diff options
author | Campbell Barton <ideasman42@gmail.com> | 2007-05-02 04:01:23 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2007-05-02 04:01:23 +0400 |
commit | c24aa10561c3e301989df0d7f227f478f846143a (patch) | |
tree | c0a0f86cc48f4a6f9ecedeaf479ca353abe55fde /release | |
parent | 0b0f0b0ffb0075ce889b7515ebfd822bf99426cb (diff) |
Made it so blender has an active render layer for Uv and Vertex color mesh layers.
This means changing the active UV/VCol layers wont change what renders.
needed to adjust the minor version so old files will copy the active layer to the render-uv/vcol layer.
boxpack2d.py - redoen in C now, dont need python version.
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/bpymodules/boxpack2d.py | 498 |
1 files changed, 0 insertions, 498 deletions
diff --git a/release/scripts/bpymodules/boxpack2d.py b/release/scripts/bpymodules/boxpack2d.py deleted file mode 100644 index 2268b9154dc..00000000000 --- a/release/scripts/bpymodules/boxpack2d.py +++ /dev/null @@ -1,498 +0,0 @@ -''' -# 2D Box packing function used by archimap -# packs any list of 2d boxes into a square and returns a list of packed boxes. -# Example of usage. -import boxpack2d - -# Build boxe list. -# the unique ID is not used. -# just the width and height. -boxes2Pack = [] -anyUniqueID = 0; w = 2.2; h = 3.8 -boxes2Pack.append([anyUniqueID, w,h]) -anyUniqueID = 1; w = 4.1; h = 1.2 -boxes2Pack.append([anyUniqueID, w,h]) -anyUniqueID = 2; w = 5.2; h = 9.2 -boxes2Pack.append([anyUniqueID, w,h]) -anyUniqueID = 3; w = 8.3; h = 7.3 -boxes2Pack.append([anyUniqueID, w,h]) -anyUniqueID = 4; w = 1.1; h = 5.1 -boxes2Pack.append([anyUniqueID, w,h]) -anyUniqueID = 5; w = 2.9; h = 8.1 -boxes2Pack.append([anyUniqueID, w,h]) -anyUniqueID = 6; w = 4.2; h = 6.2 -boxes2Pack.append([anyUniqueID, w,h]) -# packedLs is a list of [(anyUniqueID, left, bottom, width, height)...] -packWidth, packHeight, packedLs = boxpack2d.boxPackIter(boxes2Pack) -''' - -from Blender import NMesh, Window, Object, Scene -''' -def debug_(x,y,z): - ob = Object.New("Empty") - ob.loc= x,y,z - Scene.GetCurrent().link(ob) -''' - -# a box packing vert -class vt: - def __init__(self, x,y): - self.x, self.y = x, y - - self.free = 15 - - # Set flags so cant test bottom left of 0/0 - #~ BLF = 1; TRF = 2; TLF = 4; BRF = 8 - - #self.users = [] # A list of boxes. - # Rather then users, store Quadrents - self.blb = self.tlb = self.brb = self.trb = None - - - # A hack to remember the box() that last intersectec this vert - self.intersectCache = ([], [], [], []) - -class vertList: - def __init__(self, verts=[]): - self.verts = verts - - def sortCorner(self,w,h): - ''' - Sorts closest first. - uses the box w/h as a bias, - this makes it so its less likely to have lots of poking out bits - that use too much - Lambada based sort - ''' - # self.verts.sort(lambda A, B: cmp(max(A.x+w, A.y+h) , max(B.x+w, B.y+h))) # Reverse area sort - try: self.verts.sort(key = lambda b: max(b.x+w, b.y+h) ) # Reverse area sort - except: self.verts.sort(lambda A, B: cmp(max(A.x+w, A.y+h) , max(B.x+w, B.y+h))) # Reverse area sort - - - -class box: - def __init__(self, width, height, id=None): - - self.id= id - - self.area = width * height # real area - self.farea = width + height # fake area - #self.farea = float(min(width, height)) / float(max(width, height)) # fake area - - self.width = width - self.height = height - - # Append 4 new verts - # (BL,TR,TL,BR) / 0,1,2,3 - self.v=v= [vt(0,0), vt(width,height), vt(0,height), vt(width,0)] - - # Set the interior quadrents as used. - v[0].free &= ~TRF - v[1].free &= ~BLF - v[2].free &= ~BRF - v[3].free &= ~TLF - - #for v in self.v: - # v.users.append(self) - v[0].trb = self - v[1].blb = self - v[2].brb = self - v[3].tlb = self - - - def updateV34(self): - ''' - Updates verts 3 & 4 from 1 and 2 - since 3 and 4 are only there foill need is resizing/ rotating of patterns on the fly while I painr new box placement - but may be merged later with other verts - ''' - self.v[TL].x = self.v[BL].x - self.v[TL].y = self.v[TR].y - - self.v[BR].x = self.v[TR].x - self.v[BR].y = self.v[BL].y - - - def setLeft(self, lft): - self.v[TR].x = lft + self.v[TR].x - self.v[BL].x - self.v[BL].x = lft - # update othere verts - self.updateV34() - - def setRight(self, rgt): - self.v[BL].x = rgt - (self.v[TR].x - self.v[BL].x) - self.v[TR].x = rgt - self.updateV34() - - def setBottom(self, btm): - self.v[TR].y = btm + self.v[TR].y - self.v[BL].y - self.v[BL].y = btm - self.updateV34() - - def setTop(self, tp): - self.v[BL].y = tp - (self.v[TR].y - self.v[BL].y) - self.v[TR].y = tp - self.updateV34() - - def getLeft(self): - return self.v[BL].x - - def getRight(self): - return self.v[TR].x - - def getBottom(self): - return self.v[BL].y - - def getTop(self): - return self.v[TR].y - - def overlapAll(self, boxLs, intersectCache): # Flag index lets us know which quadere - ''' Returns none, meaning it didnt overlap any new boxes ''' - v= self.v - if v[BL].x < 0: - return True - elif v[BL].y < 0: - return True - else: - bIdx = len(intersectCache) - while bIdx: - bIdx-=1 - b = intersectCache[bIdx] - if not ( v[TR].y <= b.v[BL].y or\ - v[BL].y >= b.v[TR].y or\ - v[BL].x >= b.v[TR].x or\ - v[TR].x <= b.v[BL].x ): - - return True # Intersection with existing box - #return 0 # Must keep looking - - for b in boxLs.boxes: - if not (v[TR].y <= b.v[BL].y or\ - v[BL].y >= b.v[TR].y or\ - v[BL].x >= b.v[TR].x or\ - v[TR].x <= b.v[BL].x ): - - return b # Intersection with new box. - return False - - - - def place(self, vert, quad): - ''' - Place the box on the free quadrent of the vert - ''' - if quad == BLF: - self.setRight(vert.x) - self.setTop(vert.y) - - elif quad == TRF: - self.setLeft(vert.x) - self.setBottom(vert.y) - - elif quad == TLF: - self.setRight(vert.x) - self.setBottom(vert.y) - - elif quad == BRF: - self.setLeft(vert.x) - self.setTop(vert.y) - - # Trys to lock a box onto another box's verts - # cleans up double verts after - def tryVert(self, boxes, baseVert): - for flagIndex, freeQuad in enumerate(quadFlagLs): - #print 'Testing ', self.width - if baseVert.free & freeQuad: - - self.place(baseVert, freeQuad) - overlapBox = self.overlapAll(boxes, baseVert.intersectCache[flagIndex]) - if overlapBox is False: # There is no overlap - baseVert.free &= ~freeQuad # Removes quad - # Appends all verts but the one that matches. this removes the need for remove doubles - for vIdx in (0,1,2,3): # (BL,TR,TL,BR) / 0,1,2,3 - self_v= self.v[vIdx] # shortcut - if not (self_v.x == baseVert.x and self_v.y == baseVert.y): - boxList.packedVerts.verts.append(self_v) - else: - baseVert.free &= self_v.free # make sure the that any unfree areas are wiped. - - # Inherit used boxes from old verts - if self_v.blb: baseVert.blb = self_v.blb - if self_v.brb: baseVert.brb = self_v.brb #print 'inherit2' - if self_v.tlb: baseVert.tlb = self_v.tlb #print 'inherit3' - if self_v.trb: baseVert.trb = self_v.trb #print 'inherit4' - self.v[vIdx] = baseVert - - - - # Logical checking for used verts by compares box sized and works out verts that may be free. - # Verticle - - if baseVert.tlb and baseVert.trb and\ - (self == baseVert.tlb or self == baseVert.trb): - if baseVert.tlb.height > baseVert.trb.height: - baseVert.trb.v[TL].free &= ~(TLF|BLF) - elif baseVert.tlb.height < baseVert.trb.height: - baseVert.tlb.v[TR].free &= ~(TRF|BRF) - else: # same - baseVert.tlb.v[TR].free &= ~BLF - baseVert.trb.v[TL].free &= ~BRF - - - elif baseVert.blb and baseVert.brb and\ - (self == baseVert.blb or self == baseVert.brb): - if baseVert.blb.height > baseVert.brb.height: - baseVert.brb.v[BL].free &= ~(TLF|BLF) - elif baseVert.blb.height < baseVert.brb.height: - baseVert.blb.v[BR].free &= ~(TRF|BRF) - else: # same - baseVert.blb.v[BR].free &= ~TRF - baseVert.brb.v[BL].free &= ~TLF - - # Horizontal - if baseVert.tlb and baseVert.blb and\ - (self == baseVert.tlb or self == baseVert.blb): - if baseVert.tlb.width > baseVert.blb.width: - baseVert.blb.v[TL].free &= ~(TLF|TRF) - elif baseVert.tlb.width < baseVert.blb.width: - baseVert.tlb.v[BL].free &= ~(BLF|BRF) - else: # same - baseVert.blb.v[TL].free &= ~TRF - baseVert.tlb.v[BL].free &= ~BRF - - - elif baseVert.trb and baseVert.brb and\ - (self == baseVert.trb or self == baseVert.brb): - if baseVert.trb.width > baseVert.brb.width: - baseVert.brb.v[TR].free &= ~(TRF|TRF) - elif baseVert.trb.width < baseVert.brb.width: - baseVert.trb.v[BR].free &= ~(BLF|BRF) - else: # same - baseVert.brb.v[TR].free &= ~TLF - baseVert.trb.v[BR].free &= ~BLF - # END LOGICAL VREE SIZE REMOVAL - - - - - return 1 # Working - - # We have a box that intersects that quadrent. - elif overlapBox is not False and overlapBox is not True: # True is used for a box thats alredt in the freq list or out of bounds error. - # There was an overlap, add this box to the verts list - #quadFlagLs = (BLF,BRF,TLF,TRF) - baseVert.intersectCache[flagIndex].append(overlapBox) - - # Limit the cache size - if len(baseVert.intersectCache[flagIndex]) > 8: - del baseVert.intersectCache[flagIndex][0] - - return 0 - - -class boxList: - #Global vert pool, stores used lists - packedVerts = vertList() # will be vertList() - - def __init__(self, boxes): - self.boxes = boxes - - # keep a running update of the width and height so we know the area - # initialize with first box, fixes but where we whwere only packing 1 box - # At the moment we only start with 1 box so the code below will loop over 1. but thats ok. - width = height = 0.0 - if boxes: - for b in boxes: - if width < b.width: width= b.width - if height < b.height: height= b.height - self.width= width - self.height= height - - # boxArea is the total area of all boxes in the list, - # can be used with packArea() to determine waistage. - self.boxArea = 0 # incremented with addBox() - - - # Just like MyBoxLs.boxes.append(), but sets bounds - def addBoxPack(self, box): - '''Adds the box to the boxlist and resized the main bounds and adds area. ''' - self.width = max(self.width, box.getRight()) - self.height = max(self.height, box.getTop()) - - self.boxArea += box.area - - # iterate through these - #~ quadFlagLs = (1,8,4,2) - #~ # Flags for vert idx used quads - #~ BLF = 1; TRF = 2; TLF = 4; BRF = 8 - #~ quadFlagLs = (BLF,BRF,TLF,TRF) - - # Look through all the free vert quads and see if there are some we can remove - # - - for v in box.v: - - # Is my bottom being used. - - if v.free & BLF and v.free & BRF: # BLF and BRF - for b in self.boxes: - if b.v[TR].y == v.y: - if b.v[TR].x > v.x: - if b.v[BL].x < v.x: - v.free &= ~(BLF|BRF) # Removes quad - - # Is my left being used. - if v.free & BLF and v.free & TLF: - for b in self.boxes: - if b.v[TR].x == v.x: - if b.v[TR].y > v.y: - if b.v[BL].y < v.y: - v.free &= ~(BLF|TLF) # Removes quad - - if v.free & TRF and v.free & TLF: - # Is my top being used. - for b in self.boxes: - if b.v[BL].y == v.y: - if b.v[TR].x > v.x: - if b.v[BL].x < v.x: - v.free &= ~(TLF|TRF) # Removes quad - - - # Is my right being used. - if v.free & TRF and