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authorCampbell Barton <ideasman42@gmail.com>2006-05-18 06:22:05 +0400
committerCampbell Barton <ideasman42@gmail.com>2006-05-18 06:22:05 +0400
commit8537a4d4717882fca4df9cc687a477c5b57edc87 (patch)
tree36b4530deb45a4dc8efac829eb28214cfc4f044b /release/scripts
parenta0fdbf1c18366087e8611c050e4c57f04e8afd21 (diff)
Fixed some evil bugs in the poly reducer messing up UV's every now and then.
Added support for "Weighted Collapse" Before an edge could only collapse into its middle, Now the edge collapses into a point bias'd by the 2 verts Concave/Convec "Pointyness" value as well as boundry weighting. This works much better for boundry verts. - UV's Vcols and Weights are correctly interpolated into the new location. Added a tool in the mesh menu for accessing the poly reduction tool.
Diffstat (limited to 'release/scripts')
-rw-r--r--release/scripts/bpymodules/BPyMesh.py4
-rw-r--r--release/scripts/bpymodules/BPyMesh_redux.py476
-rw-r--r--release/scripts/mesh_poly_reduce.py70
3 files changed, 405 insertions, 145 deletions
diff --git a/release/scripts/bpymodules/BPyMesh.py b/release/scripts/bpymodules/BPyMesh.py
index b53a9ad9176..6dbe7ba46fd 100644
--- a/release/scripts/bpymodules/BPyMesh.py
+++ b/release/scripts/bpymodules/BPyMesh.py
@@ -2,10 +2,10 @@ import Blender
import BPyMesh_redux
reload(BPyMesh_redux)
-def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, FACE_AREA_WEIGHT=1.0, FACE_TRIANGULATE=True):
+def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=5.0, FACE_AREA_WEIGHT=1.0, FACE_TRIANGULATE=True, DO_UV=True, DO_VCOL=True, DO_WEIGHTS=True):
if REDUX<0 or REDUX>1.0:
raise 'Error, factor must be between 0 and 1.0'
- BPyMesh_redux.redux(ob, REDUX, BOUNDRY_WEIGHT, FACE_AREA_WEIGHT)
+ BPyMesh_redux.redux(ob, REDUX, BOUNDRY_WEIGHT, FACE_AREA_WEIGHT, FACE_TRIANGULATE, DO_UV, DO_VCOL, DO_WEIGHTS)
def meshWeight2Dict(me):
''' Takes a mesh and return its group names and a list of dicts, one dict per vertex.
diff --git a/release/scripts/bpymodules/BPyMesh_redux.py b/release/scripts/bpymodules/BPyMesh_redux.py
index 7c5e04687e1..db76da43a35 100644
--- a/release/scripts/bpymodules/BPyMesh_redux.py
+++ b/release/scripts/bpymodules/BPyMesh_redux.py
@@ -1,5 +1,29 @@
+# ***** BEGIN GPL LICENSE BLOCK *****
+#
+# (C) Copyright 2006 MetaVR, Inc.
+# http://www.metavr.com
+# Written by Campbell Barton
+#
+# 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+# --------------------------------------------------------------------------
+
import Blender
Vector= Blender.Mathutils.Vector
+Ang= Blender.Mathutils.AngleBetweenVecs
LineIntersect= Blender.Mathutils.LineIntersect
CrossVecs= Blender.Mathutils.CrossVecs
import BPyMesh
@@ -8,21 +32,35 @@ import BPyMesh
def uv_key(uv):
return round(uv.x, 5), round(uv.y, 5)
+def uv_key_mix(uv1, uv2, w1, w2):
+ # Weighted mix. w1+w2==1.0
+ return w1*uv1[0]+w2*uv2[0], w1*uv1[1]+w2*uv2[1]
+
+def col_key(col):
+ return col.r, col.g, col.b
+
+def col_key_mix(col1, col2, w1, w2):
+ # Weighted mix. w1+w2==1.0
+ return int(w1*col1[0] + w2*col2[0]), int(w1*col1[1] + w2*col2[1]), int(w1*col1[2]+col2[2]*w2)
+
def ed_key(ed):
i1= ed.v1.index
i2= ed.v2.index
if i1<i2: return i1,i2
return i2,i1
-def col_key(col):
- return col.r, col.g, col.b
-
-def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, FACE_AREA_WEIGHT=1.0, FACE_TRIANGULATE=True):
+def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=5.0, FACE_AREA_WEIGHT=1.0, FACE_TRIANGULATE=True, DO_UV=True, DO_VCOL=True, DO_WEIGHTS=True):
'''
BOUNDRY_WEIGHT - 0 is no boundry weighting. 2.0 will make them twice as unlikely to collapse.
