forked from bartvdbraak/blender
1148 lines
38 KiB
Python
1148 lines
38 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# TODO <pep8 compliant>
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from mathutils import Matrix, Vector, geometry
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import bpy
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from bpy.types import Operator
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DEG_TO_RAD = 0.017453292519943295 # pi/180.0
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SMALL_NUM = 0.000000001
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BIG_NUM = 1e15
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global USER_FILL_HOLES
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global USER_FILL_HOLES_QUALITY
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USER_FILL_HOLES = None
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USER_FILL_HOLES_QUALITY = None
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def pointInTri2D(v, v1, v2, v3):
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key = v1.x, v1.y, v2.x, v2.y, v3.x, v3.y
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# Commented because its slower to do the bounds check, we should really cache the bounds info for each face.
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'''
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# BOUNDS CHECK
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xmin= 1000000
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ymin= 1000000
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xmax= -1000000
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ymax= -1000000
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for i in (0,2,4):
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x= key[i]
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y= key[i+1]
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if xmax<x: xmax= x
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if ymax<y: ymax= y
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if xmin>x: xmin= x
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if ymin>y: ymin= y
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x= v.x
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y= v.y
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if x<xmin or x>xmax or y < ymin or y > ymax:
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return False
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# Done with bounds check
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'''
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try:
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mtx = dict_matrix[key]
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if not mtx:
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return False
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except:
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side1 = v2 - v1
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side2 = v3 - v1
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nor = side1.cross(side2)
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mtx = Matrix((side1, side2, nor))
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# Zero area 2d tri, even tho we throw away zero area faces
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# the projection UV can result in a zero area UV.
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if not mtx.determinant():
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dict_matrix[key] = None
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return False
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mtx.invert()
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dict_matrix[key] = mtx
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uvw = (v - v1) * mtx
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return 0 <= uvw[0] and 0 <= uvw[1] and uvw[0] + uvw[1] <= 1
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def boundsIsland(faces):
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minx = maxx = faces[0].uv[0][0] # Set initial bounds.
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miny = maxy = faces[0].uv[0][1]
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# print len(faces), minx, maxx, miny , maxy
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for f in faces:
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for uv in f.uv:
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x= uv.x
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y= uv.y
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if x<minx: minx= x
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if y<miny: miny= y
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if x>maxx: maxx= x
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if y>maxy: maxy= y
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return minx, miny, maxx, maxy
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"""
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def boundsEdgeLoop(edges):
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minx = maxx = edges[0][0] # Set initial bounds.
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miny = maxy = edges[0][1]
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# print len(faces), minx, maxx, miny , maxy
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for ed in edges:
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for pt in ed:
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x= pt[0]
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y= pt[1]
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if x<minx: x= minx
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if y<miny: y= miny
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if x>maxx: x= maxx
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if y>maxy: y= maxy
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return minx, miny, maxx, maxy
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"""
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# Turns the islands into a list of unpordered edges (Non internal)
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# Only for UV's
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# only returns outline edges for intersection tests. and unique points.
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def island2Edge(island):
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# Vert index edges
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edges = {}
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unique_points= {}
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for f in island:
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f_uvkey= map(tuple, f.uv)
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for vIdx, edkey in enumerate(f.edge_keys):
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unique_points[f_uvkey[vIdx]] = f.uv[vIdx]
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if f.v[vIdx].index > f.v[vIdx-1].index:
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i1= vIdx-1; i2= vIdx
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else:
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i1= vIdx; i2= vIdx-1
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try: edges[ f_uvkey[i1], f_uvkey[i2] ] *= 0 # sets any edge with more then 1 user to 0 are not returned.
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except: edges[ f_uvkey[i1], f_uvkey[i2] ] = (f.uv[i1] - f.uv[i2]).length,
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# If 2 are the same then they will be together, but full [a,b] order is not correct.
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# Sort by length
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length_sorted_edges = [(Vector(key[0]), Vector(key[1]), value) for key, value in edges.items() if value != 0]
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try: length_sorted_edges.sort(key = lambda A: -A[2]) # largest first
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except: length_sorted_edges.sort(lambda A, B: cmp(B[2], A[2]))
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# Its okay to leave the length in there.
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#for e in length_sorted_edges:
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# e.pop(2)
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# return edges and unique points
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return length_sorted_edges, [v.to_3d() for v in unique_points.values()]
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# ========================= NOT WORKING????
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# Find if a points inside an edge loop, unordered.
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# pt is and x/y
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# edges are a non ordered loop of edges.
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# offsets are the edge x and y offset.
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"""
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def pointInEdges(pt, edges):
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#
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x1 = pt[0]
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y1 = pt[1]
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# Point to the left of this line.
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x2 = -100000
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y2 = -10000
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intersectCount = 0
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for ed in edges:
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xi, yi = lineIntersection2D(x1,y1, x2,y2, ed[0][0], ed[0][1], ed[1][0], ed[1][1])
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if xi is not None: # Is there an intersection.
