blender/release/scripts/bpymodules/BPyMesh.py

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import Blender
from BPyMesh_redux import redux # seperated because of its size.
def meshWeight2Dict(me):
''' Takes a mesh and return its group names and a list of dicts, one dict per vertex.
using the group as a key and a float value for the weight.
These 2 lists can be modified and then used with dict2MeshWeight to apply the changes.
'''
vWeightDict= [dict() for i in xrange(len(me.verts))] # Sync with vertlist.
# Clear the vert group.
groupNames= me.getVertGroupNames()
for group in groupNames:
for index, weight in me.getVertsFromGroup(group, 1): # (i,w) tuples.
vWeightDict[index][group]= weight
# removed this because me may be copying teh vertex groups.
#for group in groupNames:
# me.removeVertGroup(group)
return groupNames, vWeightDict
def dict2MeshWeight(me, groupNames, vWeightDict):
''' Takes a list of groups and a list of vertex Weight dicts as created by meshWeight2Dict
and applys it to the mesh.'''
if len(vWeightDict) != len(me.verts):
raise 'Error, Lists Differ in size, do not modify your mesh.verts before updating the weights'
# Clear the vert group.
currentGroupNames= me.getVertGroupNames()
for group in currentGroupNames:
if group not in groupNames:
me.removeVertGroup(group) # messes up the active group.
else:
me.removeVertsFromGroup(group)
# Add clean unused vert groupNames back
currentGroupNames= me.getVertGroupNames()
for group in groupNames:
if group not in currentGroupNames:
me.addVertGroup(group)
add_ = Blender.Mesh.AssignModes.ADD
vertList= [None]
for i, v in enumerate(me.verts):
vertList[0]= i
for group, weight in vWeightDict[i].iteritems():
try:
me.assignVertsToGroup(group, vertList, min(1, max(0, weight)), add_)
except:
pass # vert group is not used anymore.
me.update()
def dictWeightMerge(dict_weights):
'''
Takes dict weight list and merges into 1 weight dict item and returns it
'''
if not dict_weights:
return {}
keys= []
for weight in dict_weights:
keys.extend([ (k, 0.0) for k in weight.iterkeys() ])
new_wdict = dict(keys)
len_dict_weights= len(dict_weights)
for weight in dict_weights:
for group, value in weight.iteritems():
new_wdict[group] += value/len_dict_weights
return new_wdict
FLIPNAMES=[\
('Left','Right'),\
('_L','_R'),\
('-L','-R'),\
('.L','.R'),\
]
def dictWeightFlipGroups(dict_weight, groupNames, createNewGroups):
'''
Returns a weight with flip names
dict_weight - 1 vert weight.
groupNames - because we may need to add new group names.
dict_weight - Weather to make new groups where needed.
'''
def flipName(name):
for n1,n2 in FLIPNAMES:
for nA, nB in ( (n1,n2), (n1.lower(),n2.lower()), (n1.upper(),n2.upper()) ):
if createNewGroups:
newName= name.replace(nA,nB)
if newName!=name:
if newName not in groupNames:
groupNames.append(newName)
return newName
newName= name.replace(nB,nA)
if newName!=name:
if newName not in groupNames:
groupNames.append(newName)
return newName
else:
newName= name.replace(nA,nB)
if newName!=name and newName in groupNames:
return newName
newName= name.replace(nB,nA)
if newName!=name and newName in groupNames:
return newName
return name
if not dict_weight:
return dict_weight, groupNames
new_wdict = {}
for group, weight in dict_weight.iteritems():
flipname= flipName(group)
new_wdict[flipname]= weight
return new_wdict, groupNames
def getMeshFromObject(ob, container_mesh=None, apply_modifiers=True, vgroups=True, scn=None):
'''
ob - the object that you want to get the mesh from
container_mesh - a Blender.Mesh type mesh that is reused to avoid a new datablock per call to getMeshFromObject
apply_modifiers - if enabled, subsurf bones etc. will be applied to the returned mesh. disable to get a copy of the mesh.
vgroup - For mesh objects only, apply the vgroup to the the copied mesh. (slower)
scn - Scene type. avoids getting the current scene each time getMeshFromObject is called.
