blender/release/scripts/op/uvcalc_follow_active.py

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# ##### BEGIN GPL LICENSE BLOCK #####
#
# 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,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
#for full docs see...
# http://mediawiki.blender.org/index.php/Scripts/Manual/UV_Calculate/Follow_active_quads
import bpy
def extend(obj, operator, EXTEND_MODE):
me = obj.data
me_verts = me.verts
# script will fail without UVs
if not me.active_uv_texture:
me.add_uv_texture()
# Toggle Edit mode
is_editmode = (obj.mode == 'EDIT')
if is_editmode:
bpy.ops.object.mode_set(mode='OBJECT')
#t = sys.time()
edge_average_lengths = {}
OTHER_INDEX = 2, 3, 0, 1
FAST_INDICIES = 0, 2, 1, 3 # order is faster
def extend_uvs(face_source, face_target, edge_key):
'''
Takes 2 faces,
Projects its extends its UV coords onto the face next to it.
Both faces must share an edge
'''
def face_edge_vs(vi):
# assume a quad
return [(vi[0], vi[1]), (vi[1], vi[2]), (vi[2], vi[3]), (vi[3], vi[0])]
vidx_source = face_source.verts
vidx_target = face_target.verts
faceUVsource = me.active_uv_texture.data[face_source.index]
uvs_source = [faceUVsource.uv1, faceUVsource.uv2, faceUVsource.uv3, faceUVsource.uv4]
faceUVtarget = me.active_uv_texture.data[face_target.index]
uvs_target = [faceUVtarget.uv1, faceUVtarget.uv2, faceUVtarget.uv3, faceUVtarget.uv4]
# vertex index is the key, uv is the value
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uvs_vhash_source = {vindex: uvs_source[i] for i, vindex in enumerate(vidx_source)}
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uvs_vhash_target = {vindex: uvs_target[i] for i, vindex in enumerate(vidx_target)}
edge_idxs_source = face_edge_vs(vidx_source)
edge_idxs_target = face_edge_vs(vidx_target)
source_matching_edge = -1
target_matching_edge = -1
edge_key_swap = edge_key[1], edge_key[0]
try:
source_matching_edge = edge_idxs_source.index(edge_key)
except:
source_matching_edge = edge_idxs_source.index(edge_key_swap)
try:
target_matching_edge = edge_idxs_target.index(edge_key)
except:
target_matching_edge = edge_idxs_target.index(edge_key_swap)
edgepair_inner_source = edge_idxs_source[source_matching_edge]
edgepair_inner_target = edge_idxs_target[target_matching_edge]
edgepair_outer_source = edge_idxs_source[OTHER_INDEX[source_matching_edge]]
edgepair_outer_target = edge_idxs_target[OTHER_INDEX[target_matching_edge]]
if edge_idxs_source[source_matching_edge] == edge_idxs_target[target_matching_edge]:
iA = 0 # Flipped, most common
iB = 1
else: # The normals of these faces must be different
iA = 1
iB = 0
# Set the target UV's touching source face, no tricky calc needed,
uvs_vhash_target[edgepair_inner_target[0]][:] = uvs_vhash_source[edgepair_inner_source[iA]]
uvs_vhash_target[edgepair_inner_target[1]][:] = uvs_vhash_source[edgepair_inner_source[iB]]
# Set the 2 UV's on the target face that are not touching
# for this we need to do basic expaning on the source faces UV's
if EXTEND_MODE == 'LENGTH':
try: # divide by zero is possible
'''
measure the length of each face from the middle of each edge to the opposite
allong the axis we are copying, use this
'''
i1a = edgepair_outer_target[iB]
i2a = edgepair_inner_target[iA]
if i1a > i2a:
i1a, i2a = i2a, i1a
i1b = edgepair_outer_source[iB]
i2b = edgepair_inner_source[iA]
if i1b > i2b:
i1b, i2b = i2b, i1b
# print edge_average_lengths
factor = edge_average_lengths[i1a, i2a][0] / edge_average_lengths[i1b, i2b][0]
except:
# Div By Zero?
factor = 1.0
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]])
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]])
else:
# same as above but with no factors
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]])
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]])
if me.active_uv_texture == None:
me.add_uv_texture
face_act = me.faces.active
if face_act == -1:
operator.report({'ERROR'}, "No active face.")
