new addon: Export Paper Model
authorAddam Dominec <a.dominec@gmail.com>
Mon, 9 Feb 2015 18:09:03 +0000 (19:09 +0100)
committerAddam Dominec <a.dominec@gmail.com>
Mon, 9 Feb 2015 18:09:03 +0000 (19:09 +0100)
This script generates a flat net of a given mesh.
It creates SVG files suitable for direct printing and paper modeling.

io_export_paper_model.py [new file with mode: 0644]

diff --git a/io_export_paper_model.py b/io_export_paper_model.py
new file mode 100644 (file)
index 0000000..5fd8719
--- /dev/null
@@ -0,0 +1,2152 @@
+# -*- coding: utf-8 -*-
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+#  This program is free software: you can redistribute it and/or modify
+#  it under the terms of the GNU General Public License as published by
+#  the Free Software Foundation, either version 2 of the License, or
+#  (at your option) any later version.
+#
+#  This program is distributed in the hope that it will be useful,
+#  but without any warranty; without even the implied warranty of
+#  merchantability or fitness for a particular purpose.  See the
+#  GNU General Public License for more details.
+#
+#  You should have received a copy of the GNU General Public License
+#  along with this program.  If not, see <http://www.gnu.org/licenses/>.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+#### TODO:
+# sanitize the constructors so that they don't edit their parent object
+# rename verts -> vertices, edge.vect -> edge.vector
+# SVG object doesn't need a 'pure_net' argument in constructor
+# remember selected objects before baking, except selected to active
+# islands with default names should be excluded while matching
+# add 'estimated number of pages' to the export UI
+# profile QuickSweepline vs. BruteSweepline with/without blist: for which nets is it faster?
+# rotate islands to minimize area -- and change that only if necessary to fill the page size
+# Sticker.vertices should be of type Vector
+
+# check conflicts in island naming and either:
+#  * append a number to the conflicting names or
+#  * enumerate faces uniquely within all islands of the same name (requires a check that both label and abbr. equals)
+
+
+bl_info = {
+       "name": "Export Paper Model",
+       "author": "Addam Dominec",
+       "version": (0, 9),
+       "blender": (2, 70, 0),
+       "location": "File > Export > Paper Model",
+       "warning": "",
+       "description": "Export printable net of the active mesh",
+       "category": "Import-Export",
+       "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
+               "Scripts/Import-Export/Paper_Model",
+       "tracker_url": "https://developer.blender.org/T38441"
+}
+
+"""
+
+Additional links:
+       e-mail: adominec {at} gmail {dot} com
+
+"""
+import bpy
+import bl_operators
+import bgl
+import mathutils as M
+from re import compile as re_compile
+from itertools import chain
+from math import pi
+
+try:
+       import os.path as os_path
+except ImportError:
+       os_path = None
+
+try:
+       from blist import blist
+except ImportError:
+       blist = list
+
+default_priority_effect = {
+       'CONVEX': 0.5,
+       'CONCAVE': 1,
+       'LENGTH': -0.05
+}
+
+
+def first_letters(text):
+       """Iterator over the first letter of each word"""
+       for match in first_letters.pattern.finditer(text):
+               yield text[match.start()]
+first_letters.pattern = re_compile("(?<!\w)[\w]")
+
+
+def pairs(sequence):
+       """Generate consecutive pairs throughout the given sequence; at last, it gives elements last, first."""
+       i = iter(sequence)
+       previous = first = next(i)
+       for this in i:
+               yield previous, this
+               previous = this
+       yield this, first
+
+
+def argmax_pair(array, key):
+       """Find an (unordered) pair of indices that maximize the given function"""
+       l = len(array)
+       mi, mj, m = None, None, None
+       for i in range(l):
+               for j in range(i+1, l):
+                       k = key(array[i], array[j])
+                       if not m or k > m:
+                               mi, mj, m = i, j, k
+       return mi, mj
+
+
+def fitting_matrix(v1, v2):
+       """Get a matrix that rotates v1 to the same direction as v2"""
+       return (1 / v1.length_squared) * M.Matrix((
+               (v1.x*v2.x + v1.y*v2.y, v1.y*v2.x - v1.x*v2.y),
+               (v1.x*v2.y - v1.y*v2.x, v1.x*v2.x + v1.y*v2.y)))
+
+
+def z_up_matrix(n):
+       """Get a rotation matrix that aligns given vector upwards."""
+       b = n.xy.length
+       l = n.length
+       if b > 0:
+               return M.Matrix((
+                       (n.x*n.z/(b*l), n.y*n.z/(b*l), -b/l),
+                       (-n.y/b, n.x/b, 0),
+                       (0, 0, 0)
+               ))
+       else:
+               # no need for rotation
+               return M.Matrix((
+                       (1, 0, 0),
+                       (0, (-1 if n.z < 0 else 1), 0),
+                       (0, 0, 0)
+               ))
+
+
+def create_blank_image(image_name, dimensions, alpha=1):
+       """Create a new image and assign white color to all its pixels"""
+       image_name = image_name[:64]
+       width, height = int(dimensions.x), int(dimensions.y)
+       image = bpy.data.images.new(image_name, width, height, alpha=True)
+       if image.users > 0:
+               raise UnfoldError("There is something wrong with the material of the model. "
+                       "Please report this on the BlenderArtists forum. Export failed.")
+       image.pixels = [1, 1, 1, alpha] * (width * height)
+       image.file_format = 'PNG'
+       return image
+
+
+class UnfoldError(ValueError):
+       pass
+
+
+class Unfolder:
+       def __init__(self, ob):
+               self.ob = ob
+               self.mesh = Mesh(ob.data, ob.matrix_world)
+               self.tex = None
+
+       def prepare(self, cage_size=None, create_uvmap=False, mark_seams=False, priority_effect=default_priority_effect, scale=1):
+               """Create the islands of the net"""
+               self.mesh.generate_cuts(cage_size / scale if cage_size else None, priority_effect)
+               self.mesh.finalize_islands()
+               self.mesh.enumerate_islands()
+               if create_uvmap:
+                       self.tex = self.mesh.save_uv()
+               if mark_seams:
+                       self.mesh.mark_cuts()
+       
+       def copy_island_names(self, island_list):
+               """Copy island label and abbreviation from the best matching island in the list"""
+               orig_list = {(frozenset(face.id for face in item.faces), item.label, item.abbreviation) for item in island_list}
+               for island in self.mesh.islands:
+                       islfaces = {uvface.face.index for uvface in island.faces}
+                       match = max(orig_list, key=lambda item: islfaces.intersection(item[0]))
+                       island.label = match[1]
+                       island.abbreviation = match[2]
+       
+       def save(self, properties):
+               """Export the document"""
+               # Note about scale: input is direcly in blender length
+               # Island.apply_scale multiplies everything by a user-defined ratio
+               # SVG object multiplies everything by ppm (output in pixels)
+               filepath = properties.filepath
+               if filepath.lower().endswith((".svg", ".png")):
+                       filepath = filepath[0:-4]
+               # page size in meters
+               page_size = M.Vector((properties.output_size_x, properties.output_size_y))
+               # printable area size in meters
+               printable_size = page_size - 2 * properties.output_margin * M.Vector((1, 1))
+               unit_scale = bpy.context.scene.unit_settings.scale_length
+               ppm = properties.output_dpi * 100 / 2.54  # pixels per meter
+               
+               # after this call, all dimensions will be in meters
+               self.mesh.scale_islands(unit_scale/properties.scale)
+               if properties.do_create_stickers:
+                       self.mesh.generate_stickers(properties.sticker_width, properties.do_create_numbers)
+               elif properties.do_create_numbers:
+                       self.mesh.generate_numbers_alone(properties.sticker_width)
+                       
+               text_height = properties.sticker_width if (properties.do_create_numbers and len(self.mesh.islands) > 1) else 0
+               aspect_ratio = printable_size.x / printable_size.y
+               # finalizing islands will scale everything so that the page height is 1
+               self.mesh.finalize_islands(title_height=text_height)
+               self.mesh.fit_islands(cage_size=printable_size)
+               
+               if properties.output_type != 'NONE':
+                       # bake an image and save it as a PNG to disk or into memory
+                       use_separate_images = properties.image_packing in ('ISLAND_LINK', 'ISLAND_EMBED')
+                       tex = self.mesh.save_uv(cage_size=printable_size, separate_image=use_separate_images, tex=self.tex)
+                       if not tex:
+                               raise UnfoldError("The mesh has no UV Map slots left. Either delete a UV Map or export the net without textures.")
+                       rd = bpy.context.scene.render
+                       recall = rd.bake_type, rd.use_bake_to_vertex_color, rd.use_bake_selected_to_active, rd.bake_distance, rd.bake_bias, rd.bake_margin, rd.use_bake_clear
+                       
+                       rd.bake_type = 'TEXTURE' if properties.output_type == 'TEXTURE' else 'FULL'
+                       rd.use_bake_selected_to_active = (properties.output_type == 'SELECTED_TO_ACTIVE')
+                       
+                       rd.bake_margin, rd.bake_distance, rd.bake_bias, rd.use_bake_to_vertex_color, rd.use_bake_clear = 0, 0, 0.001, False, False
+                       if properties.image_packing == 'PAGE_LINK':
+                               self.mesh.save_image(tex, printable_size * ppm, filepath)
+                       elif properties.image_packing == 'ISLAND_LINK':
+                               self.mesh.save_separate_images(tex, printable_size.y * ppm, filepath)
+                       elif properties.image_packing == 'ISLAND_EMBED':
+                               self.mesh.save_separate_images(tex, printable_size.y * ppm, filepath, do_embed=True)
+                       
+                       # revoke settings
+                       rd.bake_type, rd.use_bake_to_vertex_color, rd.use_bake_selected_to_active, rd.bake_distance, rd.bake_bias, rd.bake_margin, rd.use_bake_clear = recall
+                       if not properties.do_create_uvmap:
+                               tex.active = True
+                               bpy.ops.mesh.uv_texture_remove()
+
+               svg = SVG(page_size, ppm, properties.style, (properties.output_type == 'NONE'))
+               svg.do_create_stickers = properties.do_create_stickers
+               svg.margin = properties.output_margin
+               svg.text_size = properties.sticker_width
+               svg.write(self.mesh, filepath)
+
+
+class Mesh:
+       """Wrapper for Bpy Mesh"""
+       
+       def __init__(self, mesh, matrix):
+               self.verts = dict()
+               self.edges = dict()
+               self.edges_by_verts_indices = dict()
+               self.faces = dict()
+               self.islands = list()
+               self.data = mesh
+               self.pages = list()
+               for bpy_vertex in mesh.vertices:
+                       self.verts[bpy_vertex.index] = Vertex(bpy_vertex, matrix)
+               for bpy_edge in mesh.edges:
+                       edge = Edge(bpy_edge, self, matrix)
+                       self.edges[bpy_edge.index] = edge
+                       self.edges_by_verts_indices[(edge.va.index, edge.vb.index)] = edge
+                       self.edges_by_verts_indices[(edge.vb.index, edge.va.index)] = edge
+               for bpy_face in mesh.polygons:
+                       face = Face(bpy_face, self)
+                       self.faces[bpy_face.index] = face
+               for edge in self.edges.values():
+                       edge.choose_main_faces()
+                       if edge.main_faces:
+                               edge.calculate_angle()
+       
+       def generate_cuts(self, page_size, priority_effect):
+               """Cut the mesh so that it can be unfolded to a flat net."""
