blender/release/scripts/bpymodules/BPyMesh.py
Campbell Barton 8537a4d471 Fixed some evil bugs in the poly reducer messing up UV's every now and then.
Added support for "Weighted Collapse" Before an edge could only collapse into its middle,
Now the edge collapses into a point bias'd by the 2 verts Concave/Convec "Pointyness" value as well as boundry weighting.
This works much better for boundry verts. - UV's Vcols and Weights are correctly interpolated into the new location.

Added a tool in the mesh menu for accessing the poly reduction tool.
2006-05-18 02:22:05 +00:00

536 lines
14 KiB
Python

import Blender
import BPyMesh_redux
reload(BPyMesh_redux)
def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=5.0, FACE_AREA_WEIGHT=1.0, FACE_TRIANGULATE=True, DO_UV=True, DO_VCOL=True, DO_WEIGHTS=True):
if REDUX<0 or REDUX>1.0:
raise 'Error, factor must be between 0 and 1.0'
BPyMesh_redux.redux(ob, REDUX, BOUNDRY_WEIGHT, FACE_AREA_WEIGHT, FACE_TRIANGULATE, DO_UV, DO_VCOL, DO_WEIGHTS)
def meshWeight2Dict(me):
''' Takes a mesh and return its group names and a list of dicts, one dict per vertex.
using the group as a key and a float value for the weight.
These 2 lists can be modified and then used with dict2MeshWeight to apply the changes.
'''
vWeightDict= [dict() for i in xrange(len(me.verts))] # Sync with vertlist.
# Clear the vert group.
groupNames= me.getVertGroupNames()
for group in groupNames:
for index, weight in me.getVertsFromGroup(group, 1): # (i,w) tuples.
vWeightDict[index][group]= weight
# removed this because me may be copying teh vertex groups.
#for group in groupNames:
# me.removeVertGroup(group)
return groupNames, vWeightDict
def dict2MeshWeight(me, groupNames, vWeightDict):
''' Takes a list of groups and a list of vertex Weight dicts as created by meshWeight2Dict
and applys it to the mesh.'''
if len(vWeightDict) != len(me.verts):
raise 'Error, Lists Differ in size, do not modify your mesh.verts before updating the weights'
# Clear the vert group.
currentGroupNames= me.getVertGroupNames()
for group in currentGroupNames:
if group not in groupNames:
me.removeVertGroup(group) # messes up the active group.
else:
me.removeVertsFromGroup(group)
# Add clean unused vert groupNames back
currentGroupNames= me.getVertGroupNames()
for group in groupNames:
if group not in currentGroupNames:
me.addVertGroup(group)
add_ = Blender.Mesh.AssignModes.ADD
vertList= [None]
for i, v in enumerate(me.verts):
vertList[0]= i
for group, weight in vWeightDict[i].iteritems():
try:
me.assignVertsToGroup(group, vertList, min(1, max(0, weight)), add_)
except:
pass # vert group is not used anymore.
me.update()
def dictWeightMerge(dict_weights):
'''
Takes dict weight list and merges into 1 weight dict item and returns it
'''
if not dict_weights:
return {}
keys= []
for weight in dict_weights:
keys.extend([ (k, 0.0) for k in weight.iterkeys() ])
new_wdict = dict(keys)
len_dict_weights= len(dict_weights)
for weight in dict_weights:
for group, value in weight.iteritems():
new_wdict[group] += value/len_dict_weights
return new_wdict
FLIPNAMES=[\
('Left','Right'),\
('_L','_R'),\
('-L','-R'),\
('.L','.R'),\
]
def dictWeightFlipGroups(dict_weight, groupNames, createNewGroups):
'''
Returns a weight with flip names
dict_weight - 1 vert weight.
groupNames - because we may need to add new group names.
dict_weight - Weather to make new groups where needed.
