blender/release/scripts/uv_seams_from_islands.py

102 lines
2.8 KiB
Python
Raw Normal View History

#!BPY
"""
Name: 'Seams from Islands'
Blender: 246
Group: 'UV'
Tooltip: 'Add seams onto the mesh at the bounds of UV islands'
"""
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Campbell Barton
#
# 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 *****
# --------------------------------------------------------------------------
from Blender import Scene, Mesh, Window, sys
import BPyMessages
def seams_from_islands(me):
# This function runs out of editmode with a mesh
# error cases are alredy checked for
# next intex
wrap_q = [1,2,3,0]
wrap_t = [1,2,0]
edge_uvs = {}
for f in me.faces:
f_uv = [(round(uv.x, 6), round(uv.y, 6)) for uv in f.uv]
f_vi = [v.index for v in f]
for i, key in enumerate(f.edge_keys):
if len(f)==3:
uv1, uv2 = f_uv[i], f_uv[wrap_t[i]]
vi1, vi2 = f_vi[i], f_vi[wrap_t[i]]
else: # quad
uv1, uv2 = f_uv[i], f_uv[wrap_q[i]]
vi1, vi2 = f_vi[i], f_vi[wrap_q[i]]
if vi1 > vi2: uv1,uv2 = uv2,uv1
edge_uvs.setdefault(key, []).append((uv1, uv2))
# add seams
SEAM = Mesh.EdgeFlags.SEAM
for ed in me.edges:
try: # the edge might not be in a face
if len(set(edge_uvs[ed.key])) > 1:
ed.flag |= SEAM
except:
pass
def main():
# Gets the current scene, there can be many scenes in 1 blend file.
sce = Scene.GetCurrent()
# Get the active object, there can only ever be 1
# and the active object is always the editmode object.
ob_act = sce.objects.active
me = ob_act.getData(mesh=1)
if not ob_act or ob_act.type != 'Mesh' or not me.faceUV:
BPyMessages.Error_NoMeshUvActive()
return
# Saves the editmode state and go's out of
# editmode if its enabled, we cant make
# changes to the mesh data while in editmode.
is_editmode = Window.EditMode()
if is_editmode: Window.EditMode(0)
Window.WaitCursor(1)
t = sys.time()
# Run the mesh editing function
seams_from_islands(me)
if is_editmode: Window.EditMode(1)
# Timing the script is a good way to be aware on any speed hits when scripting
print 'UV Seams from Islands finished in %.2f seconds' % (sys.time()-t)
Window.WaitCursor(0)
# This lets you can import the script without running it
if __name__ == '__main__':
main()