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atlas.py
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atlas.py
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# MIT License
# Copyright (c) 2017 GiveMeAllYourCats
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the 'Software'), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
# The above copyright notice and this permission notice shall be included in
# all copies or substantial portions of the Software.
# THE SOFTWARE IS PROVIDED 'AS IS', WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
# Code author: GiveMeAllYourCats
# Repo: https://github.com/michaeldegroot/cats-blender-plugin
# Edits by: Hotox
import bpy
import webbrowser
import addon_utils
from . import common as Common
from .register import register_wrap
from .. import globs
# addon_name = "Shotariya-don"
# min_version = [1, 1, 6]
@register_wrap
class EnableSMC(bpy.types.Operator):
bl_idname = 'cats_atlas.enable_smc'
bl_label = 'Enable Material Combiner'
bl_description = 'Enables Material Combiner'
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
def execute(self, context):
# disable all wrong versions
for mod in addon_utils.modules():
if mod.bl_info['name'] == "Shotariya-don":
if addon_utils.check(mod.__name__)[0]:
try:
bpy.ops.wm.addon_disable(module=mod.__name__)
except:
pass
continue
if mod.bl_info['name'] == "Shotariya's Material Combiner":
if mod.bl_info['version'] < (2, 1, 1, 2) and addon_utils.check(mod.__name__)[0]:
try:
bpy.ops.wm.addon_disable(module=mod.__name__)
except:
pass
continue
# then enable correct version
for mod in addon_utils.modules():
if mod.bl_info['name'] == "Shotariya's Material Combiner":
if mod.bl_info['version'] < (2, 1, 1, 2):
continue
if not addon_utils.check(mod.__name__)[0]:
bpy.ops.wm.addon_enable(module=mod.__name__)
break
self.report({'INFO'}, 'Enabled Material Combiner!')
