917 lines
34 KiB
Python
917 lines
34 KiB
Python
"""
|
||
Texture Generator for Arbitrary 3D Surfaces (Blender Script)
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- Mode: "patches" (colored patches), "checker" (black/white patches),
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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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||
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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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# ----------------------------------------------------------------------
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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 unwrap_periodic_values(values):
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"""
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Unwrap periodic UV coordinates so points straddling the 0/1 seam stay local.
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"""
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arr = np.asarray(values, dtype=np.float64).copy()
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if arr.size == 0:
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return arr
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if arr.max() - arr.min() > 0.5:
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arr[arr < 0.5] += 1.0
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return arr
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def wrap_uv_polygon_for_raster(uv_poly):
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"""
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Return a seam-aware version of a UV polygon.
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UV islands may cross the 0/1 seam. If we rasterize those raw coordinates as a
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single polygon, Blender's repeated UVs turn into a long diagonal triangle
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across the texture. We unwrap seam-crossing polygons first, then draw wrapped
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copies in the texture tile(s) they overlap.
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"""
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if len(uv_poly) < 3:
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return []
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uv_arr = np.array([(float(u), float(v)) for u, v in uv_poly], dtype=np.float64)
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uv_arr[:, 0] = unwrap_periodic_values(uv_arr[:, 0])
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uv_arr[:, 1] = unwrap_periodic_values(uv_arr[:, 1])
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return [tuple(pt) for pt in uv_arr]
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def uv_polygon_to_pixel_polygons(uv_poly, tex_width, tex_height):
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"""
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Convert one UV polygon into one or more pixel polygons, duplicating seam-
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crossing polygons into adjacent tiles so rasterization stays local.
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"""
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unwrapped = wrap_uv_polygon_for_raster(uv_poly)
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if len(unwrapped) < 3:
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return []
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u_vals = [u for u, _ in unwrapped]
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v_vals = [v for _, v in unwrapped]
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u_shift_start = int(np.floor(min(u_vals)))
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u_shift_end = int(np.floor(max(u_vals)))
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v_shift_start = int(np.floor(min(v_vals)))
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v_shift_end = int(np.floor(max(v_vals)))
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pixel_polys = []
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for u_shift in range(u_shift_start, u_shift_end + 1):
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for v_shift in range(v_shift_start, v_shift_end + 1):
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shifted = [(u - u_shift, v - v_shift) for u, v in unwrapped]
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shifted_u = [u for u, _ in shifted]
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shifted_v = [v for _, v in shifted]
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if max(shifted_u) < 0.0 or min(shifted_u) > 1.0:
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continue
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if max(shifted_v) < 0.0 or min(shifted_v) > 1.0:
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continue
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pixel_polys.append([
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(u * (tex_width - 1), v * (tex_height - 1))
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for u, v in shifted
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])
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return pixel_polys
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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 raycast_uv_from_camera(scene, depsgraph, cam, obj, u_ndc, v_ndc, frame_width, frame_height):
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"""Camera raycast through normalized sensor coordinates and return UV."""
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loc, face_idx = raycast_from_camera(
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scene, depsgraph, cam, obj, u_ndc, v_ndc, frame_width, frame_height
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)
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if loc is None:
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return None
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return get_uv_from_face(obj, face_idx, loc)
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def convex_hull_uv(points):
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"""Return UV points ordered around their 2D convex hull."""
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unwrapped = wrap_uv_polygon_for_raster([(p.x, p.y) for p in points])
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unique = sorted(set(unwrapped))
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if len(unique) < 3:
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return None
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|
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def cross(o, a, b):
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return (a[0] - o[0]) * (b[1] - o[1]) - (a[1] - o[1]) * (b[0] - o[0])
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lower = []
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for p in unique:
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while len(lower) >= 2 and cross(lower[-2], lower[-1], p) <= 0:
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lower.pop()
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lower.append(p)
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upper = []
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for p in reversed(unique):
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while len(upper) >= 2 and cross(upper[-2], upper[-1], p) <= 0:
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upper.pop()
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upper.append(p)
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hull = lower[:-1] + upper[:-1]
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if len(hull) < 3:
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return None
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return [Vector((u, v)) for u, v in hull]
|
||
|
||
def sample_patch_uv_polygon(
|
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scene, depsgraph, cam, obj,
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u_start, u_end, v_start, v_end,
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frame_width, frame_height,
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edge_sample_grid=5
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||
):
|
||
"""
|
||
Build a UV polygon for one camera-space patch.