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intersectCount+=1
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return intersectCount % 2
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"""
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def pointInIsland(pt, island):
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vec1, vec2, vec3 = Vector(), Vector(), Vector()
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for f in island:
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vec1.x, vec1.y = f.uv[0]
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vec2.x, vec2.y = f.uv[1]
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vec3.x, vec3.y = f.uv[2]
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if pointInTri2D(pt, vec1, vec2, vec3):
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return True
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if len(f.v) == 4:
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vec1.x, vec1.y = f.uv[0]
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vec2.x, vec2.y = f.uv[2]
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vec3.x, vec3.y = f.uv[3]
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if pointInTri2D(pt, vec1, vec2, vec3):
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return True
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return False
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# box is (left,bottom, right, top)
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def islandIntersectUvIsland(source, target, SourceOffset):
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# Is 1 point in the box, inside the vertLoops
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edgeLoopsSource = source[6] # Pretend this is offset
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edgeLoopsTarget = target[6]
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# Edge intersect test
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for ed in edgeLoopsSource:
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for seg in edgeLoopsTarget:
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i = geometry.intersect_line_line_2d(seg[0],
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seg[1],
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SourceOffset+ed[0],
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SourceOffset+ed[1],
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)
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if i:
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return 1 # LINE INTERSECTION
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# 1 test for source being totally inside target
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SourceOffset.resize_3d()
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for pv in source[7]:
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if pointInIsland(pv+SourceOffset, target[0]):
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return 2 # SOURCE INSIDE TARGET
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# 2 test for a part of the target being totally inside the source.
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for pv in target[7]:
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if pointInIsland(pv-SourceOffset, source[0]):
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return 3 # PART OF TARGET INSIDE SOURCE.
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return 0 # NO INTERSECTION
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# Returns the X/y Bounds of a list of vectors.
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def testNewVecLs2DRotIsBetter(vecs, mat=-1, bestAreaSoFar = -1):
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# UV's will never extend this far.
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minx = miny = BIG_NUM
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maxx = maxy = -BIG_NUM
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for i, v in enumerate(vecs):
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# Do this along the way
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if mat != -1:
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v = vecs[i] = mat * v
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x= v.x
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y= v.y
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if x<minx: minx= x
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if y<miny: miny= y
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if x>maxx: maxx= x
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if y>maxy: maxy= y
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# Specific to this algo, bail out if we get bigger then the current area
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if bestAreaSoFar != -1 and (maxx-minx) * (maxy-miny) > bestAreaSoFar:
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return (BIG_NUM, None), None
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w = maxx-minx
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h = maxy-miny
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return (w*h, w,h), vecs # Area, vecs
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def optiRotateUvIsland(faces):
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global currentArea
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# Best-fit Rotation
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def best2dRotation(uvVecs, MAT1, MAT2):
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global currentArea
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newAreaPos, newfaceProjectionGroupListPos =\
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testNewVecLs2DRotIsBetter(uvVecs[:], MAT1, currentArea[0])
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# Why do I use newpos here? May as well give the best area to date for an early bailout
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# some slight speed increase in this.
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# If the new rotation is smaller then the existing, we can
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# avoid copying a list and overwrite the old, crappy one.
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if newAreaPos[0] < currentArea[0]:
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newAreaNeg, newfaceProjectionGroupListNeg =\
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testNewVecLs2DRotIsBetter(uvVecs, MAT2, newAreaPos[0]) # Reuse the old bigger list.
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else:
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newAreaNeg, newfaceProjectionGroupListNeg =\
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testNewVecLs2DRotIsBetter(uvVecs[:], MAT2, currentArea[0]) # Cant reuse, make a copy.
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# Now from the 3 options we need to discover which to use
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# we have cerrentArea/newAreaPos/newAreaNeg
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bestArea = min(currentArea[0], newAreaPos[0], newAreaNeg[0])
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if currentArea[0] == bestArea:
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return uvVecs
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elif newAreaPos[0] == bestArea:
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uvVecs = newfaceProjectionGroupListPos
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currentArea = newAreaPos
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elif newAreaNeg[0] == bestArea:
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uvVecs = newfaceProjectionGroupListNeg
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currentArea = newAreaNeg
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return uvVecs
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# Serialized UV coords to Vectors
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uvVecs = [uv for f in faces for uv in f.uv]
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# Theres a small enough number of these to hard code it
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# rather then a loop.
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# Will not modify anything
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currentArea, dummy =\
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testNewVecLs2DRotIsBetter(uvVecs)
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# Try a 45d rotation
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newAreaPos, newfaceProjectionGroupListPos = testNewVecLs2DRotIsBetter(uvVecs[:], ROTMAT_2D_POS_45D, currentArea[0])
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if newAreaPos[0] < currentArea[0]:
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uvVecs = newfaceProjectionGroupListPos
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currentArea = newAreaPos
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# 45d done
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# Testcase different rotations and find the one that best fits in a square
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for ROTMAT in RotMatStepRotation:
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uvVecs = best2dRotation(uvVecs, ROTMAT[0], ROTMAT[1])
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# Only if you want it, make faces verticle!
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if currentArea[1] > currentArea[2]:
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# Rotate 90d
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# Work directly on the list, no need to return a value.
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testNewVecLs2DRotIsBetter(uvVecs, ROTMAT_2D_POS_90D)
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# Now write the vectors back to the face UV's
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i = 0 # count the serialized uv/vectors
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for f in faces:
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#f.uv = [uv for uv in uvVecs[i:len(f)+i] ]
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for j, k in enumerate(range(i, len(f.v)+i)):
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f.uv[j][:] = uvVecs[k]
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i += len(f.v)
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# Takes an island list and tries to find concave, hollow areas to pack smaller islands into.
