blender/release/scripts/uv_from_adjacent.py
Campbell Barton 219a6b245c vertexpaint_selfshadow_ao adds face uv to the mesh if there not alredy there...
added GPL header and docstrings to other scripts

removed double batch_name_edit, same file is object_batch_name_edit
2006-07-08 06:14:45 +00:00

119 lines
3.6 KiB
Python

#!BPY
"""
Name: 'UVs from adjacent'
Blender: 241
Group: 'UV'
Tooltip: 'Assign UVs to selected faces from surrounding unselected faces.'
"""
__author__ = "Campbell Barton"
__url__ = ("blender", "elysiun")
__version__ = "1.0 2006/02/07"
__bpydoc__ = """\
This script sets the UV mapping and image of selected faces from adjacent unselected faces.
Use this script in face select mode for texturing between textured faces.
"""
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Campbell J 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 *
def mostUsedImage(imageList): # Returns the image most used in the list.
if not imageList:
return None
elif len(imageList) < 3:
return imageList[0]
# 3+ Images, Get the most used image for surrounding faces.
imageCount = {}
for image in imageList:
try:
imageCount[image.name]['imageCount'] +=1 # an extra user of this image
except:
imageCount[image.name] = {'imageCount':1, 'blenderImage':image} # start with 1 user.
# Now a list of tuples, (imageName, {imageCount, image})
imageCount = imageCount.items()
imageCount.sort(lambda a,b: cmp(a[1], b[1]))
return imageCount[-1][1]['blenderImage']
def main():
scn = Scene.GetCurrent()
ob = scn.getActiveObject()
if ob == None or ob.getType() != 'Mesh':
Draw.PupMenu('ERROR: No mesh object in face select mode.')
return
me = ob.getData(mesh=1)
if not me.faceUV:
Draw.PupMenu('ERROR: No mesh object in face select mode.')
return
SEL_FLAG = Mesh.FaceFlags['SELECT']
selfaces = [f for f in me.faces if f.flag & SEL_FLAG]
unselfaces = [f for f in me.faces if not f.flag & SEL_FLAG]
# Gather per Vert UV and Image, store in vertUvAverage
vertUvAverage = [{'averageUv':[], 'vertImages':[]} for i in xrange(len(me.verts))]
for f in unselfaces: # Unselected faces only.
if f.image:
for i,v in enumerate(f.v):
vertUvAverage[v.index]['averageUv'].append(f.uv[i])
vertUvAverage[v.index]['vertImages'].append(f.image)
# Average per vectex UV coords
for vertUvData in vertUvAverage:
uvList = vertUvData['averageUv']
if uvList:
# Convert from a list of vectors into 1 vector.
vertUvData['averageUv'] = reduce(lambda a,b: a+b, uvList, Mathutils.Vector(0,0)) * (1.0/len(uvList))
else:
vertUvData['averageUv'] = None
# Assign to selected faces
for f in selfaces:
uvlist = []
imageList = []
for i,v in enumerate(f.v):
uv = vertUvAverage[v.index]['averageUv']
vImages = vertUvAverage[v.index]['vertImages']
uvlist.append( uv )
imageList.extend(vImages)
if None not in uvlist:
# all the faces images used by this faces vert. some faces will be added twice but thats ok.
# Get the most used image and assign to the face.
image = mostUsedImage(imageList)
print uvlist
f.uv = tuple(uvlist)
f.image = image
f.mode |= Mesh.FaceModes['TEX']
if __name__ == '__main__':
main()