return
Apply first pass of edits to rna values from rna_booleans.txt. These are not animated and are best not change names like this too late in the release. ActionGroup.selected -> select: boolean Action Group is selected BezierSplinePoint.hidden -> hide: boolean Visibility status BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status Bone.restrict_select -> hide_select: boolean Bone is able to be selected Bone.selected -> select: boolean CurveMapPoint.selected -> select: boolean Selection state of the curve point EditBone.restrict_select -> hide_select: boolean Bone is able to be selected EditBone.selected -> select: boolean EditBone.selected_head -> select_head: boolean EditBone.selected_tail -> select_tail: boolean EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating FCurve.locked -> lock: boolean F-Curve's settings cannot be edited FCurve.muted -> mute: boolean F-Curve is not evaluated FCurve.selected -> select: boolean F-Curve is selected for editing NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs FCurveSample.selected -> select: boolean Selection status GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet Keyframe.selected -> select: boolean Control point selection status Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status MeshEdge.selected -> select: boolean MeshEdge.hidden -> hide: boolean MeshFace.hidden -> hide: boolean MeshFace.selected -> select: boolean MeshVertex.hidden -> hide: boolean MeshVertex.selected -> select: boolean MotionPathVert.selected -> select: boolean Path point is selected for editing NlaStrip.selected -> select: boolean NLA Strip is selected NlaTrack.locked -> lock: boolean NLA Track is locked NlaTrack.muted -> mute: boolean NLA Track is not evaluated NlaTrack.selected -> select: boolean NLA Track is selected Object.restrict_render -> hide_render: boolean Restrict renderability Object.restrict_select -> hide_select: boolean Restrict selection in the viewport Object.restrict_view -> hide: boolean Restrict visibility in the viewport Object.selected -> select: boolean Object selection state ObjectBase.selected -> select: boolean Object base selection state PoseBone.selected -> select: boolean Sequence.right_handle_selected -> select_right_handle: boolean Sequence.selected -> select: boolean SplinePoint.selected -> select_control_point: boolean Selection status TimelineMarker.selected -> select: boolean Marker selection state Sequence.left_handle_selected -> select_left_handle: boolean ActionGroup.locked -> lock: boolean Action Group is locked Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes) SplinePoint.hidden -> hide: boolean Visibility status FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated note: rebaned uv_select to select_uv
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face_sel = [f for f in me.faces if len(f.verts) == 4 and f.select]
face_act_local_index = -1
for i, f in enumerate(face_sel):
if f.index == face_act:
face_act_local_index = i
break
if face_act_local_index == -1:
operator.report({'ERROR'}, "Active face not selected.")
return
# Modes
# 0 unsearched
# 1:mapped, use search from this face. - removed!!
# 2:all siblings have been searched. dont search again.
face_modes = [0] * len(face_sel)
face_modes[face_act_local_index] = 1 # extend UV's from this face.
# Edge connectivty
edge_faces = {}
for i, f in enumerate(face_sel):
for edkey in f.edge_keys:
try:
edge_faces[edkey].append(i)
except:
edge_faces[edkey] = [i]
#SEAM = me.edges.seam
if EXTEND_MODE == 'LENGTH':
edge_loops = me.edge_loops_from_faces(face_sel, [ed.key for ed in me.edges if ed.seam])
me_verts = me.verts
for loop in edge_loops:
looplen = [0.0]
for ed in loop:
edge_average_lengths[ed] = looplen
looplen[0] += (me_verts[ed[0]].co - me_verts[ed[1]].co).length
looplen[0] = looplen[0] / len(loop)
# remove seams, so we dont map accross seams.
for ed in me.edges:
if ed.seam:
# remove the edge pair if we can
try:
del edge_faces[ed.key]
except:
pass
# Done finding seams
# face connectivity - faces around each face
# only store a list of indicies for each face.
face_faces = [[] for i in range(len(face_sel))]
for edge_key, faces in edge_faces.items():
if len(faces) == 2: # Only do edges with 2 face users for now
face_faces[faces[0]].append((faces[1], edge_key))
face_faces[faces[1]].append((faces[0], edge_key))
# Now we know what face is connected to what other face, map them by connectivity
ok = True
while ok:
ok = False
for i in range(len(face_sel)):
if face_modes[i] == 1: # searchable
for f_sibling, edge_key in face_faces[i]:
if face_modes[f_sibling] == 0:
face_modes[f_sibling] = 1 # mapped and search from.
extend_uvs(face_sel[i], face_sel[f_sibling], edge_key)
face_modes[i] = 1 # we can map from this one now.
ok = True # keep searching
face_modes[i] = 2 # dont search again
if is_editmode:
bpy.ops.object.mode_set(mode='EDIT')
else:
me.update()
def main(context, operator):
obj = context.active_object
extend(obj, operator, operator.properties.mode)
class FollowActiveQuads(bpy.types.Operator):
'''Follow UVs from active quads along continuous face loops'''
bl_idname = "uv.follow_active_quads"
bl_label = "Follow Active Quads"
bl_options = {'REGISTER', 'UNDO'}
mode = bpy.props.EnumProperty(items=(("EVEN", "Even", "Space all UVs evently"), ("LENGTH", "Length", "Average space UVs edge length of each loop")),
name="Edge Length Mode",
description="Method to space UV edge loops",
default="LENGTH")
@staticmethod
def poll(context):
obj = context.active_object
return (obj is not None and obj.type == 'MESH')
def execute(self, context):
main(context, self)
return {'FINISHED'}
# Add to a menu
menu_func = (lambda self, context: self.layout.operator(FollowActiveQuads.bl_idname))
def register():
bpy.types.VIEW3D_MT_uv_map.append(menu_func)
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def unregister():
bpy.types.VIEW3D_MT_uv_map.remove(menu_func)
if __name__ == "__main__":
register()