Returns Mesh or None
'''
if not scn:
scn= Blender.Scene.GetCurrent()
if not container_mesh:
mesh = Blender.Mesh.New()
else:
mesh= container_mesh
mesh.verts= None
type = ob.getType()
dataname = ob.getData(1)
tempob= None
if apply_modifiers or type != 'Mesh':
try:
mesh.getFromObject(ob.name)
except:
return None
else:
'''
Dont apply modifiers, copy the mesh.
So we can transform the data. its easiest just to get a copy of the mesh.
'''
tempob= Blender.Object.New('Mesh')
tempob.shareFrom(ob)
scn.link(tempob)
mesh.getFromObject(tempob.name)
scn.unlink(tempob)
if type == 'Mesh':
if vgroups:
if tempob==None:
tempob= Blender.Object.New('Mesh')
tempob.link(mesh)
try:
# Copy the influences if possible.
groupNames, vWeightDict= meshWeight2Dict(tempMe)
dict2MeshWeight(mesh, groupNames, vWeightDict)
except:
# if the modifier changes the vert count then it messes it up for us.
pass
return mesh
def faceRayIntersect(f, orig, dir):
'''
Returns face, side
Side is the side of a quad we intersect.
side 0 == 0,1,2
side 1 == 0,2,3
'''
f_v= f.v
isect= Blender.Mathutils.Intersect(f_v[0].co, f_v[1].co, f_v[2].co, dir, orig, 1) # 1==clip
if isect:
return isect, 0
if len(f_v)==4:
isect= Blender.Mathutils.Intersect(f_v[0].co, f_v[2].co, f_v[3].co, dir, orig, 1) # 1==clip
if isect:
return isect, 1
return False, 0
def pickMeshRayFace(me, orig, dir):
best_dist= 1<<30
best_isect= best_side= best_face= None
for f in me.faces:
isect, side= faceRayIntersect(f, orig, dir)
if isect:
dist= (isect-orig).length
if dist<best_dist:
best_dist= dist
best_face= f
best_side= side
best_isect= isect
f= best_face
isect= best_isect
side= best_side
if f==None:
return None, None, None, None, None
f_v= [v.co for v in f.v]
if side==1: # we can leave side 0 without changes.
f_v = f_v[0], f_v[2], f_v[3]
l0= (f_v[0]-isect).length
l1= (f_v[1]-isect).length
l2= (f_v[2]-isect).length
w0 = (l1+l2)
w1 = (l0+l2)
w2 = (l1+l2)
totw= w0 + w1 + w2
w0=w0/totw
w1=w1/totw
w2=w2/totw
return f, side, w0, w1, w2
def pickMeshGroupWeight(me, act_group, orig, dir):
f, side, w0, w1, w2= pickMeshRayFace(me, orig, dir)
f_v= f.v
if side==0:
f_vi= (f_v[0].index, f_v[1].index, f_v[2].index)
else:
f_vi= (f_v[0].index, f_v[2].index, f_v[3].index)
vws= [0.0,0.0,0.0]
for i in xrange(3):
try: vws[i]= me.getVertsFromGroup(act_group, 1, [f_vi[i],])[0][1]
except: pass
return w0*vws[0] + w1*vws[1] + w2*vws[2]
def pickMeshGroupVCol(me, orig, dir):
Vector= Blender.Mathutils.Vector
f, side, w0, w1, w2= pickMeshRayFace(me, orig, dir)
def col2vec(c):
return Vector(c.r, c.g, c.b)
if side==0:
idxs= 0,1,2
else:
idxs= 0,2,3
f_c= f.col
f_colvecs= [col2vec(f_c[i]) for i in idxs]
return f_colvecs[0]*w0 + f_colvecs[1]*w1 + f_colvecs[2]*w2
# reuse me more.
def sorted_edge_indicies(ed):
i1= ed.v1.index
i2= ed.v2.index
if i1>i2:
i1,i2= i2,i1
return i1, i2
def edge_face_users(me):
'''
Takesa mesh and returns a list aligned with the meshes edges.