'''
def flipName(name):
for n1,n2 in FLIPNAMES:
for nA, nB in ( (n1,n2), (n1.lower(),n2.lower()), (n1.upper(),n2.upper()) ):
if createNewGroups:
newName= name.replace(nA,nB)
if newName!=name:
if newName not in groupNames:
groupNames.append(newName)
return newName
newName= name.replace(nB,nA)
if newName!=name:
if newName not in groupNames:
groupNames.append(newName)
return newName
else:
newName= name.replace(nA,nB)
if newName!=name and newName in groupNames:
return newName
newName= name.replace(nB,nA)
if newName!=name and newName in groupNames:
return newName
return name
if not dict_weight:
return dict_weight, groupNames
new_wdict = {}
for group, weight in dict_weight.iteritems():
flipname= flipName(group)
new_wdict[flipname]= weight
return new_wdict, groupNames
def getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None):
'''
ob - the object that you want to get the mesh from
container_mesh - a Blender.Mesh type mesh that is reused to avoid a new datablock per call to getMeshFromObject
apply_modifiers - if enabled, subsurf bones etc. will be applied to the returned mesh. disable to get a copy of the mesh.
vgroup - For mesh objects only, apply the vgroup to the the copied mesh. (slower)
scn - Scene type. avoids getting the current scene each time getMeshFromObject is called.
Returns Mesh or None
'''
if not scn:
scn= Blender.Scene.GetCurrent()
if not container_mesh:
mesh = Blender.Mesh.New()
else:
mesh= container_mesh
mesh.verts= None
type = ob.getType()
dataname = ob.getData(1)
tempob= None
if apply_modifiers or type != 'Mesh':
try:
mesh.getFromObject(ob.name)
except:
return None
else:
'''
Dont apply modifiers, copy the mesh.
So we can transform the data. its easiest just to get a copy of the mesh.
'''
tempob= Blender.Object.New('Mesh')
tempob.shareFrom(ob)
scn.link(tempob)
mesh.getFromObject(tempob.name)
scn.unlink(tempob)
if type == 'Mesh':
if vgroups:
if tempob==None:
tempob= Blender.Object.New('Mesh')
tempob.link(mesh)
try:
# Copy the influences if possible.
groupNames, vWeightDict= meshWeight2Dict(tempMe)
dict2MeshWeight(mesh, groupNames, vWeightDict)
except:
# if the modifier changes the vert count then it messes it up for us.
pass
return mesh
type_tuple= type( (0,) )
type_list= type( [] )
def ngon(from_data, indices):
'''
takes a polyline of indices (fgon)
and returns a list of face indicie lists.
Designed to be used for importers that need indices for an fgon to create from existing verts.
from_data is either a mesh, or a list/tuple of vectors.
'''
Mesh= Blender.Mesh
Window= Blender.Window
Scene= Blender.Scene
Object= Blender.Object
if len(indices) < 4:
return [indices]
temp_mesh_name= '~NGON_TEMP~'
is_editmode= Window.EditMode()
if is_editmode:
Window.EditMode(0)
try:
temp_mesh = Mesh.Get(temp_mesh_name)
if temp_mesh.users!=0:
temp_mesh = Mesh.New(temp_mesh_name)
except:
temp_mesh = Mesh.New(temp_mesh_name)
if type(from_data) in (type_tuple, type_list):
# From a list/tuple of vectors
temp_mesh.verts.extend( [from_data[i] for i in indices] )
temp_mesh.edges.extend( [(temp_mesh.verts[i], temp_mesh.verts[i-1]) for i in xrange(len(temp_mesh.verts))] )
else:
# From a mesh
temp_mesh.verts.extend( [from_data.verts[i].co for i in indices] )
temp_mesh.edges.extend( [(temp_mesh.verts[i], temp_mesh.verts[i-1]) for i in xrange(len(temp_mesh.verts))] )
oldmode = Mesh.Mode()
Mesh.Mode(Mesh.SelectModes['VERTEX'])
for v in temp_mesh.verts:
v.sel= 1
# Must link to scene
scn= Scene.GetCurrent()
temp_ob= Object.New('Mesh')
temp_ob.link(temp_mesh)
scn.link(temp_ob)
temp_mesh.fill()
scn.unlink(temp_ob)
Mesh.Mode(oldmode)
new_indices= [ [v.index for v in f.v] for f in temp_mesh.faces ]
if not new_indices: # JUST DO A FAN, Cant Scanfill
print 'Warning Cannot scanfill!- Fallback on a triangle fan.'
