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authorCampbell Barton <ideasman42@gmail.com>2007-03-01 08:32:06 +0300
committerCampbell Barton <ideasman42@gmail.com>2007-03-01 08:32:06 +0300
commit52f105b32ebed318265c5f5ec1b44d1b0349e609 (patch)
tree4475d3767938d3bc5117873bcd0eed67d9fd934a /release/scripts/uv_seams_from_islands.py
parent3aaea833b9ed2331e9d1db18cdb4963acd3323dc (diff)
new script seams from islands, adds seams at the boundries of existing UV islands.
uvcalc_smart_project - needed to import Main
Diffstat (limited to 'release/scripts/uv_seams_from_islands.py')
-rw-r--r--release/scripts/uv_seams_from_islands.py78
1 files changed, 78 insertions, 0 deletions
diff --git a/release/scripts/uv_seams_from_islands.py b/release/scripts/uv_seams_from_islands.py
new file mode 100644
index 00000000000..dd27aab4ce9
--- /dev/null
+++ b/release/scripts/uv_seams_from_islands.py
@@ -0,0 +1,78 @@
+#!BPY
+"""
+Name: 'Seams from Islands'
+Blender: 243
+Group: 'UV'
+Tooltip: 'Add seams onto the mesh at the bounds of UV islands'
+"""
+
+# Add a licence here if you wish to re-distribute, we recommend the GPL
+
+from Blender import Scene, Mesh, Window, sys
+import BPyMessages
+
+def seams_from_islands(me):
+ # This function runs out of editmode with a mesh
+ # error cases are alredy checked for
+
+ # next intex
+ wrap_q = [1,2,3,0]
+ wrap_t = [1,2,0]
+ edge_uvs = {}
+ for f in me.faces:
+ f_uv = [(round(uv.x, 6), round(uv.y, 6)) for uv in f.uv]
+ f_vi = [v.index for v in f]
+ for i, key in enumerate(f.edge_keys):
+ if len(f)==3:
+ uv1, uv2 = f_uv[i], f_uv[wrap_t[i]]
+ vi1, vi2 = f_vi[i], f_vi[wrap_t[i]]
+ else: # quad
+ uv1, uv2 = f_uv[i], f_uv[wrap_q[i]]
+ vi1, vi2 = f_vi[i], f_vi[wrap_q[i]]
+
+ if vi1 > vi2: uv1,uv2 = uv2,uv1
+
+ edge_uvs.setdefault(key, []).append((uv1, uv2))
+
+ # add seams
+ SEAM = Mesh.EdgeFlags.SEAM
+ for ed in me.edges:
+ print len(set(edge_uvs[ed.key]))
+ if len(set(edge_uvs[ed.key])) > 1:
+ ed.flag |= SEAM
+
+def main():
+
+ # Gets the current scene, there can be many scenes in 1 blend file.
+ sce = Scene.GetCurrent()
+
+ # Get the active object, there can only ever be 1
+ # and the active object is always the editmode object.
+ ob_act = sce.objects.active
+ me = ob_act.getData(mesh=1)
+
+ if not ob_act or ob_act.type != 'Mesh' or not me.faceUV:
+ BPyMessages.Error_NoMeshUvActive()
+ return
+
+ # Saves the editmode state and go's out of
+ # editmode if its enabled, we cant make
+ # changes to the mesh data while in editmode.
+ is_editmode = Window.EditMode()
+ if is_editmode: Window.EditMode(1)
+
+ Window.WaitCursor(1)
+
+ t = sys.time()
+
+ # Run the mesh editing function
+ seams_from_islands(me)
+
+ # Timing the script is a good way to be aware on any speed hits when scripting
+ print 'My Script finished in %.2f seconds' % (sys.time()-t)
+ Window.WaitCursor(0)
+
+
+# This lets you can import the script without running it
+if __name__ == '__main__':
+ main()