FACE_AREA_WEIGHT - 0 is no weight. 1 is normal, 2.0 is higher.
'''
+ """ # DEBUG!
+ if Blender.Get('rt') == 1000:
+ DEBUG=True
+ else:
+ DEBUG= False
+ """
me= ob.getData(mesh=1)
if REDUX>1.0 or REDUX<0.0 or len(me.faces)<4:
@@ -31,16 +69,39 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, FACE_AREA_WEIGHT=1.0, FACE_TRIANGUL
if FACE_TRIANGULATE:
me.quadToTriangle()
+ if (not me.getVertGroupNames()) and DO_WEIGHTS:
+ DO_WEIGHTS= False
+
OLD_MESH_MODE= Blender.Mesh.Mode()
Blender.Mesh.Mode(Blender.Mesh.SelectModes.VERTEX)
- faceUV= me.faceUV
+ if (DO_UV or DO_VCOL) and not me.faceUV:
+ DO_VCOL= DO_UV= False
+
current_face_count= len(me.faces)
target_face_count= int(current_face_count * REDUX)
# % of the collapseable faces to collapse per pass.
#collapse_per_pass= 0.333 # between 0.1 - lots of small nibbles, slow but high q. and 0.9 - big passes and faster.
collapse_per_pass= 0.333 # between 0.1 - lots of small nibbles, slow but high q. and 0.9 - big passes and faster.
+ """# DEBUG!
+ if DEBUG:
+ COUNT= [0]
+ def rd():
+ if COUNT[0]< 330:
+ COUNT[0]+=1
+ return
+ me.update()
+ Blender.Window.RedrawAll()
+ print 'Press key for next, count "%s"' % COUNT[0]
+ try: input()
+ except KeyboardInterrupt:
+ raise "Error"
+ except:
+ pass
+
+ COUNT[0]+=1
+ """
class collapseEdge(object):
__slots__ = 'length', 'key', 'faces', 'collapse_loc', 'v1', 'v2','uv1', 'uv2', 'col1', 'col2', 'collapse_weight'
@@ -50,30 +111,31 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, FACE_AREA_WEIGHT=1.0, FACE_TRIANGUL
self.faces= []
self.v1= ed.v1
self.v2= ed.v2
- if faceUV:
+ if DO_UV or DO_VCOL:
self.uv1= []
self.uv2= []
self.col1= []
self.col2= []
- # self.collapse_loc= None # new collapse location.
- # Basic weighting.
- #self.collapse_weight= self.length * (1+ ((ed.v1.no-ed.v2.no).length**2))
+ # self.collapse_loc= None # new collapse location.
+ # Basic weighting.
+ #self.collapse_weight= self.length * (1+ ((ed.v1.no-ed.v2.no).length**2))
+ self.collapse_weight= 1.0
class collapseFace(object):
- __slots__ = 'verts', 'normal', 'area', 'index', 'orig_uv', 'orig_col', 'uv', 'col'
+ __slots__ = 'verts', 'normal', 'area', 'index', 'orig_uv', 'orig_col', 'uv', 'col' # , 'collapse_edge_count'
def __init__(self, f):
self.verts= f.v
self.normal= f.no
self.area= f.area
self.index= f.index
- if faceUV:
+ if DO_UV or DO_VCOL:
self.orig_uv= [uv_key(uv) for uv in f.uv]
- self.orig_col= [col_key(col) for col in f.col]
self.uv= f.uv
+ self.orig_col= [col_key(col) for col in f.col]
self.col= f.col
-
-
+
+ #self.collapse_edge_count= 0 # used so we know how many edges of the face are collapsed.
