update patch generation 3d
This commit is contained in:
+38
-2
@@ -23,6 +23,37 @@ except:
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print("PyQtGraph is not installed. Please install it using 'pip install pyqt5 pyqtgraph'.")
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exit()
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def lp_filter(series, alpha=0.5):
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series = np.asarray(series)
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if series.ndim == 0:
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return float(series)
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if series.shape[0] < 2:
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return float(series[-1])
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return float(series[-1] * alpha + series[-2] * (1 - alpha))
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def median_filter(series, window_size=5):
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series = np.asarray(series)
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if series.ndim == 0:
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return float(series)
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if series.shape[0] == 0:
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return 0.0
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try:
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window_n = max(1, int(window_size))
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except (TypeError, ValueError):
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window_n = 1
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return float(np.median(series[-window_n:]))
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def moving_average(series, window_size=5):
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series = np.asarray(series)
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if series.ndim == 0:
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return float(series)
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if series.shape[0] == 0:
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return 0.0
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try:
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window_n = max(1, int(window_size))
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except (TypeError, ValueError):
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window_n = 1
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return float(np.mean(series[-window_n:]))
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def create_plot():
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p1 = win.addPlot(title="法向力")
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p1.setLabel('bottom', '时间', units='s')
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@@ -100,7 +131,7 @@ p1, p2, p3, plot_af, plot_tfx, plot_tfy = create_plot()
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data = np.zeros([npoints,2,3])
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start_time = None # Will be set when sensor starts
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for i in range(3):
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data[:,0,i] = np.linspace(-npoints,0,npoints)
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data[:,0,i] = np.linspace(-npoints,0,npoints)/30
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@@ -164,6 +195,7 @@ def main():
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# 更新实时曲线
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current_time = time.time() - start_time
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data_filtered = data.copy()
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for i in range(3):
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data[:-1, 0, i] = data[1:, 0, i] # 时间轴左移
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data[:-1, 1, i] = data[1:, 1, i] # 力数据左移
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@@ -171,7 +203,11 @@ def main():
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data[-1, 1, 0] = fn
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data[-1, 1, 1] = fx
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data[-1, 1, 2] = fy
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update(plot_af, plot_tfx, plot_tfy, data, p1, p2, p3) # 更新曲线
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# 对最新采样点做一阶低通,滤波对象是历史曲线而不是单个标量。
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data_filtered[-1, 1, 0] = moving_average(data[:, 1, 0])
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data_filtered[-1, 1, 1] = moving_average(data[:, 1, 1])
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data_filtered[-1, 1, 2] = moving_average(data[:, 1, 2])
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update(plot_af, plot_tfx, plot_tfy, data_filtered, p1, p2, p3) # 更新曲线
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key = cv2.waitKey(1)
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if key & 0xFF == ord("q"):
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@@ -0,0 +1,585 @@
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"""
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Texture Generator for Arbitrary 3D Surfaces (Blender Script)
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- Mode: "patches" (black/white checker patches) or "dots" (circular markers)
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- Mesh UVs are filled white so that non‑visible parts become white.
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- Texture background (no‑mesh areas) stays black.
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"""
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import bpy
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import numpy as np
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import os
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import time
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from mathutils import Vector
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# ----------------------------------------------------------------------
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# Common Utilities
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# ----------------------------------------------------------------------
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def draw_cross(pixels, width, height, cx_uv, cy_uv, length_px, thickness_px, color):
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"""
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Draw a cross (plus sign) in pixel space.
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cx_uv, cy_uv: centre of cross in UV coordinates (0‑1), origin at bottom‑left.
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length_px: total length of each arm (pixels).
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thickness_px: line thickness (odd number gives symmetric result).
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"""
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# Convert UV centre to pixel coordinates (y from bottom)
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cx = int(round(cx_uv * (width - 1)))
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cy = int(round(cy_uv * (height - 1)))
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half_len = length_px // 2
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half_thick = thickness_px // 2
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# Horizontal arm
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x0 = max(0, cx - half_len)
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x1 = min(width - 1, cx + half_len)
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y0 = max(0, cy - half_thick)
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y1 = min(height - 1, cy + half_thick)
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for y in range(y0, y1 + 1):
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for x in range(x0, x1 + 1):
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idx = (y * width + x) * 4
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pixels[idx:idx+4] = color
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# Vertical arm
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x0 = max(0, cx - half_thick)
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x1 = min(width - 1, cx + half_thick)
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y0 = max(0, cy - half_len)
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y1 = min(height - 1, cy + half_len)
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for y in range(y0, y1 + 1):
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for x in range(x0, x1 + 1):
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idx = (y * width + x) * 4
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pixels[idx:idx+4] = color
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def fill_background(pixels, width, height, color):
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"""Fill the entire image with a solid RGBA color (0-1 floats)."""
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r, g, b, a = color
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for y in range(height):
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for x in range(width):
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idx = (y * width + x) * 4
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pixels[idx] = r
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pixels[idx+1] = g
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pixels[idx+2] = b
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pixels[idx+3] = a
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def fill_polygon(image, pixels, width, height, polygon, color):
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"""Fill a polygon in the pixel array (flattened, RGBA)."""
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poly = [(int(round(x)), int(round(y))) for x, y in polygon]
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if len(poly) < 3:
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return
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min_x = max(0, min(p[0] for p in poly))
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max_x = min(width-1, max(p[0] for p in poly))
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min_y = max(0, min(p[1] for p in poly))
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max_y = min(height-1, max(p[1] for p in poly))
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for y in range(min_y, max_y + 1):
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intersections = []
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for i in range(len(poly)):
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x1, y1 = poly[i]
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x2, y2 = poly[(i+1) % len(poly)]
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if y1 == y2:
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continue
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if (y1 <= y < y2) or (y2 <= y < y1):
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t = (y - y1) / (y2 - y1)
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x = x1 + t * (x2 - x1)
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intersections.append(x)
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intersections.sort()
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for k in range(0, len(intersections), 2):
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if k+1 >= len(intersections):
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break
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x_start = int(round(intersections[k]))
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x_end = int(round(intersections[k+1]))
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x_start = max(0, min(width-1, x_start))
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x_end = max(0, min(width-1, x_end))
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for x in range(x_start, x_end + 1):
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idx = (y * width + x) * 4
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pixels[idx:idx+4] = color
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def fill_polygon_value(grid, width, height, polygon, value):
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"""Fill a polygon into a 2D scalar grid."""
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poly = [(int(round(x)), int(round(y))) for x, y in polygon]
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if len(poly) < 3:
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return
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min_x = max(0, min(p[0] for p in poly))
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max_x = min(width - 1, max(p[0] for p in poly))
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min_y = max(0, min(p[1] for p in poly))
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max_y = min(height - 1, max(p[1] for p in poly))
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for y in range(min_y, max_y + 1):
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intersections = []
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for i in range(len(poly)):
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x1, y1 = poly[i]
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x2, y2 = poly[(i + 1) % len(poly)]
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if y1 == y2:
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continue
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if (y1 <= y < y2) or (y2 <= y < y1):
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t = (y - y1) / (y2 - y1)
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x = x1 + t * (x2 - x1)
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intersections.append(x)
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intersections.sort()
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for k in range(0, len(intersections), 2):
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if k + 1 >= len(intersections):
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break
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x_start = int(round(intersections[k]))
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x_end = int(round(intersections[k + 1]))
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x_start = max(0, min(width - 1, x_start))
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x_end = max(0, min(width - 1, x_end))
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grid[y, x_start:x_end + 1] = value
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def draw_ellipse(pixels, width, height, cx, cy, a, b, angle, color):
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"""Filled ellipse with semi‑axes a,b (pixels), rotation angle (rad)."""
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cos_a = np.cos(angle)
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sin_a = np.sin(angle)
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rx = abs(a * cos_a) + abs(b * sin_a)
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ry = abs(a * sin_a) + abs(b * cos_a)
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x_min = int(max(0, cx - rx))
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x_max = int(min(width-1, cx + rx))
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y_min = int(max(0, cy - ry))
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y_max = int(min(height-1, cy + ry))
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for y in range(y_min, y_max + 1):
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for x in range(x_min, x_max + 1):
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dx = x - cx
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dy = y - cy
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u = dx * cos_a + dy * sin_a
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v = -dx * sin_a + dy * cos_a
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if (u/a)**2 + (v/b)**2 <= 1.0:
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idx = (y * width + x) * 4
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pixels[idx:idx+4] = color
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def get_uv_from_face(obj, face_index, location):
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"""World‑space location → UV coordinate on the mesh face."""