Each item is a list of the faces that use the edge
would be the equiv for having ed.face_users as a property
'''
face_edges_dict= dict([(sorted_edge_indicies(ed), (ed.index, [])) for ed in me.edges])
for f in me.faces:
fvi= [v.index for v in f.v]# face vert idx's
for i in xrange(len(f)):
i1= fvi[i]
i2= fvi[i-1]
if i1>i2:
i1,i2= i2,i1
face_edges_dict[i1,i2][1].append(f)
face_edges= [None] * len(me.edges)
for ed_index, ed_faces in face_edges_dict.itervalues():
face_edges[ed_index]= ed_faces
return face_edges
def face_edges(me):
'''
Returns a list alligned to the meshes faces.
each item is a list of lists: that is
face_edges -> face indicies
face_edges[i] -> list referencs local faces v indicies 1,2,3 &| 4
face_edges[i][j] -> list of faces that this edge uses.
crap this is tricky to explain :/
'''
face_edges= [ [None] * len(f) for f in me.faces ]
face_edges_dict= dict([(sorted_edge_indicies(ed), []) for ed in me.edges])
for fidx, f in enumerate(me.faces):
fvi= [v.index for v in f.v]# face vert idx's
for i in xrange(len(f)):
i1= fvi[i]
i2= fvi[i-1]
if i1>i2:
i1,i2= i2,i1
edge_face_users= face_edges_dict[i1,i2]
edge_face_users.append(f)
face_edges[fidx][i]= edge_face_users
return face_edges
def facePlanerIslands(me):
DotVecs= Blender.Mathutils.DotVecs
def roundvec(v):
return round(v[0], 4), round(v[1], 4), round(v[2], 4)
face_props= [(cent, no, roundvec(no), DotVecs(cent, no)) for f in me.faces for no, cent in ((f.no, f.cent),)]
face_edge_users= face_edges(me)
islands= []
used_faces= [0] * len(me.faces)
while True:
new_island= False
for i, used_val in enumerate(used_faces):
if used_val==0:
island= set()
island.add(i)
new_island= True
used_faces[i]= 1
break
if not new_island:
break
island_growing= True
while island_growing:
island_growing= False
for fidx1 in list(island):
if used_faces[fidx1]==1:
used_faces[fidx1]= 2
face_prop1= face_props[fidx1]
for ed in face_edge_users[fidx1]:
for f2 in ed:
fidx2= f2.index
if fidx1 != fidx2 and used_faces[fidx2]==0:
island_growing= True
face_prop2= face_props[fidx2]
# normals are the same?
if face_prop1[2]==face_prop2[2]:
if abs(face_prop1[3] - DotVecs(face_prop1[1], face_prop2[0])) < 0.000001:
used_faces[fidx2]= 1
island.add(fidx2)
tmp= [me.faces[i] for i in island]
islands.append(tmp)
return islands
def edgeFaceUserCount(me, faces= None):
'''
Return an edge aligned list with the count for all the faces that use that edge. -
can spesify a subset of the faces, so only those will be counted.
'''
if faces==None:
faces= me.faces
max_vert= len(me.verts)
else:
# find the lighest vert index
pass
edge_users= [0] * len(me.edges)
edges_idx_dict= dict([(sorted_edge_indicies(ed), ed.index) for ed in me.edges])
for f in faces:
fvi= [v.index for v in f.v]# face vert idx's
for i in xrange(len(f)):
i1= fvi[i]
i2= fvi[i-1]
if i1>i2:
i1,i2= i2,i1
edge_users[edges_idx_dict[i1,i2]] += 1
return edge_users
#============================================================================#
# Takes a face, and a pixel x/y on the image and returns a worldspace x/y/z #
# will return none if the pixel is not inside the faces UV #
#============================================================================#
def getUvPixelLoc(face, pxLoc, img_size = None, uvArea = None):
TriangleArea= Blender.Mathutils.TriangleArea
Vector= Blender.Mathutils.Vector
if not img_size:
w,h = face.image.size
else:
w,h= img_size
scaled_uvs= [Vector(uv.x*w, uv.y*h) for uv in f.uv]
if len(scaled_uvs)==3:
indicies= ((0,1,2),)
else:
indicies= ((0,1,2), (0,2,3))
for fidxs in indicies:
for i1,i2,i3 in fidxs:
