forked from bartvdbraak/blender
332 lines
8.0 KiB
Python
332 lines
8.0 KiB
Python
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from Blender import *
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try:
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import psyco
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psyco.full()
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except:
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print 'no psyco for you!'
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DotVecs= Mathutils.DotVecs
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#========================================================
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# SPACIAL TREE - Seperate Class - use if you want to
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# USed for getting vert is a proximity
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LEAF_SIZE = 128
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class octreeNode:
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def __init__(self, verts, parent):
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# Assunme we are a leaf node, until split is run.
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self.verts = verts
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self.children = []
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if parent == None: # ROOT NODE, else set bounds when making children,
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# BOUNDS
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v= verts[0]
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maxx,maxy,maxz= v.co
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minx,miny,minz= maxx,maxy,maxz
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for v in verts:
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x,y,z= v.co
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if x>maxx: maxx= x
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if y>maxy: maxy= y
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if z>maxz: maxz= z
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if x<minx: minx= x
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if y<miny: miny= y
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if z<minz: minz= z
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self.minx= minx
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self.miny= miny
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self.minz= minz
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self.maxx= maxx
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self.maxy= maxy
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self.maxz= maxz
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# We have no parent to split us so split ourselves.
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#self.setCornerPoints()
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self.splitNode()
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def splitNode(self):
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if len(self.verts) > LEAF_SIZE:
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self.makeChildren() # 8 new children,
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self.verts = None
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# Alredy assumed a leaf not so dont do anything here.
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def makeChildren(self):
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verts= self.verts
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# Devide into 8 children.
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axisDividedVerts = [[],[],[],[],[],[],[],[]] # Verts Only
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divx = (self.maxx + self.minx) / 2
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divy = (self.maxy + self.miny) / 2
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divz = (self.maxz + self.minz) / 2
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# Sort into 8
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for v in verts:
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x,y,z = v.co
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if x > divx:
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if y > divy:
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if z > divz:
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axisDividedVerts[0].append(v)
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else:
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axisDividedVerts[1].append(v)
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else:
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if z > divz:
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axisDividedVerts[2].append(v)
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else:
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axisDividedVerts[3].append(v)
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else:
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if y > divy:
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if z > divz:
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axisDividedVerts[4].append(v)
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else:
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axisDividedVerts[5].append(v)
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else:
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if z > divz:
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axisDividedVerts[6].append(v)
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else:
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axisDividedVerts[7].append(v)
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# populate self.children
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for i in xrange(8):
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octNode = octreeNode(axisDividedVerts[i], self)
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# Set bounds manually
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if i == 0:
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octNode.minx = divx
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octNode.maxx = self.maxx
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octNode.miny = divy
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octNode.maxy = self.maxy
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octNode.minz = divz
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octNode.maxz = self.maxz
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elif i == 1:
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octNode.minx = divx
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octNode.maxx = self.maxx
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octNode.miny = divy
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octNode.maxy = self.maxy
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octNode.minz = self.minz #
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octNode.maxz = divz #
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elif i == 2:
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octNode.minx = divx
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octNode.maxx = self.maxx
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octNode.miny = self.miny #
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octNode.maxy = divy #
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octNode.minz = divz
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octNode.maxz = self.maxz
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elif i == 3:
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octNode.minx = divx
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octNode.maxx = self.maxx
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octNode.miny = self.miny #
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octNode.maxy = divy #
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octNode.minz = self.minz #
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octNode.maxz = divz #
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elif i == 4:
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octNode.minx = self.minx #
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octNode.maxx = divx #
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octNode.miny = divy
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octNode.maxy = self.maxy
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octNode.minz = divz
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octNode.maxz = self.maxz
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elif i == 5:
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octNode.minx = self.minx #
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octNode.maxx = divx #
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octNode.miny = divy
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octNode.maxy = self.maxy
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octNode.minz = self.minz #
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octNode.maxz = divz #
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elif i == 6:
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octNode.minx = self.minx #
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octNode.maxx = divx #
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octNode.miny = self.miny #
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octNode.maxy = divy #
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octNode.minz = divz
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octNode.maxz = self.maxz
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elif i == 7:
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octNode.minx = self.minx #
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octNode.maxx = divx #
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octNode.miny = self.miny #
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octNode.maxy = divy #
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octNode.minz = self.minz #
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octNode.maxz = divz #
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#octNode.setCornerPoints()
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octNode.splitNode() # Splits the node if it can.
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self.children.append(octNode)
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# GETS VERTS IN A Distance RANGE-
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def getVertsInRange(self, loc, normal, range_val, vertList):
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#loc= Mathutils.Vector(loc) # MUST BE VECTORS
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#normal= Mathutils.Vector(normal)
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'''
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loc: Vector of the location to search from
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normal: None or Vector - if a vector- will only get verts on this side of the vector
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range_val: maximum distance. A negative value will fill the list with teh closest vert only.