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me = obj.data
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local_loc = obj.matrix_world.inverted() @ location
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poly = me.polygons[face_index]
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vert_indices = poly.vertices
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loop_indices = poly.loop_indices
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if len(vert_indices) < 3:
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return None
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v0 = me.vertices[vert_indices[0]].co
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v1 = me.vertices[vert_indices[1]].co
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v2 = me.vertices[vert_indices[2]].co
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uv_layer = me.uv_layers.active.data
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uv0 = uv_layer[loop_indices[0]].uv
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uv1 = uv_layer[loop_indices[1]].uv
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uv2 = uv_layer[loop_indices[2]].uv
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def tri_area(a, b, c):
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return 0.5 * ((b - a).cross(c - a)).length
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total_area = tri_area(v0, v1, v2)
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if total_area == 0:
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return None
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w0 = tri_area(local_loc, v1, v2) / total_area
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w1 = tri_area(local_loc, v2, v0) / total_area
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w2 = 1.0 - w0 - w1
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uv = w0 * uv0 + w1 * uv1 + w2 * uv2
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return Vector((uv.x, uv.y))
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def raycast_from_camera(scene, depsgraph, cam, obj, u_ndc, v_ndc, frame_width, frame_height):
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"""Camera raycast through normalised sensor coordinates (0‑1)."""
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sx = (u_ndc - 0.5) * frame_width
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sy = (v_ndc - 0.5) * frame_height
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direction_cam = Vector((sx, sy, -1.0))
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direction_world = cam.matrix_world.to_quaternion() @ direction_cam
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direction_world.normalize()
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origin = cam.matrix_world.translation
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hit, location, normal, face_index, hit_obj, matrix = scene.ray_cast(
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depsgraph, origin, direction_world)
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if hit and hit_obj == obj:
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return location, face_index
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return None, None
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def rasterize_mesh_uvs(obj, pixels, tex_width, tex_height, color=(1,1,1,1)):
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"""
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Fill all triangles of the active UV map with 'color' (default white).
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This marks every part of the mesh, visible or not, as white.
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"""
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me = obj.data
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uv_layer = me.uv_layers.active
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if not uv_layer:
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print("Warning: No active UV layer – mesh rasterization skipped.")
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return
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uv_data = uv_layer.data
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for poly in me.polygons:
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# Get loop indices for this polygon
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loops = poly.loop_indices
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# Build UV polygon
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uv_poly = []
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for loop_idx in loops:
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uv = uv_data[loop_idx].uv
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uv_poly.append((uv.x, uv.y))
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# Convert UV (0‑1) to pixel coordinates
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pixel_poly = [(u * (tex_width - 1), v * (tex_height - 1)) for u, v in uv_poly]
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fill_polygon(None, pixels, tex_width, tex_height, pixel_poly, color)
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def rasterize_mesh_mask(obj, tex_width, tex_height):
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"""Rasterize the active UV map to a boolean mesh mask."""
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mask = np.zeros((tex_height, tex_width), dtype=bool)
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me = obj.data
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uv_layer = me.uv_layers.active
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if not uv_layer:
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return mask
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uv_data = uv_layer.data
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for poly in me.polygons:
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uv_poly = []
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for loop_idx in poly.loop_indices:
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uv = uv_data[loop_idx].uv
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uv_poly.append((uv.x, uv.y))
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pixel_poly = [(u * (tex_width - 1), v * (tex_height - 1)) for u, v in uv_poly]
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fill_polygon_value(mask, tex_width, tex_height, pixel_poly, True)
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return mask
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def paint_mask_color(pixels, width, height, mask, color):
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"""Paint all True pixels of a boolean mask with an RGBA color."""
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r, g, b, a = color
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ys, xs = np.nonzero(mask)
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for y, x in zip(ys, xs):
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idx = (y * width + x) * 4
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pixels[idx:idx+4] = (r, g, b, a)
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def complete_checker_gaps(pixels, width, height, mesh_mask, patch_state, max_gap_px=6):
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"""
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Fill small white slivers inside the mesh by expanding nearby checker colors.
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Only grows locally (max_gap_px) so non-visible mesh areas remain white.
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patch_state: -1 = unassigned, 0 = black patch, 1 = white patch
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"""
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for _ in range(max_gap_px):
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candidate = mesh_mask & (patch_state < 0)
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if not np.any(candidate):
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break
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black_counts = np.zeros_like(patch_state, dtype=np.uint8)
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white_counts = np.zeros_like(patch_state, dtype=np.uint8)
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for dy in (-1, 0, 1):
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for dx in (-1, 0, 1):
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if dx == 0 and dy == 0:
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continue
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src_y0 = max(0, -dy)
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src_y1 = height - max(0, dy)
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src_x0 = max(0, -dx)
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src_x1 = width - max(0, dx)
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dst_y0 = max(0, dy)
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dst_y1 = height - max(0, -dy)
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dst_x0 = max(0, dx)
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dst_x1 = width - max(0, -dx)
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neighbor_vals = patch_state[src_y0:src_y1, src_x0:src_x1]
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black_counts[dst_y0:dst_y1, dst_x0:dst_x1] += (neighbor_vals == 0)
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white_counts[dst_y0:dst_y1, dst_x0:dst_x1] += (neighbor_vals == 1)
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fillable = candidate & ((black_counts + white_counts) > 0)
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if not np.any(fillable):
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break
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patch_state[fillable] = np.where(
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black_counts[fillable] > white_counts[fillable], 0, 1
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).astype(np.int8)
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paint_mask_color(pixels, width, height, patch_state == 0, (0.0, 0.0, 0.0, 1.0))
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paint_mask_color(pixels, width, height, patch_state == 1, (1.0, 1.0, 1.0, 1.0))
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def checker_patch_color(i, j):
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"""Return a black/white checker color for patch index (i, j)."""
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if (i + j) % 2 == 0:
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return np.array([1.0, 1.0, 1.0], dtype=np.float32)
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return np.array([0.0, 0.0, 0.0], dtype=np.float32)
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# ----------------------------------------------------------------------
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# Mode 1: Colored Patches
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# ----------------------------------------------------------------------
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def generate_patch_texture(
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obj, cam, scene, depsgraph,
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nx=40, ny=30, r=0.05,
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texture_width=2048, texture_height=2048,
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output_path="//patch_texture.png",uv_centre=None, cross_length=40, cross_thickness=3, cross_color=(1,0,0,1),
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gap_fill_px=6
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):
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cam_data = cam.data
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render = scene.render
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res_x = render.resolution_x
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res_y = render.resolution_y
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if cam_data.sensor_fit == 'HORIZONTAL':
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sensor_width = cam_data.sensor_width
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sensor_height = sensor_width / (res_x / res_y)
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else:
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sensor_height = cam_data.sensor_height
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sensor_width = sensor_height * (res_x / res_y)
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focal = cam_data.lens
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frame_width = sensor_width / focal
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frame_height = sensor_height / focal
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patch_uv_polygons = []
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patch_colors = np.zeros((ny, nx, 3), dtype=np.float32)
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print(f"Raycasting {nx*ny} patches...")
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for j in range(ny):
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v_start = j / ny
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v_end = (j+1) / ny
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for i in range(nx):
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u_start = i / nx
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u_end = (i+1) / nx
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corners_ndc = [(u_start, v_start), (u_end, v_start),
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(u_end, v_end), (u_start, v_end)]
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uv_poly = []
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for (u_ndc, v_ndc) in corners_ndc:
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loc, face_idx = raycast_from_camera(scene, depsgraph, cam, obj,
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u_ndc, v_ndc, frame_width, frame_height)
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if loc is not None:
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uv = get_uv_from_face(obj, face_idx, loc)
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if uv is not None:
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uv_poly.append(uv)
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if len(uv_poly) < 3:
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patch_uv_polygons.append(None)
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continue
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patch_uv_polygons.append(uv_poly)
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|
||||
patch_colors[j, i] = checker_patch_color(i, j)
|
||||
|
||||
# Create image – start with black background
|
||||
img_name = "PatchTexture"
|
||||
if img_name in bpy.data.images:
|
||||
bpy.data.images.remove(bpy.data.images[img_name])
|
||||
image = bpy.data.images.new(img_name, width=texture_width, height=texture_height, alpha=True)
|
||||
pixels = list(image.pixels)
|
||||
mesh_mask = rasterize_mesh_mask(obj, texture_width, texture_height)
|
||||
patch_state = np.full((texture_height, texture_width), -1, dtype=np.int8)
|
||||
|
||||
# Fill entire image with black (no mesh areas)
|
||||
fill_background(pixels, texture_width, texture_height, (0,0,0,1))
|
||||
|
||||
# Rasterize all mesh UVs in white (visible + non‑visible parts)
|
||||
paint_mask_color(pixels, texture_width, texture_height, mesh_mask, (1,1,1,1))
|
||||
|
||||
# Now draw the visible patches on top
|
||||
idx = 0
|
||||
for j in range(ny):
|
||||
for i in range(nx):
|
||||
uv_poly = patch_uv_polygons[idx]; idx += 1
|
||||
if uv_poly is None: continue
|
||||
pixel_poly = [(u*(texture_width-1), v*(texture_height-1)) for u,v in uv_poly]
|
||||
color = patch_colors[j,i]
|
||||
rgba = (color[0], color[1], color[2], 1.0)
|
||||
fill_polygon(image, pixels, texture_width, texture_height, pixel_poly, rgba)
|
||||
fill_polygon_value(
|
||||
patch_state,
|
||||
texture_width,
|
||||
texture_height,
|
||||
pixel_poly,
|
||||
1 if np.mean(color) >= 0.5 else 0,
|
||||
)