+               # warning: this constructor modifies its parameter (face)
+               islands = {Island(face) for face in self.faces.values()}
+               # check for edges that are cut permanently
+               edges = [edge for edge in self.edges.values() if not edge.force_cut and len(edge.faces) > 1]
+               
+               if edges:
+                       average_length = sum(edge.length for edge in edges) / len(edges)
+                       for edge in edges:
+                               edge.generate_priority(priority_effect, average_length)
+                       edges.sort(reverse=False, key=lambda edge: edge.priority)
+                       for edge in edges:
+                               if edge.length == 0:
+                                       continue
+                               face_a, face_b = edge.main_faces
+                               island_a, island_b = face_a.uvface.island, face_b.uvface.island
+                               if island_a is not island_b:
+                                       if len(island_b.faces) > len(island_a.faces):
+                                               island_a, island_b = island_b, island_a
+                                       if island_a.join(island_b, edge, size_limit=page_size):
+                                               islands.remove(island_b)
+               
+               self.islands = sorted(islands, reverse=True, key=lambda island: len(island.faces))
+               
+               for edge in self.edges.values():
+                       # some edges did not know until now whether their angle is convex or concave
+                       if edge.main_faces and (edge.main_faces[0].uvface.flipped or edge.main_faces[1].uvface.flipped):
+                               edge.calculate_angle()
+                       # ensure that the order of faces corresponds to the order of uvedges
+                       if edge.main_faces:
+                               reordered = [None, None]
+                               for uvedge in edge.uvedges:
+                                       try:
+                                               index = edge.main_faces.index(uvedge.uvface.face)
+                                               reordered[index] = uvedge
+                                       except ValueError:
+                                               reordered.append(uvedge)
+                               edge.uvedges = reordered
+
+               for island in self.islands:
+                       # if the normals are ambiguous, flip them so that there are more convex edges than concave ones
+                       if any(uvface.flipped for uvface in island.faces):
+                               island_edges = {uvedge.edge for uvedge in island.edges if not uvedge.edge.is_cut(uvedge.uvface.face)}
+                               balance = sum((+1 if edge.angle > 0 else -1) for edge in island_edges)
+                               if balance < 0:
+                                       island.is_inside_out = True
+               
+                       # construct a linked list from each island's boundary
+                       # uvedge.neighbor_right is clockwise = forward = via uvedge.vb if not uvface.flipped
+                       neighbor_lookup, conflicts = dict(), dict()
+                       for uvedge in island.boundary:
+                               uvvertex = uvedge.va if uvedge.uvface.flipped else uvedge.vb
+                               if uvvertex not in neighbor_lookup:
+                                       neighbor_lookup[uvvertex] = uvedge
+                               else:
+                                       if uvvertex not in conflicts:
+                                               conflicts[uvvertex] = [neighbor_lookup[uvvertex], uvedge]
+                                       else:
+                                               conflicts[uvvertex].append(uvedge)
+                       
+                       for uvedge in island.boundary:
+                               uvvertex = uvedge.vb if uvedge.uvface.flipped else uvedge.va
+                               if uvvertex not in conflicts:
+                                       # using the 'get' method so as to handle single-connected vertices properly
+                                       uvedge.neighbor_right = neighbor_lookup.get(uvvertex, uvedge)
+                                       uvedge.neighbor_right.neighbor_left = uvedge
+                               else:
+                                       conflicts[uvvertex].append(uvedge)
+                       
+                       # resolve merged vertices with more boundaries crossing
+                       def direction_to_float(vector):
+                               return (1 - vector.x/vector.length) if vector.y > 0 else (vector.x/vector.length - 1)
+                       for uvvertex, uvedges in conflicts.items():
+                               def is_inwards(uvedge):
+                                       return uvedge.uvface.flipped == (uvedge.va is uvvertex)
+                               
+                               def uvedge_sortkey(uvedge):
+                                       if is_inwards(uvedge):
+                                               return direction_to_float(uvedge.va.co - uvedge.vb.co)
+                                       else:
+                                               return direction_to_float(uvedge.vb.co - uvedge.va.co)
+                               
+                               uvedges.sort(key=uvedge_sortkey)
+                               for right, left in zip(uvedges[:-1:2], uvedges[1::2]) if is_inwards(uvedges[0]) else zip([uvedges[-1]] + uvedges[1::2], uvedges[:-1:2]):
+                                       left.neighbor_right = right
+                                       right.neighbor_left = left
+               return True
+       
+       def mark_cuts(self):
+               """Mark cut edges in the original mesh so that the user can see"""
+               for bpy_edge in self.data.edges:
+                       edge = self.edges[bpy_edge.index]
+                       bpy_edge.use_seam = len(edge.uvedges) > 1 and edge.is_main_cut
+       
+       def generate_stickers(self, default_width, do_create_numbers=True):
+               """Add sticker faces where they are needed."""
+               def uvedge_priority(uvedge):
+                       """Retuns whether it is a good idea to stick something on this edge's face"""
+                       # TODO: it should take into account overlaps with faces and with other stickers
+                       return uvedge.uvface.face.area / sum((vb.co - va.co).length for (va, vb) in pairs(uvedge.uvface.verts))
+               
+               def add_sticker(uvedge, index, target_island):
+                       uvedge.sticker = Sticker(uvedge, default_width, index, target_island)
+                       uvedge.island.add_marker(uvedge.sticker)
+               
+               for edge in self.edges.values():
+                       if edge.is_main_cut and len(edge.uvedges) >= 2:
+                               uvedge_a, uvedge_b = edge.uvedges[:2]
+                               if uvedge_priority(uvedge_a) < uvedge_priority(uvedge_b):
+                                       uvedge_a, uvedge_b = uvedge_b, uvedge_a
+                               target_island = uvedge_a.island
+                               left_edge, right_edge = uvedge_a.neighbor_left.edge, uvedge_a.neighbor_right.edge
+                               if do_create_numbers:
+                                       for uvedge in [uvedge_b] + edge.uvedges[2:]:
+                                               if ((uvedge.neighbor_left.edge is not right_edge or uvedge.neighbor_right.edge is not left_edge) and
+                                                               uvedge not in (uvedge_a.neighbor_left, uvedge_a.neighbor_right)):
+                                                       # it will not be clear to see that these uvedges should be sticked together
+                                                       # So, create an arrow and put the index on all stickers
+                                                       target_island.sticker_numbering += 1
+                                                       index = str(target_island.sticker_numbering)
+                                                       # if the index would have a different meaning upside down, append a dot
+                                                       if {'6', '9'} < set(index) < {'6', '8', '9', '0'}:
+                                                               index += "."
+                                                       target_island.add_marker(Arrow(uvedge_a, default_width, index))
+                                                       break
+                                       else:
+                                               # if all uvedges to be sticked are easy to see, create no numbers
+                                               index = None
+                               else:
+                                       index = None
+                               add_sticker(uvedge_b, index, target_island)
+                       elif len(edge.uvedges) > 2:
+                               index = None
+                               target_island = edge.uvedges[0].island
+                       if len(edge.uvedges) > 2:
+                               for uvedge in edge.uvedges[2:]:
+                                       add_sticker(uvedge, index, target_island)
+       
+       def generate_numbers_alone(self, size):
+               global_numbering = 0
+               for edge in self.edges.values():
+                       if edge.is_main_cut and len(edge.uvedges) >= 2:
+                               global_numbering += 1
+                               index = str(global_numbering)
+                               if ('6' in index or '9' in index) and set(index) <= {'6', '8', '9', '0'}:
+                                       # if index consists of the digits 6, 8, 9, 0 only and contains 6 or 9, make it distinguishable
+                                       index += "."
+                               for uvedge in edge.uvedges:
+                                       uvedge.island.add_marker(NumberAlone(uvedge, index, size))
+       
+       def enumerate_islands(self):
+               for num, island in enumerate(self.islands, 1):
+                       island.number = num
+                       island.generate_label()
+       
+       def scale_islands(self, scale):
+               for island in self.islands:
+                       for point in chain((vertex.co for vertex in island.verts), island.fake_verts):
+                               point *= scale
+
+       def finalize_islands(self, title_height=0):
+               for island in self.islands:
+                       if title_height:
+                               island.title = "[{}] {}".format(island.abbreviation, island.label)
+                       points = list(vertex.co for vertex in island.verts) + island.fake_verts
+                       angle = M.geometry.box_fit_2d(points)
+                       rot = M.Matrix.Rotation(angle, 2)
+                       for point in points:
+                               # note: we need an in-place operation, and Vector.rotate() seems to work for 3d vectors only
+                               point[:] = rot * point
+                       for marker in island.markers:
+                               marker.rot = rot * marker.rot
+                       bottom_left = M.Vector((min(v.x for v in points), min(v.y for v in points) - title_height))
+                       for point in points:
+                               point -= bottom_left
+                       island.bounding_box = M.Vector((max(v.x for v in points), max(v.y for v in points)))
+
+       def largest_island_ratio(self, page_size):
+               return max(max(island.bounding_box.x / page_size.x, island.bounding_box.y / page_size.y) for island in self.islands)
+       
+       def fit_islands(self, cage_size):
+               """Move islands so that they fit onto pages, based on their bounding boxes"""
+               
+               def try_emplace(island, page_islands, cage_size, stops_x, stops_y, occupied_cache):
+                       """Tries to put island to each pair from stops_x, stops_y
+                       and checks if it overlaps with any islands present on the page.
+                       Returns True and positions the given island on success."""
+                       bbox_x, bbox_y = island.bounding_box.xy
+                       for x in stops_x:
+                               if x + bbox_x > cage_size.x:
+                                       continue
+                               for y in stops_y:
+                                       if y + bbox_y > cage_size.y or (x, y) in occupied_cache:
+                                               continue
+                                       for i, obstacle in enumerate(page_islands):
+                                               # if this obstacle overlaps with the island, try another stop
+                                               if (x + bbox_x > obstacle.pos.x and
+                                                               obstacle.pos.x + obstacle.bounding_box.x > x and
+                                                               y + bbox_y > obstacle.pos.y and
+                                                               obstacle.pos.y + obstacle.bounding_box.y > y):
+                                                       if x >= obstacle.pos.x and y >= obstacle.pos.y:
+                                                               occupied_cache.add((x, y))
+                                                       # just a stupid heuristic to make subsequent searches faster
+                                                       if i > 0:
+                                                               page_islands[1:i+1] = page_islands[:i]
+                                                               page_islands[0] = obstacle
+                                                       break
+                                       else:
+                                               # if no obstacle called break, this position is okay
+                                               island.pos.xy = x, y
+                                               page_islands.append(island)
+                                               stops_x.append(x + bbox_x)
+                                               stops_y.append(y + bbox_y)
+                                               return True
+                       return False
+               
+               def drop_portion(stops, border, divisor):
+                       stops.sort()
+                       # distance from left neighbor to the right one, excluding the first stop
+                       distances = [right - left for left, right in zip(stops, chain(stops[2:], [border]))]
+                       quantile = sorted(distances)[len(distances) // divisor]
+                       return [stop for stop, distance in zip(stops, chain([quantile], distances)) if distance >= quantile]
+               
+               if any(island.bounding_box.x > cage_size.x or island.bounding_box.y > cage_size.y for island in self.islands):
+                       raise UnfoldError("An island is too big to fit onto page of the given size. "
+                               "Either downscale the model or find and split that island manually.\n"
+                               "Export failed, sorry.")
