diff --git a/release/scripts/modules/bpy_types.py b/release/scripts/modules/bpy_types.py index 69618d77ecb..c138ec21d10 100644 --- a/release/scripts/modules/bpy_types.py +++ b/release/scripts/modules/bpy_types.py @@ -243,6 +243,82 @@ class Mesh(bpy_types.ID): edge_face_count_dict = self.edge_face_count_dict return [edge_face_count_dict.get(ed.key, 0) for ed in mesh.edges] + def edge_loops(self, faces=None, seams=()): + ''' + Edge loops defined by faces + + Takes me.faces or a list of faces and returns the edge loops + These edge loops are the edges that sit between quads, so they dont touch + 1 quad, note: not connected will make 2 edge loops, both only containing 2 edges. + + return a list of edge key lists + [ [(0,1), (4, 8), (3,8)], ...] + + optionaly, seams are edge keys that will be removed + ''' + + OTHER_INDEX = 2,3,0,1 # opposite face index + + if faces is None: + faces= self.faces + + edges = {} + + for f in faces: +# if len(f) == 4: + if f.verts_raw[3] != 0: + edge_keys = f.edge_keys + for i, edkey in enumerate(f.edge_keys): + edges.setdefault(edkey, []).append(edge_keys[OTHER_INDEX[i]]) + + for edkey in seams: + edges[edkey] = [] + + # Collect edge loops here + edge_loops = [] + + for edkey, ed_adj in edges.items(): + if 0 + +#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 + + uvs_vhash_source = dict( [ (vindex, uvs_source[i]) for i, vindex in enumerate(vidx_source)] ) + + uvs_vhash_target = dict( [ (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; iB= 1 # Flipped, most common + 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 factor + 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 + + face_sel= [f for f in me.faces if len(f.verts) == 4 and f.selected] + + 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(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_register = True + bl_undo = True + + mode = bpy.props.EnumProperty(items=(("EVEN", "Client", "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") + + def poll(self, context): + obj = context.active_object + return (obj is not None and obj.type == 'MESH') + + def execute(self, context): + main(context, self) + return ('FINISHED',) + +bpy.ops.add(FollowActiveQuads) + +# Add to a menu +import dynamic_menu + +menu_func = (lambda self, context: self.layout.operator(FollowActiveQuads.bl_idname)) + +menu_item = dynamic_menu.add(bpy.types.VIEW3D_MT_uv_map, menu_func) + +if __name__ == '__main__': + bpy.ops.uv.follow_active_quads() +