blender/release/scripts/bpymodules/BPyMesh_redux.py

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import Blender
Vector= Blender.Mathutils.Vector
# Ang= Blender.Mathutils.AngleBetweenVecs
LineIntersect= Blender.Mathutils.LineIntersect
import BPyMesh
try:
import psyco
psyco.full()
except:
pass
def uv_key(uv):
return round(uv.x, 5), round(uv.y, 5)
def ed_key(ed):
i1= ed.v1.index
i2= ed.v2.index
if i1<i2: return i1,i2
return i2,i1
def col_key(col):
return col.r, col.g, col.b
class collapseEdge(object):
__slots__ = 'length', 'key', 'faces', 'collapse_loc', 'v1', 'v2','uv1', 'uv2', 'col1', 'col2', 'collapse_weight'
def __init__(self, ed):
self.key= ed_key(ed)
self.length= ed.length
self.faces= []
self.v1= ed.v1
self.v2= ed.v2
self.uv1= []
self.uv2= []
self.col1= []
self.col2= []
self.collapse_loc= None # new collapse location.
self.collapse_weight= self.length * (1+ ((ed.v1.no-ed.v2.no).length**2))
def redux(ob, factor=0.5):
me= ob.getData(mesh=1)
# BUG MUST REMOVE GROUPS
if factor>1.0 or factor<0.0 or len(me.faces)<4:
return
OLD_MESH_MODE= Blender.Mesh.Mode()
Blender.Mesh.Mode(Blender.Mesh.SelectModes.VERTEX)
faceUV= me.faceUV
target_face_count= int(len(me.faces) * factor)
# % of the collapseable faces to collapse per pass.
collapse_per_pass= 0.333 # between 0.1 - lots of small nibbles, slow but high q. and 0.9 - big passes and faster.
for v in me.verts:
v.hide=0
while target_face_count <= len(me.faces):
BPyMesh.meshCalcNormals(me)
for v in me.verts:
v.sel= False
# Backup colors
if me.faceUV:
orig_texface= [[(uv_key(f.uv[i]), col_key(f.col[i])) for i in xrange(len(f.v))] for f in me.faces]
collapse_edges= [collapseEdge(ed) for ed in me.edges]
collapse_edges_dict= dict( [(ce.key, ce) for ce in collapse_edges] )
del ed
# Store verts edges.
vert_ed_users= [[] for i in xrange(len(me.verts))]
for ced in collapse_edges:
vert_ed_users[ced.v1.index].append(ced)
vert_ed_users[ced.v2.index].append(ced)
# Store face users
vert_face_users= [[] for i in xrange(len(me.verts))]
for ii, f in enumerate(me.faces):
f_v= f.v
if faceUV:
tex_keys= orig_texface[ii]
for i, v1 in enumerate(f_v):
vert_face_users[v1.index].append( (i,f) )
# add the uv coord to the vert
v2 = f_v[i-1]
i1= v1.index
i2= v2.index
if i1>i2: ced= collapse_edges_dict[i2,i1]
else: ced= collapse_edges_dict[i1,i2]
ced.faces.append(f)
if faceUV:
ced.uv1.append( tex_keys[i][0] )
ced.uv2.append( tex_keys[i-1][0] )
ced.col1.append( tex_keys[i][1] )
ced.col2.append( tex_keys[i-1][1] )
'''
face_normals= [f.no for f in me.faces]
face_areas= [f.area for f in me.faces]
# Best method, no quick hacks here, Correction. Should be the best but needs tweaks.
def ed_test_collapse_error(ed):
i1= ed.v1.index
i2= ed.v1.index
test_faces= set()
for i in (i1,i2):
test_faces.union( set([f[1].index for f in vert_face_users[i]]) )
#
test_faces= test_faces - set( [ f.index for f in edge_faces_and_uvs[ed_key(ed)][0] ] )
# test_faces is now faces used by ed.v1 and ed.v2 that will not be removed in the collapse.
orig_nos= [face_normals.normal for i in test_faces]
v1_orig= Vector(ed.v1.co)
v2_orig= Vector(ed.v2.co)
ed.v1.co= ed.v2.co= (v1_orig+v2_orig) * 0.5
new_nos= [face_normals.normal for i in test_faces]
ed.v1.co= v1_orig
ed.v2.co= v2_orig
# now see how bad the normals are effected
angle_diff= 0
for i in test_faces:
try:
angle_diff+= (Ang(orig_nos[i], new_nos[i])/180) * face_areas[i]
except:
pass
# This is very arbirary, feel free to modify
return angle_diff * ((ed.v1.no - ed.v2.no).length * ed.length)
'''
# Store egde lengths - Used
# edge_lengths= [ed.length for ed in me.edges]
# Better method of weighting - edge length * normal difference.
# edge_lengths= [ed.length * (1 + ((ed.v1.no-ed.v2.no).length**2) ) for ed in me.edges]
# tricky but somehow looks crap!!
#edge_lengths= [ed_test_collapse_error(ed) for ed in me.edges]