+               # sort islands by their diagonal... just a guess
+               remaining_islands = sorted(self.islands, reverse=True, key=lambda island: island.bounding_box.length_squared)
+               page_num = 1
+               
+               while remaining_islands:
+                       # create a new page and try to fit as many islands onto it as possible
+                       page = Page(page_num)
+                       page_num += 1
+                       occupied_cache = set()
+                       stops_x, stops_y = [0], [0]
+                       for island in remaining_islands:
+                               try_emplace(island, page.islands, cage_size, stops_x, stops_y, occupied_cache)
+                               # if overwhelmed with stops, drop a quarter of them
+                               if len(stops_x)**2 > 4 * len(self.islands) + 100:
+                                       stops_x = drop_portion(stops_x, cage_size.x, 4)
+                                       stops_y = drop_portion(stops_y, cage_size.y, 4)
+                       remaining_islands = [island for island in remaining_islands if island not in page.islands]
+                       self.pages.append(page)
+       
+       def save_uv(self, cage_size=M.Vector((1, 1)), separate_image=False, tex=None):
+               # TODO: mode switching should be handled by higher-level code
+               bpy.ops.object.mode_set()
+               # note: assuming that the active object's data is self.mesh
+               if not tex:
+                       tex = self.data.uv_textures.new()
+                       if not tex:
+                               return None
+               tex.name = "Unfolded"
+               tex.active = True
+               # TODO: this is somewhat dirty, but I do not see a nicer way in the API
+               loop = self.data.uv_layers[self.data.uv_layers.active_index]
+               if separate_image:
+                       for island in self.islands:
+                               island.save_uv_separate(loop)
+               else:
+                       for island in self.islands:
+                               island.save_uv(loop, cage_size)
+               return tex
+       
+       def save_image(self, tex, page_size_pixels: M.Vector, filename):
+               texfaces = tex.data
+               # omitting this causes a "Circular reference in texture stack" error
+               for island in self.islands:
+                       for uvface in island.faces:
+                               texfaces[uvface.face.index].image = None
+               
+               for page in self.pages:
+                       image = create_blank_image("{} {} Unfolded".format(self.data.name[:14], page.name), page_size_pixels, alpha=1)
+                       image.filepath_raw = page.image_path = "{}_{}.png".format(filename, page.name)
+                       for island in page.islands:
+                               for uvface in island.faces:
+                                       texfaces[uvface.face.index].image = image
+                       try:
+                               bpy.ops.object.bake_image()
+                               image.save()
+                       finally:
+                               for island in page.islands:
+                                       for uvface in island.faces:
+                                               texfaces[uvface.face.index].image = None
+                               image.user_clear()
+                               bpy.data.images.remove(image)
+       
+       def save_separate_images(self, tex, scale, filepath, do_embed=False):
+               assert(os_path)  # check the module was imported
+               if do_embed:
+                       import tempfile
+                       import base64
+               else:
+                       from os import mkdir
+                       image_dir = filepath
+                       try:
+                               mkdir(image_dir)
+                       except OSError:
+                               # image_dir already existed
+                               pass
+               
+               texfaces = tex.data
+               # omitting these 3 lines causes a "Circular reference in texture stack" error
+               for island in self.islands:
+                       for uvface in island.faces:
+                               texfaces[uvface.face.index].image = None
+               
+               for i, island in enumerate(self.islands, 1):
+                       if do_embed:
+                               tempfile_manager = tempfile.NamedTemporaryFile("rb", suffix=".png")
+                               image_path = tempfile_manager.name
+                               image_name = os_path.basename(tempfile_manager.name)
+                               # note: image_path exists by now and Blender will overwrite it;
+                               # we will read later from the same file
+                       else:
+                               image_path = os_path.join(image_dir, "island{}.png".format(i))
+                               image_name = "{} isl{}".format(self.data.name[:15], i)
+                       image = create_blank_image(image_name, island.bounding_box * scale, alpha=0)
+                       image.filepath_raw = image_path
+                       for uvface in island.faces:
+                               texfaces[uvface.face.index].image = image
+                       
+                       try:
+                               bpy.ops.object.bake_image()
+                               image.save()
+                       finally:
+                               for uvface in island.faces:
+                                       texfaces[uvface.face.index].image = None
+                               image.user_clear()
+                               bpy.data.images.remove(image)
+                       
+                       if do_embed:
+                               with tempfile_manager as imgfile:
+                                       island.embedded_image = base64.encodebytes(imgfile.read()).decode('ascii')
+                       else:
+                               island.image_path = image_path
+
+
+class Vertex:
+       """BPy Vertex wrapper"""
+       __slots__ = ('index', 'co', 'edges', 'uvs')
+
+       def __init__(self, bpy_vertex, matrix):
+               self.index = bpy_vertex.index
+               self.co = matrix * bpy_vertex.co
+               self.edges = list()
+               self.uvs = list()
+       
+       def __hash__(self):
+               return hash(self.index)
+       
+       def __eq__(self, other):
+               return self.index == other.index
+
+
+class Edge:
+       """Wrapper for BPy Edge"""
+       __slots__ = ('va', 'vb', 'faces', 'main_faces', 'uvedges',
+               'vect', 'length', 'angle',
+               'is_main_cut', 'force_cut', 'priority')
+
+       def __init__(self, edge, mesh, matrix=1):
+               self.va = mesh.verts[edge.vertices[0]]
+               self.vb = mesh.verts[edge.vertices[1]]
+               self.vect = self.vb.co - self.va.co
+               self.length = self.vect.length
+               self.faces = list()
+               # if self.main_faces is set, then self.uvedges[:2] must correspond to self.main_faces, in their order
+               # this constraint is assured at the time of finishing mesh.generate_cuts
+               self.uvedges = list()
+               
+               self.force_cut = bool(edge.use_seam)  # such edges will always be cut
+               self.main_faces = None  # two faces that may be connected in the island
+               # is_main_cut defines whether the two main faces are connected
+               # all the others will be assumed to be cut
+               self.is_main_cut = True
+               self.priority = None
+               self.angle = None
+               self.va.edges.append(self)  #FIXME: editing foreign attribute
+               self.vb.edges.append(self)  #FIXME: editing foreign attribute
+       
+       def choose_main_faces(self):
+               """Choose two main faces that might get connected in an island"""
+               if len(self.faces) == 2:
+                       self.main_faces = self.faces
+               elif len(self.faces) > 2:
+                       # find (with brute force) the pair of indices whose faces have the most similar normals
+                       i, j = argmax_pair(self.faces, key=lambda a, b: abs(a.normal.dot(b.normal)))
+                       self.main_faces = [self.faces[i], self.faces[j]]
+       
+       def calculate_angle(self):
+               """Calculate the angle between the main faces"""
+               face_a, face_b = self.main_faces
+               if face_a.normal.length_squared == 0 or face_b.normal.length_squared == 0:
+                       self.angle = -3 # just a very sharp angle
+                       return
+               # correction if normals are flipped
+               a_is_clockwise = ((face_a.verts.index(self.va) - face_a.verts.index(self.vb)) % len(face_a.verts) == 1)
+               b_is_clockwise = ((face_b.verts.index(self.va) - face_b.verts.index(self.vb)) % len(face_b.verts) == 1)
+               is_equal_flip = True
+               if face_a.uvface and face_b.uvface:
+                       a_is_clockwise ^= face_a.uvface.flipped
+                       b_is_clockwise ^= face_b.uvface.flipped
+                       is_equal_flip = (face_a.uvface.flipped == face_b.uvface.flipped)
+                       # TODO: maybe this need not be true in _really_ ugly cases: assert(a_is_clockwise != b_is_clockwise)
+               if a_is_clockwise != b_is_clockwise:
+                       if (a_is_clockwise == (face_b.normal.cross(face_a.normal).dot(self.vect) > 0)) == is_equal_flip:
+                               # the angle is convex
+                               self.angle = face_a.normal.angle(face_b.normal)
+                       else:
+                               # the angle is concave
+                               self.angle = -face_a.normal.angle(face_b.normal)
+               else:
+                       # normals are flipped, so we know nothing
+                       # so let us assume the angle be convex
+                       self.angle = face_a.normal.angle(-face_b.normal)
+
+       def generate_priority(self, priority_effect, average_length):
+               """Calculate the priority value for cutting"""
+               angle = self.angle
+               if angle > 0:
+                       self.priority = priority_effect['CONVEX'] * angle / pi
+               else:
+                       self.priority = priority_effect['CONCAVE'] * (-angle) / pi
+               self.priority += (self.length / average_length) * priority_effect['LENGTH']
+       
+       def is_cut(self, face):
+               """Return False if this edge will the given face to another one in the resulting net
+               (useful for edges with more than two faces connected)"""
+               # Return whether there is a cut between the two main faces
+               if self.main_faces and face in self.main_faces:
+                       return self.is_main_cut
+               # All other faces (third and more) are automatically treated as cut
+               else:
+                       return True
+       
+       def other_uvedge(self, this):
+               """Get an uvedge of this edge that is not the given one
+               causes an IndexError if case of less than two adjacent edges"""
+               return self.uvedges[1] if this is self.uvedges[0] else self.uvedges[0]
+
+
+class Face:
+       """Wrapper for BPy Face"""
+       __slots__ = ('index', 'edges', 'verts', 'uvface',
+               'loop_start', 'area', 'normal')
+
+       def __init__(self, bpy_face, mesh, matrix=1):
+               self.index = bpy_face.index
+               self.edges = list()
+               self.verts = [mesh.verts[i] for i in bpy_face.vertices]
+               self.loop_start = bpy_face.loop_start
+               self.area = bpy_face.area
+               self.uvface = None
+               
+               # calculate the face normal explicitly
+               if len(self.verts) == 3:
+                       # normal of a triangle can be calculated directly
+                       self.normal = (self.verts[1].co - self.verts[0].co).cross(self.verts[2].co - self.verts[0].co).normalized()
+               else:
+                       # Newell's method
+                       nor = M.Vector((0, 0, 0))
+                       for a, b in pairs(self.verts):
+                               p, m = a.co + b.co, a.co - b.co
+                               nor.x, nor.y, nor.z = nor.x + m.y*p.z, nor.y + m.z*p.x, nor.z + m.x*p.y
+                       self.normal = nor.normalized()
+               
+               for verts_indices in bpy_face.edge_keys:
+                       edge = mesh.edges_by_verts_indices[verts_indices]
+                       self.edges.append(edge)
+                       edge.faces.append(self)  #FIXME: editing foreign attribute
+       
+       def is_twisted(self):
+               if len(self.verts) > 3:
+                       center = sum(vertex.co for vertex in self.verts) / len(self.verts)
+                       plane_d = center.dot(self.normal)
+                       diameter = max((center - vertex.co).length for vertex in self.verts)
+                       for vertex in self.verts:
+                               # check coplanarity
+                               if abs(vertex.co.dot(self.normal) - plane_d) > diameter * 0.01:
+                                       return True
+               return False
+       
+       def __hash__(self):
+               return hash(self.index)
+
+
+class Island:
+       """Part of the net to be exported"""
+       __slots__ = ('faces', 'edges', 'verts', 'fake_verts', 'uvverts_by_id', 'boundary', 'markers',
+               'pos', 'bounding_box',
+               'image_path', 'embedded_image',
+               'number', 'label', 'abbreviation', 'title',
+               'has_safe_geometry', 'is_inside_out',
+               'sticker_numbering')
+       
+       def __init__(self, face=None):
+               """Create an Island from a single Face"""
+               self.faces = list()
+               self.edges = set()
+               self.verts = set()
+               self.fake_verts = list()
+               self.markers = list()
+               self.label = None
+               self.abbreviation = None
+               self.title = None
+               self.pos = M.Vector((0, 0))
+               self.image_path = None
+               self.embedded_image = None
+               self.is_inside_out = False  # swaps concave <-> convex edges
+               self.has_safe_geometry = True
+               self.sticker_numbering = 0
+               
+               if face:
+                       uvface = UVFace(face, self)
+                       self.verts.update(uvface.verts)
+                       self.edges.update(uvface.edges)
+                       self.faces.append(uvface)
+               # speedup for Island.join
+               self.uvverts_by_id = {uvvertex.vertex.index: [uvvertex] for uvvertex in self.verts}
+               # UVEdges on the boundary
+               self.boundary = list(self.edges)
+
+       def join(self, other, edge: Edge, size_limit=None, epsilon=1e-6) -> bool:
+               """
+               Try to join other island on given edge
+               Returns False if they would overlap
+               """
+               
+               class Intersection(Exception):
+                       pass
+               
+               class GeometryError(Exception):
+                       pass
+               
+               def is_below(self, other, correct_geometry=True):
+                       if self is other:
+                               return False
+                       if self.top < other.bottom:
+                               return True
+                       if other.top < self.bottom:
+                               return False
+                       if self.max.tup <= other.min.tup:
+                               return True
+                       if other.max.tup <= self.min.tup:
+                               return False
+                       self_vector = self.max.co - self.min.co
+                       min_to_min = other.min.co - self.min.co
+                       cross_b1 = self_vector.cross(min_to_min)
+                       cross_b2 = self_vector.cross(other.max.co - self.min.co)
+                       if cross_b2 < cross_b1:
+                               cross_b1, cross_b2 = cross_b2, cross_b1
+                       if cross_b2 > 0 and (cross_b1 > 0 or (cross_b1 == 0 and not self.is_uvface_upwards())):
+                               return True
+                       if cross_b1 < 0 and (cross_b2 < 0 or (cross_b2 == 0 and self.is_uvface_upwards())):
+                               return False
+                       other_vector = other.max.co - other.min.co
+                       cross_a1 = other_vector.cross(-min_to_min)
+                       cross_a2 = other_vector.cross(self.max.co - other.min.co)
+                       if cross_a2 < cross_a1:
+                               cross_a1, cross_a2 = cross_a2, cross_a1
+                       if cross_a2 > 0 and (cross_a1 > 0 or (cross_a1 == 0 and not other.is_uvface_upwards())):
+                               return False
+                       if cross_a1 < 0 and (cross_a2 < 0 or (cross_a2 == 0 and other.is_uvface_upwards())):
+                               return True
+                       if cross_a1 == cross_b1 == cross_a2 == cross_b2 == 0:
+                               if correct_geometry:
+                                       raise GeometryError
+                               elif self.is_uvface_upwards() == other.is_uvface_upwards():
+                                       raise Intersection
+                               return False
+                       if self.min.tup == other.min.tup or self.max.tup == other.max.tup:
+                               return cross_a2 > cross_b2
+                       raise Intersection
+
+               class QuickSweepline:
+                       """Efficient sweepline based on binary search, checking neighbors only"""
+                       def __init__(self):
+                               self.children = blist()
+                       
+                       def add(self, item, cmp=is_below):
+                               low, high = 0, len(self.children)
+                               while low < high:
+                                       mid = (low + high) // 2
+                                       if cmp(self.children[mid], item):
+                                               low = mid + 1
+                                       else:
+                                               high = mid
+                               self.children.insert(low, item)
+                       
+                       def remove(self, item, cmp=is_below):
+                               index = self.children.index(item)
+                               self.children.pop(index)
+                               if index > 0 and index < len(self.children):
+                                       # check for intersection
+                                       if cmp(self.children[index], self.children[index-1]):
+                                               raise GeometryError
+
+               class BruteSweepline:
+                       """Safe sweepline which checks all its members pairwise"""
+                       def __init__(self):
+                               self.children = set()
+                               self.last_min = None, []
+                               self.last_max = None, []
+                       
+                       def add(self, item, cmp=is_below):
+                               for child in self.children:
+                                       if child.min is not item.min and child.max is not item.max:
+                                               cmp(item, child, False)
+                               self.children.add(item)
+                       
+                       def remove(self, item):
+                               self.children.remove(item)
+                       
+               def sweep(sweepline, segments):
+                       """Sweep across the segments and raise an exception if necessary"""
+                       # careful, 'segments' may be a use-once iterator
+                       events_add = sorted(segments, reverse=True, key=lambda uvedge: uvedge.min.tup)
+                       events_remove = sorted(events_add, reverse=True, key=lambda uvedge: uvedge.max.tup)
+                       while events_remove:
+                               while events_add and events_add[-1].min.tup <= events_remove[-1].max.tup:
+                                       sweepline.add(events_add.pop())
+                               sweepline.remove(events_remove.pop())
+
+               def root_find(value, tree):
+                       """Find the root of a given value in a forest-like dictionary
+                       also updates the dictionary using path compression"""
+                       parent, relink = tree.get(value), list()
+                       while parent is not None:
+                               relink.append(value)
+                               value, parent = parent, tree.get(parent)
+                       tree.update(dict.fromkeys(relink, value))
+                       return value
+
+               def slope_from(position):
+                       def slope(uvedge):
+                               vec = (uvedge.vb.co - uvedge.va.co) if uvedge.va.tup == position else (uvedge.va.co - uvedge.vb.co)
+                               return (vec.y / vec.length + 1) if ((vec.x, vec.y) > (0, 0)) else (-1 - vec.y / vec.length)
+                       return slope
+               
+               # find edge in other and in self
+               for uvedge in edge.uvedges:
+                       if uvedge.uvface.face in uvedge.edge.main_faces:
+                               if uvedge.uvface.island is self and uvedge in self.boundary:
+                                       uvedge_a = uvedge
+                               elif uvedge.uvface.island is other and uvedge in other.boundary:
+                                       uvedge_b = uvedge
+                               else:
+                                       return False
+               
+               # check if vertices and normals are aligned correctly
+               verts_flipped = uvedge_b.va.vertex is uvedge_a.va.vertex
+               flipped = verts_flipped ^ uvedge_a.uvface.flipped ^ uvedge_b.uvface.flipped
+               # determine rotation
+               # NOTE: if the edges differ in length, the matrix will involve uniform scaling.
