blender/release/scripts/op/vertexpaint_dirt.py
2009-11-07 22:12:03 +00:00

179 lines
5.5 KiB
Python

# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Campbell J Barton
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
# History
#
# Originally written by Campbell Barton aka ideasman42
#
# 2009-11-01: * 2.5 port by Keith "Wahooney" Boshoff
# * Replaced old method with my own, speed is similar (about 0.001 sec on Suzanne)
# but results are far more accurate
#
import bpy
import Mathutils
import math
import time
from Mathutils import Vector
from bpy.props import *
def applyVertexDirt(me, blur_iterations, blur_strength, clamp_dirt, clamp_clean, dirt_only):
## Window.WaitCursor(1)
#BPyMesh.meshCalcNormals(me)
vert_tone = [0.0] * len(me.verts)
min_tone =180.0
max_tone =0.0
# create lookup table for each vertex's connected vertices (via edges)
con = []
con = [[] for i in range(len(me.verts))]
# add connected verts
for e in me.edges:
con[e.verts[0]].append(e.verts[1])
con[e.verts[1]].append(e.verts[0])
for v in me.verts:
vec = Vector()
no = v.normal
co = v.co
# get the direction of the vectors between the vertex and it's connected vertices
for c in con[v.index]:
vec += Vector(me.verts[c].co - co).normalize()
# normalize the vector by dividing by the number of connected verts
vec /= len(con[v.index])
# angle is the acos of the dot product between vert and connected verts normals
ang = math.acos(no.dot(vec))
# enforce min/max
ang = max(clamp_dirt, ang)
if not dirt_only:
ang = min(clamp_clean, ang)
vert_tone[v.index] = ang
# blur tones
for i in range(blur_iterations):
# backup the original tones
orig_vert_tone = list(vert_tone)
# use connected verts look up for blurring
for j, c in enumerate(con):
for v in c:
vert_tone[j] += blur_strength * orig_vert_tone[v]
vert_tone[j] /= len(c) * blur_strength + 1
min_tone = min(vert_tone)
max_tone = max(vert_tone)
# debug information
# print(min_tone * 2 * math.pi)
# print(max_tone * 2 * math.pi)
# print(clamp_clean)
# print(clamp_dirt)
tone_range = max_tone-min_tone
if not tone_range:
return
active_col_layer = None
if len(me.vertex_colors):
for lay in me.vertex_colors:
if lay.active:
active_col_layer = lay.data
else:
bpy.ops.mesh.vertex_color_add()
me.vertex_colors[0].active = True
active_col_layer = me.vertex_colors[0].data
if not active_col_layer:
return('CANCELLED', )
for i, f in enumerate(me.faces):
if not me.use_paint_mask or f.selected:
f_col = active_col_layer[i]
f_col = [f_col.color1, f_col.color2, f_col.color3, f_col.color4]
for j, v in enumerate(f.verts):
col = f_col[j]
tone = vert_tone[me.verts[v].index]
tone = (tone-min_tone)/tone_range
if dirt_only:
tone = min(tone, 0.5)
tone *= 2
col[0] = tone*col[0]
col[1] = tone*col[1]
col[2] = tone*col[2]
## Window.WaitCursor(0)
class VertexPaintDirt(bpy.types.Operator):
bl_idname = "mesh.vertex_paint_dirt"
bl_label = "Dirty Vertex Colors"
bl_register = True
bl_undo = True
blur_strength = FloatProperty(name = "Blur Strength", description = "Blur strength per iteration", default = 1.0, min = 0.01, max = 1.0)
blur_iterations = IntProperty(name = "Blur Iterations", description = "Number times to blur the colors. (higher blurs more)", default = 1, min = 0, max = 40)
clean_angle = FloatProperty(name = "Highlight Angle", description = "Less then 90 limits the angle used in the tonal range", default = 180.0, min = 0.0, max = 180.0)
dirt_angle = FloatProperty(name = "Dirt Angle", description = "Less then 90 limits the angle used in the tonal range", default = 0.0, min = 0.0, max = 180.0)
dirt_only = BoolProperty(name= "Dirt Only", description = "Dont calculate cleans for convex areas", default = False)
def execute(self, context):
sce = context.scene
ob = context.object
if not ob or ob.type != 'MESH':
print('Error, no active mesh object, aborting.')
return('CANCELLED',)
me = ob.data
t = time.time()
applyVertexDirt(me, self.blur_iterations, self.blur_strength, math.radians(self.dirt_angle), math.radians(self.clean_angle), self.dirt_only)
print('Dirt calculated in %.6f' % (time.time()-t))
return('FINISHED',)
bpy.ops.add(VertexPaintDirt)
if __name__ == "__main__":
bpy.ops.mesh.vertex_paint_dirt()