# Wont use the function again.
#del ed_test_collapse_error
# BOUNDRY CHECKING AND WEIGHT EDGES. CAN REMOVE
# Now we know how many faces link to an edge. lets get all the boundry verts
verts_boundry= [1]*len(me.verts)
#for ed_idxs, faces_and_uvs in edge_faces_and_uvs.iteritems():
for ced in collapse_edges:
if len(ced.faces) < 2:
verts_boundry[ced.key[0]]= 2
verts_boundry[ced.key[1]]= 2
for ced in collapse_edges:
if verts_boundry[ced.v1.index] != verts_boundry[ced.v2.index]:
# Edge has 1 boundry and 1 non boundry vert. weight higher
ced.collapse_weight*=2
vert_collapsed= verts_boundry
del verts_boundry
# END BOUNDRY. Can remove
# sort by collapse weight
collapse_edges.sort(lambda ced1, ced2: cmp(ced1.collapse_weight, ced2.collapse_weight)) # edges will be used for sorting
# Make a list of the first half edges we can collapse,
# these will better edges to remove.
collapse_count=0
for ced in collapse_edges:
v1= ced.v1
v2= ced.v2
# Use vert selections
if vert_collapsed[v1.index]==0 or vert_collapsed[v2.index]==0:
pass
else:
# Now we know the verts havnyt been collapsed.
vert_collapsed[v1.index]= vert_collapsed[v2.index]= 0 # Dont collapse again.
collapse_count+=1
# Get a subset of the entire list- the first "collapse_per_pass", that are best to collapse.
if collapse_count > 4:
collapse_count = int(collapse_count*collapse_per_pass)
# We know edge_container_list_collapse can be removed.
for ced in collapse_edges:
collapse_count-=1
if not collapse_count:
break
v1= ced.v1
v2= ced.v2
#edge_face_list, edge_v2_uvs, edge_v1_uvs= edge_faces_and_uvs[ed_key(ed)]
#current_removed_faces += len(edge_face_list) # dosent work for quads.
if faceUV:
for v, edge_my_uvs, edge_other_uvs, edge_my_cols, edge_other_cols in ((v2, ced.uv1, ced.uv2, ced.col1, ced.col2),(v1, ced.uv2, ced.uv1, ced.col2, ced.col1)):
for face_vert_index, f in vert_face_users[v.index]:
uvk, colk = orig_texface[f.index][face_vert_index]
# UV COORDS
tex_index= None
try:
tex_index= edge_my_uvs.index(uvk)
except ValueError:
pass
if tex_index != None:
# This face uses a uv in the collapsing face. - do a merge
other_uv= edge_other_uvs[tex_index]
uv_vec= f.uv[face_vert_index]
uv_vec.x= (uvk[0] + other_uv[0])*0.5
uv_vec.y= (uvk[1] + other_uv[1])*0.5
# TEXFACE COLOURS
#colk = col_key(f.col[face_vert_index])
tex_index= None
try:
tex_index= edge_my_cols.index(colk)
except ValueError:
pass
if tex_index != None:
# Col
other_col= edge_other_cols[tex_index]
col_ob= f.col[face_vert_index]
col_ob.r = int((colk[0] + other_col[0])*0.5)
col_ob.g = int((colk[1] + other_col[1])*0.5)
col_ob.b = int((colk[2] + other_col[2])*0.5)
# Collapse
between= (v1.co + v2.co) * 0.5
# new_location = between # Replace tricky code below
# Collect edges from the faces that use this edge- dont use these in the new collapsed ver locatioin calc
exclude_edges= set()
for f in ced.faces:
for ii, v in enumerate(f.v):
i1= v.index
i2= f.v[ii-1].index
if i1>i2:
i1,i2= i2,i1
exclude_edges.add((i1,i2))
# move allong the combine normal of both
# make a normal thats no longer then the edge length
nor= v1.no + v2.no
nor.normalize()
nor= nor*ced.length
new_location= Vector()
new_location_count =0
# make a line we can do intersection with.
for v in (ced.v1, ced.v2):
for ed_user in vert_ed_users[v.index]:
if ed_user != ced and ed_user.key not in exclude_edges:
ed_between= (ed_user.v1.co+ed_user.v2.co) * 0.5
v1_scale= ed_between + ((ed_user.v1.co-ed_between) * 100)
v2_scale= ed_between + ((ed_user.v2.co-ed_between) * 100)
line_xs= LineIntersect(between-nor, between+nor, v1_scale, v2_scale)
if line_xs: # did we intersect? - None if we didnt
new_location_count += 1
new_location+= line_xs[0]
# Failed to generate a new location or x!=X (NAN)
# or, out new location is crazy and further away from the edge center then the edge length.
if not new_location_count or\
new_location.x!=new_location.x or\
(new_location-between).length > (ced.length/2):
new_location= between
else:
new_location= new_location * (1.0/new_location_count)
new_location = (new_location + between) * 0.5
# Store the collapse location to apply later
ced.collapse_loc = new_location
# Execute the collapse
for ced in collapse_edges:
# Since the list is ordered we can stop once the first non collapsed edge if sound.
if not ced.collapse_loc:
break
ced.v1.sel= ced.v2.sel= True
ced.v1.co= ced.v2.co= ced.collapse_loc
doubles= me.remDoubles(0.0001)
me= ob.getData(mesh=1)
if doubles==0: # should never happen.
break
# Cleanup. BUGGY?
'''
vert_face_user_count= [0]*len(me.verts)
for f in me.faces:
for v in f.v:
vert_face_user_count[v.index] +=1
del_verts= [i for i in xrange(len(me.verts)) if not vert_face_user_count[i]]
me.verts.delete( del_verts )
'''
me.update()
Blender.Mesh.Mode(OLD_MESH_MODE)
# Example usage
def main():
Blender.Window.EditMode(0)
scn= Blender.Scene.GetCurrent()
active_ob= scn.getActiveObject()
t= Blender.sys.time()
redux(active_ob, 0.5)
print '%.4f' % (Blender.sys.time()-t)
if __name__=='__main__':
main()