forked from bartvdbraak/blender
2b8bed8598
* stopped bpy from importing automaticaly as decieded in the meeting. * removed Blender.Main, since we agree it will be called bpy, renamed files also. * updated epydocs from this and last commit. * updated scripts to use bpy.*, and bugfix's for widgetwizard
654 lines
19 KiB
Python
654 lines
19 KiB
Python
# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# (C) Copyright 2006 MetaVR, Inc.
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# http://www.metavr.com
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# Written by Campbell 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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import Blender
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import bpy
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Vector= Blender.Mathutils.Vector
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Ang= Blender.Mathutils.AngleBetweenVecs
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CrossVecs= Blender.Mathutils.CrossVecs
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MidpointVecs= Blender.Mathutils.MidpointVecs
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import BPyMesh
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# If python version is less than 2.4, try to get set stuff from module
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try:
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set
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except:
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try:
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from sets import Set as set
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except:
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set= None
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def uv_key(uv):
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return round(uv.x, 5), round(uv.y, 5)
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def uv_key_mix(uv1, uv2, w1, w2):
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# Weighted mix. w1+w2==1.0
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return w1*uv1[0]+w2*uv2[0], w1*uv1[1]+w2*uv2[1]
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def col_key(col):
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return col.r, col.g, col.b
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def col_key_mix(col1, col2, w1, w2):
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# Weighted mix. w1+w2==1.0
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return int(w1*col1[0] + w2*col2[0]), int(w1*col1[1] + w2*col2[1]), int(w1*col1[2]+col2[2]*w2)
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def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEIGHT=1.0, FACE_TRIANGULATE=True, DO_UV=True, DO_VCOL=True, DO_WEIGHTS=True, VGROUP_INF_REDUX= None, VGROUP_INF_WEIGHT=0.5):
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"""
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BOUNDRY_WEIGHT - 0 is no boundry weighting. 2.0 will make them twice as unlikely to collapse.
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FACE_AREA_WEIGHT - 0 is no weight. 1 is normal, 2.0 is higher.
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"""
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if REDUX<0 or REDUX>1.0:
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raise 'Error, factor must be between 0 and 1.0'
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elif not set:
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raise 'Error, this function requires Python 2.4 or a full install of Python 2.3'
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BOUNDRY_WEIGHT= 1+BOUNDRY_WEIGHT
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""" # DEBUG!
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if Blender.Get('rt') == 1000:
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DEBUG=True
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else:
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DEBUG= False
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"""
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me= ob.getData(mesh=1)
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me.hide= False # unhide all data,.
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if len(me.faces)<5:
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return
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if FACE_TRIANGULATE or REMOVE_DOUBLES:
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me.sel= True
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if FACE_TRIANGULATE:
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me.quadToTriangle()
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if REMOVE_DOUBLES:
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me.remDoubles(0.0001)
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vgroups= me.getVertGroupNames()
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if not me.getVertGroupNames():
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DO_WEIGHTS= False
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if (VGROUP_INF_REDUX!= None and VGROUP_INF_REDUX not in vgroups) or\
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VGROUP_INF_WEIGHT==0.0:
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VGROUP_INF_REDUX= None
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try:
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VGROUP_INF_REDUX_INDEX= vgroups.index(VGROUP_INF_REDUX)
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except:
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VGROUP_INF_REDUX_INDEX= -1
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# del vgroups
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len_vgroups= len(vgroups)
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OLD_MESH_MODE= Blender.Mesh.Mode()
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Blender.Mesh.Mode(Blender.Mesh.SelectModes.VERTEX)
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if DO_UV and not me.faceUV:
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DO_UV= False
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if DO_VCOL and not me.vertexColors:
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DO_VCOL = False
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current_face_count= len(me.faces)
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target_face_count= int(current_face_count * REDUX)
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# % of the collapseable faces to collapse per pass.
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#collapse_per_pass= 0.333 # between 0.1 - lots of small nibbles, slow but high q. and 0.9 - big passes and faster.
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collapse_per_pass= 0.333 # between 0.1 - lots of small nibbles, slow but high q. and 0.9 - big passes and faster.
