forked from bartvdbraak/blender
d56de7edb7
Some optimizations and Ctrl will escape the script properly if you want to skip merging the islands. Thanks to Melchior FRANZ for the report and debug blend
1183 lines
35 KiB
Python
1183 lines
35 KiB
Python
#!BPY
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""" Registration info for Blender menus: <- these words are ignored
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Name: 'ArchiMap UV Projection Unwrapper'
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Blender: 240
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Group: 'UV'
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Tooltip: 'ArchiMap UV Unwrap mesh faces for all select mesh objects'
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"""
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__author__ = "Campbell Barton"
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__url__ = ("blender", "elysiun")
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__version__ = "1.1 12/18/05"
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__bpydoc__ = """\
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This script projection unwraps the selected faces of a mesh.
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it operates on all selected mesh objects, and can be used unwrap
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selected faces, or all faces.
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"""
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# --------------------------------------------------------------------------
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# Archimap UV Projection Unwrapper v1.1 by Campbell Barton (AKA Ideasman)
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# --------------------------------------------------------------------------
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# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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from Blender import Object, Scene, Draw, Window, sys, Mesh
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from Blender.Mathutils import CrossVecs, Matrix, Vector, RotationMatrix, DotVecs, TriangleArea
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from math import cos
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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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import boxpack2d
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reload(boxpack2d) # for developing.
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# Do 2 lines intersect?
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def lineIntersection2D(x1,y1, x2,y2, _x1,_y1, _x2,_y2):
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# Bounding box intersection first.
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if min(x1, x2) > max(_x1, _x2) or \
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max(x1, x2) < min(_x1, _x2) or \
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min(y1, y2) > max(_y1, _y2) or \
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max(y1, y2) < min(_y1, _y2):
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return None, None # BAsic Bounds intersection TEST returns false.
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# are either of the segments points? Check Seg1
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if abs(x1 - x2) + abs(y1 - y2) <= SMALL_NUM:
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return None, None
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# are either of the segments points? Check Seg2
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if abs(_x1 - _x2) + abs(_y1 - _y2) <= SMALL_NUM:
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return None, None
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# Make sure the HOZ/Vert Line Comes first.
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if abs(_x1 - _x2) < SMALL_NUM or abs(_y1 - _y2) < SMALL_NUM:
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x1, x2, y1, y2, _x1, _x2, _y1, _y2 = _x1, _x2, _y1, _y2, x1, x2, y1, y2
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if abs(x2-x1) < SMALL_NUM: # VERTICLE LINE
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if abs(_x2-_x1) < SMALL_NUM: # VERTICLE LINE SEG2
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return None, None # 2 verticle lines dont intersect.
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elif abs(_y2-_y1) < SMALL_NUM:
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return x1, _y1 # X of vert, Y of hoz. no calculation.
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yi = ((_y1 / abs(_x1 - _x2)) * abs(_x2 - x1)) + ((_y2 / abs(_x1 - _x2)) * abs(_x1 - x1))
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if yi > max(y1, y2): # New point above seg1's vert line
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return None, None
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elif yi < min(y1, y2): # New point below seg1's vert line
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return None, None
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return x1, yi # Intersecting.
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if abs(y2-y1) < SMALL_NUM: # HOZ LINE
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if abs(_y2-_y1) < SMALL_NUM: # HOZ LINE SEG2
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return None, None # 2 hoz lines dont intersect.
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# Can skip vert line check for seg 2 since its covered above.
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xi = ((_x1 / abs(_y1 - _y2)) * abs(_y2 - y1)) + ((_x2 / abs(_y1 - _y2)) * abs(_y1 - y1))
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if xi > max(x1, x2): # New point right of seg1's hoz line
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return None, None
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elif xi < min(x1, x2): # New point left of seg1's hoz line
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return None, None
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return xi, y1 # Intersecting.
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# ACCOUNTED FOR HOZ/VERT LINES. GO ON WITH BOTH ANGLULAR.