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||
|
||
Full interior cells use the four corners. Edge cells that only partially hit
|
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the mesh are sampled more densely and converted to a convex hull so they are
|
||
not dropped just because some corners miss the silhouette.
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||
"""
|
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corners_ndc = [
|
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(u_start, v_start),
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(u_end, v_start),
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(u_end, v_end),
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||
(u_start, v_end),
|
||
]
|
||
|
||
corner_uvs = []
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||
for u_ndc, v_ndc in corners_ndc:
|
||
uv = raycast_uv_from_camera(
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scene, depsgraph, cam, obj, u_ndc, v_ndc, frame_width, frame_height
|
||
)
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||
if uv is not None:
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||
corner_uvs.append(uv)
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||
|
||
if len(corner_uvs) >= 3:
|
||
return corner_uvs
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||
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||
sampled_uvs = list(corner_uvs)
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||
for sy in range(edge_sample_grid):
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||
v_ndc = v_start + (v_end - v_start) * sy / (edge_sample_grid - 1)
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for sx in range(edge_sample_grid):
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u_ndc = u_start + (u_end - u_start) * sx / (edge_sample_grid - 1)
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uv = raycast_uv_from_camera(
|
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scene, depsgraph, cam, obj, u_ndc, v_ndc, frame_width, frame_height
|
||
)
|
||
if uv is not None:
|
||
sampled_uvs.append(uv)
|
||
|
||
return convex_hull_uv(sampled_uvs)
|
||
|
||
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
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||
uv_layer = me.uv_layers.active
|
||
if not uv_layer:
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||
print("Warning: No active UV layer – mesh rasterization skipped.")
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||
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
|
||
for pixel_poly in uv_polygon_to_pixel_polygons(uv_poly, tex_width, tex_height):
|
||
fill_polygon(None, pixels, tex_width, tex_height, pixel_poly, color)
|
||
|
||
def rasterize_mesh_mask(obj, tex_width, tex_height):
|
||
"""Rasterize the active UV map to a boolean mesh mask."""
|
||
mask = np.zeros((tex_height, tex_width), dtype=bool)
|
||
me = obj.data
|
||
uv_layer = me.uv_layers.active
|
||
if not uv_layer:
|
||
return mask
|
||
uv_data = uv_layer.data
|
||
for poly in me.polygons:
|
||
uv_poly = []
|
||
for loop_idx in poly.loop_indices:
|
||
uv = uv_data[loop_idx].uv
|
||
uv_poly.append((uv.x, uv.y))
|
||
for pixel_poly in uv_polygon_to_pixel_polygons(uv_poly, tex_width, tex_height):
|
||
fill_polygon_value(mask, tex_width, tex_height, pixel_poly, True)
|
||
return mask
|
||
|
||
def paint_mask_color(pixels, width, height, mask, color):
|
||
"""Paint all True pixels of a boolean mask with an RGBA color."""
|
||
r, g, b, a = color
|
||
ys, xs = np.nonzero(mask)
|
||
for y, x in zip(ys, xs):
|
||
idx = (y * width + x) * 4
|
||
pixels[idx:idx+4] = (r, g, b, a)
|
||
|
||
def complete_checker_gaps(pixels, width, height, mesh_mask, patch_state, max_gap_px=6):
|
||
"""
|
||
Fill small white slivers inside the mesh by expanding nearby checker colors.
|
||
|
||
`patch_state`: -1 = unassigned, 0 = black patch, 1 = white patch.
|
||
"""
|
||
for _ in range(max_gap_px):
|
||
candidate = mesh_mask & (patch_state < 0)
|
||
if not np.any(candidate):
|
||
break
|
||
|
||
black_counts = np.zeros_like(patch_state, dtype=np.uint8)
|
||
white_counts = np.zeros_like(patch_state, dtype=np.uint8)
|
||
|
||
for dy in (-1, 0, 1):
|
||
for dx in (-1, 0, 1):
|
||
if dx == 0 and dy == 0:
|
||
continue
|
||
|
||
src_y0 = max(0, -dy)
|
||
src_y1 = height - max(0, dy)
|
||
src_x0 = max(0, -dx)
|
||
src_x1 = width - max(0, dx)
|
||
dst_y0 = max(0, dy)
|
||
dst_y1 = height - max(0, -dy)
|
||
dst_x0 = max(0, dx)
|
||
dst_x1 = width - max(0, -dx)
|
||
|
||
neighbor_vals = patch_state[src_y0:src_y1, src_x0:src_x1]
|
||
black_counts[dst_y0:dst_y1, dst_x0:dst_x1] += (neighbor_vals == 0)
|
||
white_counts[dst_y0:dst_y1, dst_x0:dst_x1] += (neighbor_vals == 1)
|
||
|
||
fillable = candidate & ((black_counts + white_counts) > 0)
|
||
if not np.any(fillable):
|
||
break
|
||
|
||
patch_state[fillable] = np.where(
|
||
black_counts[fillable] > white_counts[fillable], 0, 1
|
||
).astype(np.int8)
|
||
|
||
paint_mask_color(pixels, width, height, patch_state == 0, (0.0, 0.0, 0.0, 1.0))
|
||
paint_mask_color(pixels, width, height, patch_state == 1, (1.0, 1.0, 1.0, 1.0))
|
||
|
||
# ----------------------------------------------------------------------
|
||
# 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
|
||
|
||
def checker_patch_color(i, j):
|
||
"""Return a black/white checker color for patch index (i, j)."""