|
||||
|
||||
# Fill small steep-edge gaps from neighboring checker cells.
|
||||
complete_checker_gaps(
|
||||
pixels, texture_width, texture_height, mesh_mask, patch_state, max_gap_px=gap_fill_px
|
||||
)
|
||||
|
||||
# (after drawing all patches)
|
||||
if uv_centre is not None:
|
||||
draw_cross(pixels, texture_width, texture_height,
|
||||
uv_centre[0], uv_centre[1],
|
||||
cross_length, cross_thickness, cross_color)
|
||||
|
||||
image.pixels[:] = pixels
|
||||
image.update()
|
||||
abs_path = bpy.path.abspath(output_path)
|
||||
image.filepath_raw = abs_path
|
||||
image.file_format = 'PNG'
|
||||
image.save()
|
||||
print(f"Patch texture saved to {abs_path}")
|
||||
return image
|
||||
|
||||
# ----------------------------------------------------------------------
|
||||
# Mode 2: Circular Dot Markers
|
||||
# ----------------------------------------------------------------------
|
||||
def generate_dot_texture(
|
||||
obj, cam, scene, depsgraph,
|
||||
dot_diameter_pixels=12,
|
||||
spacing_pixels=40,
|
||||
dot_color=(0,0,0,1), # RGBA 0-1
|
||||
texture_width=2048, texture_height=2048,
|
||||
output_path="//dot_texture.png",uv_centre=None, cross_length=40, cross_thickness=3, cross_color=(1,0,0,1)
|
||||
):
|
||||
render = scene.render
|
||||
res_x = render.resolution_x
|
||||
res_y = render.resolution_y
|
||||
cam_data = cam.data
|
||||
if cam_data.sensor_fit == 'HORIZONTAL':
|
||||
sensor_width = cam_data.sensor_width
|
||||
sensor_height = sensor_width / (res_x / res_y)
|
||||
else:
|
||||
sensor_height = cam_data.sensor_height
|
||||
sensor_width = sensor_height * (res_x / res_y)
|
||||
focal = cam_data.lens
|
||||
frame_width = sensor_width / focal
|
||||
frame_height = sensor_height / focal
|
||||
|
||||
margin = spacing_pixels // 2
|
||||
x_centers = np.arange(margin, res_x, spacing_pixels)
|
||||
y_centers = np.arange(margin, res_y, spacing_pixels)
|
||||
offset_pix = max(2, dot_diameter_pixels // 4)
|
||||
du_ndc = offset_pix / res_x
|
||||
dv_ndc = offset_pix / res_y
|
||||
|
||||
dots = [] # (cx_uv, cy_uv, a_uv, b_uv, angle_uv)
|
||||
print(f"Raycasting {len(x_centers)*len(y_centers)} dot centers...")
|
||||
for y_pix in y_centers:
|
||||
v_ndc = y_pix / res_y
|
||||
for x_pix in x_centers:
|
||||
u_ndc = x_pix / res_x
|
||||
center_loc, face_idx = raycast_from_camera(scene, depsgraph, cam, obj,
|
||||
u_ndc, v_ndc, frame_width, frame_height)
|
||||
if center_loc is None: continue
|
||||
center_uv = get_uv_from_face(obj, face_idx, center_loc)
|
||||
if center_uv is None: continue
|
||||
|
||||
offsets = [
|
||||
( u_ndc + du_ndc, v_ndc),
|
||||
( u_ndc - du_ndc, v_ndc),
|
||||
( u_ndc, v_ndc + dv_ndc),
|
||||
( u_ndc, v_ndc - dv_ndc)
|
||||
]
|
||||
uv_offsets = []
|
||||
valid = True
|
||||
for (u_off, v_off) in offsets:
|
||||
loc_off, f_idx_off = raycast_from_camera(scene, depsgraph, cam, obj,
|
||||
u_off, v_off, frame_width, frame_height)
|
||||
if loc_off is None:
|
||||
valid = False; break
|
||||
uv_off = get_uv_from_face(obj, f_idx_off, loc_off)
|
||||
if uv_off is None:
|
||||
valid = False; break
|
||||
uv_offsets.append(uv_off)
|
||||
if not valid: continue
|
||||
|
||||
scale_u = 1.0 / res_x
|
||||
scale_v = 1.0 / res_y
|
||||
du_dx = (uv_offsets[0] - uv_offsets[1]) / (2 * offset_pix * scale_u)
|
||||
dv_dx = (uv_offsets[2] - uv_offsets[3]) / (2 * offset_pix * scale_v)
|
||||
r_pix = dot_diameter_pixels / 2.0
|
||||
a_uv = r_pix * du_dx.length * scale_u
|
||||
b_uv = r_pix * dv_dx.length * scale_v
|
||||
angle = np.arctan2(du_dx.y, du_dx.x) if du_dx.length > 0 else 0.0
|
||||
dots.append((center_uv.x, center_uv.y, a_uv, b_uv, angle))
|
||||
|
||||
print(f"Found {len(dots)} valid dots.")
|
||||
|
||||
if uv_centre is not None:
|
||||
draw_cross(pixels, texture_width, texture_height,
|
||||
uv_centre[0], uv_centre[1],
|
||||
cross_length, cross_thickness, cross_color)
|
||||
|
||||
# Create image
|
||||
img_name = "DotTexture"
|
||||
if img_name in bpy.data.images:
|
||||
bpy.data.images.remove(bpy.data.images[img_name])
|
||||
image = bpy.data.images.new(img_name, width=texture_width, height=texture_height, alpha=True)
|
||||
pixels = list(image.pixels)
|
||||
|
||||
# Black background (no mesh)
|
||||
fill_background(pixels, texture_width, texture_height, (0,0,0,1))
|
||||
# White for all mesh areas
|
||||
rasterize_mesh_uvs(obj, pixels, texture_width, texture_height, color=(1,1,1,1))
|
||||
# Draw dots
|
||||
for (cx_uv, cy_uv, a_uv, b_uv, angle_uv) in dots:
|
||||
cx_px = cx_uv * (texture_width - 1)
|
||||
cy_px = cy_uv * (texture_height - 1)
|
||||
a_px = a_uv * texture_width
|
||||
b_px = b_uv * texture_height
|
||||
draw_ellipse(pixels, texture_width, texture_height,
|
||||
cx_px, cy_px, a_px, b_px, angle_uv, dot_color)
|
||||
|
||||
image.pixels[:] = pixels
|
||||
image.update()
|
||||
abs_path = bpy.path.abspath(output_path)
|
||||
image.filepath_raw = abs_path
|
||||
image.file_format = 'PNG'
|
||||
image.save()
|
||||
print(f"Dot texture saved to {abs_path}")
|
||||
return image
|
||||
|
||||
# ----------------------------------------------------------------------
|
||||
# Main
|
||||
# ----------------------------------------------------------------------
|
||||
def main():
|
||||
# ==================== CONFIGURATION ====================
|
||||
MODE = "patches"
|
||||
OBJ_NAME = "FingerMesh"
|
||||
CAM_NAME = "Camera"
|
||||
TEXTURE_WIDTH = 4096
|
||||
TEXTURE_HEIGHT = 4096
|
||||
OUTPUT_PATH = "//" + ("patch_texture.png" if MODE=="patches" else "dot_texture.png")
|
||||
|
||||
# Patch mode
|
||||
PATCH_NX = 40; PATCH_NY = 40; COLOR_R = 0.05
|
||||
# Dot mode
|
||||
DOT_DIAMETER_PIX = 12; DOT_SPACING_PIX = 40; DOT_COLOR = (0,0,0,1)
|
||||
# Cross
|
||||
CROSS_LENGTH_PX = 40
|
||||
CROSS_THICKNESS_PX = 3
|
||||
CROSS_COLOR = (1, 0, 0, 1) # red cross
|
||||
# ======================================================
|
||||
|
||||
start_time = time.time()
|
||||
scene = bpy.context.scene
|
||||
depsgraph = bpy.context.evaluated_depsgraph_get()
|
||||
|
||||
if OBJ_NAME:
|
||||
obj = bpy.data.objects.get(OBJ_NAME)
|
||||
else:
|
||||
obj = bpy.context.active_object
|
||||
if obj is None or obj.type != 'MESH':
|
||||
raise ValueError("No valid mesh object found.")
