2007-03-01 05:32:06 +00:00
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#!BPY
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"""
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Name: 'Seams from Islands'
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2008-05-27 13:32:10 +00:00
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Blender: 246
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2007-03-01 05:32:06 +00:00
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Group: 'UV'
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Tooltip: 'Add seams onto the mesh at the bounds of UV islands'
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"""
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2008-05-27 13:32:10 +00:00
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Script copyright (C) Campbell Barton
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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2007-03-01 05:32:06 +00:00
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from Blender import Scene, Mesh, Window, sys
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import BPyMessages
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def seams_from_islands(me):
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# This function runs out of editmode with a mesh
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# error cases are alredy checked for
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# next intex
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wrap_q = [1,2,3,0]
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wrap_t = [1,2,0]
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edge_uvs = {}
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for f in me.faces:
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f_uv = [(round(uv.x, 6), round(uv.y, 6)) for uv in f.uv]
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f_vi = [v.index for v in f]
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for i, key in enumerate(f.edge_keys):
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if len(f)==3:
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uv1, uv2 = f_uv[i], f_uv[wrap_t[i]]
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vi1, vi2 = f_vi[i], f_vi[wrap_t[i]]
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else: # quad
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uv1, uv2 = f_uv[i], f_uv[wrap_q[i]]
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vi1, vi2 = f_vi[i], f_vi[wrap_q[i]]
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if vi1 > vi2: uv1,uv2 = uv2,uv1
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edge_uvs.setdefault(key, []).append((uv1, uv2))
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# add seams
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SEAM = Mesh.EdgeFlags.SEAM
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for ed in me.edges:
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2008-05-27 13:32:10 +00:00
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try: # the edge might not be in a face
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if len(set(edge_uvs[ed.key])) > 1:
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ed.flag |= SEAM
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except:
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pass
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2007-03-01 05:32:06 +00:00
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def main():
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# Gets the current scene, there can be many scenes in 1 blend file.
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sce = Scene.GetCurrent()
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# Get the active object, there can only ever be 1
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# and the active object is always the editmode object.
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ob_act = sce.objects.active
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me = ob_act.getData(mesh=1)
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if not ob_act or ob_act.type != 'Mesh' or not me.faceUV:
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BPyMessages.Error_NoMeshUvActive()
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return
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# Saves the editmode state and go's out of
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# editmode if its enabled, we cant make
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# changes to the mesh data while in editmode.
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is_editmode = Window.EditMode()
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2007-09-24 09:40:09 +00:00
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if is_editmode: Window.EditMode(0)
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2007-03-01 05:32:06 +00:00
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Window.WaitCursor(1)
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t = sys.time()
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# Run the mesh editing function
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seams_from_islands(me)
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2007-09-24 09:40:09 +00:00
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if is_editmode: Window.EditMode(1)
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2007-03-01 05:32:06 +00:00
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# Timing the script is a good way to be aware on any speed hits when scripting
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2007-09-24 09:40:09 +00:00
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print 'UV Seams from Islands finished in %.2f seconds' % (sys.time()-t)
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2007-03-01 05:32:06 +00:00
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Window.WaitCursor(0)
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# This lets you can import the script without running it
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if __name__ == '__main__':
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main()
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