|
||
if (i + j) % 2 == 0:
|
||
return np.array([1.0, 1.0, 1.0], dtype=np.float32)
|
||
return np.array([0.0, 0.0, 0.0], dtype=np.float32)
|
||
|
||
# ----------------------------------------------------------------------
|
||
# 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), edge_sample_grid=5
|
||
):
|
||
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
|
||
|
||
edge_sample_grid = max(2, int(edge_sample_grid))
|
||
patch_uv_polygons = []
|
||
patch_colors = np.zeros((ny, nx, 3), dtype=np.float32)
|
||
skipped_patches = 0
|
||
|
||
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
|
||
uv_poly = sample_patch_uv_polygon(
|
||
scene, depsgraph, cam, obj,
|
||
u_start, u_end, v_start, v_end,
|
||
frame_width, frame_height,
|
||
edge_sample_grid=edge_sample_grid
|
||
)
|
||
if uv_poly is None:
|
||
patch_uv_polygons.append(None)
|
||
skipped_patches += 1
|
||
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
|
||
print(f"Skipped {skipped_patches} patches with fewer than 3 mesh samples.")
|
||
|
||
# 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
|
||
color = patch_colors[j,i]
|
||
rgba = (color[0], color[1], color[2], 1.0)
|
||
for pixel_poly in uv_polygon_to_pixel_polygons(uv_poly, texture_width, texture_height):
|
||
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: Black/White Checker Patches
|
||
# ----------------------------------------------------------------------
|
||
def generate_checker_texture(
|
||
obj, cam, scene, depsgraph,
|
||
nx=40, ny=40,
|
||
texture_width=2048, texture_height=2048,
|
||
output_path="//checker_texture.png", uv_centre=None, cross_length=40,
|
||
cross_thickness=3, cross_color=(1,0,0,1), edge_sample_grid=5,
|
||
gap_fill_px=6
|
||
):
|
||
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
|
||
|
||
edge_sample_grid = max(2, int(edge_sample_grid))
|
||
patch_uv_polygons = []
|
||
patch_colors = np.zeros((ny, nx, 3), dtype=np.float32)
|
||
skipped_patches = 0
|
||
|
||
print(f"Raycasting {nx*ny} checker 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
|
||
uv_poly = sample_patch_uv_polygon(
|
||
scene, depsgraph, cam, obj,
|
||
u_start, u_end, v_start, v_end,
|
||
frame_width, frame_height,
|
||
edge_sample_grid=edge_sample_grid
|
||
)
|
||
if uv_poly is None:
|
||
patch_uv_polygons.append(None)
|
||
skipped_patches += 1
|
||
continue
|
||
patch_uv_polygons.append(uv_poly)
|
||
patch_colors[j, i] = checker_patch_color(i, j)
|
||
print(f"Skipped {skipped_patches} checker patches with fewer than 3 mesh samples.")