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def mergeUvIslands(islandList):
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global USER_FILL_HOLES
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global USER_FILL_HOLES_QUALITY
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# Pack islands to bottom LHS
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# Sync with island
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#islandTotFaceArea = [] # A list of floats, each island area
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#islandArea = [] # a list of tuples ( area, w,h)
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decoratedIslandList = []
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islandIdx = len(islandList)
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while islandIdx:
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islandIdx-=1
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minx, miny, maxx, maxy = boundsIsland(islandList[islandIdx])
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w, h = maxx-minx, maxy-miny
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totFaceArea = 0
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offset= Vector((minx, miny))
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for f in islandList[islandIdx]:
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for uv in f.uv:
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uv -= offset
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totFaceArea += f.area
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islandBoundsArea = w*h
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efficiency = abs(islandBoundsArea - totFaceArea)
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# UV Edge list used for intersections as well as unique points.
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edges, uniqueEdgePoints = island2Edge(islandList[islandIdx])
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decoratedIslandList.append([islandList[islandIdx], totFaceArea, efficiency, islandBoundsArea, w,h, edges, uniqueEdgePoints])
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# Sort by island bounding box area, smallest face area first.
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# no.. chance that to most simple edge loop first.
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decoratedIslandListAreaSort =decoratedIslandList[:]
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decoratedIslandListAreaSort.sort(key = lambda A: A[3])
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# sort by efficiency, Least Efficient first.
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decoratedIslandListEfficSort = decoratedIslandList[:]
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# decoratedIslandListEfficSort.sort(lambda A, B: cmp(B[2], A[2]))
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decoratedIslandListEfficSort.sort(key = lambda A: -A[2])
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# ================================================== THESE CAN BE TWEAKED.
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# This is a quality value for the number of tests.
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# from 1 to 4, generic quality value is from 1 to 100
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USER_STEP_QUALITY = ((USER_FILL_HOLES_QUALITY - 1) / 25.0) + 1
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# If 100 will test as long as there is enough free space.
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# this is rarely enough, and testing takes a while, so lower quality speeds this up.
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# 1 means they have the same quality
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USER_FREE_SPACE_TO_TEST_QUALITY = 1 + (((100 - USER_FILL_HOLES_QUALITY)/100.0) *5)
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#print 'USER_STEP_QUALITY', USER_STEP_QUALITY
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#print 'USER_FREE_SPACE_TO_TEST_QUALITY', USER_FREE_SPACE_TO_TEST_QUALITY
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removedCount = 0
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areaIslandIdx = 0
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ctrl = Window.Qual.CTRL
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BREAK= False
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while areaIslandIdx < len(decoratedIslandListAreaSort) and not BREAK:
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sourceIsland = decoratedIslandListAreaSort[areaIslandIdx]
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# Already packed?
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if not sourceIsland[0]:
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areaIslandIdx+=1
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else:
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efficIslandIdx = 0
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while efficIslandIdx < len(decoratedIslandListEfficSort) and not BREAK:
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if Window.GetKeyQualifiers() & ctrl:
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BREAK= True
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break
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# Now we have 2 islands, if the efficiency of the islands lowers theres an
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# increasing likely hood that we can fit merge into the bigger UV island.
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# this ensures a tight fit.
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# Just use figures we have about user/unused area to see if they might fit.
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targetIsland = decoratedIslandListEfficSort[efficIslandIdx]
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if sourceIsland[0] == targetIsland[0] or\
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not targetIsland[0] or\
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not sourceIsland[0]:
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pass
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else:
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#~ ([island, totFaceArea, efficiency, islandArea, w,h])
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# Wasted space on target is greater then UV bounding island area.
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#~ if targetIsland[3] > (sourceIsland[2]) and\ #
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#~ print USER_FREE_SPACE_TO_TEST_QUALITY
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if targetIsland[2] > (sourceIsland[1] * USER_FREE_SPACE_TO_TEST_QUALITY) and\
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targetIsland[4] > sourceIsland[4] and\
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targetIsland[5] > sourceIsland[5]:
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# DEBUG # print '%.10f %.10f' % (targetIsland[3], sourceIsland[1])
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# These enough spare space lets move the box until it fits
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# How many times does the source fit into the target x/y
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blockTestXUnit = targetIsland[4]/sourceIsland[4]
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blockTestYUnit = targetIsland[5]/sourceIsland[5]
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boxLeft = 0
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# Distance we can move between whilst staying inside the targets bounds.
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testWidth = targetIsland[4] - sourceIsland[4]
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testHeight = targetIsland[5] - sourceIsland[5]
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# Increment we move each test. x/y
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xIncrement = (testWidth / (blockTestXUnit * ((USER_STEP_QUALITY/50)+0.1)))
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yIncrement = (testHeight / (blockTestYUnit * ((USER_STEP_QUALITY/50)+0.1)))
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# Make sure were not moving less then a 3rg of our width/height
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if xIncrement<sourceIsland[4]/3:
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xIncrement= sourceIsland[4]
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if yIncrement<sourceIsland[5]/3:
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yIncrement= sourceIsland[5]
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boxLeft = 0 # Start 1 back so we can jump into the loop.
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boxBottom= 0 #-yIncrement
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#~ testcount= 0
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while boxBottom <= testHeight:
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# Should we use this? - not needed for now.