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b1 = (y2-y1)/(x2-x1)
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b2 = (_y2-_y1)/(_x2-_x1)
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a1 = y1-b1*x1
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a2 = _y1-b2*_x1
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if b1 - b2 == 0.0:
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return None, None
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xi = - (a1-a2)/(b1-b2)
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yi = a1+b1*xi
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if (x1-xi)*(xi-x2) >= 0 and (_x1-xi)*(xi-_x2) >= 0 and (y1-yi)*(yi-y2) >= 0 and (_y1-yi)*(yi-_y2)>=0:
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return xi, yi
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else:
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return None, None
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dict_matrix = {}
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def pointInTri2D(v, v1, v2, v3):
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global dict_matrix
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key = (v1.x, v1.y, v2.x, v2.y, v3.x, v3.y)
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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 = CrossVecs(side1, side2)
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l1 = [side1[0], side1[1], side1[2]]
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l2 = [side2[0], side2[1], side2[2]]
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l3 = [nor[0], nor[1], nor[2]]
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mtx = Matrix(l1, l2, l3)
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# Zero area 2d tri, even tho we throw away zerop 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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print 'ass'
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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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# Onlt for UV's
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def island2Edge(island):
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# Vert index edges
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edges = {}
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for f in island:
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for vIdx in xrange(len(f)):
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if f.v[vIdx].index > f.v[vIdx-1].index:
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edges[((f.uv[vIdx-1][0], f.uv[vIdx-1][1]), (f.uv[vIdx][0], f.uv[vIdx][1]))] =\
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(Vector([f.uv[vIdx-1][0], f.uv[vIdx-1][1]]) - Vector([f.uv[vIdx][0], f.uv[vIdx][1]])).length
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else: # 3
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edges[((f.uv[vIdx][0], f.uv[vIdx][1]), (f.uv[vIdx-1][0], f.uv[vIdx-1][1]) )] =\
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(Vector([f.uv[vIdx-1][0], f.uv[vIdx-1][1]]) - Vector([f.uv[vIdx][0], f.uv[vIdx][1]])).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 = []
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for key in edges.keys():
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length_sorted_edges.append([key[0], key[1], edges[key]])
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length_sorted_edges.sort(lambda A, B: cmp(B[2], A[2]))
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#for e in length_sorted_edges:
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# e.pop(2)
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return length_sorted_edges
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# ========================= NOT WORKING????
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# Find if a points inside an edge loop, un-orderd.
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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 != 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 uniqueEdgePairPoints(edges):
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points = {}
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pointsVec = []
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for e in edges:
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points[e[0]] = points[e[1]] = None
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for p in points.keys():
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pointsVec.append( Vector([p[0], p[1], 0]) )
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return pointsVec
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def pointInIsland(pt, island):
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vec1 = Vector(); vec2 = Vector(); vec3 = 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) == 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, xSourceOffset, ySourceOffset):
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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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xi, yi = lineIntersection2D(\
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seg[0][0], seg[0][1], seg[1][0], seg[1][1],\
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xSourceOffset+ed[0][0], ySourceOffset+ed[0][1], xSourceOffset+ed[1][0], ySourceOffset+ed[1][1])
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if xi != None:
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return 1 # LINE INTERSECTION
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# 1 test for source being totally inside target
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for pv in source[7]:
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p = Vector(pv)
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p.x += xSourceOffset
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p.y += ySourceOffset
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if pointInIsland(p, target[0]):
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return 2 # SOURCE INSIDE TARGET
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# 2 test for a part of the target being totaly inside the source.
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for pv in target[7]:
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p = Vector(pv)
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p.x -= xSourceOffset
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p.y -= ySourceOffset
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if pointInIsland(p, 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 allong the way
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if mat != -1:
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v = vecs[i] = v*mat
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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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# Spesific 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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# Takes a list of faces that make up a UV island and rotate
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# until they optimally fit inside a square.
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ROTMAT_2D_POS_90D = RotationMatrix( 90, 2)
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ROTMAT_2D_POS_45D = RotationMatrix( 45, 2)
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RotMatStepRotation = []
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rot_angle = 22.5 #45.0/2
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while rot_angle > 0.1:
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RotMatStepRotation.append([\
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RotationMatrix( rot_angle, 2),\
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RotationMatrix( -rot_angle, 2)])
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rot_angle = rot_angle/2.0
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def optiRotateUvIsland(faces):
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global currentArea
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# Bestfit 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 = [Vector(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 onfe 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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i += len(f)
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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, islandListArea):
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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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for fIdx, f in enumerate(islandList[islandIdx]):
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f.uv = [Vector(uv[0]-minx, uv[1]-miny) for uv in f.uv]
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totFaceArea += islandListArea[islandIdx][fIdx] # Use Cached area. dont recalculate.