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vertList: starts as an empty list
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list that this function fills with verts that match
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'''
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xloc,yloc,zloc= loc
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if range_val<0:
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range_val= -range_val
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FIND_CLOSEST= True
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vertList.append(None) # just update the 1 vertex
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else:
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FIND_CLOSEST= False
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if self.children:
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# Check if the bounds are in range_val,
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for childNode in self.children:
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# First test if we are surrounding the point.
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if\
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childNode.minx - range_val < xloc and\
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childNode.maxx + range_val > xloc and\
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childNode.miny - range_val < yloc and\
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childNode.maxy + range_val > yloc and\
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childNode.minz - range_val < zloc and\
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childNode.maxz + range_val > zloc:
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# Recurse down or get virts.
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childNode.getVertsInRange(loc, normal, range_val, vertList)
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#continue # Next please
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else: # we are a leaf node. Test vert locations.
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if not normal:
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# Length only check
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for v in self.verts:
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length = (loc - v.co).length
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if length < range_val:
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if FIND_CLOSEST:
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# Just update the 1 vert
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vertList[0]= (v, length)
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range_val= length # Shink the length so we only get verts from their.
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else:
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vertList.append((v, length))
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else:
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# Lengh and am I infront of the vert.
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for v in self.verts:
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length = (loc - v.co).length
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if length < range_val:
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# Check if the points in front
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dot= DotVecs(normal, loc) - DotVecs(normal, v.co)
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if dot<0:
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vertList.append((v, length))
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# END TREE
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# EXAMPLE RADIO IN PYTHON USING THE ABOVE FUNCTION
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"""
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import BPyMesh
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# Radio bake
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def bake():
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_AngleBetweenVecs_= Mathutils.AngleBetweenVecs
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def AngleBetweenVecs(a1,a2):
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try:
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return _AngleBetweenVecs_(a1,a2)
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except:
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return 180
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scn = Scene.GetCurrent()
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ob = scn.getActiveObject()
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me = ob.getData(mesh=1)
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dist= Draw.PupFloatInput('MaxDist:', 2.0, 0.1, 20.0, 0.1, 3)
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if dist==None:
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return
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# Make nice normals
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BPyMesh.meshCalcNormals(me)
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len_verts= len(me.verts)
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#me.sel= False
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meshOctTree = octreeNode(me.verts, None)
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# Store face areas
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vertex_areas= [0.0] * len_verts
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# Get vertex areas - all areas of face users
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for f in me.faces:
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a= f.area
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for v in f.v:
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vertex_areas[v.index] += a
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bias= 0.001
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t= sys.time()
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# Tone for the verts
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vert_tones= [0.0] * len_verts
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maxtone= 0.0
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mintone= 100000000
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for i, v in enumerate(me.verts):
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if not i%10:
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print 'verts to go', len_verts-i
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v_co= v.co
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v_no= v.no
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verts_in_range= []
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meshOctTree.getVertsInRange(v_co, v_no, dist, verts_in_range)
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tone= 0.0
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# These are verts in our range
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for test_v, length in verts_in_range:
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if bias<length:
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try:
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# Make sure this isnt a back facing vert
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normal_diff= AngleBetweenVecs(test_v.no, v_no)
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except:
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continue
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if normal_diff > 90: # were facing this vert
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#if 1:
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# Current value us between zz90 and 180
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# make between 0 and 90
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# so 0 is right angles and 90 is direct opposite vertex normal
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normal_diff= (normal_diff-90)
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# Vertex area needs to be taken into account so we dont have small faces over influencing.
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vertex_area= vertex_areas[test_v.index]
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# Get the angle the vertex is in location from the location and normal of the vert.
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above_diff= AngleBetweenVecs(test_v.co-v.co, v_no)
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## Result will be between 0 :above and 90: horizon.. invert this so horizon has littel effect
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above_diff= 90-above_diff
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# dist-length or 1.0/length both work well
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tone= (dist-length) * vertex_area * above_diff * normal_diff
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vert_tones[i] += tone
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if maxtone<vert_tones[i]:
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maxtone= vert_tones[i]
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if mintone>vert_tones[i]:
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mintone= vert_tones[i]
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if not maxtone:
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Draw.PupMenu('No verts in range, use a larger range')
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return
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# Apply tones
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for f in me.faces:
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f_col= f.col
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for i, v in enumerate(f.v):
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c= f_col[i]
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v_index= v.index
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tone= int(((maxtone - vert_tones[v.index]) / maxtone) * 255 )
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#print tone
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c.r= c.g= c.b= tone
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print 'time', sys.time()-t
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if __name__=="__main__":
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bake()
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"""
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