# IS a point inside our triangle?
# UVArea could be cached?
uv_area = TriangleArea(scaled_uvs[i1], scaled_uvs[i2], scaled_uvs[i3])
area0 = TriangleArea(pxLoc, scaled_uvs[i2], scaled_uvs[i3])
area1 = TriangleArea(pxLoc, scaled_uvs[i1], scaled_uvs[i3])
area2 = TriangleArea(pxLoc, scaled_uvs[i1], scaled_uvs[i2])
if area0 + area1 + area2 > uv_area + 1: # 1 px bleed/error margin.
pass # if were a quad the other side may contain the pixel so keep looking.
else:
# We know the point is in the tri
area0 /= uv_area
area1 /= uv_area
area2 /= uv_area
# New location
return Vector(\
face.v[i1].co[0]*area0 + face.v[i2].co[0]*area1 + face.v[i3].co[0]*area2,\
face.v[i1].co[1]*area0 + face.v[i2].co[1]*area1 + face.v[i3].co[1]*area2,\
face.v[i1].co[2]*area0 + face.v[i2].co[2]*area1 + face.v[i3].co[2]*area2\
)
return None
type_tuple= type( (0,) )
type_list= type( [] )
def ngon(from_data, indices):
'''
takes a polyline of indices (fgon)
and returns a list of face indicie lists.
Designed to be used for importers that need indices for an fgon to create from existing verts.
from_data is either a mesh, or a list/tuple of vectors.
'''
Mesh= Blender.Mesh
Window= Blender.Window
Scene= Blender.Scene
Object= Blender.Object
if len(indices) < 4:
return [indices]
temp_mesh_name= '~NGON_TEMP~'
is_editmode= Window.EditMode()
if is_editmode:
Window.EditMode(0)
try:
temp_mesh = Mesh.Get(temp_mesh_name)
if temp_mesh.users!=0:
temp_mesh = Mesh.New(temp_mesh_name)
except:
temp_mesh = Mesh.New(temp_mesh_name)
if type(from_data) in (type_tuple, type_list):
# From a list/tuple of vectors
temp_mesh.verts.extend( [from_data[i] for i in indices] )
temp_mesh.edges.extend( [(temp_mesh.verts[i], temp_mesh.verts[i-1]) for i in xrange(len(temp_mesh.verts))] )
else:
# From a mesh
temp_mesh.verts.extend( [from_data.verts[i].co for i in indices] )
temp_mesh.edges.extend( [(temp_mesh.verts[i], temp_mesh.verts[i-1]) for i in xrange(len(temp_mesh.verts))] )
oldmode = Mesh.Mode()
Mesh.Mode(Mesh.SelectModes['VERTEX'])
temp_mesh.sel= True # Select all verst
# Must link to scene
scn= Scene.GetCurrent()
temp_ob= Object.New('Mesh')
temp_ob.link(temp_mesh)
scn.link(temp_ob)
temp_mesh.fill()
scn.unlink(temp_ob)
Mesh.Mode(oldmode)
new_indices= [ [v.index for v in f.v] for f in temp_mesh.faces ]
if not new_indices: # JUST DO A FAN, Cant Scanfill
print 'Warning Cannot scanfill!- Fallback on a triangle fan.'
new_indices = [ [indices[0], indices[i-1], indices[i]] for i in xrange(2, len(indices)) ]
else:
# Use real scanfill.
# See if its flipped the wrong way.
flip= None
for fi in new_indices:
if flip != None:
break
for i, vi in enumerate(fi):
if vi==0 and fi[i-1]==1:
flip= False
break
elif vi==1 and fi[i-1]==0:
flip= True
break
if not flip:
for fi in new_indices:
fi.reverse()
if is_editmode:
Window.EditMode(1)
# Save some memory and forget about the verts.
# since we cant unlink the mesh.
temp_mesh.verts= None
return new_indices
# EG
'''
scn= Scene.GetCurrent()
me = scn.getActiveObject().getData(mesh=1)
ind= [v.index for v in me.verts if v.sel] # Get indices
indices = ngon(me, ind) # fill the ngon.
