forked from bartvdbraak/blender
51eb744807
BPyMesh would make NAN coords for collapsed edges.
364 lines
10 KiB
Python
364 lines
10 KiB
Python
import Blender
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Vector= Blender.Mathutils.Vector
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LineIntersect= Blender.Mathutils.LineIntersect
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CrossVecs= Blender.Mathutils.CrossVecs
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import BPyMesh
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def uv_key(uv):
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return round(uv.x, 5), round(uv.y, 5)
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def ed_key(ed):
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i1= ed.v1.index
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i2= ed.v2.index
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if i1<i2: return i1,i2
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return i2,i1
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def col_key(col):
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return col.r, col.g, col.b
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def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, FACE_AREA_WEIGHT=1.0, FACE_TRIANGULATE=True):
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'''
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BOUNDRY_WEIGHT - 0 is no boundry weighting. 2.0 will make them twice as unlikely to collapse.
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FACE_AREA_WEIGHT - 0 is no weight. 1 is normal, 2.0 is higher.
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'''
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me= ob.getData(mesh=1)
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if REDUX>1.0 or REDUX<0.0 or len(me.faces)<4:
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return
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if FACE_TRIANGULATE:
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me.quadToTriangle()
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OLD_MESH_MODE= Blender.Mesh.Mode()
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Blender.Mesh.Mode(Blender.Mesh.SelectModes.VERTEX)
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faceUV= me.faceUV
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current_face_count= len(me.faces)
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target_face_count= int(current_face_count * REDUX)
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# % of the collapseable faces to collapse per pass.
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#collapse_per_pass= 0.333 # between 0.1 - lots of small nibbles, slow but high q. and 0.9 - big passes and faster.
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collapse_per_pass= 0.333 # between 0.1 - lots of small nibbles, slow but high q. and 0.9 - big passes and faster.
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class collapseEdge(object):
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__slots__ = 'length', 'key', 'faces', 'collapse_loc', 'v1', 'v2','uv1', 'uv2', 'col1', 'col2', 'collapse_weight'
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def __init__(self, ed):
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self.key= ed_key(ed)
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self.length= ed.length
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self.faces= []
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self.v1= ed.v1
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self.v2= ed.v2
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if faceUV:
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self.uv1= []
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self.uv2= []
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self.col1= []
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self.col2= []
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# self.collapse_loc= None # new collapse location.
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# Basic weighting.
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#self.collapse_weight= self.length * (1+ ((ed.v1.no-ed.v2.no).length**2))
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class collapseFace(object):
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__slots__ = 'verts', 'normal', 'area', 'index', 'orig_uv', 'orig_col', 'uv', 'col'
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def __init__(self, f):
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self.verts= f.v
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self.normal= f.no
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self.area= f.area
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self.index= f.index
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if faceUV:
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self.orig_uv= [uv_key(uv) for uv in f.uv]
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self.orig_col= [col_key(col) for col in f.col]
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self.uv= f.uv
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self.col= f.col
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for v in me.verts:
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v.hide=0
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collapse_edges= collapse_faces= None
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while target_face_count <= len(me.faces):
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BPyMesh.meshCalcNormals(me)
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for v in me.verts:
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v.sel= False
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# Backup colors
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if faceUV:
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orig_texface= [[(uv_key(f.uv[i]), col_key(f.col[i])) for i in xrange(len(f.v))] for f in me.faces]
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collapse_faces= [collapseFace(f) for f in me.faces]
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collapse_edges= [collapseEdge(ed) for ed in me.edges]
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collapse_edges_dict= dict( [(ced.key, ced) for ced in collapse_edges] )
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# Store verts edges.
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vert_ed_users= [[] for i in xrange(len(me.verts))]
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for ced in collapse_edges:
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vert_ed_users[ced.v1.index].append(ced)
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vert_ed_users[ced.v2.index].append(ced)
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# Store face users
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vert_face_users= [[] for i in xrange(len(me.verts))]
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# Have decieded not to use this. area is better.