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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
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edges = island2Edge(islandList[islandIdx])
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uniqueEdgePoints = uniqueEdgePairPoints(edges)
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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[:]
|
|
decoratedIslandListAreaSort.sort(lambda A, B: cmp(A[3], B[3]))
|
|
|
|
# sort by efficiency, Least Efficient first.
|
|
decoratedIslandListEfficSort = decoratedIslandList[:]
|
|
decoratedIslandListEfficSort.sort(lambda A, B: cmp(B[2], A[2]))
|
|
|
|
# ================================================== THESE CAN BE TWEAKED.
|
|
# This is a quality value for the number of tests.
|
|
# from 1 to 4, generic quality value is from 1 to 100
|
|
USER_STEP_QUALITY = ((USER_FILL_HOLES_QUALITY - 1) / 25.0) + 1
|
|
|
|
# If 100 will test as long as there is enough free space.
|
|
# this is rarely enough, and testing takes a while, so lower quality speeds this up.
|
|
|
|
# 1 means they have the same quality
|
|
USER_FREE_SPACE_TO_TEST_QUALITY = 1 + (((100 - USER_FILL_HOLES_QUALITY)/100.0) *5)
|
|
|
|
#print 'USER_STEP_QUALITY', USER_STEP_QUALITY
|
|
#print 'USER_FREE_SPACE_TO_TEST_QUALITY', USER_FREE_SPACE_TO_TEST_QUALITY
|
|
|
|
removedCount = 0
|
|
|
|
areaIslandIdx = 0
|
|
ctrl = Window.Qual.CTRL
|
|
BREAK= False
|
|
while areaIslandIdx < len(decoratedIslandListAreaSort) and not BREAK:
|
|
sourceIsland = decoratedIslandListAreaSort[areaIslandIdx]
|
|
|
|
# Alredy packed?
|
|
if not sourceIsland[0]:
|
|
areaIslandIdx+=1
|
|
else:
|
|
efficIslandIdx = 0
|
|
while efficIslandIdx < len(decoratedIslandListEfficSort) and not BREAK:
|
|
|
|
if Window.GetKeyQualifiers() & ctrl:
|
|
BREAK= True
|
|
break
|
|
|
|
# Now we have 2 islands, is the efficience of the islands lowers theres an
|
|
# increasing likely hood that we can fit merge into the bigger UV island.
|
|
# this ensures a tight fit.
|
|
|
|
# Just use figures we have about user/unused area to see if they might fit.
|
|
|
|
targetIsland = decoratedIslandListEfficSort[efficIslandIdx]
|
|
|
|
|
|
if sourceIsland[0] == targetIsland[0] or\
|
|
not targetIsland[0] or\
|
|
not sourceIsland[0]:
|
|
pass
|
|
else:
|
|
|
|
# ([island, totFaceArea, efficiency, islandArea, w,h])
|
|
# Waisted space on target is greater then UV bounding island area.
|
|
|
|
|
|
# if targetIsland[3] > (sourceIsland[2]) and\ #
|
|
|
|
if targetIsland[3] > (sourceIsland[1] * USER_FREE_SPACE_TO_TEST_QUALITY) and\
|
|
targetIsland[4] > sourceIsland[4] and\
|
|
targetIsland[5] > sourceIsland[5]:
|
|
|
|
# DEBUG # print '%.10f %.10f' % (targetIsland[3], sourceIsland[1])
|
|
|
|
# These enough spare space lets move the box until it fits
|
|
|
|
# How many times does the source fit into the target x/y
|
|
blockTestXUnit = targetIsland[4]/sourceIsland[4]
|
|
blockTestYUnit = targetIsland[5]/sourceIsland[5]
|
|
|
|
boxLeft = 0
|
|
|
|
# Distllllance we can move between whilst staying inside the targets bounds.
|
|
testWidth = targetIsland[4] - sourceIsland[4]
|
|
testHeight = targetIsland[5] - sourceIsland[5]
|
|
|
|
# Increment we move each test. x/y
|
|
xIncrement = (testWidth / (blockTestXUnit * USER_STEP_QUALITY))
|
|
yIncrement = (testHeight / (blockTestYUnit * USER_STEP_QUALITY))
|
|
xIncrement= testWidth/USER_STEP_QUALITY
|
|
yIncrement= testHeight/USER_STEP_QUALITY
|
|
|
|
# Make sure were not moving less then a 3rg of our width/height
|
|
if xIncrement<sourceIsland[4]/3:
|
|
xIncrement= sourceIsland[4]
|
|
if yIncrement<sourceIsland[5]/3:
|
|
yIncrement= sourceIsland[5]
|
|
|
|
|
|
boxLeft = 0 # Start 1 back so we can jump into the loop.