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"""# DEBUG!
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if DEBUG:
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COUNT= [0]
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def rd():
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if COUNT[0]< 330:
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COUNT[0]+=1
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return
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me.update()
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Blender.Window.RedrawAll()
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print 'Press key for next, count "%s"' % COUNT[0]
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try: input()
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except KeyboardInterrupt:
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raise "Error"
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except:
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pass
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COUNT[0]+=1
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"""
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class collapseEdge(object):
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__slots__ = 'length', 'key', 'faces', 'collapse_loc', 'v1', 'v2','uv1', 'uv2', 'col1', 'col2', 'collapse_weight'
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def __init__(self, ed):
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self.init_from_edge(ed) # So we can re-use the classes without using more memory.
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def init_from_edge(self, ed):
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self.key= ed.key
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self.length= ed.length
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self.faces= []
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self.v1= ed.v1
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self.v2= ed.v2
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if DO_UV or DO_VCOL:
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self.uv1= []
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self.uv2= []
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self.col1= []
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self.col2= []
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# self.collapse_loc= None # new collapse location.
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# Basic weighting.
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#self.collapse_weight= self.length * (1+ ((ed.v1.no-ed.v2.no).length**2))
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self.collapse_weight= 1.0
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def collapse_locations(self, w1, w2):
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'''
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Generate a smart location for this edge to collapse to
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w1 and w2 are vertex location bias
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'''
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v1co= self.v1.co
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v2co= self.v2.co
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v1no= self.v1.no
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v2no= self.v2.no
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# Basic operation, works fine but not as good as predicting the best place.
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#between= ((v1co*w1) + (v2co*w2))
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#self.collapse_loc= between
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# normalize the weights of each vert - se we can use them as scalers.
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wscale= w1+w2
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if not wscale: # no scale?
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w1=w2= 0.5
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else:
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w1/=wscale
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w2/=wscale
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length= self.length
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between= MidpointVecs(v1co, v2co)
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# Collapse
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# new_location = between # Replace tricky code below. this code predicts the best collapse location.
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# Make lines at right angles to the normals- these 2 lines will intersect and be
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# the point of collapsing.
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# Enlarge so we know they intersect: self.length*2
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cv1= CrossVecs(v1no, CrossVecs(v1no, v1co-v2co))
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cv2= CrossVecs(v2no, CrossVecs(v2no, v2co-v1co))
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# Scale to be less then the edge lengths.
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cv2.length = cv1.length = 1
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cv1 = cv1 * (length* 0.4)
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cv2 = cv2 * (length* 0.4)
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smart_offset_loc= between + (cv1 + cv2)
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# Now we need to blend between smart_offset_loc and w1/w2
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# you see were blending between a vert and the edges midpoint, so we cant use a normal weighted blend.
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if w1 > 0.5: # between v1 and smart_offset_loc
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#self.collapse_loc= v1co*(w2+0.5) + smart_offset_loc*(w1-0.5)
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w2*=2
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w1= 1-w2
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new_loc_smart= v1co*w1 + smart_offset_loc*w2
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else: # w between v2 and smart_offset_loc
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w1*=2
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w2= 1-w1
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new_loc_smart= v2co*w2 + smart_offset_loc*w1
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if new_loc_smart.x != new_loc_smart.x: # NAN LOCATION, revert to between
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new_loc_smart= None
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return new_loc_smart, between, v1co*0.99999 + v2co*0.00001, v1co*0.00001 + v2co*0.99999
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class collapseFace(object):
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__slots__ = 'verts', 'normal', 'area', 'index', 'orig_uv', 'orig_col', 'uv', 'col' # , 'collapse_edge_count'
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def __init__(self, f):
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self.init_from_face(f)
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def init_from_face(self, f):
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self.verts= f.v
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self.normal= f.no
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self.area= f.area
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self.index= f.index
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if DO_UV:
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self.orig_uv= [uv_key(uv) for uv in f.uv]
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self.uv= f.uv
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if DO_VCOL:
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self.orig_col= [col_key(col) for col in f.col]
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self.col= f.col
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collapse_edges= collapse_faces= None
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# So meshCalcNormals can avoid making a new list all the time.
