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colors_groups_exchanger.py « mesh_tissue - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
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# ##### BEGIN GPL LICENSE BLOCK #####
#
#  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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####

#-------------------------- COLORS / GROUPS EXCHANGER -------------------------#
#                                                                              #
# Vertex Color to Vertex Group allow you to convert colors channles to weight  #
# maps.                                                                        #
# The main purpose is to use vertex colors to store information when importing #
# files from other softwares. The script works with the active vertex color    #
# slot.                                                                        #
# For use the command "Vertex Clors to Vertex Groups" use the search bar       #
# (space bar).                                                                 #
#                                                                              #
#                          (c)  Alessandro Zomparelli                          #
#                                     (2017)                                   #
#                                                                              #
# http://www.co-de-it.com/                                                     #
#                                                                              #
################################################################################

import bpy
import math
from math import pi

bl_info = {
    "name": "Colors/Groups Exchanger",
    "author": "Alessandro Zomparelli (Co-de-iT)",
    "version": (0, 2),
    "blender": (2, 7, 8),
    "location": "",
    "description": ("Convert vertex colors channels to vertex groups and vertex"
                    " groups to colors"),
    "warning": "",
    "wiki_url": "",
    "tracker_url": "",
    "category": "Mesh"}

class vertex_colors_to_vertex_groups(bpy.types.Operator):
    bl_idname = "object.vertex_colors_to_vertex_groups"
    bl_label = "Vertex Color"
    bl_options = {'REGISTER', 'UNDO'}
    bl_description = ("Convert the active Vertex Color into a Vertex Group.")

    red = bpy.props.BoolProperty(
        name="red channel", default=False, description="convert red channel")
    green = bpy.props.BoolProperty(
        name="green channel", default=False,
        description="convert green channel")
    blue = bpy.props.BoolProperty(
        name="blue channel", default=False, description="convert blue channel")
    value = bpy.props.BoolProperty(
        name="value channel", default=True, description="convert value channel")
    invert = bpy.props.BoolProperty(
         name="invert", default=False, description="invert all color channels")

    def execute(self, context):
        obj = bpy.context.active_object
        id = len(obj.vertex_groups)
        id_red = id
        id_green = id
        id_blue = id
        id_value = id

        boolCol = len(obj.data.vertex_colors)
        if(boolCol): col_name = obj.data.vertex_colors.active.name
        bpy.ops.object.mode_set(mode='EDIT')
        bpy.ops.mesh.select_all(action='SELECT')

        if(self.red and boolCol):
            bpy.ops.object.vertex_group_add()
            bpy.ops.object.vertex_group_assign()
            id_red = id
            obj.vertex_groups[id_red].name = col_name + '_red'
            id+=1
        if(self.green and boolCol):
            bpy.ops.object.vertex_group_add()
            bpy.ops.object.vertex_group_assign()
            id_green = id
            obj.vertex_groups[id_green].name = col_name + '_green'
            id+=1
        if(self.blue and boolCol):
            bpy.ops.object.vertex_group_add()
            bpy.ops.object.vertex_group_assign()
            id_blue = id
            obj.vertex_groups[id_blue].name = col_name + '_blue'
            id+=1
        if(self.value and boolCol):
            bpy.ops.object.vertex_group_add()
            bpy.ops.object.vertex_group_assign()
            id_value = id
            obj.vertex_groups[id_value].name = col_name + '_value'
            id+=1

        mult = 1
        if(self.invert): mult = -1
        bpy.ops.object.mode_set(mode='OBJECT')
        sub_red = 1 + self.value + self.blue + self.green
        sub_green = 1 + self.value + self.blue
        sub_blue = 1 + self.value
        sub_value = 1

        id = len(obj.vertex_groups)
        if(id_red <= id and id_green <= id and id_blue <= id and id_value <= \
                id and boolCol):
            v_colors = obj.data.vertex_colors.active.data
            i = 0
            for f in obj.data.polygons:
                for v in f.vertices:
                    gr = obj.data.vertices[v].groups
                    if(self.red): gr[min(len(gr)-sub_red, id_red)].weight = \
                        self.invert + mult * v_colors[i].color.r
                    if(self.green): gr[min(len(gr)-sub_green, id_green)].weight\
                        = self.invert + mult * v_colors[i].color.g
                    if(self.blue): gr[min(len(gr)-sub_blue, id_blue)].weight = \
                        self.invert + mult * v_colors[i].color.b
                    if(self.value): gr[min(len(gr)-sub_value, id_value)].weight\
                        = self.invert + mult * v_colors[i].color.v
                    i+=1
            bpy.ops.paint.weight_paint_toggle()
        return {'FINISHED'}


class vertex_group_to_vertex_colors(bpy.types.Operator):
    bl_idname = "object.vertex_group_to_vertex_colors"
    bl_label = "Vertex Group"
    bl_options = {'REGISTER', 'UNDO'}
    bl_description = ("Convert the active Vertex Group into a Vertex Color.")