|
||||
|
||||
cam = bpy.data.objects.get(CAM_NAME) if CAM_NAME else scene.camera
|
||||
if cam is None or cam.type != 'CAMERA':
|
||||
raise ValueError("No camera found.")
|
||||
|
||||
if not obj.data.uv_layers.active:
|
||||
obj.data.uv_layers.new(name="UVMap")
|
||||
|
||||
# Compute UV centre
|
||||
uv_layer = obj.data.uv_layers.active
|
||||
uv_coords = np.array([uv_layer.data[i].uv.to_tuple() for i in range(len(uv_layer.data))])
|
||||
uv_min = uv_coords.min(axis=0)
|
||||
uv_max = uv_coords.max(axis=0)
|
||||
uv_centre = (uv_min + uv_max) / 2.0
|
||||
print(f"UV centre: ({uv_centre[0]:.4f}, {uv_centre[1]:.4f})")
|
||||
|
||||
|
||||
# Compute UV bounding box centre
|
||||
me = obj.data
|
||||
uv_layer = me.uv_layers.active
|
||||
uv_coords = np.array([uv_layer.data[i].uv.to_tuple() for i in range(len(uv_layer.data))])
|
||||
uv_min = uv_coords.min(axis=0)
|
||||
uv_max = uv_coords.max(axis=0)
|
||||
uv_centre = (uv_min + uv_max) / 2.0
|
||||
print(f"UV centre: {uv_centre[0]:.4f}, {uv_centre[1]:.4f}")
|
||||
|
||||
if MODE == "patches":
|
||||
generate_patch_texture(
|
||||
obj, cam, scene, depsgraph,
|
||||
nx=PATCH_NX, ny=PATCH_NY, r=COLOR_R,
|
||||
texture_width=TEXTURE_WIDTH, texture_height=TEXTURE_HEIGHT,
|
||||
output_path=OUTPUT_PATH,
|
||||
uv_centre=uv_centre,
|
||||
cross_length=CROSS_LENGTH_PX,
|
||||
cross_thickness=CROSS_THICKNESS_PX,
|
||||
cross_color=CROSS_COLOR
|
||||
)
|
||||
elif MODE == "dots":
|
||||
generate_dot_texture(
|
||||
obj, cam, scene, depsgraph,
|
||||
dot_diameter_pixels=DOT_DIAMETER_PIX,
|
||||
spacing_pixels=DOT_SPACING_PIX,
|
||||
dot_color=DOT_COLOR,
|
||||
texture_width=TEXTURE_WIDTH, texture_height=TEXTURE_HEIGHT,
|
||||
output_path=OUTPUT_PATH,
|
||||
uv_centre=uv_centre,
|
||||
cross_length=CROSS_LENGTH_PX,
|
||||
cross_thickness=CROSS_THICKNESS_PX,
|
||||
cross_color=CROSS_COLOR
|
||||
)
|
||||
|
||||
print(f"Completed in {time.time()-start_time:.2f} seconds.")
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
Binary file not shown.
@@ -0,0 +1,528 @@
|
||||
"""
|
||||
Texture Generator for Arbitrary 3D Surfaces (Blender Script)
|
||||
- Mode: "patches" (colored patches) or "dots" (circular markers)
|
||||
- Mesh UVs are filled white so that non‑visible parts become white.
|
||||
- Texture background (no‑mesh areas) stays black.
|
||||
"""
|
||||
|
||||
import bpy
|
||||
import numpy as np
|
||||
import os
|
||||
import time
|
||||
from mathutils import Vector
|
||||
|
||||
# ----------------------------------------------------------------------
|
||||
# Common Utilities
|
||||
# ----------------------------------------------------------------------
|
||||
def draw_cross(pixels, width, height, cx_uv, cy_uv, length_px, thickness_px, color):
|
||||
"""
|
||||
Draw a cross (plus sign) in pixel space.
|
||||
cx_uv, cy_uv: centre of cross in UV coordinates (0‑1), origin at bottom‑left.
|
||||
length_px: total length of each arm (pixels).
|
||||
thickness_px: line thickness (odd number gives symmetric result).
|
||||
"""
|
||||
# Convert UV centre to pixel coordinates (y from bottom)
|
||||
cx = int(round(cx_uv * (width - 1)))
|
||||
cy = int(round(cy_uv * (height - 1)))
|
||||
|
||||
half_len = length_px // 2
|
||||
half_thick = thickness_px // 2
|
||||
|
||||
# Horizontal arm
|
||||
x0 = max(0, cx - half_len)
|
||||
x1 = min(width - 1, cx + half_len)
|
||||
y0 = max(0, cy - half_thick)
|
||||
y1 = min(height - 1, cy + half_thick)
|
||||
for y in range(y0, y1 + 1):
|
||||
for x in range(x0, x1 + 1):
|
||||
idx = (y * width + x) * 4
|
||||
pixels[idx:idx+4] = color
|
||||
|
||||
# Vertical arm
|
||||
x0 = max(0, cx - half_thick)
|
||||
x1 = min(width - 1, cx + half_thick)
|
||||
y0 = max(0, cy - half_len)
|
||||
y1 = min(height - 1, cy + half_len)
|
||||
for y in range(y0, y1 + 1):
|
||||
for x in range(x0, x1 + 1):
|
||||
idx = (y * width + x) * 4
|
||||
pixels[idx:idx+4] = color
|
||||
|
||||
def fill_background(pixels, width, height, color):
|
||||
"""Fill the entire image with a solid RGBA color (0-1 floats)."""
|
||||
r, g, b, a = color
|
||||
for y in range(height):
|
||||
for x in range(width):
|
||||
idx = (y * width + x) * 4
|
||||
pixels[idx] = r
|
||||
pixels[idx+1] = g
|
||||
pixels[idx+2] = b
|
||||
pixels[idx+3] = a
|
||||
|
||||
def fill_polygon(image, pixels, width, height, polygon, color):
|
||||
"""Fill a polygon in the pixel array (flattened, RGBA)."""
|
||||
poly = [(int(round(x)), int(round(y))) for x, y in polygon]
|
||||
if len(poly) < 3:
|
||||
return
|
||||
min_x = max(0, min(p[0] for p in poly))
|
||||
max_x = min(width-1, max(p[0] for p in poly))
|
||||
min_y = max(0, min(p[1] for p in poly))
|
||||
max_y = min(height-1, max(p[1] for p in poly))
|
||||
for y in range(min_y, max_y + 1):
|
||||
intersections = []
|
||||
for i in range(len(poly)):
|
||||
x1, y1 = poly[i]
|
||||
x2, y2 = poly[(i+1) % len(poly)]
|
||||
if y1 == y2:
|
||||
continue
|
||||
if (y1 <= y < y2) or (y2 <= y < y1):
|
||||
t = (y - y1) / (y2 - y1)
|
||||
x = x1 + t * (x2 - x1)
|
||||
intersections.append(x)
|
||||
intersections.sort()
|
||||
for k in range(0, len(intersections), 2):
|
||||
if k+1 >= len(intersections):
|
||||
break
|
||||
x_start = int(round(intersections[k]))
|
||||
x_end = int(round(intersections[k+1]))
|
||||
x_start = max(0, min(width-1, x_start))
|
||||
x_end = max(0, min(width-1, x_end))
|
||||
for x in range(x_start, x_end + 1):
|
||||
idx = (y * width + x) * 4
|
||||
pixels[idx:idx+4] = color
|
||||
|
||||
def draw_ellipse(pixels, width, height, cx, cy, a, b, angle, color):
|
||||
"""Filled ellipse with semi‑axes a,b (pixels), rotation angle (rad)."""