return {'FINISHED'}
# @register_wrap
# class AutoAtlasNewButton(bpy.types.Operator):
# bl_idname = 'cats_atlas.generate_atlas'
# bl_label = 'Create Atlas'
# bl_description = 'Generates a texture atlas.' \
# '\n' \
# '\nGenerate the Material List to select what you want to combine.' \
# '\nOtherwise this will combine all materials.' \
# '\n' \
# '\nThis is a shortcut to shotariyas plugin.' \
# '\nIf you want more options, use the plugin tab "shotariya"'
# bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
#
# def execute(self, context):
# if not Common.version_2_79_or_older():
# self.report({'ERROR'}, 'This function is not yet compatible with Blender 2.8!')
# return {'CANCELLED'}
# # TODO
#
# # Check if shotariyas plugin is correctly set up
# print('show error from button')
# if not shotariya_installed(show_error=True):
# return {'CANCELLED'}
#
# # Check if there are meshes in the model
# if not Common.get_meshes_objects():
# Common.show_error(2.8, ['No model with meshes found!'])
# return {'CANCELLED'}
#
# # Check if all textures are found and count the materials/textures to check if it is already atlased
# missing_textures = []
# material_list = []
# texture_list = []
# empty_tex_count = 0
# if len(context.scene.material_list) == 0:
# for mesh in Common.get_meshes_objects():
# for mat_slot in mesh.material_slots:
# if mat_slot and mat_slot.material:
# mat = mat_slot.material
# if mat.name not in material_list:
# material_list.append(mat.name)
#
# tex_slot = mat.texture_slots[0]
# if tex_slot and tex_slot.texture:
# if tex_slot.texture.name not in texture_list:
# texture_list.append(tex_slot.texture.name)
#
# tex_path = bpy.path.abspath(tex_slot.texture.image.filepath)
# if not os.path.isfile(tex_path) and tex_path not in missing_textures:
# missing_textures.append(tex_path)
# else:
# texture_list.append('Empty' + str(empty_tex_count))
# empty_tex_count += 1
# else:
# for item in context.scene.material_list:
# mat = item.material
# if item.material.add_to_atlas:
# material_list.append(mat.name)
#
# tex_slot = mat.texture_slots[0]
# if tex_slot and tex_slot.texture:
# if tex_slot.texture.name not in texture_list:
# texture_list.append(tex_slot.texture.name)
#
# tex_path = bpy.path.abspath(tex_slot.texture.image.filepath)
# if not os.path.isfile(tex_path) and tex_path not in missing_textures:
# missing_textures.append(tex_path)
# else:
# texture_list.append('Empty' + str(empty_tex_count))
# empty_tex_count += 1
#
# # Check if there is an atlas already
# if len(material_list) == 0:
# if len(context.scene.material_list) == 0:
# Common.show_error(2.3, ['No materials found!'])
# else:
# Common.show_error(2.3, ['No materials selected!'])
# return {'CANCELLED'}
#
# # Check if there is an atlas already
# if len(material_list) == 1:
# Common.show_error(5, ['No need to create an atlas, there is already only one material.'])
# return {'CANCELLED'}
#
# # Check if there are too few items selected in the list
# if len(context.scene.material_list) > 0:
# checked_mats_count = 0
# for item in context.scene.material_list:
# if item.material.add_to_atlas:
# checked_mats_count += 1
#
# if checked_mats_count <= 1:
# Common.show_error(3.2, ['Please select more than one material.'])
# return {'CANCELLED'}
#
# # Check if too few textures are selected
# if len(texture_list) <= 1:
# if len(context.scene.material_list) > 0:
# Common.show_error(4.1, ['You only selected materials with the same texture.',
# 'You need multiple textures to generate an atlas.'])
# else:
# Common.show_error(3.4, ['All materials are using the same texture.',
# 'There is no need to create an atlas.'])
# return {'CANCELLED'}
#
# # Check if there are missing textures
# if missing_textures:
# longest_line = 'Use "File > External Data > Find Missing Files" to fix this.'
# message = ['Could not find the following textures:']
# for index, missing_texture in enumerate(missing_textures):
# if index < 5:
# line = ' - ' + missing_texture
# message.append(line)
# if len(line) > len(longest_line):
# longest_line = line
#
# else:
# message.append('...and ' + str(len(missing_textures) - 5) + ' more.')
# break
# message.append('')
# message.append('Use "File > External Data > Find Missing Files" to fix this.') # TODO: Check this in 2.8
#
# width = 0
# for char in longest_line:
# width += 0.095
#
# Common.show_error(width, message)
# return {'CANCELLED'}
#
# # Check if Blend file is saved
# if not bpy.data.is_saved:
# Common.show_error(4.5, ['You have to save this Blender file first!',
# 'The generated atlas will be saved to the same location.'])
# return {'CANCELLED'}
#
# # Getting the directory of the currently saved blend file
# filepath = bpy.data.filepath
# directory = os.path.dirname(filepath)
#
# # Saves all the file names in the current directory for later comparison
# files = []
# for file in os.listdir(directory):
# files.append(file)
#
# # Filling the list with textures and concurrently checking if shotaiyas plugin is installed
# Common.set_default_stage()
# bpy.ops.shotariya.list_actions('INVOKE_DEFAULT', action='GENERATE_TEX')
#
# # Sets the folder for saving the generated textures
# bpy.ops.shotariya.tex_folder('EXEC_DEFAULT', filepath=directory)
#
# # Deselects all textures and then selects only the ones from the current model
# bpy.ops.shotariya.list_actions('INVOKE_DEFAULT', action='CLEAR_TEX')
# if len(context.scene.material_list) == 0:
# for mesh in Common.get_meshes_objects():
# for mat_slot in mesh.material_slots:
# if