forked from bartvdbraak/blender
aee06ac0d0
using the last selected face was almost good enough however when selecting verts and edges the last selected face would become inactive and the space image would flicker about too much. The active face is used for getting the space image at the moment and keeps scripts that use this flag working also. This has 2 commands to get and set, so the variable is not accessed directly. all "UV Calculate" scripts work now last commit crashed when in solid draw mode, it seems subsurf modifier is ignoring the displayMask since MTFACE is available. just made it do a null check for now. uvcalc_follow_active_coords.py - should be done inC and put in the snap menu.
253 lines
7.8 KiB
Python
253 lines
7.8 KiB
Python
#!BPY
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"""
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Name: 'Follow Active (quads)'
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Blender: 242
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Group: 'UVCalculation'
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Tooltip: 'Follow from active quads.'
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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 sets the UV mapping and image of selected faces from adjacent unselected faces.
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for full docs see...
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http://mediawiki.blender.org/index.php/Scripts/Manual/UV_Calculate/Follow_active_quads
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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 bpy
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import BPyMesh
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def extend():
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sce = bpy.data.scenes.active
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ob = sce.objects.active
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# print ob, ob.type
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if ob == None or ob.type != 'Mesh':
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Draw.PupMenu('ERROR: No mesh object.')
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return
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# Toggle Edit mode
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is_editmode = Window.EditMode()
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if is_editmode:
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Window.EditMode(0)
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me = ob.getData(mesh=1)
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me_verts = me.verts
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# 0:normal extend, 1:edge length
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EXTEND_MODE = Draw.PupMenu("Use Face Area%t|Loop Average%x2|None%x0")
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if EXTEND_MODE == -1:
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return
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Window.WaitCursor(1)
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t = sys.time()
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edge_average_lengths = {}
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OTHER_INDEX = 2,3,0,1
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FAST_INDICIES = 0,2,1,3 # order is faster
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def extend_uvs(face_source, face_target, edge_key):
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'''
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Takes 2 faces,
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Projects its extends its UV coords onto the face next to it.
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Both faces must share an edge.
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'''
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def face_edge_vs(vi):
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# assunme a quad
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return [(vi[0], vi[1]), (vi[1], vi[2]), (vi[2], vi[3]), (vi[3], vi[0])]
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uvs_source = face_source.uv
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uvs_target = face_target.uv
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vidx_source = [v.index for v in face_source]
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vidx_target = [v.index for v in face_target]
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# vertex index is the key, uv is the value
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uvs_vhash_source = dict( [ (vindex, uvs_source[i]) for i, vindex in enumerate(vidx_source)] )
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uvs_vhash_target = dict( [ (vindex, uvs_target[i]) for i, vindex in enumerate(vidx_target)] )
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edge_idxs_source = face_edge_vs(vidx_source)
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edge_idxs_target = face_edge_vs(vidx_target)
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source_matching_edge = -1
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target_matching_edge = -1
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edge_key_swap = edge_key[1], edge_key[0]
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try: source_matching_edge = edge_idxs_source.index(edge_key)
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except: source_matching_edge = edge_idxs_source.index(edge_key_swap)
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try: target_matching_edge = edge_idxs_target.index(edge_key)
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except: target_matching_edge = edge_idxs_target.index(edge_key_swap)
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edgepair_inner_source = edge_idxs_source[source_matching_edge]
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edgepair_inner_target = edge_idxs_target[target_matching_edge]
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edgepair_outer_source = edge_idxs_source[OTHER_INDEX[source_matching_edge]]
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edgepair_outer_target = edge_idxs_target[OTHER_INDEX[target_matching_edge]]
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if edge_idxs_source[source_matching_edge] == edge_idxs_target[target_matching_edge]:
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iA= 0; iB= 1 # Flipped, most common
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else: # The normals of these faces must be different
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iA= 1; iB= 0
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# Set the target UV's touching source face, no tricky calc needed,
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uvs_vhash_target[edgepair_inner_target[0]][:] = uvs_vhash_source[edgepair_inner_source[iA]]
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uvs_vhash_target[edgepair_inner_target[1]][:] = uvs_vhash_source[edgepair_inner_source[iB]]
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# Set the 2 UV's on the target face that are not touching
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# for this we need to do basic expaning on the source faces UV's
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if EXTEND_MODE == 2:
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try: # divide by zero is possible
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'''
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measure the length of each face from the middle of each edge to the opposite
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allong the axis we are copying, use this
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'''
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i1a= edgepair_outer_target[iB]
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i2a= edgepair_inner_target[iA]
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if i1a>i2a: i1a, i2a = i2a, i1a
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i1b= edgepair_outer_source[iB]
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i2b= edgepair_inner_source[iA]
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if i1b>i2b: i1b, i2b = i2b, i1b
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# print edge_average_lengths
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factor = edge_average_lengths[i1a, i2a][0] / edge_average_lengths[i1b, i2b][0]
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except:
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# Div By Zero?