+               # Such situation may occur in the case of twisted n-gons
+               first_b, second_b = (uvedge_b.va, uvedge_b.vb) if not verts_flipped else (uvedge_b.vb, uvedge_b.va)
+               if not flipped:
+                       rot = fitting_matrix(first_b.co - second_b.co, uvedge_a.vb.co - uvedge_a.va.co)
+               else:
+                       flip = M.Matrix(((-1, 0), (0, 1)))
+                       rot = fitting_matrix(flip * (first_b.co - second_b.co), uvedge_a.vb.co - uvedge_a.va.co) * flip
+               trans = uvedge_a.vb.co - rot * first_b.co
+               # extract and transform island_b's boundary
+               phantoms = {uvvertex: UVVertex(rot*uvvertex.co + trans, uvvertex.vertex) for uvvertex in other.verts}
+               
+               # check the size of the resulting island
+               if size_limit:
+                       # first check: bounding box
+                       bbox_width = max(max(seg.max.co.x for seg in self.boundary), max(vertex.co.x for vertex in phantoms)) - min(min(seg.min.co.x for seg in self.boundary), min(vertex.co.x for vertex in phantoms))
+                       bbox_height = max(max(seg.top for seg in self.boundary), max(vertex.co.y for vertex in phantoms)) - min(min(seg.bottom for seg in self.boundary), min(vertex.co.y for vertex in phantoms))
+                       if min(bbox_width, bbox_height)**2 > size_limit.x**2 + size_limit.y**2:
+                               return False
+                       if (bbox_width > size_limit.x or bbox_height > size_limit.y) and (bbox_height > size_limit.x or bbox_width > size_limit.y):
+                               # further checks (TODO!)
+                               # for the time being, just throw this piece away
+                               return False
+               
+               distance_limit = edge.vect.length_squared * epsilon
+               # try and merge UVVertices closer than sqrt(distance_limit)
+               merged_uvedges = set()
+               merged_uvedge_pairs = list()
+               
+               # merge all uvvertices that are close enough using a union-find structure
+               # uvvertices will be merged only in cases other->self and self->self
+               # all resulting groups are merged together to a uvvertex of self
+               is_merged_mine = False
+               shared_vertices = self.uvverts_by_id.keys() & other.uvverts_by_id.keys()
+               for vertex_id in shared_vertices:
+                       uvs = self.uvverts_by_id[vertex_id] + other.uvverts_by_id[vertex_id]
+                       len_mine = len(self.uvverts_by_id[vertex_id])
+                       merged = dict()
+                       for i, a in enumerate(uvs[:len_mine]):
+                               i = root_find(i, merged)
+                               for j, b in enumerate(uvs[i+1:], i+1):
+                                       b = b if j < len_mine else phantoms[b]
+                                       j = root_find(j, merged)
+                                       if i == j:
+                                               continue
+                                       i, j = (j, i) if j < i else (i, j)
+                                       if (a.co - b.co).length_squared < distance_limit:
+                                               merged[j] = i
+                       for source, target in merged.items():
+                               target = root_find(target, merged)
+                               phantoms[uvs[source]] = uvs[target]
+                               is_merged_mine |= (source < len_mine)  # remember that a vertex of this island has been merged
+               
+               for uvedge in (chain(self.boundary, other.boundary) if is_merged_mine else other.boundary):
+                       for partner in uvedge.edge.uvedges:
+                               if partner is not uvedge:
+                                       paired_a, paired_b = phantoms.get(partner.vb, partner.vb), phantoms.get(partner.va, partner.va)
+                                       if (partner.uvface.flipped ^ flipped) != uvedge.uvface.flipped:
+                                               paired_a, paired_b = paired_b, paired_a
+                                       if phantoms.get(uvedge.va, uvedge.va) is paired_a and phantoms.get(uvedge.vb, uvedge.vb) is paired_b:
+                                               # if these two edges will get merged, add them both to the set
+                                               merged_uvedges.update((uvedge, partner))
+                                               merged_uvedge_pairs.append((uvedge, partner))
+                                               break
+               
+               if uvedge_b not in merged_uvedges:
+                       raise UnfoldError("Export failed. Please report this error, including the model if you can.")
+               
+               boundary_other = [PhantomUVEdge(phantoms[uvedge.va], phantoms[uvedge.vb], flipped ^ uvedge.uvface.flipped)
+                       for uvedge in other.boundary if uvedge not in merged_uvedges]
+               # TODO: if is_merged_mine, it might make sense to create a similar list from self.boundary as well
+               
+               incidence = {vertex.tup for vertex in phantoms.values()}.intersection(vertex.tup for vertex in self.verts)
+               incidence = {position: list() for position in incidence}  # from now on, 'incidence' is a dict
+               for uvedge in chain(boundary_other, self.boundary):
+                       for vertex in (uvedge.va, uvedge.vb):
+                               site = incidence.get(vertex.tup)
+                               if site is not None:
+                                       site.append(uvedge)
+               for position, segments in incidence.items():
+                       if len(segments) <= 2:
+                               continue
+                       segments.sort(key=slope_from(position))
+                       for right, left in pairs(segments):
+                               is_left_ccw = left.is_uvface_upwards() ^ (left.max.tup == position)
+                               is_right_ccw = right.is_uvface_upwards() ^ (right.max.tup == position)
+                               if is_right_ccw and not is_left_ccw and type(right) is not type(left) and right not in merged_uvedges and left not in merged_uvedges:
+                                       return False
+                               if (not is_right_ccw and right not in merged_uvedges) ^ (is_left_ccw and left not in merged_uvedges):
+                                       return False
+                       
+               # check for self-intersections
+               try:
+                       try:
+                               sweepline = QuickSweepline() if self.has_safe_geometry and other.has_safe_geometry else BruteSweepline()
+                               sweep(sweepline, (uvedge for uvedge in chain(boundary_other, self.boundary)))
+                               self.has_safe_geometry &= other.has_safe_geometry
+                       except GeometryError:
+                               sweep(BruteSweepline(), (uvedge for uvedge in chain(boundary_other, self.boundary)))
+                               self.has_safe_geometry = False
+               except Intersection:
+                       return False
+               
+               # mark all edges that connect the islands as not cut
+               for uvedge in merged_uvedges:
+                       uvedge.edge.is_main_cut = False
+               
+               # include all trasformed vertices as mine
+               self.verts.update(phantoms.values())
+               
+               # update the uvverts_by_id dictionary
+               for source, target in phantoms.items():
+                       present = self.uvverts_by_id.get(target.vertex.index)
+                       if not present:
+                               self.uvverts_by_id[target.vertex.index] = [target]
+                       else:
+                               # emulation of set behavior... sorry, it is faster
+                               if source in present:
+                                       present.remove(source)
+                               if target not in present:
+                                       present.append(target)
+               
+               # re-link uvedges and uvfaces to their transformed locations
+               for uvedge in other.edges:
+                       uvedge.island = self
+                       uvedge.va = phantoms[uvedge.va]
+                       uvedge.vb = phantoms[uvedge.vb]
+                       uvedge.update()
+               if is_merged_mine:
+                       for uvedge in self.edges:
+                               uvedge.va = phantoms.get(uvedge.va, uvedge.va)
+                               uvedge.vb = phantoms.get(uvedge.vb, uvedge.vb)
+               self.edges.update(other.edges)
+               
+               for uvface in other.faces:
+                       uvface.island = self
+                       uvface.verts = [phantoms[uvvertex] for uvvertex in uvface.verts]
+                       uvface.uvvertex_by_id = {index: phantoms[uvvertex]
+                               for index, uvvertex in uvface.uvvertex_by_id.items()}
+                       uvface.flipped ^= flipped
+               if is_merged_mine:
+                       # there may be own uvvertices that need to be replaced by phantoms
+                       for uvface in self.faces:
+                               if any(uvvertex in phantoms for uvvertex in uvface.verts):
+                                       uvface.verts = [phantoms.get(uvvertex, uvvertex) for uvvertex in uvface.verts]
+                                       uvface.uvvertex_by_id = {index: phantoms.get(uvvertex, uvvertex)
+                                               for index, uvvertex in uvface.uvvertex_by_id.items()}
+               self.faces.extend(other.faces)
+               
+               self.boundary = [uvedge for uvedge in
+                       chain(self.boundary, other.boundary) if uvedge not in merged_uvedges]
+               
+               for uvedge, partner in merged_uvedge_pairs:
+                       # make sure that main faces are the ones actually merged (this changes nothing in most cases)
+                       uvedge.edge.main_faces[:] = uvedge.uvface.face, partner.uvface.face
+               
+               # everything seems to be OK
+               return True
+
+       def add_marker(self, marker):
+               self.fake_verts.extend(marker.bounds)
+               self.markers.append(marker)
+       
+       def generate_label(self, label=None, abbreviation=None):
+               """Assign a name to this island automatically"""
+               abbr = abbreviation or self.abbreviation or str(self.number)
+               # TODO: dots should be added in the last instant when outputting any text
+               if not set('69NZMWpbqd').isdisjoint(abbr) and set('6890oOxXNZMWIlpbqd').issuperset(abbr):
+                       abbr += "."
