Width and Height for the new image'),\ 'UV Packing...', ('Pack Quality: ', PREF_BOX_DIV, 1, 48, 'Pre Packing before the complex boxpack'),\ ('Margin: ', PREF_MARGIN_DIV, 0.001, 1.0, 'Size of the margin as a division of the UV')\ ]): return if PREF_ACT_ONLY.val: ob = scn.objects.active if ob == None or ob.type != 'Mesh': Draw.PupMenu('Error%t|No mesh object.') return meshes = [ob.getData(mesh=1)] else: meshes = dict([(me.name, me) for ob in scn.objects.context if ob.type == 'Mesh' for me in (ob.getData(mesh=1),) if not me.lib if len(me.faces)]) meshes = meshes.values() if not meshes: Draw.PupMenu('Error%t|No mesh objects selected.') return # Toggle Edit mode is_editmode = Window.EditMode() if is_editmode: Window.EditMode(0) Window.WaitCursor(1) lightmap_uvpack(meshes, PREF_SEL_ONLY.val, PREF_NEW_UVLAYER.val, PREF_PACK_IN_ONE.val, PREF_APPLY_IMAGE.val, PREF_IMG_PX_SIZE.val, PREF_BOX_DIV.val,\ int(1.0 / (PREF_MARGIN_DIV.val / 100.0))) if is_editmode: Window.EditMode(1) Window.WaitCursor(0) if __name__ == '__main__': main()