forked from bartvdbraak/blender
8255bdce57
Also assed a function to calculate high quality normals (normals are the same even for different topologys).
174 lines
4.5 KiB
Python
174 lines
4.5 KiB
Python
#!BPY
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"""
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Name: 'Self Shadow VCols (AO)...'
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Blender: 241
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Group: 'VertexPaint'
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Tooltip: 'Generate Fake Ambient Occlusion with vertex colors.'
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"""
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__author__ = ["Campbell Barton"]
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__url__ = ("blender", "elysiun", "http://members.iinet.net.au/~cpbarton/ideasman/")
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__version__ = "0.1"
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__bpydoc__ = """\
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Clean Weight
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This Script is to be used only in weight paint mode,
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It removes very low weighted verts from the current group with a weight option.
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"""
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Script copyright (C) Campbell J 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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from Blender import *
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import BPyMesh
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reload(BPyMesh)
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def vertexFakeAO(me, PREF_BLUR_ITERATIONS, PREF_BLUR_SCALE, PREF_SEL_ONLY):
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V=Mathutils.Vector
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M=Mathutils.Matrix
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Ang= Mathutils.AngleBetweenVecs
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nos= BPyMesh.meshPrettyNormals(me)
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vert_tone= [0.0] * len(me.verts)
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vert_tone_list= [ [] for i in xrange(len(me.verts)) ]
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ed_face_users = [ [] for i in xrange(len(me.edges)) ]
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fcent= [BPyMesh.faceCent(f) for f in me.faces]
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min_tone=0
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max_tone=0
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for i, f in enumerate(me.faces):
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c= fcent[i]
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fno = f.no*0.0001
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for v in f.v:
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#vno=v.no # ugly normal
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vno= nos[v.index]*0.0001 # pretty notrmal
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l1= (c-v.co).length
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l2= ((c+fno) - (v.co+vno)).length
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if abs(l1-l2) < 0.0000001:
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vert_tone_list[v.index].append(0)
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continue # look at the next vert
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elif l1<l2: # face is facing away from the vert normal
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convex=1
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#if v.sel: print "convex"
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a= Ang(vno, fno)
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else: # l1>l2
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convex=-1# concave, darken.
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#if v.sel: print "concave"
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a= -Ang(vno, fno)
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#a= Ang(vno, fno) * convex
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#vert_tone[v.index] += a
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vert_tone_list[v.index].append(a)
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# average vert_tone_list into vert_tone
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for i, tones in enumerate(vert_tone_list):
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if tones:
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tone= 0.0
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for t in tones:
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tone+=t
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tone= tone/len(tones)
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vert_tone[i]= tone
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# BLUR TONE
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edge_lengths= [ ((ed.v1.co-ed.v2.co).length + 1) * PREF_BLUR_SCALE for ed in me.edges]
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for i in xrange(PREF_BLUR_ITERATIONS):
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orig_vert_tone= list(vert_tone)
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for ii, ed in enumerate(me.edges):
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i1= ed.v1.index
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i2= ed.v2.index
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l= edge_lengths[ii]
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vert_tone[i1]+= (orig_vert_tone[i2]/len(vert_tone_list[i1]))/ l
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vert_tone[i2]+= (orig_vert_tone[i1]/len(vert_tone_list[i2]))/ l
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min_tone= min(vert_tone)
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max_tone= max(vert_tone)
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#print 'min', min_tone, 'max', max_tone
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tone_range= max_tone-min_tone
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if max_tone==min_tone:
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return
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SELFLAG= Mesh.FaceFlags.SELECT
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for f in me.faces:
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if not PREF_SEL_ONLY or f.flag & SELFLAG:
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for i, v in enumerate(f.v):
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tone= vert_tone[v.index]
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tone= tone-min_tone
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tone= (tone/tone_range)
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tone= int(tone*255)
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f.col[i].r= f.col[i].g= f.col[i].b= tone
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def main():
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scn= Scene.GetCurrent()
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ob= scn.getActiveObject()
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if not ob or ob.getType() != 'Mesh':
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Draw.PupMenu('Error, no active mesh object, aborting.')
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return
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me= ob.getData(mesh=1)
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if not me.faceUV:
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Draw.PupMenu('Error, The active mesh does not have texface/vertex colors. aborting')
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return
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PREF_BLUR_ITERATIONS= Draw.Create(0)
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PREF_BLUR_SCALE= Draw.Create(1.0)
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PREF_SEL_ONLY= Draw.Create(1)
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pup_block= [\
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'Post AO Blur',\
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(' Iterations:', PREF_BLUR_ITERATIONS, 1, 40, 'Number times to blur the colors. (higher blurs more)'),\
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(' Blur Radius:', PREF_BLUR_SCALE, 0.1, 10.0, 'How much distance effects blur transfur (higher blurs more).'),\
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('Sel Faces Only', PREF_SEL_ONLY, 'Only apply to UV/Face selected faces (mix vpain/uvface select).'),\
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]
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if not Draw.PupBlock('Clean Selected Meshes...', pup_block):
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return
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PREF_BLUR_ITERATIONS= PREF_BLUR_ITERATIONS.val
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PREF_BLUR_SCALE= PREF_BLUR_SCALE.val
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PREF_SEL_ONLY= PREF_SEL_ONLY.val
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vertexFakeAO(me, PREF_BLUR_ITERATIONS, PREF_BLUR_SCALE, PREF_SEL_ONLY)
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if __name__=='__main__':
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main()
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