|
||||
cos_a = np.cos(angle)
|
||||
sin_a = np.sin(angle)
|
||||
rx = abs(a * cos_a) + abs(b * sin_a)
|
||||
ry = abs(a * sin_a) + abs(b * cos_a)
|
||||
x_min = int(max(0, cx - rx))
|
||||
x_max = int(min(width-1, cx + rx))
|
||||
y_min = int(max(0, cy - ry))
|
||||
y_max = int(min(height-1, cy + ry))
|
||||
for y in range(y_min, y_max + 1):
|
||||
for x in range(x_min, x_max + 1):
|
||||
dx = x - cx
|
||||
dy = y - cy
|
||||
u = dx * cos_a + dy * sin_a
|
||||
v = -dx * sin_a + dy * cos_a
|
||||
if (u/a)**2 + (v/b)**2 <= 1.0:
|
||||
idx = (y * width + x) * 4
|
||||
pixels[idx:idx+4] = color
|
||||
|
||||
def get_uv_from_face(obj, face_index, location):
|
||||
"""World‑space location → UV coordinate on the mesh face."""
|
||||
me = obj.data
|
||||
local_loc = obj.matrix_world.inverted() @ location
|
||||
poly = me.polygons[face_index]
|
||||
vert_indices = poly.vertices
|
||||
loop_indices = poly.loop_indices
|
||||
if len(vert_indices) < 3:
|
||||
return None
|
||||
v0 = me.vertices[vert_indices[0]].co
|
||||
v1 = me.vertices[vert_indices[1]].co
|
||||
v2 = me.vertices[vert_indices[2]].co
|
||||
uv_layer = me.uv_layers.active.data
|
||||
uv0 = uv_layer[loop_indices[0]].uv
|
||||
uv1 = uv_layer[loop_indices[1]].uv
|
||||
uv2 = uv_layer[loop_indices[2]].uv
|
||||
def tri_area(a, b, c):
|
||||
return 0.5 * ((b - a).cross(c - a)).length
|
||||
total_area = tri_area(v0, v1, v2)
|
||||
if total_area == 0:
|
||||
return None
|
||||
w0 = tri_area(local_loc, v1, v2) / total_area
|
||||
w1 = tri_area(local_loc, v2, v0) / total_area
|
||||
w2 = 1.0 - w0 - w1
|
||||
uv = w0 * uv0 + w1 * uv1 + w2 * uv2
|
||||
return Vector((uv.x, uv.y))
|
||||
|
||||
def raycast_from_camera(scene, depsgraph, cam, obj, u_ndc, v_ndc, frame_width, frame_height):
|
||||
"""Camera raycast through normalised sensor coordinates (0‑1)."""
|
||||
sx = (u_ndc - 0.5) * frame_width
|
||||
sy = (v_ndc - 0.5) * frame_height
|
||||
direction_cam = Vector((sx, sy, -1.0))
|
||||
direction_world = cam.matrix_world.to_quaternion() @ direction_cam
|
||||
direction_world.normalize()
|
||||
origin = cam.matrix_world.translation
|
||||
hit, location, normal, face_index, hit_obj, matrix = scene.ray_cast(
|
||||
depsgraph, origin, direction_world)
|
||||
if hit and hit_obj == obj:
|
||||
return location, face_index
|
||||
return None, None
|
||||
|
||||
def rasterize_mesh_uvs(obj, pixels, tex_width, tex_height, color=(1,1,1,1)):
|
||||
"""
|
||||
Fill all triangles of the active UV map with 'color' (default white).
|
||||
This marks every part of the mesh, visible or not, as white.
|
||||
"""
|
||||
me = obj.data
|
||||
uv_layer = me.uv_layers.active
|
||||
if not uv_layer:
|
||||
print("Warning: No active UV layer – mesh rasterization skipped.")
|
||||
return
|
||||
uv_data = uv_layer.data
|
||||
for poly in me.polygons:
|
||||
# Get loop indices for this polygon
|
||||
loops = poly.loop_indices
|
||||
# Build UV polygon
|
||||
uv_poly = []
|
||||
for loop_idx in loops:
|
||||
uv = uv_data[loop_idx].uv
|
||||
uv_poly.append((uv.x, uv.y))
|
||||
# Convert UV (0‑1) to pixel coordinates
|
||||
pixel_poly = [(u * (tex_width - 1), v * (tex_height - 1)) for u, v in uv_poly]
|
||||
fill_polygon(None, pixels, tex_width, tex_height, pixel_poly, color)
|
||||
|
||||
# ----------------------------------------------------------------------
|
||||
# Color generation (for patch mode)
|
||||
# ----------------------------------------------------------------------
|
||||
def merge_intervals(intervals):
|
||||
if not intervals: return []
|
||||
intervals.sort(key=lambda x: x[0])
|
||||
merged = [intervals[0]]
|
||||
for current in intervals[1:]:
|
||||
last = merged[-1]
|
||||
if current[0] <= last[1]:
|
||||
merged[-1] = (last[0], max(last[1], current[1]))
|
||||
else:
|
||||
merged.append(current)
|
||||
return merged
|
||||
|
||||
def get_allowed_intervals(neighbor_values, delta):
|
||||
forbidden = []
|
||||
for c in neighbor_values:
|
||||
low = max(0, c - delta)
|
||||
high = min(1, c + delta)
|
||||
forbidden.append((low, high))
|
||||
merged = merge_intervals(forbidden)
|
||||
allowed = []
|
||||
if merged:
|
||||
if merged[0][0] > 0:
|
||||
allowed.append((0, merged[0][0]))
|
||||
for i in range(1, len(merged)):
|
||||
allowed.append((merged[i-1][1], merged[i][0]))
|
||||
if merged[-1][1] < 1:
|
||||
allowed.append((merged[-1][1], 1))
|
||||
else:
|
||||
allowed.append((0, 1))
|
||||
return allowed
|
||||
|
||||
def sample_from_allowed(allowed):
|
||||
lengths = [end - start for start, end in allowed]
|
||||
total_length = sum(lengths)
|
||||
if total_length <= 0: return None
|
||||
point = np.random.rand() * total_length
|
||||
cumulative = 0
|
||||
for (start, end), length in zip(allowed, lengths):
|
||||
cumulative += length
|
||||
if point <= cumulative:
|
||||
return np.random.uniform(start, end)
|
||||
return allowed[-1][0]
|
||||
|
||||
def sample_channel(neighbor_values, delta):
|
||||
allowed = get_allowed_intervals(neighbor_values, delta)
|
||||
if not allowed: return None
|
||||
return sample_from_allowed(allowed)
|
||||
|
||||
def generate_valid_color(neighbors, r):
|
||||
delta = np.sqrt(r)
|
||||
color = np.zeros(3)
|
||||
for channel in range(3):
|
||||
neighbor_channel = [n[channel] for n in neighbors]
|
||||
sampled = sample_channel(neighbor_channel, delta)
|
||||
if sampled is None:
|
||||
sampled = np.random.rand()
|
||||
color[channel] = sampled
|
||||
return color
|
||||
|
||||
# ----------------------------------------------------------------------
|
||||
# Mode 1: Colored Patches
|
||||
# ----------------------------------------------------------------------
|
||||
def generate_patch_texture(
|
||||
obj, cam, scene, depsgraph,
|
||||
nx=40, ny=30, r=0.05,
|
||||
texture_width=2048, texture_height=2048,
|
||||
output_path="//patch_texture.png",uv_centre=None, cross_length=40, cross_thickness=3, cross_color=(1,0,0,1)
|
||||
):
|
||||
cam_data = cam.data
|
||||
render = scene.render
|
||||
res_x = render.resolution_x
|
||||
res_y = render.resolution_y
|
||||
if cam_data.sensor_fit == 'HORIZONTAL':
|
||||
sensor_width = cam_data.sensor_width
|
||||
sensor_height = sensor_width / (res_x / res_y)
|
||||
else:
|
||||
sensor_height = cam_data.sensor_height
|
||||
sensor_width = sensor_height * (res_x / res_y)
|
||||
focal = cam_data.lens
|
||||
frame_width = sensor_width / focal
|
||||
frame_height = sensor_height / focal
|
||||
|
||||
patch_uv_polygons = []
|
||||
patch_colors = np.zeros((ny, nx, 3), dtype=np.float32)
|
||||
|
||||
print(f"Raycasting {nx*ny} patches...")