new_indices = [ [indices[0], indices[i-1], indices[i]] for i in xrange(2, len(indices)) ]
else:
# Use real scanfill.
# See if its flipped the wrong way.
flip= None
for fi in new_indices:
if flip != None:
break
for i, vi in enumerate(fi):
if vi==0 and fi[i-1]==1:
flip= False
break
elif vi==1 and fi[i-1]==0:
flip= True
break
if not flip:
for fi in new_indices:
fi.reverse()
if is_editmode:
Window.EditMode(1)
# Save some memory and forget about the verts.
# since we cant unlink the mesh.
temp_mesh.verts= None
return new_indices
# EG
'''
scn= Scene.GetCurrent()
me = scn.getActiveObject().getData(mesh=1)
ind= [v.index for v in me.verts if v.sel] # Get indices
indices = ngon(me, ind) # fill the ngon.
# Extand the faces to show what the scanfill looked like.
print len(indices)
me.faces.extend([[me.verts[ii] for ii in i] for i in indices])
'''
def meshCalcNormals(me):
'''
takes a mesh and returns very high quality normals 1 normal per vertex.
The normals should be correct, indipendant of topology
'''
Ang= Blender.Mathutils.AngleBetweenVecs
Vector= Blender.Mathutils.Vector
SMALL_NUM=0.000001
# Weight the edge normals by total angle difference
# EDGE METHOD
vertNormals= [ Vector() for v in xrange(len(me.verts)) ]
edges={}
for f in me.faces:
for i in xrange(len(f.v)):
i1, i2= f.v[i].index, f.v[i-1].index
if i1<i2:
i1,i2= i2,i1
try:
edges[i1, i2].append(f.no)
except:
edges[i1, i2]= [f.no]
# Weight the edge normals by total angle difference
for fnos in edges.itervalues():
len_fnos= len(fnos)
if len_fnos>1:
totAngDiff=0
for j in reversed(xrange(len_fnos)):
for k in reversed(xrange(j)):
#print j,k
try:
totAngDiff+= (Ang(fnos[j], fnos[k])) # /180 isnt needed, just to keeop the vert small.
except:
pass # Zero length face
# print totAngDiff
if totAngDiff > SMALL_NUM:
'''
average_no= Vector()
for no in fnos:
average_no+=no
'''
average_no= reduce(lambda a,b: a+b, fnos, Vector())
fnos.append(average_no*totAngDiff) # average no * total angle diff
#else:
# fnos[0]
else:
fnos.append(fnos[0])
for ed, v in edges.iteritems():
vertNormals[ed[0]]+= v[-1]
vertNormals[ed[1]]+= v[-1]
for i, v in enumerate(vertNormals):
me.verts[i].no= v
def pointInsideMesh(ob, pt):
Intersect = Blender.Mathutils.Intersect # 2 less dict lookups.
Vector = Blender.Mathutils.Vector
def ptInFaceXYBounds(f, pt):
co= f.v[0].co
xmax= xmin= co.x
ymax= ymin= co.y
co= f.v[1].co
xmax= max(xmax, co.x)
xmin= min(xmin, co.x)
ymax= max(ymax, co.y)
ymin= min(ymin, co.y)
co= f.v[2].co
xmax= max(xmax, co.x)
xmin= min(xmin, co.x)
ymax= max(ymax, co.y)
ymin= min(ymin, co.y)
if len(f.v)==4:
co= f.v[3].co
xmax= max(xmax, co.x)
xmin= min(xmin, co.x)
ymax= max(ymax, co.y)
ymin= min(ymin, co.y)
# Now we have the bounds, see if the point is in it.
if\
pt.x < xmin or\
pt.y < ymin or\
pt.x > xmax or\
pt.y > ymax:
return False # point is outside face bounds
else:
return True # point inside.