for v in me.verts:
v.hide=0
@@ -83,25 +145,36 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, FACE_AREA_WEIGHT=1.0, FACE_TRIANGUL
while target_face_count <= len(me.faces):
BPyMesh.meshCalcNormals(me)
- for v in me.verts:
- v.sel= False
+ if DO_WEIGHTS:
+ groupNames, vWeightDict= BPyMesh.meshWeight2Dict(me)
+
+ # THIS CRASHES
+ #verts= list(me.verts)
+ #edges= list(me.edges)
+ #faces= list(me.faces)
- # Backup colors
- if faceUV:
- orig_texface= [[(uv_key(f.uv[i]), col_key(f.col[i])) for i in xrange(len(f.v))] for f in me.faces]
+ # THIS WORKS
+ verts= me.verts
+ edges= me.edges
+ faces= me.faces
- collapse_faces= [collapseFace(f) for f in me.faces]
- collapse_edges= [collapseEdge(ed) for ed in me.edges]
+ DOUBLE_CHECK= [0]*len(verts)
+
+ for v in verts:
+ v.sel= False
+
+ collapse_faces= [collapseFace(f) for f in faces]
+ collapse_edges= [collapseEdge(ed) for ed in edges]
collapse_edges_dict= dict( [(ced.key, ced) for ced in collapse_edges] )
# Store verts edges.
- vert_ed_users= [[] for i in xrange(len(me.verts))]
+ vert_ed_users= [[] for i in xrange(len(verts))]
for ced in collapse_edges:
vert_ed_users[ced.v1.index].append(ced)
vert_ed_users[ced.v2.index].append(ced)
# Store face users
- vert_face_users= [[] for i in xrange(len(me.verts))]
+ vert_face_users= [[] for i in xrange(len(verts))]
# Have decieded not to use this. area is better.
#face_perim= [0.0]* len(me.faces)
@@ -119,72 +192,152 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, FACE_AREA_WEIGHT=1.0, FACE_TRIANGUL
else: ced= collapse_edges_dict[i1,i2]
ced.faces.append(cfa)
- if faceUV:
- ced.uv1.append( cfa.orig_uv[i] )
- ced.uv2.append( cfa.orig_uv[i-1] )
+ if DO_UV or DO_VCOL:
+ # if the edge is flipped from its order in the face then we need to flip the order indicies.
+ if cfa.verts[i]==ced.v1: i1,i2 = i, i-1
+ else: i1,i2 = i-1, i
+
+ if DO_UV:
+ ced.uv1.append( cfa.orig_uv[i1] )
+ ced.uv2.append( cfa.orig_uv[i2] )
+
+ if DO_VCOL:
+ ced.col1.append( cfa.orig_col[i1] )
+ ced.col2.append( cfa.orig_col[i2] )
- ced.col1.append( cfa.orig_col[i] )
- ced.col2.append( cfa.orig_col[i-1] )
# PERIMITER
#face_perim[ii]+= ced.length
+
+ # How weight the verts by the area of their faces * the normal difference.