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#~ if Window.GetKeyQualifiers() & ctrl:
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#~ BREAK= True
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#~ break
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##testcount+=1
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#print 'Testing intersect'
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Intersect = islandIntersectUvIsland(sourceIsland, targetIsland, Vector((boxLeft, boxBottom)))
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#print 'Done', Intersect
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if Intersect == 1: # Line intersect, don't bother with this any more
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pass
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if Intersect == 2: # Source inside target
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"""
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We have an intersection, if we are inside the target
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then move us 1 whole width across,
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Its possible this is a bad idea since 2 skinny Angular faces
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could join without 1 whole move, but its a lot more optimal to speed this up
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since we have already tested for it.
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It gives about 10% speedup with minimal errors.
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"""
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# Move the test along its width + SMALL_NUM
|
|
#boxLeft += sourceIsland[4] + SMALL_NUM
|
|
boxLeft += sourceIsland[4]
|
|
elif Intersect == 0: # No intersection?? Place it.
|
|
# Progress
|
|
removedCount +=1
|
|
#XXX Window.DrawProgressBar(0.0, 'Merged: %i islands, Ctrl to finish early.' % removedCount)
|
|
|
|
# Move faces into new island and offset
|
|
targetIsland[0].extend(sourceIsland[0])
|
|
offset= Vector((boxLeft, boxBottom))
|
|
|
|
for f in sourceIsland[0]:
|
|
for uv in f.uv:
|
|
uv+= offset
|
|
|
|
sourceIsland[0][:] = [] # Empty
|
|
|
|
|
|
# Move edge loop into new and offset.
|
|
# targetIsland[6].extend(sourceIsland[6])
|
|
#while sourceIsland[6]:
|
|
targetIsland[6].extend( [ (\
|
|
(e[0]+offset, e[1]+offset, e[2])\
|
|
) for e in sourceIsland[6] ] )
|
|
|
|
sourceIsland[6][:] = [] # Empty
|
|
|
|
# Sort by edge length, reverse so biggest are first.
|
|
|
|
try: targetIsland[6].sort(key = lambda A: A[2])
|
|
except: targetIsland[6].sort(lambda B,A: cmp(A[2], B[2] ))
|
|
|
|
|
|
targetIsland[7].extend(sourceIsland[7])
|
|
offset= Vector((boxLeft, boxBottom, 0.0))
|
|
for p in sourceIsland[7]:
|
|
p+= offset
|
|
|
|
sourceIsland[7][:] = []
|
|
|
|
|
|
# Decrement the efficiency
|
|
targetIsland[1]+=sourceIsland[1] # Increment totFaceArea
|
|
targetIsland[2]-=sourceIsland[1] # Decrement efficiency
|
|
# IF we ever used these again, should set to 0, eg
|
|
sourceIsland[2] = 0 # No area if anyone wants to know
|
|
|
|
break
|
|
|
|
|
|
# INCREMENT NEXT LOCATION
|
|
if boxLeft > testWidth:
|
|
boxBottom += yIncrement
|
|
boxLeft = 0.0
|
|
else:
|
|
boxLeft += xIncrement
|
|
##print testcount
|
|
|
|
efficIslandIdx+=1
|
|
areaIslandIdx+=1
|
|
|
|
# Remove empty islands
|
|
i = len(islandList)
|
|
while i:
|
|
i-=1
|
|
if not islandList[i]:
|
|
del islandList[i] # Can increment islands removed here.
|
|
|
|
# Takes groups of faces. assumes face groups are UV groups.
|
|
def getUvIslands(faceGroups, me):
|
|
|
|
# Get seams so we don't cross over seams
|
|
edge_seams = {} # should be a set
|
|
for ed in me.edges:
|
|
if ed.use_seam:
|
|
edge_seams[ed.key] = None # dummy var- use sets!
|
|
# Done finding seams
|
|
|
|
|
|
islandList = []
|
|
|
|
#XXX Window.DrawProgressBar(0.0, 'Splitting %d projection groups into UV islands:' % len(faceGroups))
|
|
#print '\tSplitting %d projection groups into UV islands:' % len(faceGroups),
|
|
# Find grouped faces
|
|
|
|
faceGroupIdx = len(faceGroups)
|
|
|
|
while faceGroupIdx:
|
|
faceGroupIdx-=1
|
|
faces = faceGroups[faceGroupIdx]
|
|
|
|
if not faces:
|
|
continue
|
|
|
|
# Build edge dict
|
|
edge_users = {}
|
|
|
|
for i, f in enumerate(faces):
|
|
for ed_key in f.edge_keys:
|
|
if ed_key in edge_seams: # DELIMIT SEAMS! ;)
|
|
edge_users[ed_key] = [] # so as not to raise an error
|
|
else:
|
|
try: edge_users[ed_key].append(i)
|
|
except: edge_users[ed_key] = [i]
|
|
|
|
# Modes
|
|
# 0 - face not yet touched.
|
|
# 1 - added to island list, and need to search
|
|
# 2 - touched and searched - don't touch again.
|
|
face_modes = [0] * len(faces) # initialize zero - untested.