|
||
|
||
img_name = "CheckerTexture"
|
||
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_background(pixels, texture_width, texture_height, (0,0,0,1))
|
||
paint_mask_color(pixels, texture_width, texture_height, mesh_mask, (1,1,1,1))
|
||
|
||
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
|
||
color = patch_colors[j,i]
|
||
rgba = (color[0], color[1], color[2], 1.0)
|
||
patch_value = 1 if np.mean(color) >= 0.5 else 0
|
||
for pixel_poly in uv_polygon_to_pixel_polygons(uv_poly, texture_width, texture_height):
|
||
fill_polygon(image, pixels, texture_width, texture_height, pixel_poly, rgba)
|
||
fill_polygon_value(
|
||
patch_state,
|
||
texture_width,
|
||
texture_height,
|
||
pixel_poly,
|
||
patch_value,
|
||
)
|
||
|
||
complete_checker_gaps(
|
||
pixels, texture_width, texture_height, mesh_mask, patch_state, max_gap_px=gap_fill_px
|
||
)
|
||
|
||
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"Checker texture saved to {abs_path}")
|
||
return image
|
||
|
||
# ----------------------------------------------------------------------
|
||
# Mode 3: 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 = []
|
||
for (u_off, v_off) in offsets:
|
||
uv_off = raycast_uv_from_camera(
|
||
scene, depsgraph, cam, obj,
|
||
u_off, v_off, frame_width, frame_height
|
||
)
|
||
uv_offsets.append(uv_off)
|
||
|
||
scale_u = 1.0 / res_x
|
||
scale_v = 1.0 / res_y
|
||
r_pix = dot_diameter_pixels / 2.0
|
||
|
||
right_uv, left_uv, up_uv, down_uv = uv_offsets
|
||
if right_uv is not None and left_uv is not None:
|
||
du_dx = (right_uv - left_uv) / (2 * offset_pix * scale_u)
|
||
a_uv = r_pix * du_dx.length * scale_u
|
||
elif right_uv is not None:
|
||
du_dx = (right_uv - center_uv) / (offset_pix * scale_u)
|
||
a_uv = r_pix * du_dx.length * scale_u
|
||
elif left_uv is not None:
|
||
du_dx = (center_uv - left_uv) / (offset_pix * scale_u)
|
||
a_uv = r_pix * du_dx.length * scale_u
|
||
else:
|
||
du_dx = Vector((1.0, 0.0))
|
||
a_uv = r_pix / texture_width
|
||
|
||
if up_uv is not None and down_uv is not None:
|
||
dv_dx = (up_uv - down_uv) / (2 * offset_pix * scale_v)
|
||
b_uv = r_pix * dv_dx.length * scale_v
|
||
elif up_uv is not None:
|
||
dv_dx = (up_uv - center_uv) / (offset_pix * scale_v)
|
||
b_uv = r_pix * dv_dx.length * scale_v
|
||
elif down_uv is not None:
|
||
dv_dx = (center_uv - down_uv) / (offset_pix * scale_v)
|
||
b_uv = r_pix * dv_dx.length * scale_v
|
||
else:
|
||
b_uv = r_pix / texture_height
|
||
|
||
a_uv = max(a_uv, 1.0 / texture_width)
|
||
b_uv = max(b_uv, 1.0 / texture_height)
|
||
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.")
|
||
|
||
# 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)
|
||
|
||
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"Dot texture saved to {abs_path}")
|
||
return image
|
||
|
||
# ----------------------------------------------------------------------
|
||
# Main
|
||
# ----------------------------------------------------------------------
|
||
def main():
|
||
# ==================== CONFIGURATION ====================
|
||
MODE = "patches" # "patches", "checker", or "dots"
|
||
OBJ_NAME = "FingerMesh0525.001"
|
||
CAM_NAME = "Camera0607"
|
||
TEXTURE_WIDTH = 1640*2
|
||
TEXTURE_HEIGHT = 1600*2
|
||
OUTPUT_NAMES = {
|
||
"patches": "patch_texture.png",
|
||
"checker": "checker_texture.png",
|
||
"dots": "dot_texture.png",
|
||
}
|
||
OUTPUT_PATH = "//" + OUTPUT_NAMES.get(MODE, "texture.png")
|
||
|
||
# Patch mode
|
||
PATCH_NX = 80; PATCH_NY = 45; COLOR_R = 0.05
|
||
EDGE_SAMPLE_GRID = 5
|
||
# Checker mode
|
||
CHECKER_NX = 40; CHECKER_NY = 40; CHECKER_GAP_FILL_PX = 6
|
||
# 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,
|
||
edge_sample_grid=EDGE_SAMPLE_GRID
|
||
)
|
||
elif MODE == "checker":
|
||
generate_checker_texture(
|
||
obj, cam, scene, depsgraph,
|
||
nx=CHECKER_NX, ny=CHECKER_NY,
|
||
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,
|
||
edge_sample_grid=EDGE_SAMPLE_GRID,
|
||
gap_fill_px=CHECKER_GAP_FILL_PX
|
||
)
|
||
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
|
||
)
|
||
else:
|
||
raise ValueError(f"Unknown MODE: {MODE!r}. Use 'patches', 'checker', or 'dots'.")
|
||
|
||
print(f"Completed in {time.time()-start_time:.2f} seconds.")
|
||
|
||
if __name__ == "__main__":
|
||
main() |