|
|
boxBottom= 0 #-yIncrement
|
|
|
|
##testcount= 0
|
|
|
|
while boxBottom <= testHeight:
|
|
# Should we use this? - not needed for now.
|
|
#if Window.GetKeyQualifiers() & ctrl:
|
|
# BREAK= True
|
|
# break
|
|
|
|
##testcount+=1
|
|
#print 'Testing intersect'
|
|
Intersect = islandIntersectUvIsland(sourceIsland, targetIsland, boxLeft, boxBottom)
|
|
#print 'Done', Intersect
|
|
if Intersect == 1: # Line intersect, dont bother with this any more
|
|
pass
|
|
|
|
if Intersect == 2: # Source inside target
|
|
'''
|
|
We have an intersection, if we are inside the target
|
|
then move us 1 whole width accross,
|
|
Its possible this is a bad idea since 2 skinny Angular faces
|
|
could join without 1 whole move, but its a lot more optimal to speed this up
|
|
since we have alredy tested for it.
|
|
|
|
It gives about 10% speedup with minimal errors.
|
|
'''
|
|
#print 'ass'
|
|
# Move the test allong its width + SMALL_NUM
|
|
#boxLeft += sourceIsland[4] + SMALL_NUM
|
|
boxLeft += sourceIsland[4]
|
|
elif Intersect == 0: # No intersection?? Place it.
|
|
# Progress
|
|
removedCount +=1
|
|
Window.DrawProgressBar(0.0, 'Merged: %i islands, Ctrl to finish early.' % removedCount)
|
|
|
|
# Move faces into new island and offset
|
|
targetIsland[0].extend(sourceIsland[0])
|
|
|
|
for f in sourceIsland[0]:
|
|
f.uv = [Vector(uv[0]+boxLeft, uv[1]+boxBottom) for uv in f.uv]
|
|
sourceIsland[0][:] = [] # Empty
|
|
|
|
|
|
# Move edge loop into new and offset.
|
|
# targetIsland[6].extend(sourceIsland[6])
|
|
#while sourceIsland[6]:
|
|
targetIsland[6].extend( [ (\
|
|
((e[0][0]+boxLeft, e[0][1]+boxBottom),\
|
|
(e[1][0]+boxLeft, e[1][1]+boxBottom), e[2])\
|
|
) for e in sourceIsland[6] ] )
|
|
|
|
sourceIsland[6][:] = [] # Empty
|
|
|
|
# Sort by edge length, reverse so biggest are first.
|
|
targetIsland[6].sort(lambda B,A: cmp(A[2], B[2] ))
|
|
|
|
targetIsland[7].extend(sourceIsland[7])
|
|
for p in sourceIsland[7]:
|
|
p.x += boxLeft; p.y += boxBottom
|
|
|
|
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 is anyone wants to know
|
|
|
|
break
|
|
|
|
|
|
|
|
# INCREMENR 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]:
|
|
islandList.pop(i) # Can increment islands removed here.
|
|
|
|
|
|
# Takes groups of faces. assumes face groups are UV groups.
|
|
def getUvIslands(faceGroups, faceGroupsArea, me):
|
|
islandList = []
|
|
islandListArea = []
|
|
|
|
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]
|
|
facesArea = faceGroupsArea[faceGroupIdx]
|
|
# print '.',
|
|
|
|
faceUsers = [[] for i in xrange(len(me.verts)) ]
|
|
faceUsersArea = [[] for i in xrange(len(me.verts)) ]
|
|
# Do the first face
|
|
fIdx = len(faces)
|
|
while fIdx:
|
|
fIdx-=1
|
|
for v in faces[fIdx].v:
|
|
faceUsers[v.index].append(faces[fIdx])
|
|
faceUsersArea[v.index].append(facesArea[fIdx])
|
|
|
|
|
|
while 1:
|
|
|
|
# This is an index that is used to remember
|
|
# what was the last face that was removed, so we know which faces are new and need to have
|
|
# faces next to them added into the list
|
|
searchFaceIndex = 0
|
|
|
|
# Find a face that hasnt been used alredy to start the search with
|
|
newIsland = []
|
|
newIslandArea = []
|
|
while not newIsland:
|
|
hasBeenUsed = 1 # Assume its been used.
