forked from bartvdbraak/blender
99135b0674
using mface->flag for both. Also found that the cdDM_drawMappedFaces and cdDM_drawFacesTex_common could get normals mixed up when rendering hidden faces. because hidden/invisible faces used continue without advancing to the next normal.
129 lines
3.6 KiB
Python
129 lines
3.6 KiB
Python
#!BPY
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"""
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Name: 'UVs from unselected adjacent'
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Blender: 242
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Group: 'UVCalculation'
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Tooltip: 'Assign UVs to selected faces from surrounding unselected faces.'
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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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Use this script in face select mode for texturing between textured faces.
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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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def mostUsedImage(imageList): # Returns the image most used in the list.
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if not imageList:
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return None
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elif len(imageList) < 3:
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return imageList[0]
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# 3+ Images, Get the most used image for surrounding faces.
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imageCount = {}
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for image in imageList:
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if image:
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image_key= image.name
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else:
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image_key = None
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try:
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imageCount[image_key]['imageCount'] +=1 # an extra user of this image
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except:
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imageCount[image_key] = {'imageCount':1, 'blenderImage':image} # start with 1 user.
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# Now a list of tuples, (imageName, {imageCount, image})
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imageCount = imageCount.items()
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try: imageCount.sort(key=lambda a: a[1])
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except: imageCount.sort(lambda a,b: cmp(a[1], b[1]))
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return imageCount[-1][1]['blenderImage']
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def main():
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scn = bpy.data.scenes.active
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ob = scn.objects.active
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if ob == None or ob.type != '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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if not me.faceUV:
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Draw.PupMenu('ERROR: No mesh object in face select mode.')
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return
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selfaces = [f for f in me.faces if f.sel]
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unselfaces = [f for f in me.faces if not f.sel if not f.hide]
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# Gather per Vert UV and Image, store in vertUvAverage
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vertUvAverage = [[[],[]] for i in xrange(len(me.verts))]
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for f in unselfaces: # Unselected faces only.
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fuv = f.uv
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for i,v in enumerate(f):
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vertUvAverage[v.index][0].append(fuv[i])
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vertUvAverage[v.index][1].append(f.image)
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# Average per vectex UV coords
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for vertUvData in vertUvAverage:
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uvList = vertUvData[0]
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if uvList:
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# Convert from a list of vectors into 1 vector.
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vertUvData[0] = reduce(lambda a,b: a+b, uvList, Mathutils.Vector(0,0)) * (1.0/len(uvList))
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else:
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vertUvData[0] = None
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# Assign to selected faces
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TEX_FLAG = Mesh.FaceModes['TEX']
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for f in selfaces:
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uvlist = []
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imageList = []
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for i,v in enumerate(f):
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uv, vImages = vertUvAverage[v.index]
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uvlist.append( uv )
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imageList.extend(vImages)
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if None not in uvlist:
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# all the faces images used by this faces vert. some faces will be added twice but thats ok.
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# Get the most used image and assign to the face.
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image = mostUsedImage(imageList)
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f.uv = uvlist
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if image:
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f.image = image
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f.mode |= TEX_FLAG
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Window.RedrawAll()
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if __name__ == '__main__':
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main() |