    channel = bpy.props.EnumProperty(
        items=[('Blue', 'Blue Channel', 'Convert to Blue Channel'),
               ('Green', 'Green Channel', 'Convert to Green Channel'),
               ('Red', 'Red Channel', 'Convert to Red Channel'),
               ('Value', 'Value Channel', 'Convert to Grayscale'),
               ('False Colors', 'False Colors', 'Convert to False Colors')],
        name="Convert to", description="Choose how to convert vertex group",
        default="Value", options={'LIBRARY_EDITABLE'})

    invert = bpy.props.BoolProperty(
        name="invert", default=False, description="invert color channel")

    def execute(self, context):
        obj = bpy.context.active_object
        group_id = obj.vertex_groups.active_index
        if (group_id == -1):
            return {'FINISHED'}

        bpy.ops.object.mode_set(mode='OBJECT')
        group_name = obj.vertex_groups[group_id].name
        bpy.ops.mesh.vertex_color_add()
        colors_id = obj.data.vertex_colors.active_index

        colors_name = group_name
        if(self.channel == 'False Colors'): colors_name += "_false_colors"
        elif(self.channel == 'Value'):  colors_name += "_value"
        elif(self.channel == 'Red'):  colors_name += "_red"
        elif(self.channel == 'Green'):  colors_name += "_green"
        elif(self.channel == 'Blue'):  colors_name += "_blue"
        bpy.context.object.data.vertex_colors[colors_id].name = colors_name

        v_colors = obj.data.vertex_colors.active.data

        mult = 1
        if(self.invert): mult = -1

        i = 0
        for f in obj.data.polygons:
            for v in f.vertices:
                gr = obj.data.vertices[v].groups

                if(self.channel == 'False Colors'): v_colors[i].color = (0,0,1)
                else: v_colors[i].color = (0,0,0)

                for g in gr:
                    if g.group == group_id:
                        if(self.channel == 'False Colors'):
                            if g.weight < 0.25:
                                v_colors[i].color = (0, g.weight*4, 1)
                            elif g.weight < 0.5:
                                v_colors[i].color = (0, 1, 1-(g.weight-0.25)*4)
                            elif g.weight < 0.75:
                                v_colors[i].color = ((g.weight-0.5)*4,1,0)
                            else:
                                v_colors[i].color = (1,1-(g.weight-0.75)*4,0)
                        elif(self.channel == 'Value'):
                            v_colors[i].color = (
                                self.invert + mult * g.weight,
                                self.invert + mult * g.weight,
                                self.invert + mult * g.weight)
                        elif(self.channel == 'Red'):
                            v_colors[i].color = (
                                self.invert + mult * g.weight,0,0)
                        elif(self.channel == 'Green'):
                            v_colors[i].color = (
                                0, self.invert + mult * g.weight,0)
                        elif(self.channel == 'Blue'):
                            v_colors[i].color = (
                                0,0, self.invert + mult * g.weight)
                i+=1
        bpy.ops.paint.vertex_paint_toggle()
        bpy.context.object.data.vertex_colors[colors_id].active_render = True
        return {'FINISHED'}

class curvature_to_vertex_groups(bpy.types.Operator):
    bl_idname = "object.curvature_to_vertex_groups"
    bl_label = "Curvature"
    bl_options = {'REGISTER', 'UNDO'}
    invert = bpy.props.BoolProperty(
        name="invert", default=False, description="invert values")
    bl_description = ("Generate a Vertex Group based on the curvature of the"
                      "mesh. Is based on Dirty Vertex Color.")