|
|
|
|
face_modes[0] = 1 # start the search with face 1
|
|
|
|
newIsland = []
|
|
|
|
newIsland.append(faces[0])
|
|
|
|
|
|
ok = True
|
|
while ok:
|
|
|
|
ok = True
|
|
while ok:
|
|
ok= False
|
|
for i in range(len(faces)):
|
|
if face_modes[i] == 1: # search
|
|
for ed_key in faces[i].edge_keys:
|
|
for ii in edge_users[ed_key]:
|
|
if i != ii and face_modes[ii] == 0:
|
|
face_modes[ii] = ok = 1 # mark as searched
|
|
newIsland.append(faces[ii])
|
|
|
|
# mark as searched, don't look again.
|
|
face_modes[i] = 2
|
|
|
|
islandList.append(newIsland)
|
|
|
|
ok = False
|
|
for i in range(len(faces)):
|
|
if face_modes[i] == 0:
|
|
newIsland = []
|
|
newIsland.append(faces[i])
|
|
|
|
face_modes[i] = ok = 1
|
|
break
|
|
# if not ok will stop looping
|
|
|
|
#XXX Window.DrawProgressBar(0.1, 'Optimizing Rotation for %i UV Islands' % len(islandList))
|
|
|
|
for island in islandList:
|
|
optiRotateUvIsland(island)
|
|
|
|
return islandList
|
|
|
|
|
|
def packIslands(islandList):
|
|
if USER_FILL_HOLES:
|
|
#XXX Window.DrawProgressBar(0.1, 'Merging Islands (Ctrl: skip merge)...')
|
|
mergeUvIslands(islandList) # Modify in place
|
|
|
|
|
|
# Now we have UV islands, we need to pack them.
|
|
|
|
# Make a synchronized list with the islands
|
|
# so we can box pack the islands.
|
|
packBoxes = []
|
|
|
|
# Keep a list of X/Y offset so we can save time by writing the
|
|
# uv's and packed data in one pass.
|
|
islandOffsetList = []
|
|
|
|
islandIdx = 0
|
|
|
|
while islandIdx < len(islandList):
|
|
minx, miny, maxx, maxy = boundsIsland(islandList[islandIdx])
|
|
|
|
w, h = maxx-minx, maxy-miny
|
|
|
|
if USER_ISLAND_MARGIN:
|
|
minx -= USER_ISLAND_MARGIN# *w
|
|
miny -= USER_ISLAND_MARGIN# *h
|
|
maxx += USER_ISLAND_MARGIN# *w
|
|
maxy += USER_ISLAND_MARGIN# *h
|
|
|
|
# recalc width and height
|
|
w, h = maxx-minx, maxy-miny
|
|
|
|
if w < 0.00001 or h < 0.00001:
|
|
del islandList[islandIdx]
|
|
islandIdx -=1
|
|
continue
|
|
|
|
"""Save the offset to be applied later,
|
|
we could apply to the UVs now and allign them to the bottom left hand area
|
|
of the UV coords like the box packer imagines they are
|
|
but, its quicker just to remember their offset and
|
|
apply the packing and offset in 1 pass """
|
|
islandOffsetList.append((minx, miny))
|
|
|
|
# Add to boxList. use the island idx for the BOX id.
|
|
packBoxes.append([0, 0, w, h])
|
|
islandIdx+=1
|
|
|
|
# Now we have a list of boxes to pack that syncs
|
|
# with the islands.
|
|
|
|
#print '\tPacking UV Islands...'
|
|
#XXX Window.DrawProgressBar(0.7, "Packing %i UV Islands..." % len(packBoxes) )
|
|
|
|
# time1 = time.time()
|
|
packWidth, packHeight = geometry.box_pack_2d(packBoxes)
|
|
|
|
# print 'Box Packing Time:', time.time() - time1
|
|
|
|
#if len(pa ckedLs) != len(islandList):
|
|
# raise "Error packed boxes differs from original length"
|
|
|
|
#print '\tWriting Packed Data to faces'
|
|
#XXX Window.DrawProgressBar(0.8, "Writing Packed Data to faces")
|
|
|
|
# Sort by ID, so there in sync again
|
|
islandIdx = len(islandList)
|
|
# Having these here avoids divide by 0
|
|
if islandIdx:
|
|
|
|
if USER_STRETCH_ASPECT:
|
|
# Maximize to uv area?? Will write a normalize function.
|
|
xfactor = 1.0 / packWidth
|
|
yfactor = 1.0 / packHeight
|
|
else:
