also improved this so visible UVs are exported unless 'All UVs' is enabled, taking into account local-view and mesh face selection.
		
			
				
	
	
		
			211 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			211 lines
		
	
	
		
			7.7 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
# ##### 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., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.props import *
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class ExportUVLayout(bpy.types.Operator):
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    '''Export the Mesh as SVG.'''
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    bl_idname = "uv.export_layout"
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    bl_label = "Export UV Layout"
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    bl_register = True
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    bl_undo = True
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    path = StringProperty(name="File Path", description="File path used for exporting the SVG file", maxlen=1024, default="")
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    check_existing = BoolProperty(name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'})
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    export_all = BoolProperty(name="All UV's", description="Export all UVs in this mesh (not just the visible ones)", default=False)
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    mode = EnumProperty(items=(
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                        ('SVG', "Scalable Vector Graphic (.svg)", "Export the UV layout to a vector SVG file."),
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                        ('EPS', "Encapsulate PostScript (.eps)", "Export the UV layout to a vector EPS file.")),
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                name="Format",
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                description="File format to export the UV layout to",
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                default='SVG')
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    def poll(self, context):
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        obj = context.active_object
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        return (obj and obj.type == 'MESH')
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    def _space_image(self, context):
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        space_data = context.space_data
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        if type(space_data) == bpy.types.SpaceImageEditor:
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            return space_data
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        else:
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            return None
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    def _image_size(self, context, default_width=1024, default_height=1024):
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        # fallback if not in image context.
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        image_width, image_height = default_width, default_height
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        space_data = self._space_image(context)
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        if space_data:
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            image = space_data.image
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            if image:
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                width, height = tuple(context.space_data.image.size)
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                # incase no data is found.
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                if width and height:
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                    image_width, image_height = width, height
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        return image_width, image_height
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    def _face_uv_iter(self, context):
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        obj = context.active_object
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        mesh = obj.data
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        uv_layer = mesh.active_uv_texture.data
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        uv_layer_len = len(uv_layer)
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        if not self.properties.export_all:
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            local_image = Ellipsis
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            if context.tool_settings.uv_local_view:
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                space_data = self._space_image(context)
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                if space_data:
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                    local_image = space_data.image
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            faces = mesh.faces
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            for i in range(uv_layer_len):
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                uv_elem = uv_layer[i]
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                # context checks
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                if faces[i].selected and (local_image is Ellipsis or local_image == uv_elem.image):
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                    #~ uv = uv_elem.uv
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                    #~ if False not in uv_elem.uv_selected[:len(uv)]:
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                    #~     yield (i, uv)
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                    # just write what we see.
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                    yield (i, uv_layer[i].uv)
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        else:
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            # all, simple
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            for i in range(uv_layer_len):
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                yield (i, uv_layer[i].uv)
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    def execute(self, context):
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        # for making an XML compatible string
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        from xml.sax.saxutils import escape
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        from os.path import basename
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        obj = context.active_object
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        is_editmode = (obj.mode == 'EDIT')
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        if is_editmode:
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            bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
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        image_width, image_height = self._image_size(context)
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        mesh = obj.data
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        faces = mesh.faces
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        mode = self.properties.mode
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        file = open(self.properties.path, "w")
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        fw = file.write
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        if mode == 'SVG':
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            fw('<?xml version="1.0" standalone="no"?>\n')
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            fw('<!DOCTYPE svg PUBLIC "-//W3C//DTD SVG 1.1//EN" \n')
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            fw('  "http://www.w3.org/Graphics/SVG/1.1/DTD/svg11.dtd">\n')
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            fw('<svg width="%dpx" height="%dpx" viewBox="0px 0px %dpx %dpx"\n' % (image_width, image_height, image_width, image_height))
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            fw('     xmlns="http://www.w3.org/2000/svg" version="1.1">\n')
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            desc = "%s, %s, %s (Blender %s)" % (basename(bpy.data.filename), obj.name, mesh.name, bpy.app.version_string)
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            fw('<desc>%s</desc>\n' % escape(desc))
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            # svg colors
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            fill_settings = []
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            fill_default = 'fill="grey"'
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            for mat in mesh.materials if mesh.materials else [None]:
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                if mat:
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                    fill_settings.append('fill="rgb(%d, %d, %d)"' % tuple(int(c*255) for c in mat.diffuse_color))
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                else:
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                    fill_settings.append(fill_default)
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            for i, uvs in self._face_uv_iter(context):
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                try: # rare cases material index is invalid.
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                    fill = fill_settings[faces[i].material_index]
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                except IndexError:
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                    fill = fill_default
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                fw('<polygon %s fill-opacity="0.5" stroke="black" stroke-width="1px" \n' % fill)
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                fw('  points="')
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                for j, uv in enumerate(uvs):
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                    x, y = uv[0], 1.0 - uv[1]
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                    fw('%.3f,%.3f ' % (x * image_width, y * image_height))
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                fw('" />\n')
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            fw('\n')
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            fw('</svg>\n')
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        elif mode == 'EPS':
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            fw('%!PS-Adobe-3.0 EPSF-3.0\n')
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            fw("%%%%Creator: Blender %s\n" % bpy.app.version_string)
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            fw('%%Pages: 1\n')
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            fw('%%Orientation: Portrait\n')
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            fw("%%%%BoundingBox: 0 0 %d %d\n" % (image_width, image_height))
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            fw("%%%%HiResBoundingBox: 0.0 0.0 %.4f %.4f\n" % (image_width, image_height))
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            fw('%%EndComments\n')
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            fw('%%Page: 1 1\n')
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            fw('0 0 translate\n')
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            fw('1.0 1.0 scale\n')
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            fw('0 0 0 setrgbcolor\n')
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            fw('[] 0 setdash\n')
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            fw('1 setlinewidth\n')
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            fw('1 setlinejoin\n')
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            fw('1 setlinecap\n')
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            fw('newpath\n')
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            for i, uvs in self._face_uv_iter(context):
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                for j, uv in enumerate(uvs):
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                    x, y = uv[0], uv[1]
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                    if j==0:
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                        fw('%.5f %.5f moveto\n' % (x * image_width, y * image_height))
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                    else:
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                        fw('%.5f %.5f lineto\n' % (x * image_width, y * image_height))
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            fw('closepath\n')
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            fw('stroke\n')
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            fw('showpage\n')
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            fw('%%EOF\n')
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        if is_editmode:
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            bpy.ops.object.mode_set(mode='EDIT', toggle=False)
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        return {'FINISHED'}
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    def invoke(self, context, event):
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        wm = context.manager
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        wm.add_fileselect(self)
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        return {'RUNNING_MODAL'}
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# Register the operator
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bpy.types.register(ExportUVLayout)
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def menu_func(self, context):
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    default_path = bpy.data.filename.replace(".blend", ".svg")
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    self.layout.operator(ExportUVLayout.bl_idname).path = default_path
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bpy.types.IMAGE_MT_uvs.append(menu_func)
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#if __name__ == "__main__":
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#    bpy.ops.uv.export_layout(path="/home/ideasman42/foo.svg")
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