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reuse_vertNormals= [ Vector() for v in xrange(len(me.verts)) ]
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while target_face_count <= len(me.faces):
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BPyMesh.meshCalcNormals(me, reuse_vertNormals)
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if DO_WEIGHTS:
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#groupNames, vWeightDict= BPyMesh.meshWeight2Dict(me)
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groupNames, vWeightList= BPyMesh.meshWeight2List(me)
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# THIS CRASHES? Not anymore.
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verts= list(me.verts)
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edges= list(me.edges)
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faces= list(me.faces)
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# THIS WORKS
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#verts= me.verts
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#edges= me.edges
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#faces= me.faces
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# if DEBUG: DOUBLE_CHECK= [0]*len(verts)
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me.sel= False
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if not collapse_faces: # Initialize the list.
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collapse_faces= [collapseFace(f) for f in faces]
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collapse_edges= [collapseEdge(ed) for ed in edges]
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else:
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for i, ed in enumerate(edges):
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collapse_edges[i].init_from_edge(ed)
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# Strip the unneeded end off the list
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collapse_edges[i+1:]= []
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for i, f in enumerate(faces):
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collapse_faces[i].init_from_face(f)
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# Strip the unneeded end off the list
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collapse_faces[i+1:]= []
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collapse_edges_dict= dict( [(ced.key, ced) for ced in collapse_edges] )
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# Store verts edges.
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vert_ed_users= [[] for i in xrange(len(verts))]
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for ced in collapse_edges:
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vert_ed_users[ced.key[0]].append(ced)
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vert_ed_users[ced.key[1]].append(ced)
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# Store face users
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vert_face_users= [[] for i in xrange(len(verts))]
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# Have decieded not to use this. area is better.
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#face_perim= [0.0]* len(me.faces)
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for ii, cfa in enumerate(collapse_faces):
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for i, v1 in enumerate(cfa.verts):
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vert_face_users[v1.index].append( (i,cfa) )
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# add the uv coord to the vert
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v2 = cfa.verts[i-1]
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i1= v1.index
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i2= v2.index
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if i1>i2: ced= collapse_edges_dict[i2,i1]
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else: ced= collapse_edges_dict[i1,i2]
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ced.faces.append(cfa)
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if DO_UV or DO_VCOL:
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# if the edge is flipped from its order in the face then we need to flip the order indicies.
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if cfa.verts[i]==ced.v1: i1,i2 = i, i-1
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else: i1,i2 = i-1, i
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if DO_UV:
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ced.uv1.append( cfa.orig_uv[i1] )
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ced.uv2.append( cfa.orig_uv[i2] )
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if DO_VCOL:
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ced.col1.append( cfa.orig_col[i1] )
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ced.col2.append( cfa.orig_col[i2] )
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# PERIMITER
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#face_perim[ii]+= ced.length
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# How weight the verts by the area of their faces * the normal difference.
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# when the edge collapses, to vert weights are taken into account
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vert_weights= [0.5] * len(verts)
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for ii, vert_faces in enumerate(vert_face_users):
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for f in vert_faces:
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try:
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no_ang= (Ang(verts[ii].no, f[1].normal)/180) * f[1].area
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except:
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no_ang= 1.0
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vert_weights[ii] += no_ang
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# Use a vertex group as a weighting.
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if VGROUP_INF_REDUX!=None:
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# Get Weights from a vgroup.
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"""
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vert_weights_map= [1.0] * len(verts)
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for i, wd in enumerate(vWeightDict):
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try: vert_weights_map[i]= 1+(wd[VGROUP_INF_REDUX] * VGROUP_INF_WEIGHT)
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except: pass
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"""
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vert_weights_map= [1+(wl[VGROUP_INF_REDUX_INDEX]*VGROUP_INF_WEIGHT) for wl in vWeightList ]
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# BOUNDRY CHECKING AND WEIGHT EDGES. CAN REMOVE
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# Now we know how many faces link to an edge. lets get all the boundry verts
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if BOUNDRY_WEIGHT > 0:
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verts_boundry= [1] * len(verts)
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#for ed_idxs, faces_and_uvs in edge_faces_and_uvs.iteritems():
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for ced in collapse_edges:
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if len(ced.faces) < 2:
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for key in ced.key: # only ever 2 key indicies.