|
|
# Keep proportions.
|
|
xfactor = yfactor = 1.0 / max(packWidth, packHeight)
|
|
|
|
while islandIdx:
|
|
islandIdx -=1
|
|
# Write the packed values to the UV's
|
|
|
|
xoffset = packBoxes[islandIdx][0] - islandOffsetList[islandIdx][0]
|
|
yoffset = packBoxes[islandIdx][1] - islandOffsetList[islandIdx][1]
|
|
|
|
for f in islandList[islandIdx]: # Offsetting the UV's so they fit in there packed box
|
|
for uv in f.uv:
|
|
uv.x= (uv.x+xoffset) * xfactor
|
|
uv.y= (uv.y+yoffset) * yfactor
|
|
|
|
|
|
def VectoQuat(vec):
|
|
vec = vec.normalized()
|
|
return vec.to_track_quat('Z', 'X' if abs(vec.x) > 0.5 else 'Y').inverted()
|
|
|
|
|
|
class thickface(object):
|
|
__slost__= "v", "uv", "no", "area", "edge_keys"
|
|
def __init__(self, face, uv_layer, mesh_verts):
|
|
self.v = [mesh_verts[i] for i in face.vertices]
|
|
self.uv = [uv_layer[i].uv for i in face.loop_indices]
|
|
|
|
self.no = face.normal
|
|
self.area = face.area
|
|
self.edge_keys = face.edge_keys
|
|
|
|
|
|
def main_consts():
|
|
from math import radians
|
|
|
|
global ROTMAT_2D_POS_90D
|
|
global ROTMAT_2D_POS_45D
|
|
global RotMatStepRotation
|
|
|
|
ROTMAT_2D_POS_90D = Matrix.Rotation(radians(90.0), 2)
|
|
ROTMAT_2D_POS_45D = Matrix.Rotation(radians(45.0), 2)
|
|
|
|
RotMatStepRotation = []
|
|
rot_angle = 22.5 #45.0/2
|
|
while rot_angle > 0.1:
|
|
RotMatStepRotation.append([
|
|
Matrix.Rotation(radians(+rot_angle), 2),
|
|
Matrix.Rotation(radians(-rot_angle), 2),
|
|
])
|
|
|
|
rot_angle = rot_angle/2.0
|
|
|
|
|
|
global ob
|
|
ob = None
|
|
def main(context,
|
|
island_margin,
|
|
projection_limit,
|
|
user_area_weight,
|
|
):
|
|
global USER_FILL_HOLES
|
|
global USER_FILL_HOLES_QUALITY
|
|
global USER_STRETCH_ASPECT
|
|
global USER_ISLAND_MARGIN
|
|
|
|
from math import cos
|
|
import time
|
|
|
|
global dict_matrix
|
|
dict_matrix = {}
|
|
|
|
|
|
# Constants:
|
|
# Takes a list of faces that make up a UV island and rotate
|
|
# until they optimally fit inside a square.
|
|
global ROTMAT_2D_POS_90D
|
|
global ROTMAT_2D_POS_45D
|
|
global RotMatStepRotation
|
|
main_consts()
|
|
|
|
# Create the variables.
|
|
USER_PROJECTION_LIMIT = projection_limit
|
|
USER_ONLY_SELECTED_FACES = True
|
|
USER_SHARE_SPACE = 1 # Only for hole filling.
|
|
USER_STRETCH_ASPECT = 1 # Only for hole filling.
|
|
USER_ISLAND_MARGIN = island_margin # Only for hole filling.
|
|
USER_FILL_HOLES = 0
|
|
USER_FILL_HOLES_QUALITY = 50 # Only for hole filling.
|
|
USER_VIEW_INIT = 0 # Only for hole filling.
|
|
|
|
is_editmode = (context.active_object.mode == 'EDIT')
|
|
if is_editmode:
|
|
obList = [ob for ob in [context.active_object] if ob and ob.type == 'MESH']
|
|
else:
|
|
obList = [ob for ob in context.selected_editable_objects if ob and ob.type == 'MESH']
|
|
USER_ONLY_SELECTED_FACES = False
|
|
|
|
if not obList:
|
|
raise Exception("error, no selected mesh objects")
|
|
|
|
# Reuse variable
|
|
if len(obList) == 1:
|
|
ob = "Unwrap %i Selected Mesh"
|
|
else:
|
|
ob = "Unwrap %i Selected Meshes"
|
|
|
|
# HACK, loop until mouse is lifted.
|
|
'''
|
|
while Window.GetMouseButtons() != 0:
|
|
time.sleep(10)
|
|
'''
|
|
|
|
#~ XXX if not Draw.PupBlock(ob % len(obList), pup_block):
|
|
#~ XXX return
|
|
#~ XXX del ob
|
|
|
|
# Convert from being button types
|
|
|
|
USER_PROJECTION_LIMIT_CONVERTED = cos(USER_PROJECTION_LIMIT * DEG_TO_RAD)
|
|
USER_PROJECTION_LIMIT_HALF_CONVERTED = cos((USER_PROJECTION_LIMIT/2) * DEG_TO_RAD)
|
|
|
|
|
|
# Toggle Edit mode
|
|
is_editmode = (context.active_object.mode == 'EDIT')
|
|
if is_editmode:
|
|
bpy.ops.object.mode_set(mode='OBJECT')
|
|
# Assume face select mode! an annoying hack to toggle face select mode because Mesh doesn't like faceSelectMode.
|
|
|
|
if USER_SHARE_SPACE:
|
|
# Sort by data name so we get consistent results
|
|
obList.sort(key = lambda ob: ob.data.name)
|
|
collected_islandList= []
|
|
|
|
#XXX Window.WaitCursor(1)
|
|
|
|
time1 = time.time()
|
|
|
|
# Tag as False so we don't operate on the same mesh twice.
|
|
#XXX bpy.data.meshes.tag = False
|
|
for me in bpy.data.meshes:
|
|
me.tag = False
|
|
|
|
|
|
for ob in obList:
|
|
me = ob.data
|
|
|
|
if me.tag or me.library:
|
|
continue
|
|
|
|
# Tag as used
|
|
me.tag = True
|
|
|
|
if not me.uv_textures: # Mesh has no UV Coords, don't bother.