# Extand the faces to show what the scanfill looked like.
print len(indices)
me.faces.extend([[me.verts[ii] for ii in i] for i in indices])
'''
def meshCalcNormals(me, vertNormals=None):
'''
takes a mesh and returns very high quality normals 1 normal per vertex.
The normals should be correct, indipendant of topology
vertNormals - a list of vectors at least as long as the number of verts in the mesh
'''
Ang= Blender.Mathutils.AngleBetweenVecs
Vector= Blender.Mathutils.Vector
SMALL_NUM=0.000001
# Weight the edge normals by total angle difference
# EDGE METHOD
if not vertNormals:
vertNormals= [ Vector() for v in xrange(len(me.verts)) ]
else:
for v in vertNormals:
v.zero()
edges={}
for f in me.faces:
for i in xrange(len(f)):
i1, i2= f.v[i].index, f.v[i-1].index
if i1<i2:
i1,i2= i2,i1
try:
edges[i1, i2].append(f.no)
except:
edges[i1, i2]= [f.no]
# Weight the edge normals by total angle difference
for fnos in edges.itervalues():
len_fnos= len(fnos)
if len_fnos>1:
totAngDiff=0
for j in reversed(xrange(len_fnos)):
for k in reversed(xrange(j)):
#print j,k
try:
totAngDiff+= (Ang(fnos[j], fnos[k])) # /180 isnt needed, just to keeop the vert small.
except:
pass # Zero length face
# print totAngDiff
if totAngDiff > SMALL_NUM:
'''
average_no= Vector()
for no in fnos:
average_no+=no
'''
average_no= reduce(lambda a,b: a+b, fnos, Vector())
fnos.append(average_no*totAngDiff) # average no * total angle diff
#else:
# fnos[0]
else:
fnos.append(fnos[0])
for ed, v in edges.iteritems():
vertNormals[ed[0]]+= v[-1]
vertNormals[ed[1]]+= v[-1]
for i, v in enumerate(me.verts):
v.no= vertNormals[i]
def pointInsideMesh(ob, pt):
Intersect = Blender.Mathutils.Intersect # 2 less dict lookups.
Vector = Blender.Mathutils.Vector
def ptInFaceXYBounds(f, pt):
co= f.v[0].co
xmax= xmin= co.x
ymax= ymin= co.y
co= f.v[1].co
xmax= max(xmax, co.x)
xmin= min(xmin, co.x)
ymax= max(ymax, co.y)
ymin= min(ymin, co.y)
co= f.v[2].co
xmax= max(xmax, co.x)
xmin= min(xmin, co.x)
ymax= max(ymax, co.y)
ymin= min(ymin, co.y)
if len(f)==4:
co= f.v[3].co
xmax= max(xmax, co.x)
xmin= min(xmin, co.x)
ymax= max(ymax, co.y)
ymin= min(ymin, co.y)
# Now we have the bounds, see if the point is in it.
if\
pt.x < xmin or\
pt.y < ymin or\
pt.x > xmax or\
pt.y > ymax:
return False # point is outside face bounds
else:
return True # point inside.
