forked from bartvdbraak/blender
f23b6be620
rewrite the script to use bmesh connectivity info.
181 lines
5.4 KiB
Python
181 lines
5.4 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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# <pep8 compliant>
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#for full docs see...
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# http://mediawiki.blender.org/index.php/Scripts/Manual/UV_Calculate/Follow_active_quads
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import bpy
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from bpy.types import Operator
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def extend(obj, operator, EXTEND_MODE):
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import bmesh
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me = obj.data
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# script will fail without UVs
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if not me.uv_textures:
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me.uv_textures.new()
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bm = bmesh.from_edit_mesh(me)
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f_act = bm.faces.active
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uv_act = bm.loops.layers.uv.active
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if f_act is None:
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operator.report({'ERROR'}, "No active face")
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return
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elif len(f_act.verts) != 4:
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operator.report({'ERROR'}, "Active face must be a quad")
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return
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faces = [f for f in bm.faces if f.select and len(f.verts) == 4]
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for f in faces:
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f.tag = False
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f_act.tag = True
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# our own local walker
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def walk_face(f):
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# all faces in this list must be tagged
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f.tag = True
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faces_a = [f]
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faces_b = []
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while faces_a:
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for f in faces_a:
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for l in f.loops:
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l_edge = l.edge
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if (l_edge.is_manifold is True) and (l_edge.seam is False):
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l_other = l.link_loop_radial_next
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f_other = l_other.face
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if not f_other.tag:
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yield (f, l, f_other)
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f_other.tag = True
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faces_b.append(f_other)
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# swap
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faces_a, faces_b = faces_b, faces_a
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faces_b.clear()
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def extrapolate_uv(fac,
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l_a_outer, l_a_inner,
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l_b_outer, l_b_inner):
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l_b_inner[:] = l_a_inner
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l_b_outer[:] = l_a_inner + ((l_a_inner - l_a_outer) * fac)
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def apply_uv(f_prev, l_prev, f_next):
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l_a = [None, None, None, None]
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l_b = [None, None, None, None]
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l_a[0] = l_prev
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l_a[1] = l_a[0].link_loop_next
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l_a[2] = l_a[1].link_loop_next
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l_a[3] = l_a[2].link_loop_next
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# l_b
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# +-----------+
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# |(3) |(2)
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# | |
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# |l_next(0) |(1)
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# +-----------+
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# ^
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# l_a |
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# +-----------+
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# |l_prev(0) |(1)
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# | (f) |
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# |(3) |(2)
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# +-----------+
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# copy from this face to the one above.
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# get the other loops
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l_next = l_prev.link_loop_radial_next
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if l_next.vert != l_prev.vert:
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l_b[1] = l_next
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l_b[0] = l_b[1].link_loop_next
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l_b[3] = l_b[0].link_loop_next
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l_b[2] = l_b[3].link_loop_next
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else:
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l_b[0] = l_next
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l_b[1] = l_b[0].link_loop_next
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l_b[2] = l_b[1].link_loop_next
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l_b[3] = l_b[2].link_loop_next
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l_a_uv = [l[uv_act].uv for l in l_a]
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l_b_uv = [l[uv_act].uv for l in l_b]
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if EXTEND_MODE == 'LENGTH':
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a0, b0, c0 = l_a[3].vert.co, l_a[0].vert.co, l_b[3].vert.co
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a1, b1, c1 = l_a[2].vert.co, l_a[1].vert.co, l_b[2].vert.co
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d1 = (a0 - b0).length + (a1 - b1).length
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d2 = (b0 - c0).length + (b1 - c1).length
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try:
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fac = d2 / d1
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except ZeroDivisionError:
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fac = 1.0
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else:
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fac = 1.0
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extrapolate_uv(fac,
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l_a_uv[3], l_a_uv[0],
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l_b_uv[3], l_b_uv[0])
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extrapolate_uv(fac,
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l_a_uv[2], l_a_uv[1],
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l_b_uv[2], l_b_uv[1])
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for f_triple in walk_face(f_act):
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apply_uv(*f_triple)
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bmesh.update_edit_mesh(me, False)
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def main(context, operator):
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obj = context.active_object
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extend(obj, operator, operator.properties.mode)
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class FollowActiveQuads(Operator):
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"""Follow UVs from active quads along continuous face loops"""
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bl_idname = "uv.follow_active_quads"
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bl_label = "Follow Active Quads"
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bl_options = {'REGISTER', 'UNDO'}
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mode = bpy.props.EnumProperty(
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name="Edge Length Mode",
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description="Method to space UV edge loops",
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items=(('EVEN', "Even", "Space all UVs evenly"),
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('LENGTH', "Length", "Average space UVs edge length of each loop")),
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default='LENGTH',
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)
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@classmethod
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def poll(cls, context):
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obj = context.active_object
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return (obj is not None and obj.type == 'MESH')
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def execute(self, context):
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main(context, self)
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return {'FINISHED'}
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def invoke(self, context, event):
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wm = context.window_manager
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return wm.invoke_props_dialog(self)
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