blender/release/scripts/sel_same.py
Willian Padovani Germano 7ce069850f First of all thanks Kent Mein for committing the fix to space.c and Peter den Bak for reporting and testing it.
- making Blender not warn about 2.34 scripts, as Ton requested.  Will turn this on again before release;
- small fix to the new helpwebsites and helpsystem additions in BPy_menus.c, should solve problem reported by Jean-Luc Peurière about empty menus on startup;
- updated version info of a few scripts to 2.34, since they use recently added bpython api functions.
2004-07-30 05:18:14 +00:00

367 lines
12 KiB
Python

#!BPY
"""
Name: 'Select Same Faces'
Blender: 234
Group: 'UV'
Tooltip: 'Select faces if attributes match the active'
"""
# $Id$
#
#===============================================#
# Sel Same script 1.0 by Campbell Barton #
# email me ideasman@linuxmail.org #
#===============================================#
# --------------------------------------------------------------------------
# Sel Same Face 1.0 By Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** 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 *****
# --------------------------------------------------------------------------
from Blender import *
from Blender.Mathutils import DotVecs, Vector
from math import sqrt
#====================================#
# Sanity checks #
#====================================#
def error(str):
Draw.PupMenu('ERROR%t|'+str)
af = None
selection = Object.GetSelected()
if len(selection) == 0:
error('No object selected')
else:
object = Object.GetSelected()[0]
if object.getType() != 'Mesh':
error('Not a mesh')
else:
mesh = object.getData()
# We have a mesh so find AF.
af = mesh.getActiveFace()
if af: af = mesh.faces[af]
if af == None:
error('no active face')
else: # Okay everything seems sane
#=====================================
# Popup menu to select the functions #
#====================================#
method = Draw.PupMenu(\
'Select Same as Active%t|\
Material|\
UV Image|\
Face Mode|\
Vertex Colours|\
UV CO-Ords|\
Area|\
Proportions|\
Normal|\
Co-Planer|')
if method != -1:
#================================================#
# Do we add, seb or set to the existing face sel #
#================================================#
faceOp = Draw.PupMenu(\
'Active Face Match%t|\
Add to Selection|\
Subtract From Selection |\
Overwrite Selection|\
Overwrite Selection Inverse|')
if faceOp != -1:
def setFSel(f):
if faceOp == 1 or faceOp == 3:
f.flag |= NMesh.FaceFlags['SELECT'] # will set selection
elif faceOp == 2 or faceOp ==4:
f.flag &=~NMesh.FaceFlags['SELECT'] # will unselect, note the '~' to invert bitflags
def setFUnSel(f):
if faceOp == 3:
f.flag &=~NMesh.FaceFlags['SELECT'] # will unselect, note the '~' to invert bitflags
elif faceOp == 4:
f.flag |= NMesh.FaceFlags['SELECT'] # will set selection
#================#
# Math functions #
#================#
def compare(f1, f2, limit):
if f1 + limit > f2 and f1 - limit < f2:
return 1
return 0
def compare2(v1, v2, limit):
if v1[0] + limit > v2[0] and v1[0] - limit < v2[0]:
if v1[1] + limit > v2[1] and v1[1] - limit < v2[1]:
return 1
return 0
def compare3(v1, v2, limit):
if v1[0] + limit > v2[0] and v1[0] - limit < v2[0]:
if v1[1] + limit > v2[1] and v1[1] - limit < v2[1]:
if v1[2] + limit > v2[2] and v1[2] - limit < v2[2]:
return 1
return 0
def colCompare(v1, v2, limit):
# Simple test first
if v1.r == v2.r:
if v1.g == v2.g:
if v1.b == v2.b:
return 1
# Now a test that uses the limit.
limit = int(limit * 255)
if v1.r + limit >= v2.r and v1.r - limit <= v2.r:
if v1.g + limit >= v2.g and v1.g - limit <= v2.g:
if v1.b + limit >= v2.b and v1.b - limit <= v2.b:
return 1
return 0
# Makes sure face 2 has all the colours of face 1
def faceColCompare(f1, f2, limit):
avcolIdx = 0
while avcolIdx < len(f1.col):
match = 0
vcolIdx = 0
while vcolIdx < len(f2.col):
if colCompare(f1.col[avcolIdx], f2.col[vcolIdx], limit):