+ # when the edge collapses, to vert weights are taken into account
+
+ vert_weights= [0.5] * len(verts)
+
+ for ii, vert_faces in enumerate(vert_face_users):
+ for f in vert_faces:
+ try:
+ no_ang= (Ang(verts[ii].no, f[1].normal)/180) * f[1].area
+ except:
+ no_ang= 1.0
+
+ vert_weights[ii] += no_ang
+
+
+ # BOUNDRY CHECKING AND WEIGHT EDGES. CAN REMOVE
+ # Now we know how many faces link to an edge. lets get all the boundry verts
+ if BOUNDRY_WEIGHT > 0:
+ verts_boundry= [1] * len(verts)
+ #for ed_idxs, faces_and_uvs in edge_faces_and_uvs.iteritems():
+ for ced in collapse_edges:
+ if len(ced.faces) < 2:
+ verts_boundry[ced.key[0]]= 2
+ verts_boundry[ced.key[1]]= 2
+
+ for ced in collapse_edges:
+ if verts_boundry[ced.v1.index] != verts_boundry[ced.v2.index]:
+ # Edge has 1 boundry and 1 non boundry vert. weight higher
+ ced.collapse_weight= BOUNDRY_WEIGHT
+
+ # weight the verts by their boundry status
+
+ for ii, boundry in enumerate(verts_boundry):
+ if boundry==2:
+ vert_weights[ii] *= BOUNDRY_WEIGHT
+
+ vert_collapsed= verts_boundry
+ del verts_boundry
+ else:
+ vert_collapsed= [1] * len(verts)
+
+
+
+
def ed_set_collapse_loc(ced):
v1co= ced.v1.co
v2co= ced.v2.co
v1no= ced.v1.co
v2no= ced.v2.co
- length= ced.length
- between= (v1co + v2co) * 0.5
- # Collapse
- # new_location = between # Replace tricky code below. this code predicts the best collapse location.
-
- # Make lines at right angles to the normals- these 2 lines will intersect and be
- # the point of collapsing.
- # Enlarge so we know they intersect: ced.length*2
- cv1= CrossVecs(v1no, CrossVecs(v1no, v1co-v2co))
- cv2= CrossVecs(v2no, CrossVecs(v2no, v2co-v1co))
+ # Use the vertex weights to bias the new location.
+ w1= vert_weights[ced.v1.index]
+ w2= vert_weights[ced.v2.index]
- # Scale to be less then the edge lengths.
- cv1.normalize()
- cv2.normalize()
- cv1 = cv1 * length* 0.333
- cv2 = cv2 * length* 0.333
+ # normalize the weights of each vert - se we can use them as scalers.
+ wscale= w1+w2
+ if not wscale: # no scale?
+ w1=w2= 0.5
+ else:
+ w1/=wscale
+ w2/=wscale
+ length= ced.length
- ced.collapse_loc = between + (cv1 + cv2)
- if ced.collapse_loc.x != ced.collapse_loc.x: # NAN LOCATION, revert to between
+ if 0:
+ between= ((v1co*w1) + (v2co*w2))
ced.collapse_loc= between
-
+ else:
+ between= (v1co+v2co) * 0.5
+
+ # Collapse
+ # new_location = between # Replace tricky code below. this code predicts the best collapse location.
+
+ # Make lines at right angles to the normals- these 2 lines will intersect and be
+ # the point of collapsing.
+
+ # Enlarge so we know they intersect: ced.length*2
+ cv1= CrossVecs(v1no, CrossVecs(v1no, v1co-v2co))
+ cv2= CrossVecs(v2no, CrossVecs(v2no, v2co-v1co))
+
+ # Scale to be less then the edge lengths.
+ cv1.normalize()
+ cv2.normalize()
+ cv1 = cv1 * (length* 0.4)
+ cv2 = cv2 * (length* 0.4)
+
+ smart_offset_loc= between + (cv1 + cv2)
+
+ # Now we need to blend between smart_offset_loc and w1/w2
+ # you see were blending between a vert and the edges midpoint, so we cant use a normal weighted blend.
+ if w1 > 0.5: # between v1 and smart_offset_loc
+ #ced.collapse_loc= v1co*(w2+0.5) + smart_offset_loc*(w1-0.5)
+ w2*=2
+ w1= 1-w2
+
+
+ ced.collapse_loc= v1co*w1 + smart_offset_loc*w2
+ else: # w between v2 and smart_offset_loc
+ w1*=2
+ w2= 1-w1
+ ced.collapse_loc= v2co*w2 + smart_offset_loc*w1
+
+ if ced.collapse_loc.x != ced.collapse_loc.x: # NAN LOCATION, revert to between
+ ced.collapse_loc= between
+
# Best method, no quick hacks here, Correction. Should be the best but needs tweaks.
def ed_set_collapse_error(ced):
- Ang= Blender.Mathutils.AngleBetweenVecs
-
i1= ced.v1.index
i2= ced.v1.index
- test_faces= set()
- for i in (i1,i2):
+ test_faces= set()
+ for i in (i1,i2): # faster then LC's
for f in vert_face_users[i]:
test_faces.add(f[1].index)
for f in ced.faces:
test_faces.remove(f.index)
- test_faces= tuple(test_faces) # keep order
-
- # test_faces is now faces used by ed.v1 and ed.v2 that will not be removed in the collapse.