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verts_boundry[key]= 2
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for ced in collapse_edges:
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b1= verts_boundry[ced.key[0]]
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b2= verts_boundry[ced.key[1]]
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if b1 != b2:
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# Edge has 1 boundry and 1 non boundry vert. weight higher
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ced.collapse_weight= BOUNDRY_WEIGHT
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#elif b1==b2==2: # if both are on a seam then weigh half as bad.
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# ced.collapse_weight= ((BOUNDRY_WEIGHT-1)/2) +1
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# weight the verts by their boundry status
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del b1
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del b2
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for ii, boundry in enumerate(verts_boundry):
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if boundry==2:
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vert_weights[ii] *= BOUNDRY_WEIGHT
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vert_collapsed= verts_boundry
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del verts_boundry
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else:
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vert_collapsed= [1] * len(verts)
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# Best method, no quick hacks here, Correction. Should be the best but needs tweaks.
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def ed_set_collapse_error(ced):
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# Use the vertex weights to bias the new location.
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new_locs= ced.collapse_locations(vert_weights[ced.key[0]], vert_weights[ced.key[1]])
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# Find the connecting faces of the 2 verts.
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i1, i2= ced.key
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test_faces= set()
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for i in (i1,i2): # faster then LC's
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for f in vert_face_users[i]:
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test_faces.add(f[1].index)
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for f in ced.faces:
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test_faces.remove(f.index)
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v1_orig= Vector(ced.v1.co)
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v2_orig= Vector(ced.v2.co)
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def test_loc(new_loc):
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'''
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Takes a location and tests the error without changing anything
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'''
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new_weight= ced.collapse_weight
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ced.v1.co= ced.v2.co= new_loc
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new_nos= [faces[i].no for i in test_faces]
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# So we can compare the befire and after normals
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ced.v1.co= v1_orig
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ced.v2.co= v2_orig
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# now see how bad the normals are effected
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angle_diff= 1.0
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for ii, i in enumerate(test_faces): # local face index, global face index
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cfa= collapse_faces[i] # this collapse face
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try:
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# can use perim, but area looks better.
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if FACE_AREA_WEIGHT:
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# Psudo code for wrighting
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# angle_diff= The before and after angle difference between the collapsed and un-collapsed face.
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# ... devide by 180 so the value will be between 0 and 1.0
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# ... add 1 so we can use it as a multiplyer and not make the area have no eefect (below)
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# area_weight= The faces original area * the area weight
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# ... add 1.0 so a small area face dosent make the angle_diff have no effect.
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#
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# Now multiply - (angle_diff * area_weight)
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# ... The weight will be a minimum of 1.0 - we need to subtract this so more faces done give the collapse an uneven weighting.
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angle_diff+= ((1+(Ang(cfa.normal, new_nos[ii])/180)) * (1+(cfa.area * FACE_AREA_WEIGHT))) -1 # 4 is how much to influence area
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else:
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angle_diff+= (Ang(cfa.normal), new_nos[ii])/180
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except:
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pass
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# This is very arbirary, feel free to modify
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try: no_ang= (Ang(ced.v1.no, ced.v2.no)/180) + 1
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except: no_ang= 2.0
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# do *= because we face the boundry weight to initialize the weight. 1.0 default.