|
|
if searchFaceIndex >= len(faces):
|
|
break
|
|
for v in faces[searchFaceIndex].v:
|
|
if faces[searchFaceIndex] in faceUsers[v.index]:
|
|
# This has not yet been used, it still being used by a vert
|
|
hasBeenUsed = 0
|
|
break
|
|
if hasBeenUsed == 0:
|
|
newIsland.append(faces.pop(searchFaceIndex))
|
|
newIslandArea.append(facesArea.pop(searchFaceIndex))
|
|
|
|
searchFaceIndex+=1
|
|
|
|
if newIsland == []:
|
|
break
|
|
|
|
|
|
# Before we start remove the first, search face from being used.
|
|
for v in newIsland[0].v:
|
|
popoffset = 0
|
|
for fIdx in xrange(len(faceUsers[v.index])):
|
|
if faceUsers[v.index][fIdx - popoffset] is newIsland[0]:
|
|
faceUsers[v.index].pop(fIdx - popoffset)
|
|
faceUsersArea[v.index].pop(fIdx - popoffset)
|
|
|
|
popoffset += 1
|
|
|
|
searchFaceIndex = 0
|
|
while searchFaceIndex != len(newIsland):
|
|
for v in newIsland[searchFaceIndex].v:
|
|
|
|
# Loop through all faces that use this vert
|
|
while faceUsers[v.index]:
|
|
sharedFace = faceUsers[v.index][-1]
|
|
sharedFaceArea = faceUsersArea[v.index][-1]
|
|
|
|
newIsland.append(sharedFace)
|
|
newIslandArea.append(sharedFaceArea)
|
|
# Before we start remove the first, search face from being used.
|
|
for vv in sharedFace.v:
|
|
#faceUsers = [f for f in faceUsers[vv.index] if f != sharedFace]
|
|
fIdx = 0
|
|
for fIdx in xrange(len(faceUsers[vv.index])):
|
|
if faceUsers[vv.index][fIdx] is sharedFace:
|
|
faceUsers[vv.index].pop(fIdx)
|
|
faceUsersArea[vv.index].pop(fIdx)
|
|
break # Can only be used once.
|
|
|
|
searchFaceIndex += 1
|
|
|
|
# If all the faces are done and no face has been added then we can quit
|
|
if newIsland:
|
|
islandList.append(newIsland)
|
|
|
|
islandListArea.append(newIslandArea)
|
|
|
|
else:
|
|
print '\t(empty island found, ignoring)'
|
|
|
|
|
|
Window.DrawProgressBar(0.1, 'Optimizing Rotation for %i UV Islands' % len(islandList))
|
|
|
|
for island in islandList:
|
|
optiRotateUvIsland(island)
|
|
|
|
return islandList, islandListArea
|
|
|
|
|
|
def packIslands(islandList, islandListArea):
|
|
if USER_FILL_HOLES:
|
|
Window.DrawProgressBar(0.1, 'Merging Islands (Ctrl: skip merge)...')
|
|
mergeUvIslands(islandList, islandListArea) # Modify in place
|
|
|
|
|
|
# Now we have UV islands, we need to pack them.
|
|
|
|
# Make a synchronised list with the islands
|
|
# so we can box pak the islands.
|
|
boxes2Pack = []
|
|
|
|
# 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 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.
|
|
boxes2Pack.append([islandIdx, w,h])
|
|
islandIdx+=1
|
|
|
|
# Now we have a list of boxes to pack that syncs
|
|
# with the islands.
|
|
|
|
#print '\tPacking UV Islands...'
