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uv_to_mesh.py
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uv_to_mesh.py
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# SPDX-FileCopyrightText: 2017 Alessandro Zomparelli
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy, bmesh
import math
from bpy.types import Operator
from bpy.props import BoolProperty
from mathutils import Vector
from .utils import *
class uv_to_mesh(Operator):
bl_idname = "object.uv_to_mesh"
bl_label = "UV to Mesh"
bl_description = ("Create a new Mesh based on active UV")
bl_options = {'REGISTER', 'UNDO'}
apply_modifiers : BoolProperty(
name="Apply Modifiers",
default=True,
description="Apply object's modifiers"
)
vertex_groups : BoolProperty(
name="Keep Vertex Groups",
default=True,
description="Transfer all the Vertex Groups"
)
materials : BoolProperty(
name="Keep Materials",
default=True,
description="Transfer all the Materials"
)
auto_scale : BoolProperty(
name="Resize",
default=True,
description="Scale the new object in order to preserve the average surface area"
)
def execute(self, context):
if context.mode == 'EDIT_MESH': on_selection = True
else: on_selection = False
bpy.ops.object.mode_set(mode='OBJECT')
ob0 = context.object
for o in bpy.context.view_layer.objects: o.select_set(False)
ob0.select_set(True)
name0 = ob0.name
ob0 = convert_object_to_mesh(ob0, apply_modifiers=self.apply_modifiers, preserve_status=False)
me0 = ob0.data
area = 0
verts = []
faces = []
face_materials = []
if on_selection: polygons = [f for f in me0.polygons if f.select]
else: polygons = me0.polygons
bm = bmesh.new()
for face in polygons:
area += face.area
uv_face = []
store = False
if len(me0.uv_layers) > 0:
verts = []
for loop in face.loop_indices:
uv = me0.uv_layers.active.data[loop].uv
if uv.x != 0 and uv.y != 0:
store = True
new_vert = bm.verts.new((uv.x, uv.y, 0))
verts.append(new_vert)
if store:
new_face = bm.faces.new(verts)
new_face.material_index = face.material_index
else:
self.report({'ERROR'}, "Missing UV Map")
return {'CANCELLED'}
name = name0 + '_UV'
# Create mesh and object
me = bpy.data.meshes.new(name + 'Mesh')
ob = bpy.data.objects.new(name, me)
# Link object to scene and make active
scn = bpy.context.scene
bpy.context.collection.objects.link(ob)
bpy.context.view_layer.objects.active = ob
ob.select_set(True)
# Create mesh from given verts, faces.
bm.to_mesh(me)
# Update mesh with new data
me.update()
if self.auto_scale:
new_area = 0
for p in me.polygons:
new_area += p.area
if new_area == 0:
self.report({'ERROR'}, "Impossible to generate mesh from UV")
bpy.data.objects.remove(ob0)
return {'CANCELLED'}
# VERTEX GROUPS
if self.vertex_groups:
for group in ob0.vertex_groups:
index = group.index
ob.vertex_groups.new(name=group.name)
for p in polygons:
for vert, loop in zip(p.vertices, p.loop_indices):
try:
ob.vertex_groups[index].add([loop], group.weight(vert), 'REPLACE')
except:
pass
ob0.select_set(False)
if self.auto_scale:
scaleFactor = math.pow(area / new_area, 1 / 2)
ob.scale = Vector((scaleFactor, scaleFactor, scaleFactor))
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
bpy.ops.mesh.remove_doubles(threshold=1e-06)
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)
# MATERIALS
if self.materials:
if len(ob0.material_slots) > 0:
# assign old material
uv_materials = [slot.material for slot in ob0.material_slots]
for i in range(len(uv_materials)):
bpy.ops.object.material_slot_add()
bpy.context.object.material_slots[i].material = uv_materials[i]
bpy.data.objects.remove(ob0)
bpy.data.meshes.remove(me0)
return {'FINISHED'}