match = 1
break
vcolIdx += 1
if match == 0: # premature exit if a motch not found
return 0
avcolIdx += 1
return 1
# Makes sure face 2 has matching UVs within the limit.
def faceUvCompare(f1, f2, limit):
for auv in f1.uv:
match = 0
for uv in f2.uv:
if compare2(auv, uv, limit):
match = 1
break
if match == 0: # premature exit if a motch not found
return 0
return 1
def measure(v1, v2):
return Mathutils.Vector([v1[0]-v2[0], v1[1] - v2[1], v1[2] - v2[2]]).length
def triArea2D(v1, v2, v3):
e1 = measure(v1, v2)
e2 = measure(v2, v3)
e3 = measure(v3, v1)
p = e1+e2+e3
return 0.25 * sqrt(p*(p-2*e1)*(p-2*e2)*(p-2*e3))
#====================#
# End Math Functions #
#====================#
#=============================#
# Blender functions/shortcuts #
#=============================#
def getLimit(text):
return Draw.PupFloatInput(text, 0.1, 0.0, 1.0, 0.1, 3)
def faceArea(f):
if len(f.v) == 4:
return triArea2D(f.v[0].co, f.v[1].co, f.v[2].co) + triArea2D(f.v[0].co, f.v[2].co, f.v[3].co)
elif len(f.v) == 3:
return triArea2D(f.v[0].co, f.v[1].co, f.v[2].co)
def getEdgeLengths(f):
if len(f.v) == 4:
return (measure(f.v[0].co, f.v[1].co), measure(f.v[1].co, f.v[2].co), measure(f.v[2].co, f.v[3].co) , measure(f.v[3].co, f.v[0].co) )
elif len(f.v) == 3:
return (measure(f.v[0].co, f.v[1].co), measure(f.v[1].co, f.v[2].co), measure(f.v[2].co, f.v[0].co) )
def faceCent(f):
x = y = z = 0
for v in f.v:
x += v.co[0]
y += v.co[1]
z += v.co[2]
x = x/len(f.v)
y = y/len(f.v)
z = z/len(f.v)
return Vector([x, y, z])
#========================================#
# Should we bother computing this faces #
#========================================#
def fShouldCompare(f):
# Only calculate for faces that will be affected.
if len(f.v) < 3: # cant be an edge
return 0
elif faceOp == 1 and f.flag == 1:
return 0
elif faceOp == 0 and f.flag == 0:
return 0
elif f.flag == 64: # Ignore hidden
return 0
return 1
#=======================================#
# Sel same funcs as called by the menus #
#=======================================#
def get_same_mat():
for f in mesh.faces:
if fShouldCompare(f):
if af.mat == f.mat: setFSel(f)
else: setFUnSel(f)
def get_same_image():
if mesh.hasFaceUV() == 0:
error('mesh has no uv image')
else:
for f in mesh.faces:
if fShouldCompare(f):
if af.image == f.image: setFSel(f)
else: setFUnSel(f)
def get_same_mode():
for f in mesh.faces:
if fShouldCompare(f):
if af.mode == f.mode: setFSel(f)
else: setFUnSel(f)
def get_same_vcol(limit):
for f in mesh.faces:
if fShouldCompare(f):
if faceColCompare(f, af, limit) and faceColCompare(af, f, limit) :
setFSel(f)
else:
setFUnSel(f)
def get_same_uvco(limit):
for f in mesh.faces:
if fShouldCompare(f):
if faceUvCompare(af, f, limit): setFSel(f)
else: setFUnSel(f)
def get_same_area(limit):
afArea = faceArea(af)
limit = limit * afArea # Make the lomot proportinal to the
for f in mesh.faces:
if fShouldCompare(f):
if compare(afArea, faceArea(f), limit): setFSel(f)
else: setFUnSel(f)
def get_same_prop(limit):
# Here we get the perimeter and use it for a proportional limit modifier.
afEdgeLens = getEdgeLengths(af)
perim = 0
for e in afEdgeLens:
perim += e
limit = limit * perim
for f in mesh.faces:
if fShouldCompare(f):
for ae in afEdgeLens:
match = 0
for e in getEdgeLengths(f):
if compare(ae, e, limit):
match = 1
break
if not match:
break
if match: setFSel(f)
else: setFUnSel(f)
def get_same_normal(limit):
limit = limit * 2
for f in mesh.faces:
if fShouldCompare(f):
if compare3(af.no, f.no, limit): setFSel(f)
else: setFUnSel(f)
def get_same_coplaner(limit):
nlimit = limit * 2 # * 1 # limit for normal test
climit = limit * 3 # limit for coplaner test.
afCent = faceCent(af)
for f in mesh.faces:
if fShouldCompare(f):
match = 0
if compare3(af.no, f.no, nlimit):
fCent = faceCent(f)
if abs(DotVecs(Vector([af.no[0], af.no[1], af.no[2]]), afCent ) - DotVecs(Vector([af.no[0], af.no[1], af.no[2]]), fCent )) <= climit:
match = 1
if match:
setFSel(f)
else:
setFUnSel(f)
#=====================#
# End Sel same funcs #
#=====================#
limit = 1 # some of these dont use the limit so it needs to be set, to somthing.
# act on the menu item selected
if method == 1: # Material
get_same_mat()
elif method == 2: # UV Image
get_same_image()
elif method == 3: # mode
get_same_mode()
elif method == 4: # vertex colours
limit = getLimit('vert col limit: ')
if limit != None:
get_same_vcol(limit)
elif method == 5: # UV-coords
limit = getLimit('uv-coord limit: ')
if limit != None:
get_same_uvco(limit)
elif method == 6: # area
limit = getLimit('area limit: ')
if limit != None:
get_same_area(limit)
elif method == 7: # proportions
limit = getLimit('proportion limit: ')
if limit != None:
get_same_prop(limit)
elif method == 8: # normal
limit = getLimit('normal limit: ')
if limit != None:
get_same_normal(limit)
elif method == 9: # coplaner
limit = getLimit('coplaner limit: ')
if limit != None:
get_same_coplaner(limit)
# If limit is not set then dont bother
if limit != None:
mesh.update(0)