- # orig_nos= [face_normals[i] for i in test_faces]
+ # test_faces= tuple(test_faces) # keep order
v1_orig= Vector(ced.v1.co)
v2_orig= Vector(ced.v2.co)
ced.v1.co= ced.v2.co= ced.collapse_loc
- new_nos= [me.faces[i].no for i in test_faces]
+ new_nos= [faces[i].no for i in test_faces]
ced.v1.co= v1_orig
ced.v2.co= v2_orig
@@ -205,59 +358,45 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, FACE_AREA_WEIGHT=1.0, FACE_TRIANGUL
pass
# This is very arbirary, feel free to modify
- try:
- no_ang= (Ang(ced.v1.no, ced.v2.no)/180) + 1
- except:
- no_ang= 2.0
- ced.collapse_weight= (no_ang * ced.length) * (1-(1/angle_diff))# / max(len(test_faces), 1)
+ try: no_ang= (Ang(ced.v1.no, ced.v2.no)/180) + 1
+ except: no_ang= 2.0
+
+ # do *= because we face the boundry weight to initialize the weight. 1.0 default.
+ ced.collapse_weight*= ((no_ang * ced.length) * (1-(1/angle_diff)))# / max(len(test_faces), 1)
# We can calculate the weights on __init__ but this is higher qualuity.
for ced in collapse_edges:
- ed_set_collapse_loc(ced)
- ed_set_collapse_error(ced)
+ if ced.faces: # dont collapse faceless edges.
+ ed_set_collapse_loc(ced)
+ ed_set_collapse_error(ced)
# Wont use the function again.
del ed_set_collapse_error
del ed_set_collapse_loc
-
-
- # BOUNDRY CHECKING AND WEIGHT EDGES. CAN REMOVE
- # Now we know how many faces link to an edge. lets get all the boundry verts
- if BOUNDRY_WEIGHT > 0:
- verts_boundry= [1] * len(me.verts)
- #for ed_idxs, faces_and_uvs in edge_faces_and_uvs.iteritems():
- for ced in collapse_edges:
- if len(ced.faces) < 2:
- verts_boundry[ced.key[0]]= 2
- verts_boundry[ced.key[1]]= 2
-
- for ced in collapse_edges:
- if verts_boundry[ced.v1.index] != verts_boundry[ced.v2.index]:
- # Edge has 1 boundry and 1 non boundry vert. weight higher
- ced.collapse_weight*=BOUNDRY_WEIGHT
- vert_collapsed= verts_boundry
- del verts_boundry
- else:
- vert_collapsed= [1] * len(me.verts)
-
# END BOUNDRY. Can remove
# sort by collapse weight
collapse_edges.sort(lambda ced1, ced2: cmp(ced1.collapse_weight, ced2.collapse_weight)) # edges will be used for sorting
+ vert_collapsed= [0]*len(verts)
+
+ collapse_edges_to_collapse= []
+
# Make a list of the first half edges we can collapse,
# these will better edges to remove.
collapse_count=0
for ced in collapse_edges:
- v1= ced.v1
- v2= ced.v2
- # Use vert selections
- if vert_collapsed[v1.index]==0 or vert_collapsed[v2.index]==0:
- pass
- else:
- # Now we know the verts havnyt been collapsed.
- vert_collapsed[v1.index]= vert_collapsed[v2.index]= 0 # Dont collapse again.