|
|
Window.DrawProgressBar(0.7, 'Packing %i UV Islands...' % len(boxes2Pack) )
|
|
|
|
time1 = sys.time()
|
|
packWidth, packHeight, packedLs = boxpack2d.boxPackIter(boxes2Pack)
|
|
# print 'Box Packing Time:', sys.time() - time1
|
|
|
|
#if len(pa ckedLs) != len(islandList):
|
|
# raise "Error packed boxes differes from original length"
|
|
|
|
#print '\tWriting Packed Data to faces'
|
|
Window.DrawProgressBar(0.8, 'Writing Packed Data to faces')
|
|
packedLs.sort(lambda A, B: cmp(A[0] , B[0])) # Sort by ID, so there in sync again
|
|
|
|
islandIdx = len(islandList)
|
|
# Having these here avoids devide 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 = packedLs[islandIdx][1] - islandOffsetList[islandIdx][0]
|
|
yoffset = packedLs[islandIdx][2] - islandOffsetList[islandIdx][1]
|
|
|
|
if USER_MARGIN:
|
|
USER_MARGIN_SCALE = 1-(USER_MARGIN*2)
|
|
for f in islandList[islandIdx]: # Offsetting the UV's so they fit in there packed box, margin
|
|
f.uv = [Vector((((uv[0]+xoffset)*xfactor)*USER_MARGIN_SCALE)+USER_MARGIN, (((uv[1]+yoffset)*yfactor)*USER_MARGIN_SCALE)+USER_MARGIN) for uv in f.uv]
|
|
else:
|
|
for f in islandList[islandIdx]: # Offsetting the UV's so they fit in there packed box
|
|
f.uv = [Vector(((uv[0]+xoffset)*xfactor), ((uv[1]+yoffset)*yfactor)) for uv in f.uv]
|
|
|
|
|
|
|
|
def VectoMat(vec):
|
|
a3 = Vector(vec) # copy the vector
|
|
a3.normalize()
|
|
|
|
up = Vector(0,0,1)
|
|
if abs(DotVecs(a3, up)) == 1.0:
|
|
up = Vector(0,1,0)
|
|
|
|
a1 = CrossVecs(a3, up)
|
|
a1.normalize()
|
|
a2 = CrossVecs(a3, a1)
|
|
return Matrix([a1[0], a1[1], a1[2]], [a2[0], a2[1], a2[2]], [a3[0], a3[1], a3[2]])
|
|
|
|
|
|
global ob
|
|
ob = None
|
|
def main():
|
|
global USER_FILL_HOLES
|
|
global USER_FILL_HOLES_QUALITY
|
|
global USER_STRETCH_ASPECT
|
|
global USER_MARGIN
|
|
|
|
# Use datanames as kesy so as not to unwrap a mesh more then once.
|
|
obList = dict([(ob.getData(name_only=1), ob) for ob in Object.GetSelected() if ob.getType() == 'Mesh'])
|
|
|
|
|
|
# Face select object may not be selected.
|
|
scn = Scene.GetCurrent()
|
|
ob = scn.getActiveObject()
|
|
if ob and ob.sel == 0 and ob.getType() == 'Mesh':
|
|
# Add to the list
|
|
obList[ob.getData(name_only=1)] = ob
|
|
del scn # Sone use the scene again.
|
|
|
|
obList = obList.values() # turn from a dict to a list.
|
|
|
|
if not obList:
|
|
Draw.PupMenu('error, no selected mesh objects')
|
|
return
|
|
|
|
# Create the variables.
|
|
USER_PROJECTION_LIMIT = Draw.Create(66)
|
|
USER_ONLY_SELECTED_FACES = Draw.Create(1)
|
|
USER_SHARE_SPACE = Draw.Create(1) # Only for hole filling.
|
|
USER_STRETCH_ASPECT = Draw.Create(1) # Only for hole filling.
|
|
USER_MARGIN = Draw.Create(0.0) # Only for hole filling.
|
|
USER_FILL_HOLES = Draw.Create(0)
|
|
USER_FILL_HOLES_QUALITY = Draw.Create(50) # Only for hole filling.
|
|
|
|
|
|
pup_block = [\
|
|
'Projection',\
|
|
('Angle Limit:', USER_PROJECTION_LIMIT, 1, 89, 'lower for more projection groups, higher for less distortion.'),\
|
|
('Selected Faces Only', USER_ONLY_SELECTED_FACES, 'Use only selected faces from all selected meshes.'),\
|
|
'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.'),\
|
|
('Bleed Margin:', USER_MARGIN, 0.0, 0.25, 'Margin to reduce bleed from texture tiling.'),\
|
|
'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)'),\
|
|
]
|
|
|
|
# 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:
|
|
sys.sleep(10)
|
|
'''
|
|
|
|
if not Draw.PupBlock(ob % len(obList), pup_block):
|
|
return
|
|
del ob
|
|
|
|
# Convert from being button types
|
|
USER_PROJECTION_LIMIT = USER_PROJECTION_LIMIT.val
|
|
USER_ONLY_SELECTED_FACES = USER_ONLY_SELECTED_FACES.val
|
|
USER_SHARE_SPACE = USER_SHARE_SPACE.val
|
|
USER_STRETCH_ASPECT = USER_STRETCH_ASPECT.val
|
|
USER_MARGIN = USER_MARGIN.val
|
|
USER_FILL_HOLES = USER_FILL_HOLES.val
|
|
USER_FILL_HOLES_QUALITY = USER_FILL_HOLES_QUALITY.val
|
|
|
|
|
|
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 = Window.EditMode()
|
|
if is_editmode:
|
|
Window.EditMode(0)