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#face_perim= [0.0]* len(me.faces)
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for ii, cfa in enumerate(collapse_faces):
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for i, v1 in enumerate(cfa.verts):
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vert_face_users[v1.index].append( (i,cfa) )
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# add the uv coord to the vert
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v2 = cfa.verts[i-1]
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i1= v1.index
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i2= v2.index
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if i1>i2: ced= collapse_edges_dict[i2,i1]
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else: ced= collapse_edges_dict[i1,i2]
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ced.faces.append(cfa)
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if faceUV:
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ced.uv1.append( cfa.orig_uv[i] )
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ced.uv2.append( cfa.orig_uv[i-1] )
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ced.col1.append( cfa.orig_col[i] )
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ced.col2.append( cfa.orig_col[i-1] )
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# PERIMITER
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#face_perim[ii]+= ced.length
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def ed_set_collapse_loc(ced):
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v1co= ced.v1.co
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v2co= ced.v2.co
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v1no= ced.v1.co
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v2no= ced.v2.co
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length= ced.length
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between= (v1co + v2co) * 0.5
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# Collapse
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# new_location = between # Replace tricky code below. this code predicts the best collapse location.
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# Make lines at right angles to the normals- these 2 lines will intersect and be
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# the point of collapsing.
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# Enlarge so we know they intersect: ced.length*2
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cv1= CrossVecs(v1no, CrossVecs(v1no, v1co-v2co))
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cv2= CrossVecs(v2no, CrossVecs(v2no, v2co-v1co))
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# Scale to be less then the edge lengths.
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cv1.normalize()
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cv2.normalize()
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cv1 = cv1 * length* 0.333
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cv2 = cv2 * length* 0.333
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ced.collapse_loc = between + (cv1 + cv2)
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if ced.collapse_loc.x != ced.collapse_loc.x: # NAN LOCATION, revert to between
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ced.collapse_loc= between
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# Best method, no quick hacks here, Correction. Should be the best but needs tweaks.
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def ed_set_collapse_error(ced):
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Ang= Blender.Mathutils.AngleBetweenVecs
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i1= ced.v1.index
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i2= ced.v1.index
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test_faces= set()
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for i in (i1,i2):
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for f in vert_face_users[i]:
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test_faces.add(f[1].index)
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for f in ced.faces:
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test_faces.remove(f.index)
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test_faces= tuple(test_faces) # keep order
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# test_faces is now faces used by ed.v1 and ed.v2 that will not be removed in the collapse.
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# orig_nos= [face_normals[i] for i in test_faces]
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v1_orig= Vector(ced.v1.co)
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v2_orig= Vector(ced.v2.co)
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ced.v1.co= ced.v2.co= ced.collapse_loc
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new_nos= [me.faces[i].no for i in test_faces]
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ced.v1.co= v1_orig
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ced.v2.co= v2_orig
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# now see how bad the normals are effected
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angle_diff= 1.0
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for ii, i in enumerate(test_faces): # local face index, global face index
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cfa= collapse_faces[i] # this collapse face
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try:
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# can use perim, but area looks better.
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if FACE_AREA_WEIGHT:
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angle_diff+= (Ang(cfa.normal, new_nos[ii])/180) * (1+(cfa.area * FACE_AREA_WEIGHT)) # 4 is how much to influence area
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else:
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angle_diff+= (Ang(cfa.normal, new_nos[ii])/180)
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except:
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pass
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# This is very arbirary, feel free to modify
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try:
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no_ang= (Ang(ced.v1.no, ced.v2.no)/180) + 1
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except:
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no_ang= 2.0
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ced.collapse_weight= (no_ang * ced.length) * (1-(1/angle_diff))# / max(len(test_faces), 1)
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# We can calculate the weights on __init__ but this is higher qualuity.
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for ced in collapse_edges:
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ed_set_collapse_loc(ced)
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ed_set_collapse_error(ced)
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# Wont use the function again.
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del ed_set_collapse_error
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del ed_set_collapse_loc
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# BOUNDRY CHECKING AND WEIGHT EDGES. CAN REMOVE
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# Now we know how many faces link to an edge. lets get all the boundry verts
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if BOUNDRY_WEIGHT > 0:
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verts_boundry= [1] * len(me.verts)
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#for ed_idxs, faces_and_uvs in edge_faces_and_uvs.iteritems():
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for ced in collapse_edges:
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if len(ced.faces) < 2:
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verts_boundry[ced.key[0]]= 2
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verts_boundry[ced.key[1]]= 2
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for ced in collapse_edges:
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if verts_boundry[ced.v1.index] != verts_boundry[ced.v2.index]:
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# Edge has 1 boundry and 1 non boundry vert. weight higher
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ced.collapse_weight*=BOUNDRY_WEIGHT
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vert_collapsed= verts_boundry
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del verts_boundry
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else:
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vert_collapsed= [1] * len(me.verts)
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# END BOUNDRY. Can remove
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# sort by collapse weight
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collapse_edges.sort(lambda ced1, ced2: cmp(ced1.collapse_weight, ced2.collapse_weight)) # edges will be used for sorting
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# Make a list of the first half edges we can collapse,
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# these will better edges to remove.
