blender/release/scripts/weightpaint_envelope_assign.py

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#!BPY
"""
Name: 'Envelope via Group Objects'
Blender: 242
Group: 'WeightPaint'
Tooltip: 'Assigns weights to vertices via object envelopes'
"""
__author__ = ["Campbell Barton"]
__url__ = ("blender", "blenderartist.org")
__version__ = "0.1"
# ***** 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, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
def intersection_data(ob):
'''
Takes an object and returns raw triangles and tri bounds.
returns a list of (v1,v2,v3, xmin, ymin, xmax, ymax)
... to be used for ray intersection
'''
global tot_ymin, tot_xmin, tot_ymax, tot_xmax, tot_zmin, tot_zmax
tot_zmin = tot_ymin = tot_xmin = 100000000.0
tot_zmax = tot_ymax = tot_xmax = -100000000.0
def tribounds_xy(v1,v2,v3):
'''
return the 3 vecs with bounds, also update tot_*min/max
'''
global tot_ymin, tot_xmin, tot_ymax, tot_xmax, tot_zmin, tot_zmax
xmin = xmax = v1.x
ymin = ymax = v1.y
x = v2.x
y = v2.y
if x>xmax: xmax = x
if y>ymax: ymax = y
if x<xmin: xmin = x
if y<ymin: ymin = y
x = v3.x
y = v3.y
if x>xmax: xmax = x
if y>ymax: ymax = y
if x<xmin: xmin = x
if y<ymin: ymin = y
# totbounds
for z in v1.z, v2.z, v3.z:
if z>tot_zmax: tot_zmax = z
if z<tot_zmin: tot_zmin = z
# maintain global min/max for x and y
if xmax>tot_xmax: tot_xmax = xmax
if xmin<tot_xmin: tot_xmin = xmin
if ymax>tot_ymax: tot_ymax = ymax
if ymin<tot_ymin: tot_ymin = ymin
return v1,v2,v3, xmin, ymin, xmax, ymax
me = BPyMesh.getMeshFromObject(ob)
if not me:
return []
me.transform(ob.matrixWorld)
mesh_data = []
# copy all the vectors so when the mesh is free'd we still have access.
mesh_vert_cos= [v.co.copy() for v in me.verts]
for f in me.faces:
f_v = [mesh_vert_cos[v.index] for v in f]
mesh_data.append( tribounds_xy(f_v[0], f_v[1], f_v[2]) )
if len(f) == 4:
mesh_data.append( tribounds_xy(f_v[0], f_v[2], f_v[3]) )
me.verts = None # free some memory
return ob.name, mesh_data, tot_xmin, tot_ymin, tot_zmin, tot_xmax, tot_ymax, tot_zmax
from Blender import *
ray = Mathutils.Vector(0,0,-1)
def point_in_data(point, mesh_data_tuple):
ob_name, mesh_data, tot_xmin, tot_ymin, tot_zmin, tot_xmax, tot_ymax, tot_zmax = mesh_data_tuple
Intersect = Mathutils.Intersect
x = point.x
y = point.y
z = point.z
# Bouds check for all mesh data
if not (\
tot_zmin < z < tot_zmax and\
tot_ymin < y < tot_ymax and\
tot_xmin < x < tot_xmax\
):
return False
def isect(tri_data):
v1,v2,v3, xmin, ymin, xmax, ymax = tri_data
if not (xmin < x < xmax and ymin < y < ymax):
return False
if v1.z < z and v2.z < z and v3.z < z:
return False
isect = Intersect(v1, v2,v3, ray, point, 1) # Clipped.
if isect and isect.z > z: # This is so the ray only counts if its above the point.
return True
else:
return False
# return len([None for tri_data in mesh_data if isect(tri_data)]) % 2
return len( filter(isect, mesh_data) ) % 2
import BPyMesh
def env_from_group(ob_act, grp, PREF_UPDATE_ACT=True):
me = ob_act.getData(mesh=1)
if PREF_UPDATE_ACT:
act_group = me.activeGroup
if act_group == None:
Draw.PupMenu('Error%t|No active vertex group.')
return
try:
ob = Object.Get(act_group)
except:
Draw.PupMenu('Error%t|No object named "'+ act_group +'".')
return
group_isect = intersection_data(ob)
else:
# get intersection data
# group_isect_data = [intersection_data(ob) for ob in group.objects]
group_isect_data = []
for ob in grp.objects:
if ob != ob_act: # in case we're in the group.
gid = intersection_data(ob)
if gid[1]: # has some triangles?
group_isect_data.append( gid )
# we only need 1 for the active group
if PREF_UPDATE_ACT:
break
# sort by name
group_isect_data.sort()
if PREF_UPDATE_ACT:
group_names, vweight_list = BPyMesh.meshWeight2List(me)
group_index = group_names.index(act_group)
else:
group_names = [gid[0] for gid in group_isect_data]
vweight_list= [[0.0]* len(group_names) for i in xrange(len(me.verts))]
ob_act_mat = ob_act.matrixWorld
for vi, v in enumerate(me.verts):
# Get all the groups for this vert
co = v.co * ob_act_mat
if PREF_UPDATE_ACT:
# only update existing
if point_in_data(co, group_isect): w = 1.0
else: w = 0.0
vweight_list[vi][group_index] = w
else:
# generate new vgroup weights.
for group_index, group_isect in enumerate(group_isect_data):
if point_in_data(co, group_isect):
vweight_list[vi][group_index] = 1.0
BPyMesh.list2MeshWeight(me, group_names, vweight_list)
import BPyMessages
def main():
scn= Scene.GetCurrent()
ob_act = scn.objects.active
if not ob_act or ob_act.type != 'Mesh':
BPyMessages.Error_NoMeshActive()
return
PREF_ENV_GROUPNAME= Draw.Create('')
PREF_UPDATE_ACT= Draw.Create(True)
pup_block= [\
('Update Active', PREF_UPDATE_ACT, 'Only apply envelope weights to the active group.'),\
'...or initialize from group',\
('GR:', PREF_ENV_GROUPNAME, 0, 21, 'The name of an existing groups, each member will be used as a weight envelope'),\
]
if not Draw.PupBlock('Envelope From Group...', pup_block):
return
PREF_UPDATE_ACT= PREF_UPDATE_ACT.val
if not PREF_UPDATE_ACT:
try:
grp = Group.Get(PREF_ENV_GROUPNAME.val)
except:
Draw.PupMenu('Error%t|Group "' + PREF_ENV_GROUPNAME.val + '" does not exist.')
return
else:
grp = None
Window.WaitCursor(1)
t = sys.time()
env_from_group(ob_act, grp, PREF_UPDATE_ACT)
print 'assigned envelopes in:', sys.time() - t
Window.WaitCursor(0)
if __name__ == '__main__':
main()