|
|
me.uv_textures.new()
|
|
|
|
uv_layer = me.uv_layers.active.data
|
|
me_verts = list(me.vertices)
|
|
|
|
if USER_ONLY_SELECTED_FACES:
|
|
meshFaces = [thickface(f, uv_layer, me_verts) for i, f in enumerate(me.polygons) if f.select]
|
|
else:
|
|
meshFaces = [thickface(f, uv_layer, me_verts) for i, f in enumerate(me.polygons)]
|
|
|
|
if not meshFaces:
|
|
continue
|
|
|
|
#XXX Window.DrawProgressBar(0.1, 'SmartProj UV Unwrapper, mapping "%s", %i faces.' % (me.name, len(meshFaces)))
|
|
|
|
# =======
|
|
# Generate a projection list from face normals, this is meant to be smart :)
|
|
|
|
# make a list of face props that are in sync with meshFaces
|
|
# Make a Face List that is sorted by area.
|
|
# meshFaces = []
|
|
|
|
# meshFaces.sort( lambda a, b: cmp(b.area , a.area) ) # Biggest first.
|
|
meshFaces.sort(key=lambda a: -a.area)
|
|
|
|
# remove all zero area faces
|
|
while meshFaces and meshFaces[-1].area <= SMALL_NUM:
|
|
# Set their UV's to 0,0
|
|
for uv in meshFaces[-1].uv:
|
|
uv.zero()
|
|
meshFaces.pop()
|
|
|
|
# Smallest first is slightly more efficient, but if the user cancels early then its better we work on the larger data.
|
|
|
|
# Generate Projection Vecs
|
|
# 0d is 1.0
|
|
# 180 IS -0.59846
|
|
|
|
|
|
# Initialize projectVecs
|
|
if USER_VIEW_INIT:
|
|
# Generate Projection
|
|
projectVecs = [Vector(Window.GetViewVector()) * ob.matrix_world.inverted().to_3x3()] # We add to this along the way
|
|
else:
|
|
projectVecs = []
|
|
|
|
newProjectVec = meshFaces[0].no
|
|
newProjectMeshFaces = [] # Popping stuffs it up.
|
|
|
|
|
|
# Pretend that the most unique angle is ages away to start the loop off
|
|
mostUniqueAngle = -1.0
|
|
|
|
# This is popped
|
|
tempMeshFaces = meshFaces[:]
|
|
|
|
|
|
|
|
# This while only gathers projection vecs, faces are assigned later on.
|
|
while 1:
|
|
# If theres none there then start with the largest face
|
|
|
|
# add all the faces that are close.
|
|
for fIdx in range(len(tempMeshFaces)-1, -1, -1):
|
|
# Use half the angle limit so we don't overweight faces towards this
|
|
# normal and hog all the faces.
|
|
if newProjectVec.dot(tempMeshFaces[fIdx].no) > USER_PROJECTION_LIMIT_HALF_CONVERTED:
|
|
newProjectMeshFaces.append(tempMeshFaces.pop(fIdx))
|
|
|
|
# Add the average of all these faces normals as a projectionVec
|
|
averageVec = Vector((0.0, 0.0, 0.0))
|
|
if user_area_weight == 0.0:
|
|
for fprop in newProjectMeshFaces:
|
|
averageVec += fprop.no
|
|
elif user_area_weight == 1.0:
|
|
for fprop in newProjectMeshFaces:
|
|
averageVec += fprop.no * fprop.area
|
|
else:
|
|
for fprop in newProjectMeshFaces:
|
|
averageVec += fprop.no * ((fprop.area * user_area_weight) + (1.0 - user_area_weight))
|
|
|
|
if averageVec.x != 0 or averageVec.y != 0 or averageVec.z != 0: # Avoid NAN
|
|
projectVecs.append(averageVec.normalized())
|
|
|
|
|
|
# Get the next vec!
|
|
# Pick the face thats most different to all existing angles :)
|
|
mostUniqueAngle = 1.0 # 1.0 is 0d. no difference.
|
|
mostUniqueIndex = 0 # dummy
|
|
|
|
for fIdx in range(len(tempMeshFaces)-1, -1, -1):
|
|
angleDifference = -1.0 # 180d difference.
|
|
|
|
# Get the closest vec angle we are to.
|
|
for p in projectVecs:
|
|
temp_angle_diff= p.dot(tempMeshFaces[fIdx].no)
|
|
|
|
if angleDifference < temp_angle_diff:
|
|
angleDifference= temp_angle_diff
|
|
|
|
if angleDifference < mostUniqueAngle:
|
|
# We have a new most different angle
|
|
mostUniqueIndex = fIdx
|
|
mostUniqueAngle = angleDifference
|
|
|
|
if mostUniqueAngle < USER_PROJECTION_LIMIT_CONVERTED:
|
|
#print 'adding', mostUniqueAngle, USER_PROJECTION_LIMIT, len(newProjectMeshFaces)
|
|
# Now weight the vector to all its faces, will give a more direct projection
|
|
# if the face its self was not representive of the normal from surrounding faces.
|
|
|
|
newProjectVec = tempMeshFaces[mostUniqueIndex].no
|
|
newProjectMeshFaces = [tempMeshFaces.pop(mostUniqueIndex)]
|
|
|
|
|
|
else:
|
|
if len(projectVecs) >= 1: # Must have at least 2 projections
|
|
break
|
|
|
|
|
|
# If there are only zero area faces then its possible
|
|
# there are no projectionVecs
|
|
if not len(projectVecs):
|
|
Draw.PupMenu('error, no projection vecs where generated, 0 area faces can cause this.')