- collapse_count+=1
+ if ced.faces:
+ i1= ced.v1.index
+ i2= ced.v2.index
+ # Use vert selections
+ if vert_collapsed[i1] or vert_collapsed[i2]:
+ pass
+ else:
+ # Now we know the verts havnyt been collapsed.
+ vert_collapsed[i2]= vert_collapsed[i1]= 1 # Dont collapse again.
+ collapse_count+=1
+ collapse_edges_to_collapse.append(ced)
# Get a subset of the entire list- the first "collapse_per_pass", that are best to collapse.
if collapse_count > 4:
@@ -265,59 +404,110 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, FACE_AREA_WEIGHT=1.0, FACE_TRIANGUL
else:
collapse_count = len(collapse_edges)
# We know edge_container_list_collapse can be removed.
- for ced in collapse_edges:
+ for ced in collapse_edges_to_collapse:
+ """# DEBUG!
+ if DEBUG:
+ if DOUBLE_CHECK[ced.v1.index] or\
+ DOUBLE_CHECK[ced.v2.index]:
+ raise 'Error'
+ else:
+ DOUBLE_CHECK[ced.v1.index]=1
+ DOUBLE_CHECK[ced.v2.index]=1
+
+ tmp= (ced.v1.co+ced.v2.co)*0.5
+ Blender.Window.SetCursorPos(tmp.x, tmp.y, tmp.z)
+ Blender.Window.RedrawAll()
+ """
+
# Chech if we have collapsed our quota.
collapse_count-=1
if not collapse_count:
- ced.collapse_loc= None
break
-
+
current_face_count -= len(ced.faces)
- if faceUV:
+
+ # Interpolate the bone weights.
+ if DO_WEIGHTS:
+ i1= ced.v1.index
+ i2= ced.v2.index
+ w1= vert_weights[i1]
+ w2= vert_weights[i2]
+
+ # Normalize weights
+ wscale= w1+w2
+ if not wscale: # no scale?
+ w1=w2= 0.5
+ else:
+ w1/= wscale
+ w2/= wscale
+ wd= vWeightDict[i1] # v1 weight dict
+ for group_key, weight_value in wd.iteritems():
+ wd[group_key]= weight_value*w1
+
+ wd= vWeightDict[i2] # v1 weight dict
+ for group_key, weight_value in wd.iteritems():
+ wd[group_key]= weight_value*w2
+
+
+ if DO_UV or DO_VCOL:
# Handel UV's and vert Colors!
- v1= ced.v1
- v2= ced.v2
- 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)):
+ for v, my_weight, other_weight, edge_my_uvs, edge_other_uvs, edge_my_cols, edge_other_cols in (\
+ ( ced.v1, vert_weights[ced.v1.index], vert_weights[ced.v2.index], ced.uv1, ced.uv2, ced.col1, ced.col2),\
+ ( ced.v2, vert_weights[ced.v2.index], vert_weights[ced.v1.index], ced.uv2, ced.uv1, ced.col2, ced.col1)\
+ ):
+
+ # Normalize weights
+ wscale= my_weight+other_weight
+ if not wscale: # no scale?
+ my_weight=other_weight= 0.5
+ else:
+ my_weight/= wscale
+ other_weight/= wscale
+
+ uvs_mixed= [ uv_key_mix(edge_my_uvs[iii], edge_other_uvs[iii], my_weight, other_weight) for iii in xrange(len(edge_my_uvs)) ]
+ cols_mixed= [ col_key_mix(edge_my_cols[iii], edge_other_cols[iii], my_weight, other_weight) for iii in xrange(len(edge_my_cols)) ]
+ #print 'FACE, USWERS', len(vert_face_users[v.index])
for face_vert_index, cfa in vert_face_users[v.index]:
- uvk= cfa.orig_uv[face_vert_index]
- colk= cfa.orig_col[face_vert_index]
+ if len(cfa.verts)==3 and cfa not in ced.faces: # if the face is apart of this edge then dont bother finding the uvs since the face will be removed anyway.
