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 #============================================================================# # 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.v)): i1, i2= f.v[i].index, f.v[i-1].index if i11: 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.v)==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.v) == 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