mat_slot:
# bpy.data.materials[mat_slot.material.name].to_tex = True
# else:
# for item in context.scene.material_list:
# if item.material.add_to_atlas:
# bpy.data.materials[item.material.name].to_tex = True
#
# # Generating the textures of UVs with bounds greater than 1
# try:
# bpy.ops.shotariya.gen_tex('INVOKE_DEFAULT')
# except RuntimeError as e:
# print(str(e))
# pass
#
# # Filling the list with the materials and setting the folder to save the created atlas
# bpy.ops.shotariya.list_actions('INVOKE_DEFAULT', action='GENERATE_MAT')
# bpy.ops.shotariya.combined_folder('EXEC_DEFAULT', filepath=directory)
#
# # Deselects all materials and then selects only the ones from the current model
# bpy.ops.shotariya.list_actions('INVOKE_DEFAULT', action='CLEAR_MAT')
# if len(context.scene.material_list) == 0:
# for mesh in Common.get_meshes_objects():
# for mat_slot in mesh.material_slots:
# if mat_slot:
# bpy.data.materials[mat_slot.material.name].to_combine = True
# else:
# for item in context.scene.material_list:
# if item.material.add_to_atlas:
# bpy.data.materials[item.material.name].to_combine = True
#
# # Generating the atlas
# error = None
# try:
# bpy.ops.shotariya.gen_mat('INVOKE_DEFAULT')
# except RuntimeError as e:
# error = str(e).replace('Error: ', '')
#
# # Deleting generated textures and searching for generated atlas
# atlas_name = None
# for file in os.listdir(directory):
# if file not in files:
# if file.endswith('_uv.png'):
# os.remove(os.path.join(directory, file))
# print('Deleted', file)
# if file.startswith('combined_image_'):
# atlas_name = file
#
# # Update material list
# if len(context.scene.material_list) > 0:
# bpy.ops.cats_atlas.gen_mat_list('INVOKE_DEFAULT')
#
# # Check if the atlas was successfully generated
# if not error and not atlas_name:
# error = 'You only selected materials that are using the same texture. These materials were combined.'
#
# # Finish
# Common.set_default_stage()
# if error:
# self.report({'ERROR'}, error)
# else:
# self.report({'INFO'}, 'Auto Atlas finished! Atlas saved as "' + atlas_name + '"')
# return {'FINISHED'}
# @register_wrap
# class MaterialsGroup(bpy.types.PropertyGroup):
# material = bpy.props.PointerProperty(
# name='Material',
# type=bpy.types.Material
# )
# @register_wrap
# class GenerateMaterialListButton(bpy.types.Operator):
# bl_idname = 'cats_atlas.gen_mat_list'
# bl_label = 'Generate Material List'
# bl_description = 'This generates the material list.' \
# '\nUse this to select which materials you want to combine.' \
# '\nOtherwise all materials will be combined'
# bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
#
# def execute(self, context):
# if not Common.version_2_79_or_older():
# self.report({'ERROR'}, 'This function is not yet compatible with Blender 2.8!')
# return {'CANCELLED'}
# # TODO
#
# print("show error from button 2")
# if not shotariya_installed():
# return {'CANCELLED'}
#
# # Check if there are meshes
# if not Common.get_meshes_objects():
# Common.show_error(2.8, ['No model with meshes found!'])
# return {'CANCELLED'}
#
# scene = context.scene
# scene.material_list.clear()
# scene.clear_materials = True
# scene.material_list_index = 0
#
# for mesh in Common.get_meshes_objects():
# if not mesh.data.uv_layers.active:
# continue
#
# Common.clean_material_names(mesh)
#
# for mat_slot in mesh.material_slots:
# if mat_slot and mat_slot.material:
# mat = mat_slot.material
# mat.add_to_atlas = True
#
# item = scene.material_list.add()
# item.id = len(scene.material_list)
# item.name = mat.name
# item.material = mat
# item.add_to_atlas = mat.add_to_atlas
# scene.material_list_index = (len(scene.material_list) - 1)
# return {'FINISHED'}
@register_wrap
class AtlasHelpButton(bpy.types.Operator):
bl_idname = 'cats_atlas.help'
bl_label = 'Generate Material List'
bl_description = 'Open Useful Atlas Tips'
bl_options = {'INTERNAL'}
def execute(self, context):
webbrowser.open('https://github.com/michaeldegroot/cats-blender-plugin/#texture-atlas')
self.report({'INFO'}, 'Atlas Help opened.')
return {'FINISHED'}
# @register_wrap
# class ClearMaterialListButton(bpy.types.Operator):
# bl_idname = 'cats_atlas.clear_mat_list'
# bl_label = 'Clear Material List'
# bl_description = 'Clears the material list'
# bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
#
# def execute(self, context):
# context.scene.material_list.clear()
# return {'FINISHED'}
# def update_material_list(self, context):
# print('Update mat list')
# if len(context.scene.material_list) > 0:
# bpy.ops.cats_atlas.gen_mat_list()
# print('UPDATED MAT LIST')
@register_wrap
class InstallShotariya(bpy.types.Operator):
bl_idname = "cats_atlas.install_shotariya_popup"
bl_label = 'Error while loading Material Combiner:'
bl_options = {'INTERNAL'}
action = bpy.props.EnumProperty(
items=(('INSTALL', '', ''),
('ENABLE', '', ''),
('VERSION', '', '')))
def execute(self, context):
return {'FINISHED'}
def invoke(self, context, event):
dpi_value = Common.get_user_preferences().system.dpi
return context.window_manager.invoke_props_dialog(self, width=dpi_value * 5.3, height=-550)
def check(self, context):
# Important for changing options
return True
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
if self.action == 'INSTALL':
row = col.row(align=True)
row.label(text="Material Combiner is not installed!")
row.scale_y = 0.75
row = col.row(align=True)
row.scale_y = 0.75
row.label(text="The plugin 'Material Combiner' by shotariya is required for this function.")