+               self.label = label or self.label or "Island {}".format(self.number)
+               self.abbreviation = abbr
+       
+       def save_uv(self, tex, cage_size):
+               """Save UV Coordinates of all UVFaces to a given UV texture
+               tex: UV Texture layer to use (BPy MeshUVLoopLayer struct)
+               page_size: size of the page in pixels (vector)"""
+               texface = tex.data
+               for uvface in self.faces:
+                       for i, uvvertex in enumerate(uvface.verts):
+                               uv = uvvertex.co + self.pos
+                               texface[uvface.face.loop_start + i].uv[0] = uv.x / cage_size.x
+                               texface[uvface.face.loop_start + i].uv[1] = uv.y / cage_size.y
+       
+       def save_uv_separate(self, tex):
+               """Save UV Coordinates of all UVFaces to a given UV texture, spanning from 0 to 1
+               tex: UV Texture layer to use (BPy MeshUVLoopLayer struct)
+               page_size: size of the page in pixels (vector)"""
+               texface = tex.data
+               scale_x, scale_y = 1 / self.bounding_box.x, 1 / self.bounding_box.y
+               for uvface in self.faces:
+                       for i, uvvertex in enumerate(uvface.verts):
+                               texface[uvface.face.loop_start + i].uv[0] = uvvertex.co.x * scale_x
+                               texface[uvface.face.loop_start + i].uv[1] = uvvertex.co.y * scale_y
+
+
+class Page:
+       """Container for several Islands"""
+       __slots__ = ('islands', 'name', 'image_path')
+
+       def __init__(self, num=1):
+               self.islands = list()
+               self.name = "page{}".format(num)
+               self.image_path = None
+
+
+class UVVertex:
+       """Vertex in 2D"""
+       __slots__ = ('co', 'vertex', 'tup')
+
+       def __init__(self, vector, vertex=None):
+               self.co = vector.xy
+               self.vertex = vertex
+               self.tup = tuple(self.co)
+       
+       def __repr__(self):
+               if self.vertex:
+                       return "UV {} [{:.3f}, {:.3f}]".format(self.vertex.index, self.co.x, self.co.y)
+               else:
+                       return "UV * [{:.3f}, {:.3f}]".format(self.co.x, self.co.y)
+
+
+class UVEdge:
+       """Edge in 2D"""
+       # Every UVEdge is attached to only one UVFace
+       # UVEdges are doubled as needed because they both have to point clockwise around their faces
+       __slots__ = ('va', 'vb', 'island', 'uvface', 'edge',
+               'min', 'max', 'bottom', 'top',
+               'neighbor_left', 'neighbor_right', 'sticker')
+
+       def __init__(self, vertex1: UVVertex, vertex2: UVVertex, island: Island, uvface, edge):
+               self.va = vertex1
+               self.vb = vertex2
+               self.update()
+               self.island = island
+               self.uvface = uvface
+               self.sticker = None
+               self.edge = edge
+       
+       def update(self):
+               """Update data if UVVertices have moved"""
+               self.min, self.max = (self.va, self.vb) if (self.va.tup < self.vb.tup) else (self.vb, self.va)
+               y1, y2 = self.va.co.y, self.vb.co.y
+               self.bottom, self.top = (y1, y2) if y1 < y2 else (y2, y1)
+       
+       def is_uvface_upwards(self):
+               return (self.va.tup < self.vb.tup) ^ self.uvface.flipped
+       
+       def __repr__(self):
+               return "({0.va} - {0.vb})".format(self)
+
+
+class PhantomUVEdge:
+       """Temporary 2D Segment for calculations"""
+       __slots__ = ('va', 'vb', 'min', 'max', 'bottom', 'top')
+
+       def __init__(self, vertex1: UVVertex, vertex2: UVVertex, flip):
+               self.va, self.vb = (vertex2, vertex1) if flip else (vertex1, vertex2)
+               self.min, self.max = (self.va, self.vb) if (self.va.tup < self.vb.tup) else (self.vb, self.va)
+               y1, y2 = self.va.co.y, self.vb.co.y
+               self.bottom, self.top = (y1, y2) if y1 < y2 else (y2, y1)
+       
+       def is_uvface_upwards(self):
+               return self.va.tup < self.vb.tup
+
+       def __repr__(self):
+               return "[{0.va} - {0.vb}]".format(self)
+
+
+class UVFace:
+       """Face in 2D"""
+       __slots__ = ('verts', 'edges', 'face', 'island', 'flipped', 'uvvertex_by_id')
+
+       def __init__(self, face: Face, island: Island):
+               """Creace an UVFace from a Face and a fixed edge.
+               face: Face to take coordinates from
+               island: Island to register itself in
+               fixed_edge: Edge to connect to (that already has UV coordinates)"""
+               self.verts = list()
+               self.face = face
+               face.uvface = self
+               self.island = island
+               self.flipped = False  # a flipped UVFace has edges clockwise
+               
+               rot = z_up_matrix(face.normal)
+               self.uvvertex_by_id = dict()  # link vertex id -> UVVertex
+               for vertex in face.verts:
+                       uvvertex = UVVertex(rot * vertex.co, vertex)
+                       self.verts.append(uvvertex)
+                       self.uvvertex_by_id[vertex.index] = uvvertex
+               self.edges = list()
+               edge_by_verts = dict()
+               for edge in face.edges:
+                       edge_by_verts[(edge.va.index, edge.vb.index)] = edge
+                       edge_by_verts[(edge.vb.index, edge.va.index)] = edge
+               for va, vb in pairs(self.verts):
+                       edge = edge_by_verts[(va.vertex.index, vb.vertex.index)]
+                       uvedge = UVEdge(va, vb, island, self, edge)
+                       self.edges.append(uvedge)
+                       edge.uvedges.append(uvedge)  #FIXME: editing foreign attribute
+
+
+class Arrow:
+       """Mark in the document: an arrow denoting the number of the edge it points to"""
+       __slots__ = ('bounds', 'center', 'rot', 'text', 'size')
+
+       def __init__(self, uvedge, size, index):
+               self.text = str(index)
+               edge = (uvedge.vb.co - uvedge.va.co) if not uvedge.uvface.flipped else (uvedge.va.co - uvedge.vb.co)
+               self.center = (uvedge.va.co + uvedge.vb.co) / 2
+               self.size = size
+               sin, cos = edge.y / edge.length, edge.x / edge.length
+               self.rot = M.Matrix(((cos, -sin), (sin, cos)))
+               tangent = edge.normalized()
+               normal = M.Vector((tangent.y, -tangent.x))
+               self.bounds = [self.center, self.center + (1.2*normal + tangent)*size, self.center + (1.2*normal - tangent)*size]
+
+
+class Sticker:
+       """Mark in the document: sticker tab"""
+       __slots__ = ('bounds', 'center', 'rot', 'text', 'width', 'vertices')
+
+       def __init__(self, uvedge, default_width=0.005, index=None, target_island=None):
+               """Sticker is directly attached to the given UVEdge"""
+               first_vertex, second_vertex = (uvedge.va, uvedge.vb) if not uvedge.uvface.flipped else (uvedge.vb, uvedge.va)
+               edge = first_vertex.co - second_vertex.co
+               sticker_width = min(default_width, edge.length / 2)
+               other = uvedge.edge.other_uvedge(uvedge)  # This is the other uvedge - the sticking target
+               
+               other_first, other_second = (other.va, other.vb) if not other.uvface.flipped else (other.vb, other.va)
+               other_edge = other_second.co - other_first.co
+               # angle a is at vertex uvedge.va, b is at uvedge.vb
+               cos_a = cos_b = 0.5
+               sin_a = sin_b = 0.75**0.5
+               # len_a is length of the side adjacent to vertex a, len_b likewise
+               len_a = len_b = sticker_width / sin_a
+               # fix overlaps with the most often neighbour - its sticking target
+               if first_vertex == other_second:
+                       cos_a = max(cos_a, (edge*other_edge) / (edge.length**2))  # angles between pi/3 and 0
+                       sin_a = abs(1 - cos_a**2)**0.5
+                       len_b = min(len_a, (edge.length*sin_a) / (sin_a*cos_b + sin_b*cos_a))
+                       len_a = 0 if sin_a == 0 else min(sticker_width / sin_a, (edge.length - len_b*cos_b) / cos_a)
+               elif second_vertex == other_first:
+                       cos_b = max(cos_b, (edge*other_edge) / (edge.length**2))  # angles between pi/3 and 0
+                       sin_b = abs(1 - cos_b**2)**0.5
+                       len_a = min(len_a, (edge.length*sin_b) / (sin_a*cos_b + sin_b*cos_a))
+                       len_b = 0 if sin_b == 0 else min(sticker_width / sin_b, (edge.length - len_a*cos_a) / cos_b)
+               v3 = UVVertex(second_vertex.co + M.Matrix(((cos_b, -sin_b), (sin_b, cos_b))) * edge * len_b / edge.length)
+               v4 = UVVertex(first_vertex.co + M.Matrix(((-cos_a, -sin_a), (sin_a, -cos_a))) * edge * len_a / edge.length)
+               if v3.co != v4.co:
+                       self.vertices = [second_vertex, v3, v4, first_vertex]
+               else:
+                       self.vertices = [second_vertex, v3, first_vertex]
+               
+               sin, cos = edge.y / edge.length, edge.x / edge.length
+               self.rot = M.Matrix(((cos, -sin), (sin, cos)))
+               self.width = sticker_width * 0.9
+               if index and target_island is not uvedge.island:
+                       self.text = "{}:{}".format(target_island.abbreviation, index)
+               else:
+                       self.text = index
+               self.center = (uvedge.va.co + uvedge.vb.co) / 2 + self.rot*M.Vector((0, self.width*0.2))
+               self.bounds = [v3.co, v4.co, self.center] if v3.co != v4.co else [v3.co, self.center]
+
+
+class NumberAlone:
+       """Mark in the document: numbering inside the island denoting edges to be sticked"""
+       __slots__ = ('bounds', 'center', 'rot', 'text', 'size')
+
+       def __init__(self, uvedge, index, default_size=0.005):
+               """Sticker is directly attached to the given UVEdge"""
+               edge = (uvedge.va.co - uvedge.vb.co) if not uvedge.uvface.flipped else (uvedge.vb.co - uvedge.va.co)
+
+               self.size = default_size
+               sin, cos = edge.y / edge.length, edge.x / edge.length
+               self.rot = M.Matrix(((cos, -sin), (sin, cos)))
+               self.text = index
+               self.center = (uvedge.va.co + uvedge.vb.co) / 2 - self.rot*M.Vector((0, self.size*1.2))
+               self.bounds = [self.center]
+
+
+class SVG:
+       """Simple SVG exporter"""
+
+       def __init__(self, page_size: M.Vector, ppm, style, pure_net=True):
+               """Initialize document settings.
+               page_size: document dimensions in meters
+               pure_net: if True, do not use image"""
+               self.page_size = page_size
+               self.ppm = ppm
+               self.pure_net = pure_net
+               self.style = style
+               self.margin = 0
+               self.text_size = 12
+       
+       def format_vertex(self, vector, pos=M.Vector((0, 0))):
+               """Return a string with both coordinates of the given vertex."""
+               x, y = vector + pos
+               return "{:.6f} {:.6f}".format((x + self.margin) * self.ppm, (self.page_size.y - y - self.margin) * self.ppm)
+       
+       def write(self, mesh, filename):
+               """Write data to a file given by its name."""