|
||||
for j in range(ny):
|
||||
v_start = j / ny
|
||||
v_end = (j+1) / ny
|
||||
for i in range(nx):
|
||||
u_start = i / nx
|
||||
u_end = (i+1) / nx
|
||||
corners_ndc = [(u_start, v_start), (u_end, v_start),
|
||||
(u_end, v_end), (u_start, v_end)]
|
||||
uv_poly = []
|
||||
for (u_ndc, v_ndc) in corners_ndc:
|
||||
loc, face_idx = raycast_from_camera(scene, depsgraph, cam, obj,
|
||||
u_ndc, v_ndc, frame_width, frame_height)
|
||||
if loc is not None:
|
||||
uv = get_uv_from_face(obj, face_idx, loc)
|
||||
if uv is not None:
|
||||
uv_poly.append(uv)
|
||||
if len(uv_poly) < 3:
|
||||
patch_uv_polygons.append(None)
|
||||
continue
|
||||
patch_uv_polygons.append(uv_poly)
|
||||
|
||||
neighbors = []
|
||||
if j > 0: neighbors.append(patch_colors[j-1, i])
|
||||
if i > 0: neighbors.append(patch_colors[j, i-1])
|
||||
color = np.random.rand(3) if len(neighbors)==0 else generate_valid_color(neighbors, r)
|
||||
patch_colors[j, i] = color
|
||||
|
||||
# Create image – start with black background
|
||||
img_name = "PatchTexture"
|
||||
if img_name in bpy.data.images:
|
||||
bpy.data.images.remove(bpy.data.images[img_name])
|
||||
image = bpy.data.images.new(img_name, width=texture_width, height=texture_height, alpha=True)
|
||||
pixels = list(image.pixels)
|
||||
|
||||
# Fill entire image with black (no mesh areas)
|
||||
fill_background(pixels, texture_width, texture_height, (0,0,0,1))
|
||||
|
||||
# Rasterize all mesh UVs in white (visible + non‑visible parts)
|
||||
rasterize_mesh_uvs(obj, pixels, texture_width, texture_height, color=(1,1,1,1))
|
||||
|
||||
# Now draw the visible patches on top
|
||||
idx = 0
|
||||
for j in range(ny):
|
||||
for i in range(nx):
|
||||
uv_poly = patch_uv_polygons[idx]; idx += 1
|
||||
if uv_poly is None: continue
|
||||
pixel_poly = [(u*(texture_width-1), v*(texture_height-1)) for u,v in uv_poly]
|
||||
color = patch_colors[j,i]
|
||||
rgba = (color[0], color[1], color[2], 1.0)
|
||||
fill_polygon(image, pixels, texture_width, texture_height, pixel_poly, rgba)
|
||||
|
||||
# (after drawing all patches)
|
||||
if uv_centre is not None:
|
||||
draw_cross(pixels, texture_width, texture_height,
|
||||
uv_centre[0], uv_centre[1],
|
||||
cross_length, cross_thickness, cross_color)
|
||||
|
||||
image.pixels[:] = pixels
|
||||
image.update()
|
||||
abs_path = bpy.path.abspath(output_path)
|
||||
image.filepath_raw = abs_path
|
||||
image.file_format = 'PNG'
|
||||
image.save()
|
||||
print(f"Patch texture saved to {abs_path}")
|
||||
return image
|
||||
|
||||
# ----------------------------------------------------------------------
|
||||
# Mode 2: Circular Dot Markers
|
||||
# ----------------------------------------------------------------------
|
||||
def generate_dot_texture(
|
||||
obj, cam, scene, depsgraph,
|
||||
dot_diameter_pixels=12,
|
||||
spacing_pixels=40,
|
||||
dot_color=(0,0,0,1), # RGBA 0-1
|
||||
texture_width=2048, texture_height=2048,
|
||||
output_path="//dot_texture.png",uv_centre=None, cross_length=40, cross_thickness=3, cross_color=(1,0,0,1)
|
||||
):
|
||||
render = scene.render
|
||||
res_x = render.resolution_x
|
||||
res_y = render.resolution_y
|
||||
cam_data = cam.data
|
||||
if cam_data.sensor_fit == 'HORIZONTAL':
|
||||
sensor_width = cam_data.sensor_width
|
||||
sensor_height = sensor_width / (res_x / res_y)
|
||||
else:
|
||||
sensor_height = cam_data.sensor_height
|
||||
sensor_width = sensor_height * (res_x / res_y)
|
||||
focal = cam_data.lens
|
||||
frame_width = sensor_width / focal
|
||||
frame_height = sensor_height / focal
|
||||
|
||||
margin = spacing_pixels // 2
|
||||
x_centers = np.arange(margin, res_x, spacing_pixels)
|
||||
y_centers = np.arange(margin, res_y, spacing_pixels)
|
||||
offset_pix = max(2, dot_diameter_pixels // 4)
|
||||
du_ndc = offset_pix / res_x
|
||||
dv_ndc = offset_pix / res_y
|
||||
|
||||
dots = [] # (cx_uv, cy_uv, a_uv, b_uv, angle_uv)
|
||||
print(f"Raycasting {len(x_centers)*len(y_centers)} dot centers...")
|
||||
for y_pix in y_centers:
|
||||
v_ndc = y_pix / res_y
|
||||
for x_pix in x_centers:
|
||||
u_ndc = x_pix / res_x
|
||||
center_loc, face_idx = raycast_from_camera(scene, depsgraph, cam, obj,
|
||||
u_ndc, v_ndc, frame_width, frame_height)
|
||||
if center_loc is None: continue
|
||||
center_uv = get_uv_from_face(obj, face_idx, center_loc)
|
||||
if center_uv is None: continue
|
||||
|
||||
offsets = [
|
||||
( u_ndc + du_ndc, v_ndc),
|
||||
( u_ndc - du_ndc, v_ndc),
|
||||
( u_ndc, v_ndc + dv_ndc),
|
||||
( u_ndc, v_ndc - dv_ndc)
|
||||
]
|
||||
uv_offsets = []
|
||||
valid = True
|
||||
for (u_off, v_off) in offsets:
|
||||
loc_off, f_idx_off = raycast_from_camera(scene, depsgraph, cam, obj,
|
||||
u_off, v_off, frame_width, frame_height)
|
||||
if loc_off is None:
|
||||
valid = False; break
|
||||
uv_off = get_uv_from_face(obj, f_idx_off, loc_off)
|
||||
if uv_off is None:
|
||||
valid = False; break
|
||||
uv_offsets.append(uv_off)
|
||||
if not valid: continue
|
||||
|
||||
scale_u = 1.0 / res_x
|
||||
scale_v = 1.0 / res_y
|
||||
du_dx = (uv_offsets[0] - uv_offsets[1]) / (2 * offset_pix * scale_u)
|
||||
dv_dx = (uv_offsets[2] - uv_offsets[3]) / (2 * offset_pix * scale_v)
|
||||
r_pix = dot_diameter_pixels / 2.0
|
||||
a_uv = r_pix * du_dx.length * scale_u
|
||||
b_uv = r_pix * dv_dx.length * scale_v
|
||||
angle = np.arctan2(du_dx.y, du_dx.x) if du_dx.length > 0 else 0.0
|
||||
dots.append((center_uv.x, center_uv.y, a_uv, b_uv, angle))
|
||||
|
||||
print(f"Found {len(dots)} valid dots.")