    blur_strength = bpy.props.FloatProperty(
      name="Blur Strength", default=1, min=0.001,
      max=1, description="Blur strength per iteration")

    blur_iterations = bpy.props.IntProperty(
      name="Blur Strength", default=1, min=0,
      max=40, description="Number of times to blur the values")

    min_angle = bpy.props.FloatProperty(
      name="Min Angle", default=0, min=0,
      max=pi/2, subtype='ANGLE', description="Minimum angle")

    max_angle = bpy.props.FloatProperty(
      name="Max Angle", default=pi, min=pi/2,
      max=pi, subtype='ANGLE', description="Maximum angle")

    invert = bpy.props.BoolProperty(
        name="Invert", default=False,
        description="Invert the curvature map")

    def execute(self, context):
        bpy.ops.object.mode_set(mode='OBJECT')
        bpy.ops.mesh.vertex_color_add()
        vertex_colors = bpy.context.active_object.data.vertex_colors
        vertex_colors[-1].active = True
        vertex_colors[-1].active_render = True
        vertex_colors[-1].name = "Curvature"
        bpy.ops.object.mode_set(mode='VERTEX_PAINT')
        bpy.ops.paint.vertex_color_dirt(blur_strength=self.blur_strength, blur_iterations=self.blur_iterations, clean_angle=self.max_angle, dirt_angle=self.min_angle)
        bpy.ops.object.vertex_colors_to_vertex_groups(invert=self.invert)
        bpy.ops.mesh.vertex_color_remove()
        return {'FINISHED'}



class face_area_to_vertex_groups(bpy.types.Operator):
    bl_idname = "object.face_area_to_vertex_groups"
    bl_label = "Area"
    bl_options = {'REGISTER', 'UNDO'}
    invert = bpy.props.BoolProperty(
        name="invert", default=False, description="invert values")
    bl_description = ("Generate a Vertex Group based on the area of individual"
                      "faces.")

    def execute(self, context):
        obj = bpy.context.active_object
        id_value = len(obj.vertex_groups)
        bpy.ops.object.mode_set(mode='EDIT')
        bpy.ops.mesh.select_all(action='SELECT')
        bpy.ops.object.vertex_group_add()
        bpy.ops.object.vertex_group_assign()
        obj.vertex_groups[id_value].name = 'faces_area'
        mult = 1

        if self.invert: mult = -1

        bpy.ops.object.mode_set(mode='OBJECT')
        min_area = False
        max_area = False
        n_values = [0]*len(obj.data.vertices)
        values = [0]*len(obj.data.vertices)
        for p in obj.data.polygons:
            for v in p.vertices:
                n_values[v] += 1
                values[v] += p.area

                if min_area:
                    if min_area > p.area: min_area = p.area
                else: min_area = p.area

                if max_area:
                    if max_area < p.area: max_area = p.area
                else: max_area = p.area

        id = len(obj.vertex_groups)
        for v in obj.data.vertices:
            gr = v.groups
            index = v.index
            try:
                gr[min(len(gr)-1, id_value)].weight = self.invert + mult * \
                    ((values[index] / n_values[index] - min_area)/(max_area - \
                    min_area))
            except:
                gr[min(len(gr)-1, id_value)].weight = 0.5
        bpy.ops.paint.weight_paint_toggle()
        return {'FINISHED'}


class colors_groups_exchanger_panel(bpy.types.Panel):
    bl_label = "Tissue Data Tools"
    bl_category = "Tools"
    bl_space_type = "VIEW_3D"
    bl_region_type = "TOOLS"
    bl_options = {'DEFAULT_CLOSED'}
    #bl_context = "objectmode"

    def draw(self, context):
        layout = self.layout
        col = layout.column(align=True)
        col.label(text="Create Vertex Groups:")
        col.operator(
            "object.vertex_colors_to_vertex_groups", icon="GROUP_VCOL")
        col.operator("object.face_area_to_vertex_groups", icon="SNAP_FACE")
        col.operator("object.curvature_to_vertex_groups", icon="SURFACE_DATA")

        col.separator()
        col.label(text="Create Vertex Colors:")
        col.operator("object.vertex_group_to_vertex_colors", icon="GROUP_VERTEX")
        col.separator()
        col.label(text="Lattice Along Surface:")
        try:
            col.operator("object.lattice_along_surface", icon="MOD_LATTICE")

        except:
            pass


def register():
    bpy.utils.register_class(vertex_colors_to_vertex_groups)
    bpy.utils.register_class(vertex_group_to_vertex_colors)
    bpy.utils.register_class(face_area_to_vertex_groups)
    bpy.utils.register_class(colors_groups_exchanger_panel)


def unregister():
    bpy.utils.unregister_class(vertex_colors_to_vertex_groups)
    bpy.utils.unregister_class(vertex_group_to_vertex_colors)
    bpy.utils.unregister_class(face_area_to_vertex_groups)
    bpy.utils.unregister_class(colors_groups_exchanger_panel)


if __name__ == "__main__":
    register()