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new_weight *= ((no_ang * ced.length) * (1-(1/angle_diff)))# / max(len(test_faces), 1)
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return new_weight
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# End testloc
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# Test the collapse locatons
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collapse_loc_best= None
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collapse_weight_best= 1000000000
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ii= 0
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for collapse_loc in new_locs:
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if collapse_loc: # will only ever fail if smart loc is NAN
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test_weight= test_loc(collapse_loc)
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if test_weight < collapse_weight_best:
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iii= ii
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collapse_weight_best = test_weight
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collapse_loc_best= collapse_loc
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ii+=1
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ced.collapse_loc= collapse_loc_best
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ced.collapse_weight= collapse_weight_best
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# are we using a weight map
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if VGROUP_INF_REDUX:
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v= vert_weights_map[i1]+vert_weights_map[i2]
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ced.collapse_weight*= v
|
|
# End collapse Error
|
|
|
|
# We can calculate the weights on __init__ but this is higher qualuity.
|
|
for ced in collapse_edges:
|
|
if ced.faces: # dont collapse faceless edges.
|
|
ed_set_collapse_error(ced)
|
|
|
|
# Wont use the function again.
|
|
del ed_set_collapse_error
|
|
# END BOUNDRY. Can remove
|
|
|
|
# sort by collapse weight
|
|
try: collapse_edges.sort(key = lambda ced: ced.collapse_weight) # edges will be used for sorting
|
|
except: collapse_edges.sort(lambda ced1, ced2: cmp(ced1.collapse_weight, ced2.collapse_weight)) # edges will be used for sorting
|
|
|
|
|
|
vert_collapsed= [0]*len(verts)
|
|
|
|
collapse_edges_to_collapse= []
|
|
|
|
# Make a list of the first half edges we can collapse,
|
|
# these will better edges to remove.
|
|
collapse_count=0
|
|
for ced in collapse_edges:
|
|
if ced.faces:
|
|
i1, i2= ced.key
|
|
# Use vert selections
|
|
if vert_collapsed[i1] or vert_collapsed[i2]:
|
|
pass
|
|
else:
|
|
# Now we know the verts havnyt been collapsed.
|
|
vert_collapsed[i2]= vert_collapsed[i1]= 1 # Dont collapse again.
|
|
collapse_count+=1
|
|
collapse_edges_to_collapse.append(ced)
|
|
|
|
# Get a subset of the entire list- the first "collapse_per_pass", that are best to collapse.
|
|
if collapse_count > 4:
|
|
collapse_count = int(collapse_count*collapse_per_pass)
|
|
else:
|
|
collapse_count = len(collapse_edges)
|
|
# We know edge_container_list_collapse can be removed.
|
|
for ced in collapse_edges_to_collapse:
|
|
"""# DEBUG!
|
|
if DEBUG:
|
|
if DOUBLE_CHECK[ced.v1.index] or\
|
|
DOUBLE_CHECK[ced.v2.index]:
|
|
raise 'Error'
|
|
else:
|
|
DOUBLE_CHECK[ced.v1.index]=1
|
|
DOUBLE_CHECK[ced.v2.index]=1
|
|
|
|
tmp= (ced.v1.co+ced.v2.co)*0.5
|
|
Blender.Window.SetCursorPos(tmp.x, tmp.y, tmp.z)
|
|
Blender.Window.RedrawAll()
|
|
"""
|
|
|
|
# Chech if we have collapsed our quota.
|
|
collapse_count-=1
|
|
if not collapse_count:
|
|
break
|
|
|
|
current_face_count -= len(ced.faces)
|
|
|
|
# Find and assign the real weights based on collapse loc.
|
|
|
|
# Find the weights from the collapse error
|
|
if DO_WEIGHTS or DO_UV or DO_VCOL:
|
|
i1, i2= ced.key
|
|
# Dont use these weights since they may not have been used to make the collapse loc.
|
|
#w1= vert_weights[i1]
|
|
#w2= vert_weights[i2]
|
|
w1= (ced.v2.co-ced.collapse_loc).length
|
|
w2= (ced.v1.co-ced.collapse_loc).length
|
|
|
|
# Normalize weights
|
|
wscale= w1+w2
|
|
if not wscale: # no scale?
