forked from bartvdbraak/blender
219a6b245c
added GPL header and docstrings to other scripts removed double batch_name_edit, same file is object_batch_name_edit
200 lines
5.2 KiB
Python
200 lines
5.2 KiB
Python
#!BPY
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"""
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Name: 'Relax selected UVs.'
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Blender: 237
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Group: 'UV'
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Tooltip: 'Relaxes selected UVs '
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"""
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__author__ = "Campbell Barton"
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__url__ = ("blender", "elysiun")
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__version__ = "1.0 2006/02/07"
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__bpydoc__ = """\
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This script relaxes selected UV verts in relation to there surrounding geometry.
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Use this script in face select mode.
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Left Click to finish or wait until no more relaxing can be done.
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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 Scene, Object, Mesh, Window
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from Blender.Mathutils import Vector
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class relaxVert(object):
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__slots__= 'bvert', 'edges', 'bfaces', 'uv', 'sel'
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def __init__(self, bvert):
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self.bvert= bvert
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self.edges= []
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self.bfaces= [] # list pf tuples, bface and this verts index in the bface.
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self.uv= Vector(0,0)
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self.sel= False
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def setBFaceUV(self):
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x= self.uv.x
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y= self.uv.y
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for bface,i in self.bfaces:
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bface.uv[i].x= x
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bface.uv[i].y= y
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class relaxEdge(object):
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__slots__= 'v1', 'v2', 'length3d', 'lengthUv', 'lengthUvOrig'
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def __init__(self, v1,v2):
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self.v1= v1
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self.v2= v2
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self.length3d= (v1.bvert.co-v2.bvert.co).length
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self.lengthUv= None
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self.lengthUvOrig= None
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def otherVert(self, v):
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if v==self.v1 and v!=self.v2:
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return self.v2
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elif v==self.v2 and v!=self.v1:
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return self.v1
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else:
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raise 'Vert not in edge'
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def setUvLength(self):
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self.lengthUv= (self.v1.uv - self.v2.uv).length
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if self.lengthUvOrig==None:
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self.lengthUvOrig= self.lengthUv
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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 mesh object in face select mode.')
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return
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me= ob.getData(mesh=1)
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def sortPair(a,b):
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return min(a,b), max(a,b)
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# Build edge data from faces.
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relaxEdgeDict= {}
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relaxVertList= [relaxVert(v) for v in me.verts]
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tempVertUVList = [Vector(0,0,0) for v in me.verts] # Z is an int for scaling the first 2 values.
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for f in me.faces:
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for i in xrange(len(f.v)):
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v1,v2= f.v[i], f.v[i-1]
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key= sortPair(v1.index, v2.index)
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rv1= relaxVertList[v1.index]
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rv2= relaxVertList[v2.index]
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try: # Do nothing if we exist.
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tmpEdge= relaxEdgeDict[key]
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except:
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tmpEdge= relaxEdgeDict[key]= relaxEdge(rv1,rv2)
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# Add the edges to the face.
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rv1.edges.append(tmpEdge)
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rv2.edges.append(tmpEdge)
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# Will get to all v1's no need to add both per edge.
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rv1.bfaces.append( (f, i) )
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tempVertUVList[v1.index].x += f.uv[i].x
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tempVertUVList[v1.index].y += f.uv[i].y
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tempVertUVList[v1.index].z+=1
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if f.uvSel[i]:
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rv1.sel= True
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# Now average UV's into the relaxVerts
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for i, rv in enumerate(relaxVertList):
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if tempVertUVList[i].z > 0:
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newUV= tempVertUVList[i] * (1/tempVertUVList[i].z)
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rv.uv.x= newUV.x
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rv.uv.y= newUV.y
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del tempVertUVList
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# Loop while the button is held, so clicking on a menu wont immediatly exit.
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while Window.GetMouseButtons() & Window.MButs['L']:
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pass
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# NOW RELAX
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#ITERATIONS=1000
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#for iter in range(ITERATIONS):
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Window.DrawProgressBar(0.0, '')
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iter=0
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while not Window.GetMouseButtons() & Window.MButs['L']:
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tempUV= Vector(0,0)
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iter+=1
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if not iter%10:
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Window.DrawProgressBar(0.1, 'Left Mouse to Exit %i' % iter)
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# Set the uv lengths each iteration.
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for re in relaxEdgeDict.itervalues():
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re.setUvLength()
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changed=False
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for rv in relaxVertList:
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if rv.sel:
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backupUV= rv.uv
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totUvLen= tot3dLen= 0
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for re in rv.edges:
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tot3dLen+= re.length3d
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totUvLen+= re.lengthUvOrig # So the UV edges dont keep growing.
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# the radio is the scaler between 3d space and UV space - so we can relax the UVs
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# so proportionaly the UV lengths match the 3d lengths.
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ratio = totUvLen/tot3dLen
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# Make a list of new UVs that match the 3d length of the edges.
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tempUV.y= tempUV.x= 0
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for re in rv.edges:
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otherRelaxVert= re.otherVert(rv)
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targetDist= re.length3d*ratio
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newUV= rv.uv-otherRelaxVert.uv
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newUV.normalize()
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newUV= newUV*targetDist
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#tempUVs.append(newUV+otherRelaxVert.uv)
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tempUV= tempUV+ ( (newUV+otherRelaxVert.uv) * (1/float(len(rv.edges))))
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if (rv.uv!=tempUV):
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changed= True
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rv.uv= (rv.uv+tempUV)* 0.5
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if not changed:
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break
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# Connection data done.
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for rv in relaxVertList:
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if rv.sel:
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rv.setBFaceUV()
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me.update()
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Window.RedrawAll()
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Window.DrawProgressBar(1.0, '')
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if __name__=='__main__':
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main() |