col.separator()
row = col.row(align=True)
row.label(text="Please download and install it manually:")
row.scale_y = 0.75
col.separator()
row = col.row(align=True)
row.operator(ShotariyaButton.bl_idname, icon=globs.ICON_URL)
col.separator()
elif self.action == 'ENABLE':
row = col.row(align=True)
row.label(text="Material Combiner is not enabled!")
row.scale_y = 0.75
row = col.row(align=True)
row.scale_y = 0.75
row.label(text="The plugin 'Material Combiner' by shotariya is required for this function.")
col.separator()
row = col.row(align=True)
row.label(text="Please enable it in your User Preferences.")
row.scale_y = 0.75
col.separator()
elif self.action == 'VERSION':
row = col.row(align=True)
row.label(text="Material Combiner is outdated!")
row.scale_y = 0.75
row = col.row(align=True)
row.scale_y = 0.75
row.label(text="The latest version is required for this function.")
col.separator()
row = col.row(align=True)
row.label(text="Please download and install it manually:")
row.scale_y = 0.75
col.separator()
row = col.row(align=True)
row.operator(ShotariyaButton.bl_idname, icon=globs.ICON_URL)
col.separator()
@register_wrap
class ShotariyaButton(bpy.types.Operator):
bl_idname = 'cats_atlas.download_shotariya'
bl_label = 'Download Material Combiner'
bl_options = {'INTERNAL'}
def execute(self, context):
webbrowser.open('https://vrcat.club/threads/material-combiner-blender-addon-1-1-3.2255/')
self.report({'INFO'}, 'Material Combiner link opened')