+               line_through = " L ".join  # used for formatting of SVG path data
+               format_style = {'SOLID': "none", 'DOT': "0.2,4", 'DASH': "4,8", 'LONGDASH': "6,3", 'DASHDOT': "8,4,2,4"}
+               rows = "\n".join
+
+               def format_color(vec):
+                       return "#{:02x}{:02x}{:02x}".format(round(vec[0] * 255), round(vec[1] * 255), round(vec[2] * 255))
+
+               def format_matrix(matrix):
+                       return " ".join(str(cell) for column in matrix for cell in column)
+               
+               def path_convert(string, relto=os_path.dirname(filename)):
+                       assert(os_path)  # check the module was imported
+                       string = os_path.relpath(string, relto)
+                       if os_path.sep != '/':
+                               string = string.replace(os_path.sep, '/')
+                       return string
+               
+               styleargs = {name: format_color(getattr(self.style, name)) for name in
+                       ("outer_color", "outbg_color", "convex_color", "concave_color",
+                       "inbg_color", "sticker_fill", "text_color")}
+               styleargs.update({name: format_style[getattr(self.style, name)] for name in 
+                       ("outer_style", "convex_style", "concave_style")})
+               styleargs.update({name: getattr(self.style, attr)[3] for name, attr in
+                       (("outer_alpha", "outer_color"), ("outbg_alpha", "outbg_color"),
+                       ("convex_alpha", "convex_color"), ("concave_alpha", "concave_color"),
+                       ("inbg_alpha", "inbg_color"), ("sticker_alpha", "sticker_fill"),
+                       ("text_alpha", "text_color"))})
+               styleargs.update({name: getattr(self.style, name) for name in
+                       ("outer_width", "convex_width", "concave_width")})
+               styleargs.update({"outbg_width": self.style.outer_width * self.style.outbg_width,
+                       "convexbg_width": self.style.convex_width * self.style.inbg_width,
+                       "concavebg_width": self.style.concave_width * self.style.inbg_width})
+               page_size_pixels = self.page_size * self.ppm
+               margin_pixels = self.margin * self.ppm
+               for num, page in enumerate(mesh.pages):
+                       with open("{}_{}.svg".format(filename, page.name), 'w') as f:
+                               print(self.svg_base.format(width=page_size_pixels.x, height=page_size_pixels.y), file=f)
+                               print(self.css_base.format(**styleargs), file=f)
+                               if page.image_path:
+                                       print(self.image_linked_tag.format(
+                                               pos="{0} {0}".format(margin_pixels),
+                                               width=page_size_pixels.x - 2 * margin_pixels,
+                                               height=page_size_pixels.y - 2 * margin_pixels,
+                                               path=path_convert(page.image_path)),
+                                               file=f)
+                               if len(page.islands) > 1:
+                                       print("<g>", file=f)
+                               
+                               for island in page.islands:
+                                       print("<g>", file=f)
+                                       if island.image_path:
+                                               print(self.image_linked_tag.format(
+                                                       pos=self.format_vertex(island.pos + M.Vector((0, island.bounding_box.y))),
+                                                       width=island.bounding_box.x*self.ppm,
+                                                       height=island.bounding_box.y*self.ppm,
+                                                       path=path_convert(island.image_path)),
+                                                       file=f)
+                                       elif island.embedded_image:
+                                               print(self.image_embedded_tag.format(
+                                                               pos=self.format_vertex(island.pos + M.Vector((0, island.bounding_box.y))),
+                                                               width=island.bounding_box.x*self.ppm,
+                                                               height=island.bounding_box.y*self.ppm,
+                                                               path=island.image_path),
+                                                       island.embedded_image, "'/>",
+                                                       file=f, sep="")
+                                       if island.title:
+                                               print(self.text_tag.format(
+                                                       size=self.ppm * self.text_size,
+                                                       x=self.ppm * (island.bounding_box.x*0.5 + island.pos.x + self.margin),
+                                                       y=self.ppm * (self.page_size.y - island.pos.y - self.margin),
+                                                       label=island.title), file=f)
+
+                                       data_markers, data_stickerfill, data_outer, data_convex, data_concave = (list() for i in range(5))
+                                       for marker in island.markers:
+                                               if isinstance(marker, Sticker):
+                                                       data_stickerfill.append("M {} Z".format(
+                                                               line_through(self.format_vertex(vertex.co, island.pos) for vertex in marker.vertices)))
+                                                       if marker.text:
+                                                               data_markers.append(self.text_transformed_tag.format(
+                                                                       label=marker.text,
+                                                                       pos=self.format_vertex(marker.center, island.pos),
+                                                                       mat=format_matrix(marker.width * self.ppm * marker.rot)))
+                                               elif isinstance(marker, Arrow):
+                                                       size = marker.size * self.ppm
+                                                       position = marker.center + marker.rot*marker.size*M.Vector((0, -0.9))
+                                                       data_markers.append(self.arrow_marker_tag.format(
+                                                               index=marker.text,
+                                                               arrow_pos=self.format_vertex(marker.center, island.pos),
+                                                               scale=size,
+                                                               pos=self.format_vertex(position, island.pos - marker.size*M.Vector((0, 0.4))),
+                                                               mat=format_matrix(size * marker.rot)))
+                                               elif isinstance(marker, NumberAlone):
+                                                       size = marker.size * self.ppm
+                                                       data_markers.append(self.text_transformed_tag.format(
+                                                               label=marker.text,
+                                                               pos=self.format_vertex(marker.center, island.pos),
+                                                               mat=format_matrix(size * marker.rot)))
+                                       if data_stickerfill and self.style.sticker_fill[3] > 0:
+                                               print("<path class='sticker' d='", rows(data_stickerfill), "'/>", file=f)
+                                       
+                                       outer_edges = set(island.boundary)
+                                       while outer_edges:
+                                               data_loop = list()
+                                               uvedge = outer_edges.pop()
+                                               while 1:
+                                                       if uvedge.sticker:
+                                                               data_loop.extend(self.format_vertex(vertex.co, island.pos) for vertex in uvedge.sticker.vertices[1:])
+                                                       else:
+                                                               vertex = uvedge.vb if uvedge.uvface.flipped else uvedge.va
+                                                               data_loop.append(self.format_vertex(vertex.co, island.pos))
+                                                       uvedge = uvedge.neighbor_right
+                                                       try:
+                                                               outer_edges.remove(uvedge)
+                                                       except KeyError:
+                                                               break
+                                               data_outer.append("M {} Z".format(line_through(data_loop)))
+                                       
+                                       for uvedge in island.edges:
+                                               edge = uvedge.edge
+                                               if edge.is_cut(uvedge.uvface.face) and not uvedge.sticker:
+                                                       continue
+                                               data_uvedge = "M {}".format(
+                                                       line_through(self.format_vertex(vertex.co, island.pos) for vertex in (uvedge.va, uvedge.vb)))
+                                               # each uvedge is in two opposite-oriented variants; we want to add each only once
+                                               if uvedge.sticker or uvedge.uvface.flipped != (uvedge.va.vertex.index > uvedge.vb.vertex.index):
+                                                       if edge.angle > 0.01:
+                                                               data_convex.append(data_uvedge)
+                                                       elif edge.angle < -0.01:
+                                                               data_concave.append(data_uvedge)
+                                       if island.is_inside_out:
+                                               data_convex, data_concave = data_concave, data_convex
+                                       
+                                       if data_convex:
+                                               if not self.pure_net and self.style.use_inbg:
+                                                       print("<path class='convex_background' d='", rows(data_convex), "'/>", file=f)
+                                               print("<path class='convex' d='", rows(data_convex), "'/>", file=f)
+                                       if data_concave:
+                                               if not self.pure_net and self.style.use_inbg:
+                                                       print("<path class='concave_background' d='", rows(data_concave), "'/>", file=f)
+                                               print("<path class='concave' d='", rows(data_concave), "'/>", file=f)
+                                       if data_outer:
+                                               if not self.pure_net and self.style.use_outbg:
+                                                       print("<path class='outer_background' d='", rows(data_outer), "'/>", file=f)
+                                               print("<path class='outer' d='", rows(data_outer), "'/>", file=f)
+                                       if data_markers:
+                                               print(rows(data_markers), file=f)
+                                       print("</g>", file=f)
+                               
+                               if len(page.islands) > 1:
+                                       print("</g>", file=f)
+                               print("</svg>", file=f)
+       
+       image_linked_tag = "<image transform='translate({pos})' width='{width}' height='{height}' xlink:href='{path}'/>"
+       image_embedded_tag = "<image transform='translate({pos})' width='{width}' height='{height}' xlink:href='data:image/png;base64,"
+       text_tag = "<text transform='translate({x} {y}) scale({size})'><tspan>{label}</tspan></text>"
+       text_transformed_tag = "<text transform='matrix({mat} {pos})'><tspan>{label}</tspan></text>"
+       arrow_marker_tag = "<g><path transform='matrix({mat} {arrow_pos})' class='arrow' d='M 0 0 L 1 1 L 0 0.25 L -1 1 Z'/>" \
+               "<text class='scaled' transform='matrix({scale} 0 0 {scale} {pos})'><tspan>{index}</tspan></text></g>"
+       
+       svg_base = """<?xml version='1.0' encoding='UTF-8' standalone='no'?>
+       <svg xmlns='http://www.w3.org/2000/svg' xmlns:xlink='http://www.w3.org/1999/xlink' version='1.1'
+       x='0px' y='0px' width='{width}px' height='{height}px'>"""
+       
+       css_base = """<style type="text/css">
+       path {{
+               fill: none;
+               stroke-width: {outer_width:.2}px;
+               stroke-linecap: square;
+               stroke-linejoin: bevel;
+               stroke-dasharray: none;
+       }}
+       path.outer {{
+               stroke: {outer_color};
+               stroke-dasharray: {outer_style};
+               stroke-dashoffset: 0;
+               stroke-width: {outer_width:.2}px;
+               stroke-opacity: {outer_alpha:.2};
+       }}
+       path.convex {{
+               stroke: {convex_color};
+               stroke-dasharray: {convex_style};
+               stroke-dashoffset:0;
+               stroke-width:{convex_width:.2}px;
+               stroke-opacity: {convex_alpha:.2}
+       }}
+       path.concave {{
+               stroke: {concave_color};
+               stroke-dasharray: {concave_style};
+               stroke-dashoffset: 0;
+               stroke-width: {concave_width:.2}px;
+               stroke-opacity: {concave_alpha:.2}
+       }}
+       path.outer_background {{
+               stroke: {outbg_color};
+               stroke-opacity: {outbg_alpha};
+               stroke-width: {outbg_width:.2}px
+       }}
+       path.convex_background {{
+               stroke: {inbg_color};
+               stroke-opacity: {inbg_alpha};
+               stroke-width: {convexbg_width:.2}px
+       }}
+       path.concave_background {{
+               stroke:{inbg_color};
+               stroke-opacity:{inbg_alpha};
+               stroke-width:{concavebg_width:.2}px
+       }}
+       path.sticker {{
+               fill: {sticker_fill};
+               stroke: none;
+               fill-opacity: {sticker_alpha:.2};
+       }}
+       path.arrow {{
+               fill: #000;
+       }}
+       text {{
+               font-size: 1px;
+               font-style: normal;
+               fill: {text_color};
+               fill-opacity: {text_alpha:.2};
+               stroke: none;
+       }}
+       tspan {{
+               text-anchor:middle;
+       }}
+       </style>"""
+       
+
+
+class Unfold(bpy.types.Operator):
+       """Blender Operator: unfold the selected object."""
+
+       bl_idname = "mesh.unfold"
+       bl_label = "Unfold"
+       bl_description = "Mark seams so that the mesh can be exported as a paper model"
+       bl_options = {'REGISTER', 'UNDO'}
+       edit = bpy.props.BoolProperty(name="", description="", default=False, options={'HIDDEN'})
+       priority_effect_convex = bpy.props.FloatProperty(name="Priority Convex",
+               description="Priority effect for edges in convex angles",
+               default=default_priority_effect['CONVEX'], soft_min=-1, soft_max=10, subtype='FACTOR')
+       priority_effect_concave = bpy.props.FloatProperty(name="Priority Concave",
+               description="Priority effect for edges in concave angles",
+               default=default_priority_effect['CONCAVE'], soft_min=-1, soft_max=10, subtype='FACTOR')
+       priority_effect_length = bpy.props.FloatProperty(name="Priority Length",
+               description="Priority effect of edge length",
+               default=default_priority_effect['LENGTH'], soft_min=-10, soft_max=1, subtype='FACTOR')
+       do_create_uvmap = bpy.props.BoolProperty(name="Create UVMap",
+               description="Create a new UV Map showing the islands and page layout", default=False)
+       object = None
+       
+       @classmethod
+       def poll(cls, context):
+               return context.active_object and context.active_object.type == "MESH"
+               
+       def draw(self, context):
+               layout = self.layout
+               col = layout.column()
+               col.active = not self.object or len(self.object.data.uv_textures) < 8
+               col.prop(self.properties, "do_create_uvmap")
+               layout.label(text="Edge Cutting Factors:")
+               col = layout.column(align=True)
+               col.label(text="Face Angle:")
+               col.prop(self.properties, "priority_effect_convex", text="Convex")
+               col.prop(self.properties, "priority_effect_concave", text="Concave")
+               layout.prop(self.properties, "priority_effect_length", text="Edge Length")
+       
+       def execute(self, context):
+               sce = bpy.context.scene
+               settings = sce.paper_model
+               recall_mode = context.object.mode
+               bpy.ops.object.mode_set(mode='OBJECT')
+               recall_display_islands, sce.paper_model.display_islands = sce.paper_model.display_islands, False
+               
+               self.object = context.active_object
+               mesh = self.object.data
+               
+               cage_size = M.Vector((settings.output_size_x, settings.output_size_y)) if settings.limit_by_page else None
+               priority_effect = {'CONVEX': self.priority_effect_convex, 'CONCAVE': self.priority_effect_concave, 'LENGTH': self.priority_effect_length}
+               unfolder = Unfolder(self.object)
+               unfolder.prepare(cage_size, self.do_create_uvmap, mark_seams=True, priority_effect=priority_effect, scale=sce.unit_settings.scale_length/settings.scale)
+               if mesh.paper_island_list:
+                       unfolder.copy_island_names(mesh.paper_island_list)
+
+               island_list = mesh.paper_island_list
+               island_list.clear()  # remove previously defined islands
+               for island in unfolder.mesh.islands:
+                       # add islands to UI list and set default descriptions
+                       list_item = island_list.add()
+                       # add faces' IDs to the island
+                       for uvface in island.faces:
+                               lface = list_item.faces.add()
+                               lface.id = uvface.face.index
+                       
+                       # name must be set afterwards because it invokes an update callback
+                       list_item["abbreviation"] = island.abbreviation or "?"