|
|
# Assume face select mode! an annoying hack to toggle face select mode because Mesh dosent like faceSelectMode.
|
|
|
|
if USER_SHARE_SPACE:
|
|
# Sort by data name so we get consistand results
|
|
obList.sort(lambda ob1, ob2: cmp( ob1.getData(name_only=1), ob2.getData(name_only=1) ))
|
|
|
|
collected_islandList= []
|
|
collected_islandListArea= []
|
|
|
|
|
|
Window.WaitCursor(1)
|
|
SELECT_FLAG = Mesh.FaceFlags['SELECT']
|
|
time1 = sys.time()
|
|
for ob in obList:
|
|
me = ob.getData(mesh=1)
|
|
|
|
if not me.faceUV: # Mesh has no UV Coords, dont bother.
|
|
me.faceUV= True
|
|
|
|
if USER_ONLY_SELECTED_FACES:
|
|
meshFaces = [f for f in me.faces if f.flag & SELECT_FLAG]
|
|
else:
|
|
meshFaces = [f for f in me.faces]
|
|
|
|
if not meshFaces:
|
|
continue
|
|
|
|
#print '\n\n\nArchimap UV Unwrapper, mapping "%s", %i faces.' % (me.name, len(meshFaces))
|
|
Window.DrawProgressBar(0.1, 'Archimap UV Unwrapper, mapping "%s", %i faces.' % (me.name, len(meshFaces)))
|
|
|
|
# Generate Projection
|
|
projectVecs = [] # We add to this allong the way
|
|
|
|
# =======
|
|
# Generate a projection list from face normals, this is ment to be smart :)
|
|
|
|
# make a list of face props that are in sync with meshFaces
|
|
# Make a Face List that is sorted by area.
|
|
faceListProps = []
|
|
|
|
for f in meshFaces:
|
|
area = f.area
|
|
if area <= SMALL_NUM:
|
|
for uv in f.uv: # Assign Dummy UVs
|
|
uv.x= uv.y= 0.0
|
|
print 'found zero area face, removing.'
|
|
|
|
else:
|
|
# Store all here
|
|
faceListProps.append( [f, area, f.no] )
|
|
|
|
del meshFaces
|
|
|
|
faceListProps.sort( lambda A, B: cmp(B[1] , A[1]) ) # Biggest first.
|
|
# 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
|
|
newProjectVec = faceListProps[0][2]
|
|
newProjectFacePropList = [faceListProps[0]] # Popping stuffs it up.
|
|
|
|
# Predent that the most unique angke is ages away to start the loop off
|
|
mostUniqueAngle = -1.0
|
|
|
|
# This is popped
|
|
tempFaceListProps = faceListProps[:]
|
|
|
|
while 1:
|
|
# If theres none there then start with the largest face
|
|
|
|
# Pick the face thats most different to all existing angles :)
|
|
mostUniqueAngle = 1.0 # 1.0 is 0d. no difference.
|
|
mostUniqueIndex = 0 # fake
|
|
|
|
fIdx = len(tempFaceListProps)
|
|
|
|
while fIdx:
|
|
fIdx-=1
|
|
angleDifference = -1.0 # 180d difference.
|
|
|
|
# Get the closest vec angle we are to.
|
|
for p in projectVecs:
|
|
temp_angle_diff= DotVecs(p, tempFaceListProps[fIdx][2])
|
|
|
|
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(newProjectFacePropList)
|
|
newProjectVec = tempFaceListProps[mostUniqueIndex][2]
|
|
newProjectFacePropList = [tempFaceListProps.pop(mostUniqueIndex)]
|
|
else:
|
|
if len(projectVecs) >= 1: # Must have at least 2 projections
|
|
break
|
|
|
|
|
|
# Now we have found the most different vector, add all the faces that are close.
|
|
fIdx = len(tempFaceListProps)
|
|
while fIdx:
|
|
fIdx -= 1
|
|
|
|
# Use half the angle limit so we dont overweight faces towards this
|
|
# normal and hog all the faces.
|
|
if DotVecs(newProjectVec, tempFaceListProps[fIdx][2]) > USER_PROJECTION_LIMIT_HALF_CONVERTED:
|
|
newProjectFacePropList.append(tempFaceListProps.pop(fIdx))