v.free & BRF: - for b in self.boxes: - if b.v[BL].x == v.x: - if b.v[TR].y > v.y: - if b.v[BL].y < v.y: - v.free &= ~(BRF|TRF) # Removes quad - - - self.boxes.append(box) - - - - # Just like MyBoxLs.boxes.append(), but sets bounds - def addBox(self, box): - self.boxes.append(box) - self.boxArea += box.area - - # The area of the backing bounds. - def packedArea(self): - return self.width * self.height - - # Sort boxes by area - def sortArea(self): - try: self.boxes.sort(key=lambda b: b.area ) - except: self.boxes.sort(lambda A, B: cmp(A.area, B.area) ) - - - # BLENDER only - def draw(self): - m = NMesh.GetRaw() - - - for b in self.boxes: - z = min(b.width, b.height ) / max(b.width, b.height ) - #z = b.farea - #z=0 - f = NMesh.Face() - m.verts.append(NMesh.Vert(b.getLeft(), b.getBottom(), z)) - f.v.append(m.verts[-1]) - m.verts.append(NMesh.Vert(b.getRight(), b.getBottom(), z)) - f.v.append(m.verts[-1]) - m.verts.append(NMesh.Vert(b.getRight(), b.getTop(), z)) - f.v.append(m.verts[-1]) - m.verts.append(NMesh.Vert(b.getLeft(), b.getTop(), z)) - f.v.append(m.verts[-1]) - m.faces.append(f) - NMesh.PutRaw(m, 's') - Window.Redraw(1) - - def pack(self): - self.sortArea() - - if not self.boxes: - return - - packedboxes = boxList([self.boxes[-1]]) - - # Remove verts we KNOW cant be added to - - unpackedboxes = self.boxes[:-1] - - # Start with this box, the biggest box - boxList.packedVerts.verts.extend(packedboxes.boxes[0].v) - - while unpackedboxes: # != [] - while the list of unpacked boxes is not empty. - - freeBoxIdx = len(unpackedboxes) - while freeBoxIdx: - freeBoxIdx-=1 - freeBoxContext= unpackedboxes[freeBoxIdx] - # Sort the verts with this boxes dimensions as a bias, so less poky out bits are made. - boxList.packedVerts.sortCorner(freeBoxContext.width, freeBoxContext.height) - - vertIdx = 0 - - for baseVert in boxList.packedVerts.verts: - if baseVert.free: # != 0 - # This will lock the box if its possibel - if freeBoxContext.tryVert(packedboxes, baseVert): - packedboxes.addBoxPack( unpackedboxes.pop(freeBoxIdx) ) # same as freeBoxContext. but may as well pop at the same time. - freeBoxIdx = -1 - break - - freeBoxIdx +=1 - - boxList.packedVerts.verts = [] # Free the list, so it dosent use ram between runs. - - self.width = packedboxes.width - self.height = packedboxes.height - # - def list(self): - ''' Once packed, return a list of all boxes as a list of tuples - (X/Y/WIDTH/HEIGHT) ''' - return [(b.id, b.getLeft(), b.getBottom(), b.width, b.height ) for b in self.boxes] - - -''' Define all globals here ''' -# vert IDX's, make references easier to understand. -BL = 0; TR = 1; TL = 2; BR = 3 - -# iterate through these -# Flags for vert idx used quads -BLF = 1; TRF = 2; TLF = 4; BRF = 8 -quadFlagLs = (BLF,BRF,TLF,TRF) - - -# Packs a list w/h's into box types and places then #Iter times -def boxPackIter(boxLs, iter=1, draw=0): - iterIdx = 0 - bestArea = None - # Iterate over packing the boxes to get the best FIT! - while iterIdx < iter: - myBoxLs = boxList([]) - for b in boxLs: - myBoxLs.addBox( box(b[1], b[2], b[0]) ) # w/h/id - - myBoxLs.pack() - # myBoxLs.draw() # Draw as we go? - - newArea = myBoxLs.packedArea() - - #print 'pack test %s of %s, area:%.2f' % (iterIdx, iter, newArea) - - # First time? - if bestArea == None: - bestArea = newArea - bestBoxLs = myBoxLs - elif newArea < bestArea: - bestArea = newArea - bestBoxLs = myBoxLs - iterIdx+=1 - - - if draw: - bestBoxLs.draw() - - #print 'best area: %.4f, %.2f%% efficient' % (bestArea, (float(bestBoxLs.boxArea) / (bestArea+0.000001))*100) - - return bestBoxLs.width, bestBoxLs.height, bestBoxLs.list()
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