- # UV COORDS
- tex_index= None
- try:
- tex_index= edge_my_uvs.index(uvk)
- except ValueError:
- pass
-
- if tex_index != None:
- # This face uses a uv in the collapsing face. - do a merge
- other_uv= edge_other_uvs[tex_index]
- uv_vec= cfa.uv[face_vert_index]
- uv_vec.x= (uvk[0] + other_uv[0])*0.5
- uv_vec.y= (uvk[1] + other_uv[1])*0.5
-
- # TEXFACE COLOURS
- tex_index= None
- try:
- tex_index= edge_my_cols.index(colk)
- except ValueError:
- pass
-
- if tex_index != None:
- # Col
- other_col= edge_other_cols[tex_index]
- # f= me.faces[cfa.index]
- col_ob= cfa.col[face_vert_index]
- # col_ob= me.faces[cfa.index].col[face_vert_index]
+ if DO_UV:
+ # UV COORDS
+ uvk= cfa.orig_uv[face_vert_index]
+ try:
+ tex_index= edge_my_uvs.index(uvk)
+ except:
+ tex_index= None
+ """ # DEBUG!
+ if DEBUG:
+ print 'not found', uvk, 'in', edge_my_uvs, 'ed index', ii, '\nwhat about', edge_other_uvs
+ """
+ if tex_index != None: # This face uses a uv in the collapsing face. - do a merge
+ other_uv= edge_other_uvs[tex_index]
+ uv_vec= cfa.uv[face_vert_index]
+ uv_vec.x, uv_vec.y= uvs_mixed[tex_index]
- col_ob.r = int((colk[0] + other_col[0])*0.5)
- col_ob.g = int((colk[1] + other_col[1])*0.5)
- col_ob.b = int((colk[2] + other_col[2])*0.5)
-
+ # TEXFACE COLORS
+ if DO_VCOL:
+ colk= cfa.orig_col[face_vert_index]
+ try: tex_index= edge_my_cols.index(colk)
+ except: pass
+ if tex_index != None:
+ other_col= edge_other_cols[tex_index]
+ col_ob= cfa.col[face_vert_index]
+ col_ob.r, col_ob.g, col_ob.b= cols_mixed[tex_index]
+
+ # DEBUG! if DEBUG: rd()
+
+ # Execute the collapse
+ ced.v1.sel= ced.v2.sel= True
+ ced.v1.co= ced.v2.co= ced.collapse_loc
+
+ # DEBUG! if DEBUG: rd()
if current_face_count <= target_face_count:
ced.collapse_loc= None
break
-
+
+ '''
# Execute the collapse
for ced in collapse_edges:
# Since the list is ordered we can stop once the first non collapsed edge if sound.
@@ -325,27 +515,27 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, FACE_AREA_WEIGHT=1.0, FACE_TRIANGUL
break
ced.v1.sel= ced.v2.sel= True
ced.v1.co= ced.v2.co= ced.collapse_loc
+ '''
+
+ # Copy weights back to the mesh before we remove doubles.
+ if DO_WEIGHTS:
+ BPyMesh.dict2MeshWeight(me, groupNames, vWeightDict)
doubles= me.remDoubles(0.0001)
me= ob.getData(mesh=1)
current_face_count= len(me.faces)
+ #break
+
if doubles==0: # should never happen.
break
-
+
if current_face_count <= target_face_count:
ced.collapse_loc= None
break
# Cleanup. BUGGY?
- '''
- vert_face_user_count= [0]*len(me.verts)
- for f in me.faces:
- for v in f.v:
- vert_face_user_count[v.index] +=1
- del_verts= [i for i in xrange(len(me.verts)) if not vert_face_user_count[i]]
- me.verts.delete( del_verts )
- '''
+
me.update()
Blender.Mesh.Mode(OLD_MESH_MODE)
@@ -356,7 +546,7 @@ def main():
scn= Blender.Scene.GetCurrent()
active_ob= scn.getActiveObject()
t= Blender.sys.time()
- redux(active_ob, 0.5)
+ redux(active_ob, 0.4)
print '%.4f' % (Blender.sys.time()-t)
if __name__=='__main__':
diff --git a/release/scripts/mesh_poly_reduce.py b/release/scripts/mesh_poly_reduce.py
new file mode 100644
index 00000000000..7efa916f248
--- /dev/null
+++ b/release/scripts/mesh_poly_reduce.py
@@ -0,0 +1,70 @@
+#!BPY
+"""
+Name: 'Poly Reducer'
+Blender: 241
+Group: 'Mesh'
+Tooltip: 'Removed polygons from a mesh while maintaining the shape, textures and weights.'