|
|
|
|
|
|
# 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.
|
|
averageVec = Vector(0,0,0)
|
|
for fprop in newProjectFacePropList:
|
|
averageVec += (fprop[2] * fprop[1]) # / len(newProjectFacePropList)
|
|
|
|
if averageVec.x != 0 or averageVec.y != 0 or averageVec.z != 0: # Avoid NAN
|
|
averageVec.normalize()
|
|
projectVecs.append(averageVec)
|
|
|
|
# Now we have used it, ignore it.
|
|
newProjectFacePropList = []
|
|
|
|
# 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 xrange(len(projectVecs)) ]
|
|
faceProjectionGroupListArea =[[] for i in xrange(len(projectVecs)) ]
|
|
|
|
# We need the area later, and we alredy have calculated it. so store it here.
|
|
#faceProjectionGroupListArea =[[] for i in xrange(len(projectVecs)) ]
|
|
|
|
# MAP and Arrange # We know there are 3 or 4 faces here
|
|
fIdx = len(faceListProps)
|
|
while fIdx:
|
|
fIdx-=1
|
|
fvec = Vector(faceListProps[fIdx][2])
|
|
i = len(projectVecs)
|
|
|
|
# Initialize first
|
|
bestAng = DotVecs(fvec, projectVecs[0])
|
|
bestAngIdx = 0
|
|
|
|
# Cycle through the remaining, first alredy done
|
|
while i-1:
|
|
i-=1
|
|
|
|
newAng = DotVecs(fvec, projectVecs[i])
|
|
if newAng > bestAng: # Reverse logic for dotvecs
|
|
bestAng = newAng
|
|
bestAngIdx = i
|
|
|
|
# Store the area for later use.
|
|
faceProjectionGroupList[bestAngIdx].append(faceListProps[fIdx][0])
|
|
faceProjectionGroupListArea[bestAngIdx].append(faceListProps[fIdx][1])
|
|
|
|
|
|
# Cull faceProjectionGroupList,
|
|
|
|
|
|
# Now faceProjectionGroupList is full of faces that face match the project Vecs list
|
|
i= len(projectVecs)
|
|
while i:
|
|
i-=1
|
|
|
|
# Account for projectVecs having no faces.
|
|
if not faceProjectionGroupList[i]:
|
|
continue
|
|
|
|
# Make a projection matrix from a unit length vector.
|
|
MatProj = VectoMat(projectVecs[i])
|
|
|
|
# Get the faces UV's from the projected vertex.
|
|
for f in faceProjectionGroupList[i]:
|
|
f.uv = [MatProj * v.co for v in f.v]
|
|
|
|
|
|
if USER_SHARE_SPACE:
|
|
# Should we collect and pack later?
|
|
islandList, islandListArea = getUvIslands(faceProjectionGroupList, faceProjectionGroupListArea, me)
|
|
collected_islandList.extend(islandList)
|
|
collected_islandListArea.extend(islandListArea)
|
|
|
|
else:
|
|
# Should we pack the islands for this 1 object?
|
|
islandList, islandListArea = getUvIslands(faceProjectionGroupList, faceProjectionGroupListArea, me)
|
|
packIslands(islandList, islandListArea)
|
|
|
|
|
|
|
|
# Update and dont mess with edge data.
|
|
# OLD NMESH # me.update(0, (me.edges != []), 0)
|
|
|
|
# We want to pack all in 1 go, so pack now
|
|
if USER_SHARE_SPACE:
|
|
Window.DrawProgressBar(0.9, "Box Packing for all objects...")
|
|
packIslands(collected_islandList, collected_islandListArea)
|
|
|
|
print "ArchiMap time: %.2f" % (sys.time() - time1)
|
|
Window.DrawProgressBar(0.9, "ArchiMap Done, time: %.2f sec." % (sys.time() - time1))
|
|
|
|
Window.DrawProgressBar(1.0, "")
|
|
Window.WaitCursor(0)
|
|
Window.RedrawAll()
|
|
|
|
if __name__ == '__main__':
|
|
#try:
|
|
main()
|
|
'''
|
|
except KeyboardInterrupt:
|
|
print '\nUser Canceled.'
|
|
Draw.PupMenu('user canceled execution, unwrap aborted.')
|
|
Window.DrawProgressBar(1.0, "")
|
|
Window.WaitCursor(0)
|
|
''' |