|
|
w1=w2= 0.5
|
|
else:
|
|
w1/= wscale
|
|
w2/= wscale
|
|
|
|
|
|
# Interpolate the bone weights.
|
|
if DO_WEIGHTS:
|
|
|
|
# add verts vgroups to eachother
|
|
wl1= vWeightList[i1] # v1 weight dict
|
|
wl2= vWeightList[i2] # v2 weight dict
|
|
for group_index in xrange(len_vgroups):
|
|
wl1[group_index]= wl2[group_index]= (wl1[group_index]*w1) + (wl2[group_index]*w2)
|
|
# Done finding weights.
|
|
|
|
|
|
|
|
if DO_UV or DO_VCOL:
|
|
# Handel UV's and vert Colors!
|
|
for v, my_weight, other_weight, edge_my_uvs, edge_other_uvs, edge_my_cols, edge_other_cols in (\
|
|
(ced.v1, w1, w2, ced.uv1, ced.uv2, ced.col1, ced.col2),\
|
|
(ced.v2, w2, w1, ced.uv2, ced.uv1, ced.col2, ced.col1)\
|
|
):
|
|
uvs_mixed= [ uv_key_mix(edge_my_uvs[iii], edge_other_uvs[iii], my_weight, other_weight) for iii in xrange(len(edge_my_uvs)) ]
|
|
cols_mixed= [ col_key_mix(edge_my_cols[iii], edge_other_cols[iii], my_weight, other_weight) for iii in xrange(len(edge_my_cols)) ]
|
|
|
|
for face_vert_index, cfa in vert_face_users[v.index]:
|
|
if len(cfa.verts)==3 and cfa not in ced.faces: # if the face is apart of this edge then dont bother finding the uvs since the face will be removed anyway.
|
|
|
|
if DO_UV:
|
|
# UV COORDS
|
|
uvk= cfa.orig_uv[face_vert_index]
|
|
try:
|
|
tex_index= edge_my_uvs.index(uvk)
|
|
except:
|
|
tex_index= None
|
|
""" # DEBUG!
|
|
if DEBUG:
|
|
print 'not found', uvk, 'in', edge_my_uvs, 'ed index', ii, '\nwhat about', edge_other_uvs
|
|
"""
|
|
if tex_index != None: # This face uses a uv in the collapsing face. - do a merge
|
|
other_uv= edge_other_uvs[tex_index]
|
|
uv_vec= cfa.uv[face_vert_index]
|
|
uv_vec.x, uv_vec.y= uvs_mixed[tex_index]
|
|
|
|
# TEXFACE COLORS
|
|
if DO_VCOL:
|
|
colk= cfa.orig_col[face_vert_index]
|
|
try: tex_index= edge_my_cols.index(colk)
|
|
except: pass
|
|
if tex_index != None:
|
|
other_col= edge_other_cols[tex_index]
|
|
col_ob= cfa.col[face_vert_index]
|
|
col_ob.r, col_ob.g, col_ob.b= cols_mixed[tex_index]
|
|
|
|
# DEBUG! if DEBUG: rd()
|
|
|
|
# Execute the collapse
|
|
ced.v1.sel= ced.v2.sel= True # Select so remove doubles removed the edges and faces that use it
|
|
ced.v1.co= ced.v2.co= ced.collapse_loc
|
|
|
|
# DEBUG! if DEBUG: rd()
|
|
if current_face_count <= target_face_count:
|
|
break
|
|
|
|
# Copy weights back to the mesh before we remove doubles.
|
|
if DO_WEIGHTS:
|
|
#BPyMesh.dict2MeshWeight(me, groupNames, vWeightDict)
|
|
BPyMesh.list2MeshWeight(me, groupNames, vWeightList)
|
|
|
|
doubles= me.remDoubles(0.0001)
|
|
current_face_count= len(me.faces)
|
|
|
|
if current_face_count <= target_face_count or not doubles: # not doubles shoule never happen.
|
|
break
|
|
|
|
me.update()
|
|
Blender.Mesh.Mode(OLD_MESH_MODE)
|
|
|
|
|
|
# Example usage
|
|
def main():
|
|
Blender.Window.EditMode(0)
|
|
scn= bpy.scenes.active
|
|
active_ob= scn.objects.active
|
|
t= Blender.sys.time()
|
|
redux(active_ob, 0.5)
|
|
print '%.4f' % (Blender.sys.time()-t)
|
|
|
|
if __name__=='__main__':
|
|
main()
|