#return xmax, ymax, xmin, ymin
def faceIntersect(f):
isect = Intersect(f.v[0].co, f.v[1].co, f.v[2].co, ray, obSpacePt, 1) # Clipped.
if not isect and len(f) == 4:
isect = Intersect(f.v[0].co, f.v[2].co, f.v[3].co, ray, obSpacePt, 1) # Clipped.
if isect and isect.z > obSpacePt.z: # This is so the ray only counts if its above the point.
return True
else:
return False
obImvMat = Blender.Mathutils.Matrix(ob.matrixWorld)
obImvMat.invert()
pt.resize4D()
obSpacePt = pt* obImvMat
pt.resize3D()
obSpacePt.resize3D()
ray = Vector(0,0,-1)
me= ob.getData(mesh=1)
# Here we find the number on intersecting faces, return true if an odd number (inside), false (outside) if its true.
return len([None for f in me.faces if ptInFaceXYBounds(f, obSpacePt) if faceIntersect(f)]) % 2
# NMesh wrapper
Vector= Blender.Mathutils.Vector
class NMesh(object):
__slots__= 'verts', 'faces', 'edges', 'faceUV', 'materials', 'realmesh'
def __init__(self, mesh):
'''
This is an NMesh wrapper that
mesh is an Mesh as returned by Blender.Mesh.New()
This class wraps NMesh like access into Mesh
Running NMesh.update() - with this wrapper,
Will update the realmesh.
'''
self.verts= []
self.faces= []
self.edges= []
self.faceUV= False
self.materials= []
self.realmesh= mesh
def addFace(self, nmf):
self.faces.append(nmf)
def Face(self, v=[]):
return NMFace(v)
def Vert(self, x,y,z):
return NMVert(x,y,z)
def hasFaceUV(self, flag):
if flag:
self.faceUV= True
else:
self.faceUV= False
def addMaterial(self, mat):
self.materials.append(mat)
def update(self, recalc_normals=False): # recalc_normals is dummy
mesh= self.realmesh
mesh.verts= None # Clears the
# Add in any verts from faces we may have not added.
for nmf in self.faces:
for nmv in nmf.v:
if nmv.index==-1:
nmv.index= len(self.verts)
self.verts.append(nmv)
mesh.verts.extend([nmv.co for nmv in self.verts])
for i, nmv in enumerate(self.verts):
nmv.index= i
mv= mesh.verts[i]
mv.sel= nmv.sel
good_faces= [nmf for nmf in self.faces if len(nmf.v) in (3,4)]
#print len(good_faces), 'AAA'
#mesh.faces.extend([nmf.v for nmf in self.faces])
mesh.faces.extend([[mesh.verts[nmv.index] for nmv in nmf.v] for nmf in good_faces])
if len(mesh.faces):
if self.faceUV:
mesh.faceUV= 1
#for i, nmf in enumerate(self.faces):
for i, nmf in enumerate(good_faces):
mf= mesh.faces[i]
if self.faceUV:
if len(nmf.uv) == len(mf.v):
mf.uv= [Vector(uv[0], uv[1]) for uv in nmf.uv]
if len(nmf.col) == len(mf.v):
for c, i in enumerate(mf.col):
c.r, c.g, c.b= nmf.col[i].r, nmf.col[i].g, nmf.col[i].b
if nmf.image:
mf.image= nmf.image
mesh.materials= self.materials[:16]
class NMVert(object):
__slots__= 'co', 'index', 'no', 'sel', 'uvco'
def __init__(self, x,y,z):
self.co= Vector(x,y,z)
self.index= None # set on appending.
self.no= Vector(0,0,1) # dummy
self.sel= 0
self.uvco= None
class NMFace(object):
__slots__= 'col', 'flag', 'hide', 'image', 'mat', 'materialIndex', 'mode', 'normal',\
'sel', 'smooth', 'transp', 'uv', 'v'
def __init__(self, v=[]):
self.col= []
self.flag= 0
self.hide= 0
self.image= None
self.mat= 0 # materialIndex needs support too.
self.mode= 0
self.normal= Vector(0,0,1)
self.uv= []
self.sel= 0
self.smooth= 0
self.transp= 0
self.uv= []
self.v= [] # a list of nmverts.
class NMCol(object):
__slots__ = 'r', 'g', 'b', 'a'
def __init__(self):
self.r= 255
self.g= 255
self.b= 255
self.a= 255