|
||||
|
||||
if uv_centre is not None:
|
||||
draw_cross(pixels, texture_width, texture_height,
|
||||
uv_centre[0], uv_centre[1],
|
||||
cross_length, cross_thickness, cross_color)
|
||||
|
||||
# Create image
|
||||
img_name = "DotTexture"
|
||||
if img_name in bpy.data.images:
|
||||
bpy.data.images.remove(bpy.data.images[img_name])
|
||||
image = bpy.data.images.new(img_name, width=texture_width, height=texture_height, alpha=True)
|
||||
pixels = list(image.pixels)
|
||||
|
||||
# Black background (no mesh)
|
||||
fill_background(pixels, texture_width, texture_height, (0,0,0,1))
|
||||
# White for all mesh areas
|
||||
rasterize_mesh_uvs(obj, pixels, texture_width, texture_height, color=(1,1,1,1))
|
||||
# Draw dots
|
||||
for (cx_uv, cy_uv, a_uv, b_uv, angle_uv) in dots:
|
||||
cx_px = cx_uv * (texture_width - 1)
|
||||
cy_px = cy_uv * (texture_height - 1)
|
||||
a_px = a_uv * texture_width
|
||||
b_px = b_uv * texture_height
|
||||
draw_ellipse(pixels, texture_width, texture_height,
|
||||
cx_px, cy_px, a_px, b_px, angle_uv, dot_color)
|
||||
|
||||
image.pixels[:] = pixels
|
||||
image.update()
|
||||
abs_path = bpy.path.abspath(output_path)
|
||||
image.filepath_raw = abs_path
|
||||
image.file_format = 'PNG'
|
||||
image.save()
|
||||
print(f"Dot texture saved to {abs_path}")
|
||||
return image
|
||||
|
||||
# ----------------------------------------------------------------------
|
||||
# Main
|
||||
# ----------------------------------------------------------------------
|
||||
def main():
|
||||
# ==================== CONFIGURATION ====================
|
||||
MODE = "patches"
|
||||
OBJ_NAME = "FingerMesh"
|
||||
CAM_NAME = "Camera"
|
||||
TEXTURE_WIDTH = 4096
|
||||
TEXTURE_HEIGHT = 4096
|
||||
OUTPUT_PATH = "//" + ("patch_texture.png" if MODE=="patches" else "dot_texture.png")
|
||||
|
||||
# Patch mode
|
||||
PATCH_NX = 60; PATCH_NY = 50; COLOR_R = 0.05
|
||||
# Dot mode
|
||||
DOT_DIAMETER_PIX = 12; DOT_SPACING_PIX = 40; DOT_COLOR = (0,0,0,1)
|
||||
# Cross
|
||||
CROSS_LENGTH_PX = 40
|
||||
CROSS_THICKNESS_PX = 3
|
||||
CROSS_COLOR = (1, 0, 0, 1) # red cross
|
||||
# ======================================================
|
||||
|
||||
start_time = time.time()
|
||||
scene = bpy.context.scene
|
||||
depsgraph = bpy.context.evaluated_depsgraph_get()
|
||||
|
||||
if OBJ_NAME:
|
||||
obj = bpy.data.objects.get(OBJ_NAME)
|
||||
else:
|
||||
obj = bpy.context.active_object
|
||||
if obj is None or obj.type != 'MESH':
|
||||
raise ValueError("No valid mesh object found.")
|
||||
|
||||
cam = bpy.data.objects.get(CAM_NAME) if CAM_NAME else scene.camera
|
||||
if cam is None or cam.type != 'CAMERA':
|
||||
raise ValueError("No camera found.")
|
||||
|
||||
if not obj.data.uv_layers.active:
|
||||
obj.data.uv_layers.new(name="UVMap")
|
||||
|
||||
# Compute UV centre
|
||||
uv_layer = obj.data.uv_layers.active
|
||||
uv_coords = np.array([uv_layer.data[i].uv.to_tuple() for i in range(len(uv_layer.data))])
|
||||
uv_min = uv_coords.min(axis=0)
|
||||
uv_max = uv_coords.max(axis=0)
|
||||
uv_centre = (uv_min + uv_max) / 2.0
|
||||
print(f"UV centre: ({uv_centre[0]:.4f}, {uv_centre[1]:.4f})")
|
||||
|
||||
|
||||
# Compute UV bounding box centre
|
||||
me = obj.data
|
||||
uv_layer = me.uv_layers.active
|
||||
uv_coords = np.array([uv_layer.data[i].uv.to_tuple() for i in range(len(uv_layer.data))])
|
||||
uv_min = uv_coords.min(axis=0)
|
||||
uv_max = uv_coords.max(axis=0)
|
||||
uv_centre = (uv_min + uv_max) / 2.0
|
||||
print(f"UV centre: {uv_centre[0]:.4f}, {uv_centre[1]:.4f}")
|
||||
|
||||
if MODE == "patches":
|
||||
generate_patch_texture(
|
||||
obj, cam, scene, depsgraph,
|
||||
nx=PATCH_NX, ny=PATCH_NY, r=COLOR_R,
|
||||
texture_width=TEXTURE_WIDTH, texture_height=TEXTURE_HEIGHT,
|
||||
output_path=OUTPUT_PATH,
|
||||
uv_centre=uv_centre,
|
||||
cross_length=CROSS_LENGTH_PX,
|
||||
cross_thickness=CROSS_THICKNESS_PX,
|
||||
cross_color=CROSS_COLOR
|
||||
)
|
||||
elif MODE == "dots":
|
||||
generate_dot_texture(
|
||||
obj, cam, scene, depsgraph,
|
||||
dot_diameter_pixels=DOT_DIAMETER_PIX,
|
||||
spacing_pixels=DOT_SPACING_PIX,
|
||||
dot_color=DOT_COLOR,
|
||||
texture_width=TEXTURE_WIDTH, texture_height=TEXTURE_HEIGHT,
|
||||
output_path=OUTPUT_PATH,
|
||||
uv_centre=uv_centre,
|
||||
cross_length=CROSS_LENGTH_PX,
|
||||
cross_thickness=CROSS_THICKNESS_PX,
|
||||
cross_color=CROSS_COLOR
|
||||
)
|
||||
|
||||
print(f"Completed in {time.time()-start_time:.2f} seconds.")
|
||||
|
||||
if __name__ == "__main__":
|
||||
main()
|
||||
@@ -1,278 +0,0 @@
|
||||
import bpy
|
||||
import bmesh
|
||||
import numpy as np
|
||||
from mathutils import Vector
|
||||
import os
|
||||
|
||||
# ----------------------------------------------------------------------
|
||||
# Scanline polygon fill for Blender Image pixels
|
||||
# ----------------------------------------------------------------------
|
||||
def fill_polygon(image, pixels, width, height, polygon, color):
|
||||
poly = [(int(round(x)), int(round(y))) for x, y in polygon]
|
||||
if len(poly) < 3:
|
||||
return
|
||||
|
||||
min_x = max(0, min(p[0] for p in poly))
|
||||
max_x = min(width-1, max(p[0] for p in poly))
|
||||
min_y = max(0, min(p[1] for p in poly))
|
||||
max_y = min(height-1, max(p[1] for p in poly))
|
||||
|
||||
for y in range(min_y, max_y + 1):
|
||||
intersections = []
|
||||
for i in range(len(poly)):
|
||||
x1, y1 = poly[i]
|
||||
x2, y2 = poly[(i+1) % len(poly)]
|
||||
if y1 == y2:
|
||||
continue
|
||||
if (y1 <= y < y2) or (y2 <= y < y1):
|
||||
t = (y - y1) / (y2 - y1)
|
||||
x = x1 + t * (x2 - x1)
|
||||
intersections.append(x)
|
||||
intersections.sort()
|
||||
for k in range(0, len(intersections), 2):
|
||||
if k+1 >= len(intersections):
|
||||
break
|
||||
x_start = int(round(intersections[k]))
|
||||
x_end = int(round(intersections[k+1]))
|
||||
x_start = max(0, min(width-1, x_start))
|
||||
x_end = max(0, min(width-1, x_end))
|
||||
for x in range(x_start, x_end + 1):
|
||||
idx = (y * width + x) * 4
|
||||
pixels[idx:idx+4] = color
|
||||
|
||||
# ----------------------------------------------------------------------
|
||||
# Get interpolated UV from face and hit location (fixed version)
|
||||
# ----------------------------------------------------------------------
|
||||
def get_uv_from_face(obj, face_index, location):
|
||||
me = obj.data
|
||||
local_loc = obj.matrix_world.inverted() @ location
|
||||
|
||||
poly = me.polygons[face_index]
|
||||
vert_indices = poly.vertices
|
||||
loop_indices = poly.loop_indices
|
||||
|
||||
if len(vert_indices) < 3:
|
||||
return None
|
||||
|
||||
v0 = me.vertices[vert_indices[0]].co
|
||||
v1 = me.vertices[vert_indices[1]].co
|
||||
v2 = me.vertices[vert_indices[2]].co
|
||||
|
||||
uv_layer = me.uv_layers.active.data
|
||||
uv0 = uv_layer[loop_indices[0]].uv
|
||||
uv1 = uv_layer[loop_indices[1]].uv
|
||||
uv2 = uv_layer[loop_indices[2]].uv
|
||||
|
||||
def tri_area(a, b, c):
|
||||