+                       list_item.label = island.label or "No Name"
+               
+               mesh.paper_island_index = -1
+               mesh.show_edge_seams = True
+               
+               bpy.ops.object.mode_set(mode=recall_mode)
+               sce.paper_model.display_islands = recall_display_islands
+               return {'FINISHED'}
+
+
+class ClearAllSeams(bpy.types.Operator):
+       """Blender Operator: clear all seams of the active Mesh and all its unfold data"""
+
+       bl_idname = "mesh.clear_all_seams"
+       bl_label = "Clear All Seams"
+       bl_description = "Clear all the seams and unfolded islands of the active object"
+
+       @classmethod
+       def poll(cls, context):
+               return context.active_object and context.active_object.type == 'MESH'
+       
+       def execute(self, context):
+               ob = context.active_object
+               mesh = ob.data
+               
+               for edge in mesh.edges:
+                       edge.use_seam = False
+               mesh.paper_island_list.clear()
+               
+               return {'FINISHED'}
+
+
+def page_size_preset_changed(self, context):
+       """Update the actual document size to correct values"""
+       if self.page_size_preset == 'A4':
+               self.output_size_x = 0.210
+               self.output_size_y = 0.297
+       elif self.page_size_preset == 'A3':
+               self.output_size_x = 0.297
+               self.output_size_y = 0.420
+       elif self.page_size_preset == 'US_LETTER':
+               self.output_size_x = 0.216
+               self.output_size_y = 0.279
+       elif self.page_size_preset == 'US_LEGAL':
+               self.output_size_x = 0.216
+               self.output_size_y = 0.356
+
+
+class PaperModelStyle(bpy.types.PropertyGroup):
+       line_styles = [
+               ('SOLID', "Solid (----)", "Solid line"),
+               ('DOT', "Dots (. . .)", "Dotted line"),
+               ('DASH', "Short Dashes (- - -)", "Solid line"),
+               ('LONGDASH', "Long Dashes (-- --)", "Solid line"),
+               ('DASHDOT', "Dash-dotted (-- .)", "Solid line")
+       ]
+       outer_color = bpy.props.FloatVectorProperty(name="Outer Lines",
+               description="Color of net outline",
+               default=(0.0, 0.0, 0.0, 1.0), min=0, max=1, subtype='COLOR', size=4)
+       outer_style = bpy.props.EnumProperty(name="Outer Lines Drawing Style",
+               description="Drawing style of net outline",
+               default='SOLID', items=line_styles)
+       outer_width = bpy.props.FloatProperty(name="Outer Lines Thickness",
+               description="Thickness of net outline, in pixels",
+               default=1.5, min=0, soft_max=10, precision=1)
+       use_outbg = bpy.props.BoolProperty(name="Highlight Outer Lines",
+               description="Add another line below every line to improve contrast",
+               default=True)
+       outbg_color = bpy.props.FloatVectorProperty(name="Outer Highlight",
+               description="Color of the highlight for outer lines",
+               default=(1.0, 1.0, 1.0, 1.0), min=0, max=1, subtype='COLOR', size=4)
+       outbg_width = bpy.props.FloatProperty(name="Outer Highlight Scale",
+               description="Thickness of the highlighting lines as a multiple of the outer line",
+               default=1.5, min=1, soft_max=3, subtype='FACTOR')
+       
+       convex_color = bpy.props.FloatVectorProperty(name="Inner Convex Lines",
+               description="Color of lines to be folded to a convex angle",
+               default=(0.0, 0.0, 0.0, 1.0), min=0, max=1, subtype='COLOR', size=4)
+       convex_style = bpy.props.EnumProperty(name="Convex Lines Drawing Style",
+               description="Drawing style of lines to be folded to a convex angle",
+               default='DASH', items=line_styles)
+       convex_width = bpy.props.FloatProperty(name="Convex Lines Thickness",
+               description="Thickness of concave lines, in pixels",
+               default=1, min=0, soft_max=10, precision=1)
+       concave_color = bpy.props.FloatVectorProperty(name="Inner Concave Lines",
+               description="Color of lines to be folded to a concave angle",
+               default=(0.0, 0.0, 0.0, 1.0), min=0, max=1, subtype='COLOR', size=4)
+       concave_style = bpy.props.EnumProperty(name="Concave Lines Drawing Style",
+               description="Drawing style of lines to be folded to a concave angle",
+               default='DASHDOT', items=line_styles)
+       concave_width = bpy.props.FloatProperty(name="Concave Lines Thickness",
+               description="Thickness of concave lines, in pixels",
+               default=1, min=0, soft_max=10, precision=1)
+       use_inbg = bpy.props.BoolProperty(name="Highlight Inner Lines",
+               description="Add another line below every line to improve contrast",
+               default=True)
+       inbg_color = bpy.props.FloatVectorProperty(name="Inner Highlight",
+               description="Color of the highlight for inner lines",
+               default=(1.0, 1.0, 1.0, 1.0), min=0, max=1, subtype='COLOR', size=4)
+       inbg_width = bpy.props.FloatProperty(name="Inner Highlight Scale",
+               description="Thickness of the highlighting lines as a multiple of the inner line",
+               default=1, min=1, soft_max=3, subtype='FACTOR')
+       
+       sticker_fill = bpy.props.FloatVectorProperty(name="Tabs Fill",
+               description="Fill color of sticking tabs",
+               default=(0.9, 0.9, 0.9, 1.0), min=0, max=1, subtype='COLOR', size=4)
+       text_color = bpy.props.FloatVectorProperty(name="Text Color",
+               description="Color of all text used in the document",
+               default=(0.0, 0.0, 0.0, 1.0), min=0, max=1, subtype='COLOR', size=4)
+bpy.utils.register_class(PaperModelStyle)
+
+
+class ExportPaperModel(bpy.types.Operator):
+       """Blender Operator: save the selected object's net and optionally bake its texture"""
+
+       bl_idname = "export_mesh.paper_model"
+       bl_label = "Export Paper Model"
+       bl_description = "Export the selected object's net and optionally bake its texture"
+       filepath = bpy.props.StringProperty(name="File Path",
+               description="Target file to save the SVG", options={'SKIP_SAVE'})
+       filename = bpy.props.StringProperty(name="File Name",
+               description="Name of the file", options={'SKIP_SAVE'})
+       directory = bpy.props.StringProperty(name="Directory",
+               description="Directory of the file", options={'SKIP_SAVE'})
+       page_size_preset = bpy.props.EnumProperty(name="Page Size",
+               description="Size of the exported document",
+               default='A4', update=page_size_preset_changed, items=[
+                       ('USER', "User defined", "User defined paper size"),
+                       ('A4', "A4", "International standard paper size"),
+                       ('A3', "A3", "International standard paper size"),
+                       ('US_LETTER', "Letter", "North American paper size"),
+                       ('US_LEGAL', "Legal", "North American paper size")
+               ])
+       output_size_x = bpy.props.FloatProperty(name="Page Width",
+               description="Width of the exported document",
+               default=0.210, soft_min=0.105, soft_max=0.841, subtype="UNSIGNED", unit="LENGTH")
+       output_size_y = bpy.props.FloatProperty(name="Page Height",
+               description="Height of the exported document",
+               default=0.297, soft_min=0.148, soft_max=1.189, subtype="UNSIGNED", unit="LENGTH")
+       output_margin = bpy.props.FloatProperty(name="Page Margin",
+               description="Distance from page borders to the printable area",
+               default=0.005, min=0, soft_max=0.1, step=0.1, subtype="UNSIGNED", unit="LENGTH")
+       output_dpi = bpy.props.FloatProperty(name="Unfolder DPI",
+               description="Resolution of images and lines in pixels per inch",
+               default=90, min=1, soft_min=30, soft_max=600, subtype="UNSIGNED")
+       output_type = bpy.props.EnumProperty(name="Textures",
+               description="Source of a texture for the model",
+               default='NONE', items=[
+                       ('NONE', "No Texture", "Export the net only"),
+                       ('TEXTURE', "From Materials", "Render the diffuse color and all painted textures"),
+                       ('RENDER', "Full Render", "Render the material in actual scene illumination"),
+                       ('SELECTED_TO_ACTIVE', "Selected to Active", "Render all selected surrounding objects as a texture")
+               ])
+       do_create_stickers = bpy.props.BoolProperty(name="Create Tabs",
+               description="Create gluing tabs around the net (useful for paper)",
+               default=True)
+       do_create_numbers = bpy.props.BoolProperty(name="Create Numbers",
+               description="Enumerate edges to make it clear which edges should be sticked together",
+               default=True)
+       sticker_width = bpy.props.FloatProperty(name="Tabs and Text Size",
+               description="Width of gluing tabs and their numbers",
+               default=0.005, soft_min=0, soft_max=0.05, step=0.1, subtype="UNSIGNED", unit="LENGTH")
+       image_packing = bpy.props.EnumProperty(name="Image Packing Method",
+               description="Method of attaching baked image(s) to the SVG",
+               default='ISLAND_EMBED', items=[
+                       ('PAGE_LINK', "Single Linked", "Bake one image per page of output and save it separately"),
+                       ('ISLAND_LINK', "Linked", "Bake images separately for each island and save them in a directory"),
+                       ('ISLAND_EMBED', "Embedded", "Bake images separately for each island and embed them into the SVG")
+               ])
+       scale = bpy.props.FloatProperty(name="Scale",
+               description="Divisor of all dimensions when exporting",
+               default=1, soft_min=1.0, soft_max=10000.0, step=100, subtype='UNSIGNED', precision=0)
+       do_create_uvmap = bpy.props.BoolProperty(name="Create UVMap",
+               description="Create a new UV Map showing the islands and page layout",
+               default=False, options={'SKIP_SAVE'})
+       ui_expanded_document = bpy.props.BoolProperty(name="Show Document Settings Expanded",
+               description="Shows the box 'Document Settings' expanded in user interface",
+               default=True, options={'SKIP_SAVE'})
+       ui_expanded_style = bpy.props.BoolProperty(name="Show Style Settings Expanded",
+               description="Shows the box 'Colors and Style' expanded in user interface",
+               default=False, options={'SKIP_SAVE'})
+       style = bpy.props.PointerProperty(type=PaperModelStyle)
+       
+       unfolder = None
+       largest_island_ratio = 0
+       
+       @classmethod
+       def poll(cls, context):
+               return context.active_object and context.active_object.type == 'MESH'
+       
+       def execute(self, context):
+               try:
+                       if self.object.data.paper_island_list:
+                               self.unfolder.copy_island_names(self.object.data.paper_island_list)
+                       self.unfolder.save(self.properties)
+                       self.report({'INFO'}, "Saved a {}-page document".format(len(self.unfolder.mesh.pages)))
+                       return {'FINISHED'}
+               except UnfoldError as error:
+                       self.report(type={'ERROR_INVALID_INPUT'}, message=error.args[0])
+                       return {'CANCELLED'}
+               except:
+                       raise
+       
+       def get_scale_ratio(self, sce):
+               margin = self.output_margin + self.sticker_width + 1e-5
+               if min(self.output_size_x, self.output_size_y) <= 2 * margin:
+                       return False
+               output_inner_size = M.Vector((self.output_size_x - 2*margin, self.output_size_y - 2*margin))
+               ratio = self.unfolder.mesh.largest_island_ratio(output_inner_size)
+               return ratio * sce.unit_settings.scale_length / self.scale
+       
+       def invoke(self, context, event):
+               sce = context.scene
+               recall_mode = context.object.mode
+               bpy.ops.object.mode_set(mode='OBJECT')
+               
+               self.scale = sce.paper_model.scale
+               self.object = context.active_object
+               self.unfolder = Unfolder(self.object)
+               cage_size = M.Vector((sce.paper_model.output_size_x, sce.paper_model.output_size_y)) if sce.paper_model.limit_by_page else None
+               self.unfolder.prepare(cage_size, create_uvmap=self.do_create_uvmap, scale=sce.unit_settings.scale_length/self.scale)
+               scale_ratio = self.get_scale_ratio(sce)
+               if scale_ratio > 1:
+                       self.scale *= scale_ratio
+               wm = context.window_manager
+               wm.fileselect_add(self)
+
+               bpy.ops.object.mode_set(mode=recall_mode)
+               return {'RUNNING_MODAL'}
+       
+       def draw(self, context):
+               layout = self.layout
+
+               layout.prop(self.properties, "do_create_uvmap")
+
+               row = layout.row(align=True)
+               row.menu("VIEW3D_MT_paper_model_presets", text=bpy.types.VIEW3D_MT_paper_model_presets.bl_label)
+               row.operator("export_mesh.paper_model_preset_add", text="", icon='ZOOMIN')
+               row.operator("export_mesh.paper_model_preset_add", text="", icon='ZOOMOUT').remove_active = True
+               
+               # a little hack: this prints out something like "Scale: 1: 72"
+               layout.prop(self.properties, "scale", text="Scale: 1")
+               scale_ratio = self.get_scale_ratio(context.scene)
+               if scale_ratio > 1:
+                       layout.label(text="An island is roughly {:.1f}x bigger than page".format(scale_ratio), icon="ERROR")
+               elif scale_ratio > 0:
+                       layout.label(text="Largest island is roughly 1/{:.1f} of page".format(1 / scale_ratio))
+
+               box = layout.box()
+               row = box.row(align=True)
+               row.prop(self.properties, "ui_expanded_document", text="",