+"""
+
+from Blender import Draw, Window, Scene, Mesh, Mathutils, sys, Object
+import BPyMesh
+reload(BPyMesh)
+
+
+def main():
+ scn = Scene.GetCurrent()
+ act_ob= scn.getActiveObject()
+ if act_ob.getType()!='Mesh':
+ act_ob= None
+
+ sel= [ob for ob in Object.GetSelected() if ob.getType()=='Mesh' if ob != act_ob]
+ if not sel and not act_ob:
+ Draw.PupMenu('Error, select a mesh as your active object')
+ return
+
+ # Defaults
+ PREF_REDUX= Draw.Create(0.5)
+ PREF_BOUNDRY_WEIGHT= Draw.Create(5.0)
+ PREF_FACE_AREA_WEIGHT= Draw.Create(1.0)
+ PREF_FACE_TRIANGULATE= Draw.Create(1)
+ PREF_DO_UV= Draw.Create(1)
+ PREF_DO_VCOL= Draw.Create(1)
+ PREF_DO_WEIGHTS= Draw.Create(1)
+
+ pup_block = [\
+ ('Poly Reduce:', PREF_REDUX, 0.05, 0.95, 'Scale the meshes poly count by this value.'),\
+ ('Boundry Weight:', PREF_BOUNDRY_WEIGHT, 0.0, 20.0, 'Weight boundry verts by this scale, 0.0 for no boundry weighting.'),\
+ ('Area Weight:', PREF_FACE_AREA_WEIGHT, 0.0, 20.0, 'Collapse edges effecting lower area faces first.'),\
+ ('Triangulate', PREF_FACE_TRIANGULATE, 'Convert quads to tris before reduction, for more choices of edges to collapse.'),\
+ ('UV Coords', PREF_DO_UV, 'Interpolate UV Coords.'),\
+ ('Vert Colors', PREF_DO_VCOL, 'Interpolate Vertex Colors'),\
+ ('Vert Weights', PREF_DO_WEIGHTS, 'Interpolate Vertex Weights'),\
+ ]
+
+ if not Draw.PupBlock("X Mirror mesh tool", pup_block):
+ return
+
+ PREF_REDUX= PREF_REDUX.val
+ PREF_BOUNDRY_WEIGHT= PREF_BOUNDRY_WEIGHT.val
+ PREF_FACE_AREA_WEIGHT= PREF_FACE_AREA_WEIGHT.val
+ PREF_FACE_TRIANGULATE= PREF_FACE_TRIANGULATE.val
+ PREF_DO_UV= PREF_DO_UV.val
+ PREF_DO_VCOL= PREF_DO_VCOL.val
+ PREF_DO_WEIGHTS= PREF_DO_WEIGHTS.val
+
+ t= sys.time()
+
+ is_editmode = Window.EditMode() # Exit Editmode.
+ if is_editmode: Window.EditMode(0)
+ Window.WaitCursor(1)
+
+ BPyMesh.redux(act_ob, PREF_REDUX, PREF_BOUNDRY_WEIGHT, PREF_FACE_AREA_WEIGHT, PREF_FACE_TRIANGULATE, PREF_DO_UV, PREF_DO_VCOL, PREF_DO_WEIGHTS)
+
+ if is_editmode: Window.EditMode(1)
+ Window.WaitCursor(0)
+ Window.RedrawAll()
+
+ print 'Reduction done in %.6f sec.' % (sys.time()-t)
+
+if __name__ == '__main__':
+ main() \ No newline at end of file