return 0.5 * ((b - a).cross(c - a)).length
|
||||
|
||||
total_area = tri_area(v0, v1, v2)
|
||||
if total_area == 0:
|
||||
return None
|
||||
|
||||
w0 = tri_area(local_loc, v1, v2) / total_area
|
||||
w1 = tri_area(local_loc, v2, v0) / total_area
|
||||
w2 = 1.0 - w0 - w1
|
||||
|
||||
uv = w0 * uv0 + w1 * uv1 + w2 * uv2
|
||||
return Vector((uv.x, uv.y))
|
||||
|
||||
# ----------------------------------------------------------------------
|
||||
# Color generation functions (unchanged)
|
||||
# ----------------------------------------------------------------------
|
||||
def merge_intervals(intervals):
|
||||
if not intervals:
|
||||
return []
|
||||
intervals.sort(key=lambda x: x[0])
|
||||
merged = [intervals[0]]
|
||||
for current in intervals[1:]:
|
||||
last = merged[-1]
|
||||
if current[0] <= last[1]:
|
||||
merged[-1] = (last[0], max(last[1], current[1]))
|
||||
else:
|
||||
merged.append(current)
|
||||
return merged
|
||||
|
||||
def get_allowed_intervals(neighbor_values, delta):
|
||||
forbidden = []
|
||||
for c in neighbor_values:
|
||||
low = max(0, c - delta)
|
||||
high = min(1, c + delta)
|
||||
forbidden.append((low, high))
|
||||
merged = merge_intervals(forbidden)
|
||||
allowed = []
|
||||
if merged:
|
||||
if merged[0][0] > 0:
|
||||
allowed.append((0, merged[0][0]))
|
||||
for i in range(1, len(merged)):
|
||||
allowed.append((merged[i-1][1], merged[i][0]))
|
||||
if merged[-1][1] < 1:
|
||||
allowed.append((merged[-1][1], 1))
|
||||
else:
|
||||
allowed.append((0, 1))
|
||||
return allowed
|
||||
|
||||
def sample_from_allowed(allowed):
|
||||
lengths = [end - start for start, end in allowed]
|
||||
total_length = sum(lengths)
|
||||
if total_length <= 0:
|
||||
return None
|
||||
point = np.random.rand() * total_length
|
||||
cumulative = 0
|
||||
for (start, end), length in zip(allowed, lengths):
|
||||
cumulative += length
|
||||
if point <= cumulative:
|
||||
return np.random.uniform(start, end)
|
||||
return allowed[-1][0]
|
||||
|
||||
def sample_channel(neighbor_values, delta):
|
||||
allowed = get_allowed_intervals(neighbor_values, delta)
|
||||
if not allowed:
|
||||
return None
|
||||
return sample_from_allowed(allowed)
|
||||
|
||||
def generate_valid_color(neighbors, r):
|
||||
delta = np.sqrt(r)
|
||||
color = np.zeros(3)
|
||||
for channel in range(3):
|
||||
neighbor_channel = [n[channel] for n in neighbors]
|
||||
sampled = sample_channel(neighbor_channel, delta)
|
||||
if sampled is None:
|
||||
sampled = np.random.rand()
|
||||
color[channel] = sampled
|
||||
return color
|
||||
|
||||
# ----------------------------------------------------------------------
|
||||
# Main function
|
||||
# ----------------------------------------------------------------------
|
||||
def generate_fingerprint_texture(
|
||||
obj_name=None,
|
||||
camera_name="Camera",
|
||||
nx=40,
|
||||
ny=30,
|
||||
r=0.05,
|
||||
texture_width=2048,
|
||||
texture_height=2048,
|
||||
output_path="//finger_texture.png"
|
||||
):
|
||||
scene = bpy.context.scene
|
||||
depsgraph = bpy.context.evaluated_depsgraph_get()
|
||||
|
||||
if obj_name:
|
||||
obj = bpy.data.objects[obj_name]
|
||||
else:
|
||||
obj = bpy.context.active_object
|
||||
if obj is None or obj.type != 'MESH':
|
||||
raise ValueError("No valid mesh object selected")
|
||||
|
||||
cam = bpy.data.objects[camera_name]
|
||||
if cam is None or cam.type != 'CAMERA':
|
||||
raise ValueError("Camera not found")
|
||||
|
||||
if not obj.data.uv_layers.active:
|
||||
obj.data.uv_layers.new(name="UVMap")
|
||||
|
||||
render = scene.render
|
||||
res_x = render.resolution_x
|
||||
res_y = render.resolution_y
|
||||
|
||||
cam_data = cam.data
|
||||
if cam_data.sensor_fit == 'HORIZONTAL':
|
||||
sensor_width = cam_data.sensor_width
|
||||
sensor_height = sensor_width / (res_x / res_y)
|
||||
else:
|
||||
sensor_height = cam_data.sensor_height
|
||||
sensor_width = sensor_height * (res_x / res_y)
|
||||
focal = cam_data.lens
|
||||
frame_width = sensor_width / focal
|
||||
frame_height = sensor_height / focal
|
||||
|
||||
patch_uv_polygons = []
|
||||
patch_colors = np.zeros((ny, nx, 3), dtype=np.float32)
|
||||
|
||||
for j in range(ny):
|
||||
v_start = j / ny
|
||||
v_end = (j+1) / ny
|
||||
for i in range(nx):
|
||||
u_start = i / nx
|
||||
u_end = (i+1) / nx
|
||||
|
||||
corners_ndc = [
|
||||
(u_start, v_start),
|
||||
(u_end, v_start),
|
||||
(u_end, v_end),
|
||||
(u_start, v_end)
|
||||
]
|
||||
|
||||
uv_poly = []
|
||||
for (u_ndc, v_ndc) in corners_ndc:
|
||||
sx = (u_ndc - 0.5) * frame_width
|
||||
sy = (v_ndc - 0.5) * frame_height
|
||||
direction_cam = Vector((sx, sy, -1.0))
|
||||
direction_world = cam.matrix_world.to_quaternion() @ direction_cam
|
||||
direction_world.normalize()
|
||||
origin = cam.matrix_world.translation
|
||||
|
||||
hit, location, normal, face_index, hit_obj, matrix = scene.ray_cast(depsgraph, origin, direction_world)
|
||||
if hit and hit_obj == obj:
|
||||
uv = get_uv_from_face(obj, face_index, location)
|
||||
if uv is not None:
|
||||
uv_poly.append(uv)
|
||||
|
||||
if len(uv_poly) < 3:
|
||||
patch_uv_polygons.append(None)
|
||||
continue
|
||||
patch_uv_polygons.append(uv_poly)
|
||||
|
||||
neighbors = []
|
||||
if j > 0:
|
||||
neighbors.append(patch_colors[j-1, i])
|
||||
if i > 0:
|
||||
neighbors.append(patch_colors[j, i-1])
|
||||
|
||||
if len(neighbors) == 0:
|
||||
color = np.random.rand(3)
|
||||
else:
|
||||
color = generate_valid_color(neighbors, r)
|
||||
patch_colors[j, i] = color
|
||||
|
||||
img_name = "FingerprintTexture"
|
||||
if img_name in bpy.data.images:
|
||||
bpy.data.images.remove(bpy.data.images[img_name])
|
||||
image = bpy.data.images.new(img_name, width=texture_width, height=texture_height, alpha=True)
|
||||
pixels = list(image.pixels)
|
||||
|
||||
idx = 0
|
||||
for j in range(ny):
|
||||
for i in range(nx):
|
||||
uv_poly = patch_uv_polygons[idx]
|
||||
idx += 1
|
||||
if uv_poly is None:
|
||||
continue
|
||||
pixel_poly = [(u * (texture_width - 1), v * (texture_height - 1)) for (u, v) in uv_poly]
|
||||
color = patch_colors[j, i]
|
||||
rgba = (color[0], color[1], color[2], 1.0)
|
||||
fill_polygon(image, pixels, texture_width, texture_height, pixel_poly, rgba)
|
||||
|
||||
image.pixels[:] = pixels
|
||||
image.update()
|
||||
|
||||
abs_path = bpy.path.abspath(output_path)
|
||||
image.filepath_raw = abs_path
|
||||
image.file_format = 'PNG'
|
||||
image.save()
|
||||
print(f"Texture saved to {abs_path}")
|
||||
return image
|
||||
|
||||
# ----------------------------------------------------------------------
|
||||
# Run
|
||||
# ----------------------------------------------------------------------
|
||||
if __name__ == "__main__":
|
||||
generate_fingerprint_texture(
|
||||
obj_name="FingerMesh", # Change to your mesh name
|
||||
nx=50, ny=40,
|
||||
r=0.05,
|
||||
texture_width=4096,
|
||||
texture_height=4096,
|
||||
output_path="//finger_texture.png"
|
||||
)
|
||||
Reference in New Issue
Block a user