+                       icon=('TRIA_DOWN' if self.ui_expanded_document else 'TRIA_RIGHT'), emboss=False)
+               row.label(text="Document Settings")
+               
+               if self.ui_expanded_document:
+                       box.prop(self.properties, "page_size_preset")
+                       col = box.column(align=True)
+                       col.active = self.page_size_preset == 'USER'
+                       col.prop(self.properties, "output_size_x")
+                       col.prop(self.properties, "output_size_y")
+                       box.prop(self.properties, "output_margin")
+                       box.prop(self.properties, "output_dpi")
+                       col = box.column()
+                       col.prop(self.properties, "do_create_stickers")
+                       col.prop(self.properties, "do_create_numbers")
+                       col = box.column()
+                       col.active = self.do_create_stickers or self.do_create_numbers
+                       col.prop(self.properties, "sticker_width")
+                       
+                       box.prop(self.properties, "output_type")
+                       col = box.column()
+                       col.active = (self.output_type != 'NONE')
+                       if len(self.object.data.uv_textures) == 8:
+                               col.label(text="No UV slots left, No Texture is the only option.", icon='ERROR')
+                       elif context.scene.render.engine != 'BLENDER_RENDER' and self.output_type != 'NONE':
+                               col.label(text="Blender Internal engine will be used for texture baking.", icon='ERROR')
+                       col.prop(self.properties, "image_packing", text="Images")
+
+               box = layout.box()
+               row = box.row(align=True)
+               row.prop(self.properties, "ui_expanded_style", text="",
+                       icon=('TRIA_DOWN' if self.ui_expanded_style else 'TRIA_RIGHT'), emboss=False)
+               row.label(text="Colors and Style")
+               
+               if self.ui_expanded_style:
+                       col = box.column()
+                       col.prop(self.style, "outer_color")
+                       col.prop(self.style, "outer_width", text="Width (pixels)")
+                       col.prop(self.style, "outer_style", text="Style")
+                       col = box.column()
+                       col.active = self.output_type != 'NONE'
+                       col.prop(self.style, "use_outbg", text="Outer Lines Highlight:")
+                       sub = col.column()
+                       sub.active = self.output_type != 'NONE' and self.style.use_outbg
+                       sub.prop(self.style, "outbg_color", text="")
+                       sub.prop(self.style, "outbg_width", text="Relative width")
+                       col = box.column()
+                       col.prop(self.style, "convex_color")
+                       col.prop(self.style, "convex_width", text="Width (pixels)")
+                       col.prop(self.style, "convex_style", text="Style")
+                       col = box.column()
+                       col.prop(self.style, "concave_color")
+                       col.prop(self.style, "concave_width", text="Width (pixels)")
+                       col.prop(self.style, "concave_style", text="Style")
+                       col = box.column()
+                       col.active = self.output_type != 'NONE'
+                       col.prop(self.style, "use_inbg", text="Inner Lines Highlight:")
+                       sub = col.column()
+                       sub.active = self.output_type != 'NONE' and self.style.use_inbg
+                       sub.prop(self.style, "inbg_color", text="")
+                       sub.prop(self.style, "inbg_width", text="Relative width")
+                       col = box.column()
+                       col.active = self.do_create_stickers
+                       col.prop(self.style, "sticker_fill")
+                       box.prop(self.style, "text_color")
+
+
+def menu_func(self, context):
+       self.layout.operator("export_mesh.paper_model", text="Paper Model (.svg)")
+
+
+class VIEW3D_MT_paper_model_presets(bpy.types.Menu):
+       bl_label = "Paper Model Presets"
+       preset_subdir = "export_mesh"
+       preset_operator = "script.execute_preset"
+       draw = bpy.types.Menu.draw_preset
+
+
+class AddPresetPaperModel(bl_operators.presets.AddPresetBase, bpy.types.Operator):
+       """Add or remove a Paper Model Preset"""
+       bl_idname = "export_mesh.paper_model_preset_add"
+       bl_label = "Add Paper Model Preset"
+       preset_menu = "VIEW3D_MT_paper_model_presets"
+       preset_subdir = "export_mesh"
+       preset_defines = ["op = bpy.context.active_operator"]
+
+       @property
+       def preset_values(self):
+               op = bpy.ops.export_mesh.paper_model
+               properties = op.get_rna().bl_rna.properties.items()
+               blacklist = bpy.types.Operator.bl_rna.properties.keys()
+               return ["op.{}".format(prop_id) for (prop_id, prop) in properties
+                       if not (prop.is_hidden or prop.is_skip_save or prop_id in blacklist)]
+
+
+class VIEW3D_PT_paper_model_tools(bpy.types.Panel):
+       bl_label = "Tools"
+       bl_space_type = "VIEW_3D"
+       bl_region_type = "TOOLS"
+       bl_category = "Paper Model"
+
+       def draw(self, context):
+               layout = self.layout
+               sce = context.scene
+               obj = context.active_object
+               mesh = obj.data if obj and obj.type == 'MESH' else None
+               
+               layout.operator("export_mesh.paper_model")
+               
+               col = layout.column(align=True)
+               col.label("Customization:")
+               col.operator("mesh.unfold")
+               
+               if context.mode == 'EDIT_MESH':
+                       row = layout.row(align=True)
+                       row.operator("mesh.mark_seam", text="Mark Seam").clear = False
+                       row.operator("mesh.mark_seam", text="Clear Seam").clear = True
+               else:
+                       layout.operator("mesh.clear_all_seams")
+               
+               layout.prop(sce.paper_model, "scale", text="Model Scale: 1")
+               
+               col = layout.column(align=True)
+               col.prop(sce.paper_model, "limit_by_page")
+               sub = col.column(align=True)
+               sub.active = sce.paper_model.limit_by_page
+               sub.prop(sce.paper_model, "output_size_x")
+               sub.prop(sce.paper_model, "output_size_y")
+
+
+class VIEW3D_PT_paper_model_islands(bpy.types.Panel):
+       bl_label = "Islands"
+       bl_space_type = "VIEW_3D"
+       bl_region_type = "TOOLS"
+       bl_category = "Paper Model"
+       
+       def draw(self, context):
+               layout = self.layout
+               sce = context.scene
+               obj = context.active_object
+               mesh = obj.data if obj and obj.type == 'MESH' else None
+               
+               if mesh and mesh.paper_island_list:
+                       layout.label(text="1 island:" if len(mesh.paper_island_list) == 1 else
+                               "{} islands:".format(len(mesh.paper_island_list)))
+                       layout.template_list('UI_UL_list', 'paper_model_island_list', mesh,
+                               'paper_island_list', mesh, 'paper_island_index', rows=1, maxrows=5)
+                       if mesh.paper_island_index >= 0:
+                               list_item = mesh.paper_island_list[mesh.paper_island_index]
+                               sub = layout.column(align=True)
+                               sub.prop(list_item, "label")
+                               sub.prop(list_item, "auto_abbrev")
+                               row = sub.row()
+                               row.active = not list_item.auto_abbrev
+                               row.prop(list_item, "abbreviation")
+               else:
+                       layout.label(text="Not unfolded")
+                       layout.box().label("Use the 'Unfold' tool")
+               sub = layout.column(align=True)
+               sub.active = bool(mesh and mesh.paper_island_list)
+               sub.prop(sce.paper_model, "display_islands", icon='RESTRICT_VIEW_OFF')
+               row = sub.row(align=True)
+               row.active = bool(sce.paper_model.display_islands and mesh and mesh.paper_island_list)
+               row.prop(sce.paper_model, "islands_alpha", slider=True)
+
+
+def display_islands(self, context):
+       # TODO: save the vertex positions and don't recalculate them always?
+       ob = context.active_object
+       if not ob or ob.type != 'MESH':
+               return
+       mesh = ob.data
+       if not mesh.paper_island_list or mesh.paper_island_index == -1:
+               return
+       
+       bgl.glMatrixMode(bgl.GL_PROJECTION)
+       perspMatrix = context.space_data.region_3d.perspective_matrix
+       perspBuff = bgl.Buffer(bgl.GL_FLOAT, (4, 4), perspMatrix.transposed())
+       bgl.glLoadMatrixf(perspBuff)
+       bgl.glMatrixMode(bgl.GL_MODELVIEW)
+       objectBuff = bgl.Buffer(bgl.GL_FLOAT, (4, 4), ob.matrix_world.transposed())
+       bgl.glLoadMatrixf(objectBuff)
+       bgl.glEnable(bgl.GL_BLEND)
+       bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)
+       bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
+       bgl.glPolygonOffset(0, -10)  # offset in Zbuffer to remove flicker
+       bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_FILL)
+       bgl.glColor4f(1.0, 0.4, 0.0, self.islands_alpha)
+       island = mesh.paper_island_list[mesh.paper_island_index]
+       for lface in island.faces:
+               face = mesh.polygons[lface.id]
+               bgl.glBegin(bgl.GL_POLYGON)
+               for vertex_id in face.vertices:
+                       vertex = mesh.vertices[vertex_id]
+                       bgl.glVertex4f(*vertex.co.to_4d())
+               bgl.glEnd()
+       bgl.glPolygonOffset(0.0, 0.0)
+       bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL)
+       bgl.glLoadIdentity()
+display_islands.handle = None
+
+
+def display_islands_changed(self, context):
+       """Switch highlighting islands on/off"""
+       if self.display_islands:
+               if not display_islands.handle:
+                       display_islands.handle = bpy.types.SpaceView3D.draw_handler_add(display_islands, (self, context), 'WINDOW', 'POST_VIEW')
+       else:
+               if display_islands.handle:
+                       bpy.types.SpaceView3D.draw_handler_remove(display_islands.handle, 'WINDOW')
+                       display_islands.handle = None
+
+
+def label_changed(self, context):
+       """The labelling of an island was changed"""
+       # accessing properties via [..] to avoid a recursive call after the update
+       if self.auto_abbrev:
+               self["abbreviation"] = "".join(first_letters(self.label)).upper()
+       elif len(self.abbreviation) > 3:
+               self["abbreviation"] = self.abbreviation[:3]
+       self.name = "[{}] {} ({} {})".format(self.abbreviation, self.label, len(self.faces), "faces" if len(self.faces) > 1 else "face")
+
+
+class FaceList(bpy.types.PropertyGroup):
+       id = bpy.props.IntProperty(name="Face ID")
+
+
+class IslandList(bpy.types.PropertyGroup):
+       faces = bpy.props.CollectionProperty(type=FaceList, name="Faces",
+               description="Faces belonging to this island")
+       label = bpy.props.StringProperty(name="Label",
+               description="Label on this island",
+               default="", update=label_changed)
+       abbreviation = bpy.props.StringProperty(name="Abbreviation",
+               description="Three-letter label to use when there is not enough space",
+               default="", update=label_changed)
+       auto_abbrev = bpy.props.BoolProperty(name="Auto Abbreviation",
+               description="Generate the abbreviation automatically",
+               default=True, update=label_changed)
+bpy.utils.register_class(FaceList)
+bpy.utils.register_class(IslandList)
+
+
+class PaperModelSettings(bpy.types.PropertyGroup):
+       display_islands = bpy.props.BoolProperty(name="Highlight selected island",
+               description="Highlight faces corresponding to the selected island in the 3D View",
+               options={'SKIP_SAVE'}, update=display_islands_changed)
+       islands_alpha = bpy.props.FloatProperty(name="Opacity",
+               description="Opacity of island highlighting", min=0.0, max=1.0, default=0.3)
+       limit_by_page = bpy.props.BoolProperty(name="Limit Island Size",
+               description="Do not create islands larger than given dimensions", default=False)
+       output_size_x = bpy.props.FloatProperty(name="Width",
+               description="Maximal width of an island",
+               default=0.2, soft_min=0.105, soft_max=0.841, subtype="UNSIGNED", unit="LENGTH")
+       output_size_y = bpy.props.FloatProperty(name="Height",
+               description="Maximal height of an island",
+               default=0.29, soft_min=0.148, soft_max=1.189, subtype="UNSIGNED", unit="LENGTH")
+       scale = bpy.props.FloatProperty(name="Scale",
+               description="Divisor of all dimensions when exporting",
+               default=1, soft_min=1.0, soft_max=10000.0, subtype='UNSIGNED', precision=0)
+bpy.utils.register_class(PaperModelSettings)
+
+
+def register():
+       bpy.utils.register_module(__name__)
+
+       bpy.types.Scene.paper_model = bpy.props.PointerProperty(type=PaperModelSettings,
+               name="Paper Model",
+               description="Settings of the Export Paper Model script",
+               options={'SKIP_SAVE'})
+       bpy.types.Mesh.paper_island_list = bpy.props.CollectionProperty(type=IslandList,
+               name="Island List", description="")
+       bpy.types.Mesh.paper_island_index = bpy.props.IntProperty(name="Island List Index",
+               default=-1, min=-1, max=100, options={'SKIP_SAVE'})
+       bpy.types.INFO_MT_file_export.append(menu_func)
+
+
+def unregister():
+       bpy.utils.unregister_module(__name__)
+       bpy.types.INFO_MT_file_export.remove(menu_func)
+       if display_islands.handle:
+               bpy.types.SpaceView3D.draw_handler_remove(display_islands.handle, 'WINDOW')
+               display_islands.handle = None
+
+if __name__ == "__main__":
+       register()