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collapse_count=0
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for ced in collapse_edges:
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v1= ced.v1
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v2= ced.v2
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# Use vert selections
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if vert_collapsed[v1.index]==0 or vert_collapsed[v2.index]==0:
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pass
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else:
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# Now we know the verts havnyt been collapsed.
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vert_collapsed[v1.index]= vert_collapsed[v2.index]= 0 # Dont collapse again.
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collapse_count+=1
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# Get a subset of the entire list- the first "collapse_per_pass", that are best to collapse.
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if collapse_count > 4:
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collapse_count = int(collapse_count*collapse_per_pass)
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else:
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collapse_count = len(collapse_edges)
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# We know edge_container_list_collapse can be removed.
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for ced in collapse_edges:
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# Chech if we have collapsed our quota.
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collapse_count-=1
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if not collapse_count:
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ced.collapse_loc= None
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break
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current_face_count -= len(ced.faces)
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if faceUV:
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# Handel UV's and vert Colors!
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v1= ced.v1
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v2= ced.v2
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for v, edge_my_uvs, edge_other_uvs, edge_my_cols, edge_other_cols in ((v2, ced.uv1, ced.uv2, ced.col1, ced.col2),(v1, ced.uv2, ced.uv1, ced.col2, ced.col1)):
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for face_vert_index, cfa in vert_face_users[v.index]:
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uvk= cfa.orig_uv[face_vert_index]
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colk= cfa.orig_col[face_vert_index]
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# UV COORDS
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tex_index= None
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try:
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tex_index= edge_my_uvs.index(uvk)
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except ValueError:
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pass
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if tex_index != None:
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# This face uses a uv in the collapsing face. - do a merge
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other_uv= edge_other_uvs[tex_index]
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uv_vec= cfa.uv[face_vert_index]
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uv_vec.x= (uvk[0] + other_uv[0])*0.5
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uv_vec.y= (uvk[1] + other_uv[1])*0.5
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# TEXFACE COLOURS
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tex_index= None
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try:
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tex_index= edge_my_cols.index(colk)
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except ValueError:
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pass
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if tex_index != None:
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# Col
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other_col= edge_other_cols[tex_index]
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# f= me.faces[cfa.index]
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col_ob= cfa.col[face_vert_index]
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# col_ob= me.faces[cfa.index].col[face_vert_index]
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col_ob.r = int((colk[0] + other_col[0])*0.5)
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col_ob.g = int((colk[1] + other_col[1])*0.5)
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col_ob.b = int((colk[2] + other_col[2])*0.5)
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if current_face_count <= target_face_count:
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ced.collapse_loc= None
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break
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# Execute the collapse
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for ced in collapse_edges:
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# Since the list is ordered we can stop once the first non collapsed edge if sound.
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if not ced.collapse_loc:
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break
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ced.v1.sel= ced.v2.sel= True
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ced.v1.co= ced.v2.co= ced.collapse_loc
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doubles= me.remDoubles(0.0001)
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me= ob.getData(mesh=1)
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current_face_count= len(me.faces)
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if doubles==0: # should never happen.
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break
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if current_face_count <= target_face_count:
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ced.collapse_loc= None
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break
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# Cleanup. BUGGY?
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'''
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vert_face_user_count= [0]*len(me.verts)
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for f in me.faces:
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for v in f.v:
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vert_face_user_count[v.index] +=1
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del_verts= [i for i in xrange(len(me.verts)) if not vert_face_user_count[i]]
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me.verts.delete( del_verts )
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'''
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me.update()
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Blender.Mesh.Mode(OLD_MESH_MODE)
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# Example usage
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def main():
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Blender.Window.EditMode(0)
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scn= Blender.Scene.GetCurrent()
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active_ob= scn.getActiveObject()
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t= Blender.sys.time()
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redux(active_ob, 0.5)
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print '%.4f' % (Blender.sys.time()-t)
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if __name__=='__main__':
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main()
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