return {'FINISHED'}
# @register_wrap
# class CheckMaterialListButton(bpy.types.Operator):
# bl_idname = 'cats_atlas.check_mat_list'
# bl_label = 'Check/Uncheck Materials'
# bl_description = 'Checks or unchecks the whole material list'
# bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
#
# def execute(self, context):
# scene = context.scene
# scene.clear_materials = not scene.clear_materials
# for item in scene.material_list:
# item.material.add_to_atlas = scene.clear_materials
# return {'FINISHED'}
# def shotariya_installed(show_error=False):
# print("show error!")
# installed = False
# correct_version = False
#
# for mod2 in addon_utils.modules():
# if mod2.bl_info.get('name') == addon_name:
# installed = True
#
# if mod2.bl_info.get('version') >= min_version:
# correct_version = True
#
# if not installed:
# if show_error:
# bpy.ops.cats_atlas.install_shotariya_popup('INVOKE_DEFAULT', action='INSTALL')
# print(addon_name + " not installed.")
# return False
#
# if not correct_version:
# if show_error:
# bpy.ops.cats_atlas.install_shotariya_popup('INVOKE_DEFAULT', action='VERSION')
# print(addon_name + " has wrong version.")
# return False
#
# try:
# bpy.ops.shotariya.list_actions('INVOKE_DEFAULT', action='CLEAR_MAT')
# bpy.ops.shotariya.list_actions('INVOKE_DEFAULT', action='ALL_MAT')
# except AttributeError:
# if show_error:
# bpy.ops.cats_atlas.install_shotariya_popup('INVOKE_DEFAULT', action='ENABLE')
# print(addon_name + " not enabled.")
# return False
#
# print(addon_name + " was successfully found!!!")
# return True
# @register_wrap
# class AutoAtlasButton(bpy.types.Operator):
# bl_idname = 'auto.atlas'
# bl_label = 'Create Atlas'
# bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
#
# @classmethod
# def poll(cls, context):
# if context.scene.mesh_name_atlas == "":
# return False
# return True
#
# def generateRandom(self, prefix='', suffix=''):
# return prefix + str(random.randrange(9999999999)) + suffix
#
# def execute(self, context):
# if not bpy.data.is_saved:
# Common.show_error(6.5, ['You have to save your Blender file first!',
# 'Please save it to your assets folder so unity can discover the generated atlas file.'])
# return {'CANCELLED'}
#
# Common.set_default_stage()
#
# atlas_mesh = Common.get_objects()[context.scene.mesh_name_atlas]
# atlas_mesh.hide = False
# Common.select(atlas_mesh)
#
# # Check uv index
# newUVindex = len(atlas_mesh.data.uv_textures) - 1
# if newUVindex >= 1:
# Common.show_error(4.5, ['You have more then one UVMap, please combine them.'])
# return {'CANCELLED'}
#
# # Disable all texture slots for all materials except the first texture slot
# if context.scene.one_texture:
# for ob in bpy.context.selected_editable_objects:
# for mat_slot in ob.material_slots:
# for i in range(len(mat_slot.material.texture_slots)):
# if i is not 0:
# bpy.data.materials[mat_slot.name].use_textures[i] = False
#
# # Add a UVMap
# bpy.ops.mesh.uv_texture_add()
#
# # Active object should be rendered
# atlas_mesh.hide_render = False
#
# # Go into edit mode, deselect and select all
# Common.switch('EDIT')
# Common.switch('EDIT')
# bpy.ops.mesh.select_all(action='DESELECT')
# bpy.ops.mesh.select_all(action='SELECT')
#
# if bpy.ops.mesh.reveal.poll():
# bpy.ops.mesh.reveal()
#
# # Define the image file
# image_name = self.generateRandom('AtlasBake')
# bpy.ops.image.new(name=image_name, alpha=True, width=int(context.scene.texture_size), height=int(context.scene.texture_size))
# img = bpy.data.images[image_name]
#
# # Set image settings
# filename = self.generateRandom('//GeneratedAtlasBake', '.png')
# img.use_alpha = True
# img.alpha_mode = 'STRAIGHT'
# img.filepath_raw = filename
# img.file_format = 'PNG'
#
# # Switch to new image for the uv edit
# if bpy.data.screens['UV Editing'].areas[1].spaces[0]:
# bpy.data.screens['UV Editing'].areas[1].spaces[0].image = img
#
# # Set uv mapping to active image
# for uvface in atlas_mesh.data.uv_textures.active.data:
# uvface.image = img
#
# # Try to UV smart project
# bpy.ops.uv.smart_project(angle_limit=float(context.scene.angle_limit), island_margin=float(context.scene.island_margin), user_area_weight=float(context.scene.area_weight))
#
# # Pack islands
# if context.scene.pack_islands:
# bpy.ops.uv.pack_islands(margin=0.001)
#
# # Time to bake
# Common.switch('EDIT')
# context.scene.render.bake_type = "TEXTURE"
# bpy.ops.object.bake_image()
#
# # Lets save the generated atlas
# img.save()
#
# # Deselect all and switch to object mode
# bpy.ops.mesh.select_all(action='DESELECT')
# Common.switch('OBJECT')
#
# # Delete all materials
# for ob in bpy.context.selected_editable_objects:
# ob.active_material_index = 0
# for i in range(len(ob.material_slots)):
# bpy.ops.object.material_slot_remove({'object': ob})
#
# # Create material slot
# bpy.ops.object.material_slot_add()
# new_mat = bpy.data.materials.new(name=self.generateRandom('AtlasBakedMat'))
# atlas_mesh.active_material = new_mat
#
# # Create texture slot from material slot and use generated atlas
# tex = bpy.data.textures.new(self.generateRandom('AtlasBakedTex'), 'IMAGE')
# tex.image = bpy.data.images.load(filename)
# slot = new_mat.texture_slots.add()
# slot.texture = tex
#
# # Remove orignal uv map and replace with generated
# uv_textures = atlas_mesh.data.uv_textures
# uv_textures.remove(uv_textures['UVMap'])
# uv_textures[0].name = 'UVMap'
#
# # Make sure alpha works, thanks Tupper :D!
# for mat_slot in atlas_mesh.material_slots:
# if mat_slot is not None:
# for tex_slot in bpy.data.materials[mat_slot.name].texture_slots:
# if tex_slot is not None:
# tex_slot.use_map_alpha = True
# mat_slot.material.use_transparency = True
# mat_slot.material.transparency_method = 'MASK'
# mat_slot.material.alpha = 0
#
# self.report({'INFO'}, 'Auto Atlas finished!')
#
# return {'FINISHED'}
# @register_wrap
# class ShapekeyList(bpy.types.UIList):
# # The draw_item function is called for each item of the collection that is visible in the list.
# # data is the RNA object containing the collection,
# # item is the current drawn item of the collection,
# # icon is the "computed" icon for the item (as an integer, because some objects like materials or textures
# # have custom icons ID, which are not available as enum items).
# # active_data is the RNA object containing the active property for the collection (i.e. integer pointing to the
# # active item of the collection).
# # active_propname is the name of the active property (use 'getattr(active_data, active_propname)').
# # index is index of the current item in the collection.
# # flt_flag is the result of the filtering process for this item.
# # Note: as index and flt_flag are optional arguments, you do not have to use/declare them here if you don't
# # need them.
# def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
# layout.label(text=item.name, translate=False, icon='SHAPEKEY_DATA')
# # split.prop(item, "name", text="", emboss=False, translate=False, icon='BORDER_RECT')
#
#
# class Uilist_actions(bpy.types.Operator):
# bl_idname = "custom.list_action"
# bl_label = "List Action"