#return xmax, ymax, xmin, ymin
def faceIntersect(f):
isect = Intersect(f.v[0].co, f.v[1].co, f.v[2].co, ray, obSpacePt, 1) # Clipped.
if not isect and len(f.v) == 4:
isect = Intersect(f.v[0].co, f.v[2].co, f.v[3].co, ray, obSpacePt, 1) # Clipped.
if isect and isect.z > obSpacePt.z: # This is so the ray only counts if its above the point.
return True
else:
return False
obImvMat = Blender.Mathutils.Matrix(ob.matrixWorld)
obImvMat.invert()
pt.resize4D()
obSpacePt = pt* obImvMat
pt.resize3D()
obSpacePt.resize3D()
ray = Vector(0,0,-1)
me= ob.getData(mesh=1)
# Here we find the number on intersecting faces, return true if an odd number (inside), false (outside) if its true.
return len([None for f in me.faces if ptInFaceXYBounds(f, obSpacePt) if faceIntersect(f)]) % 2
# NMesh wrapper
Vector= Blender.Mathutils.Vector
class NMesh(object):
__slots__= 'verts', 'faces', 'edges', 'faceUV', 'materials', 'realmesh'
def __init__(self, mesh):
'''
This is an NMesh wrapper that
mesh is an Mesh as returned by Blender.Mesh.New()
This class wraps NMesh like access into Mesh
Running NMesh.update() - with this wrapper,
Will update the realmesh.
'''
self.verts= []
self.faces= []
self.edges= []
self.faceUV= False
self.materials= []
self.realmesh= mesh
def addFace(self, nmf):
self.faces.append(nmf)
def Face(self, v=[]):
return NMFace(v)
def Vert(self, x,y,z):
return NMVert(x,y,z)
def hasFaceUV(self, flag):
if flag:
self.faceUV= True
else:
self.faceUV= False
def addMaterial(self, mat):
self.materials.append(mat)
def update(self, recalc_normals=False): # recalc_normals is dummy
mesh= self.realmesh
mesh.verts= None # Clears the
# Add in any verts from faces we may have not added.
for nmf in self.faces:
for nmv in nmf.v:
if nmv.index==-1:
nmv.index= len(self.verts)
self.verts.append(nmv)
mesh.verts.extend([nmv.co for nmv in self.verts])
for i, nmv in enumerate(self.verts):
nmv.index= i
mv= mesh.verts[i]
mv.sel= nmv.sel
good_faces= [nmf for nmf in self.faces if len(nmf.v) in (3,4)]
#print len(good_faces), 'AAA'
#mesh.faces.extend([nmf.v for nmf in self.faces])
mesh.faces.extend([[mesh.verts[nmv.index] for nmv in nmf.v] for nmf in good_faces])
if len(mesh.faces):
if self.faceUV:
mesh.faceUV= 1
#for i, nmf in enumerate(self.faces):
for i, nmf in enumerate(good_faces):
mf= mesh.faces[i]
if self.faceUV:
if len(nmf.uv) == len(mf.v):
mf.uv= [Vector(uv[0], uv[1]) for uv in nmf.uv]
if len(nmf.col) == len(mf.v):
for c, i in enumerate(mf.col):
c.r, c.g, c.b= nmf.col[i].r, nmf.col[i].g, nmf.col[i].b
if nmf.image:
mf.image= nmf.image
mesh.materials= self.materials[:16]
class NMVert(object):
__slots__= 'co', 'index', 'no', 'sel', 'uvco'
def __init__(self, x,y,z):
self.co= Vector(x,y,z)
self.index= None # set on appending.
self.no= Vector(0,0,1) # dummy
self.sel= 0
self.uvco= None
class NMFace(object):
__slots__= 'col', 'flag', 'hide', 'image', 'mat', 'materialIndex', 'mode', 'normal',\
'sel', 'smooth', 'transp', 'uv', 'v'
def __init__(self, v=[]):
self.col= []
self.flag= 0
self.hide= 0
self.image= None
self.mat= 0 # materialIndex needs support too.
self.mode= 0
self.normal= Vector(0,0,1)
self.uv= []
self.sel= 0
self.smooth= 0
self.transp= 0
self.uv= []
self.v= [] # a list of nmverts.
class NMCol(object):
__slots__ = 'r', 'g', 'b', 'a'
def __init__(self):
self.r= 255
self.g= 255
self.b= 255
self.a= 255