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factor = 1.0
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uvs_vhash_target[edgepair_outer_target[iB]][:] = uvs_vhash_source[edgepair_inner_source[0]] +factor * (uvs_vhash_source[edgepair_inner_source[0]] - uvs_vhash_source[edgepair_outer_source[1]])
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uvs_vhash_target[edgepair_outer_target[iA]][:] = uvs_vhash_source[edgepair_inner_source[1]] +factor * (uvs_vhash_source[edgepair_inner_source[1]] - uvs_vhash_source[edgepair_outer_source[0]])
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else:
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# same as above but with no factor
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uvs_vhash_target[edgepair_outer_target[iB]][:] = uvs_vhash_source[edgepair_inner_source[0]] + (uvs_vhash_source[edgepair_inner_source[0]] - uvs_vhash_source[edgepair_outer_source[1]])
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uvs_vhash_target[edgepair_outer_target[iA]][:] = uvs_vhash_source[edgepair_inner_source[1]] + (uvs_vhash_source[edgepair_inner_source[1]] - uvs_vhash_source[edgepair_outer_source[0]])
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if not me.faceUV:
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Draw.PupMenu('ERROR: Mesh has no face UV coords.')
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return
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face_act = me.activeFace
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if face_act == -1:
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Draw.PupMenu('ERROR: No active face')
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return
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face_sel= [f for f in me.faces if len(f) == 4 and f.sel]
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face_act_local_index = -1
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for i, f in enumerate(face_sel):
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if f.index == face_act:
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face_act_local_index = i
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break
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if face_act_local_index == -1:
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Draw.PupMenu('ERROR: Active face not selected')
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return
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# Modes
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# 0 unsearched
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# 1:mapped, use search from this face. - removed!!
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# 2:all siblings have been searched. dont search again.
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face_modes = [0] * len(face_sel)
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face_modes[face_act_local_index] = 1 # extend UV's from this face.
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# Edge connectivty
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edge_faces = {}
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for i, f in enumerate(face_sel):
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for edkey in f.edge_keys:
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try: edge_faces[edkey].append(i)
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except: edge_faces[edkey] = [i]
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SEAM = Mesh.EdgeFlags.SEAM
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if EXTEND_MODE == 2:
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edge_loops = BPyMesh.getFaceLoopEdges(face_sel, [ed.key for ed in me.edges if ed.flag & SEAM] )
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me_verts = me.verts
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for loop in edge_loops:
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looplen = [0.0]
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for ed in loop:
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edge_average_lengths[ed] = looplen
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looplen[0] += (me_verts[ed[0]].co - me_verts[ed[1]].co).length
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looplen[0] = looplen[0] / len(loop)
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# remove seams, so we dont map accross seams.
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for ed in me.edges:
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if ed.flag & SEAM:
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# remove the edge pair if we can
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try: del edge_faces[ed.key]
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except: pass
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# Done finding seams
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# face connectivity - faces around each face
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# only store a list of indicies for each face.
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face_faces = [[] for i in xrange(len(face_sel))]
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for edge_key, faces in edge_faces.iteritems():
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if len(faces) == 2: # Only do edges with 2 face users for now
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face_faces[faces[0]].append((faces[1], edge_key))
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face_faces[faces[1]].append((faces[0], edge_key))
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# Now we know what face is connected to what other face, map them by connectivity
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ok = True
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while ok:
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ok = False
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for i in xrange(len(face_sel)):
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if face_modes[i] == 1: # searchable
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for f_sibling, edge_key in face_faces[i]:
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if face_modes[f_sibling] == 0:
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face_modes[f_sibling] = 1 # mapped and search from.
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extend_uvs(face_sel[i], face_sel[f_sibling], edge_key)
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face_modes[i] = 1 # we can map from this one now.
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ok= True # keep searching
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face_modes[i] = 2 # dont search again
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print sys.time() - t
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if is_editmode:
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Window.EditMode(1)
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else:
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me.update()
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Window.RedrawAll()
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Window.WaitCursor(0)
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if __name__ == '__main__':
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extend()
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