|
|
return
|
|
|
|
faceProjectionGroupList =[[] for i in range(len(projectVecs)) ]
|
|
|
|
# MAP and Arrange # We know there are 3 or 4 faces here
|
|
|
|
for fIdx in range(len(meshFaces)-1, -1, -1):
|
|
fvec = meshFaces[fIdx].no
|
|
i = len(projectVecs)
|
|
|
|
# Initialize first
|
|
bestAng = fvec.dot(projectVecs[0])
|
|
bestAngIdx = 0
|
|
|
|
# Cycle through the remaining, first already done
|
|
while i-1:
|
|
i-=1
|
|
|
|
newAng = fvec.dot(projectVecs[i])
|
|
if newAng > bestAng: # Reverse logic for dotvecs
|
|
bestAng = newAng
|
|
bestAngIdx = i
|
|
|
|
# Store the area for later use.
|
|
faceProjectionGroupList[bestAngIdx].append(meshFaces[fIdx])
|
|
|
|
# Cull faceProjectionGroupList,
|
|
|
|
|
|
# Now faceProjectionGroupList is full of faces that face match the project Vecs list
|
|
for i in range(len(projectVecs)):
|
|
# Account for projectVecs having no faces.
|
|
if not faceProjectionGroupList[i]:
|
|
continue
|
|
|
|
# Make a projection matrix from a unit length vector.
|
|
MatQuat = VectoQuat(projectVecs[i])
|
|
|
|
# Get the faces UV's from the projected vertex.
|
|
for f in faceProjectionGroupList[i]:
|
|
f_uv = f.uv
|
|
for j, v in enumerate(f.v):
|
|
# XXX - note, between mathutils in 2.4 and 2.5 the order changed.
|
|
f_uv[j][:] = (MatQuat * v.co).xy
|
|
|
|
|
|
if USER_SHARE_SPACE:
|
|
# Should we collect and pack later?
|
|
islandList = getUvIslands(faceProjectionGroupList, me)
|
|
collected_islandList.extend(islandList)
|
|
|
|
else:
|
|
# Should we pack the islands for this 1 object?
|
|
islandList = getUvIslands(faceProjectionGroupList, me)
|
|
packIslands(islandList)
|
|
|
|
|
|
# update the mesh here if we need to.
|
|
|
|
# We want to pack all in 1 go, so pack now
|
|
if USER_SHARE_SPACE:
|
|
#XXX Window.DrawProgressBar(0.9, "Box Packing for all objects...")
|
|
packIslands(collected_islandList)
|
|
|
|
print("Smart Projection time: %.2f" % (time.time() - time1))
|
|
# Window.DrawProgressBar(0.9, "Smart Projections done, time: %.2f sec" % (time.time() - time1))
|
|
|
|
if is_editmode:
|
|
bpy.ops.object.mode_set(mode='EDIT')
|
|
|
|
dict_matrix.clear()
|
|
|
|
#XXX Window.DrawProgressBar(1.0, "")
|
|
#XXX Window.WaitCursor(0)
|
|
#XXX Window.RedrawAll()
|
|
|
|
"""
|
|
pup_block = [\
|
|
'Projection',\
|
|
('Selected Faces Only', USER_ONLY_SELECTED_FACES, 'Use only selected faces from all selected meshes.'),\
|
|
('Init from view', USER_VIEW_INIT, 'The first projection will be from the view vector.'),\
|
|
'',\
|
|
'UV Layout',\
|
|
('Share Tex Space', USER_SHARE_SPACE, 'Objects Share texture space, map all objects into 1 uvmap.'),\
|
|
('Stretch to bounds', USER_STRETCH_ASPECT, 'Stretch the final output to texture bounds.'),\
|
|
* ('Island Margin:', USER_ISLAND_MARGIN, 0.0, 0.5, ''),\
|
|
'Fill in empty areas',\
|
|
('Fill Holes', USER_FILL_HOLES, 'Fill in empty areas reduced texture waistage (slow).'),\
|
|
('Fill Quality:', USER_FILL_HOLES_QUALITY, 1, 100, 'Depends on fill holes, how tightly to fill UV holes, (higher is slower)'),\
|
|
]
|
|
"""
|
|
|
|
from bpy.props import FloatProperty
|
|
|
|
|
|
class SmartProject(Operator):
|
|
"""This script projection unwraps the selected faces of a mesh """ \
|
|
"""(it operates on all selected mesh objects, and can be used """ \
|
|
"""to unwrap selected faces, or all faces)"""
|
|
bl_idname = "uv.smart_project"
|
|
bl_label = "Smart UV Project"
|
|
bl_options = {'REGISTER', 'UNDO'}
|
|
|
|
angle_limit = FloatProperty(
|
|
name="Angle Limit",
|
|
description="Lower for more projection groups, higher for less distortion",
|
|
min=1.0, max=89.0,
|
|
default=66.0,
|
|
)
|
|
island_margin = FloatProperty(
|
|
name="Island Margin",
|
|
description="Margin to reduce bleed from adjacent islands",
|
|
min=0.0, max=1.0,
|
|
default=0.0,
|
|
)
|
|
user_area_weight = FloatProperty(
|
|
name="Area Weight",
|
|
description="Weight projections vector by faces with larger areas",
|
|
min=0.0, max=1.0,
|
|
default=0.0,
|
|
)
|
|
|
|
@classmethod
|
|
def poll(cls, context):
|
|
return context.active_object is not None
|
|
|
|
def execute(self, context):
|
|
main(context,
|
|
self.island_margin,
|
|
self.angle_limit,
|
|
self.user_area_weight,
|
|
)
|
|
return {'FINISHED'}
|
|
|
|
def invoke(self, context, event):
|
|
wm = context.window_manager
|
|
return wm.invoke_props_dialog(self)
|