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-rw-r--r--release/scripts/bpymodules/BPyMesh_redux.py47
-rw-r--r--release/scripts/mesh_poly_reduce.py40
-rw-r--r--source/blender/python/api2_2x/doc/Mesh.py2
3 files changed, 72 insertions, 17 deletions
diff --git a/release/scripts/bpymodules/BPyMesh_redux.py b/release/scripts/bpymodules/BPyMesh_redux.py
index b3ea615371b..4636866ab6e 100644
--- a/release/scripts/bpymodules/BPyMesh_redux.py
+++ b/release/scripts/bpymodules/BPyMesh_redux.py
@@ -58,7 +58,7 @@ def ed_key(ed):
if i1<i2: return i1,i2
return i2,i1
-def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEIGHT=1.0, FACE_TRIANGULATE=True, DO_UV=True, DO_VCOL=True, DO_WEIGHTS=True):
+def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEIGHT=1.0, FACE_TRIANGULATE=True, DO_UV=True, DO_VCOL=True, DO_WEIGHTS=True, VGROUP_INF_REDUX= None, VGROUP_INF_WEIGHT=0.5):
"""
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.
@@ -94,9 +94,16 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEI
if REMOVE_DOUBLES:
me.remDoubles(0.0001)
- if (not me.getVertGroupNames()) and DO_WEIGHTS:
+ vgroups= me.getVertGroupNames()
+
+ if not me.getVertGroupNames():
DO_WEIGHTS= False
+ if (VGROUP_INF_REDUX!= None and VGROUP_INF_REDUX not in vgroups) or\
+ VGROUP_INF_WEIGHT==0.0:
+ VGROUP_INF_REDUX= None
+ del vgroups
+
OLD_MESH_MODE= Blender.Mesh.Mode()
Blender.Mesh.Mode(Blender.Mesh.SelectModes.VERTEX)
@@ -267,6 +274,13 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEI
vert_weights[ii] += no_ang
+ # Use a vertex group as a weighting.
+ if VGROUP_INF_REDUX!=None:
+ vert_weights_map= [1.0] * len(verts)
+ # Get Weights from a vgroup.
+ for i, wd in enumerate(vWeightDict):
+ try: vert_weights_map[i]= 1+(wd[VGROUP_INF_REDUX] * VGROUP_INF_WEIGHT)
+ except: pass
# BOUNDRY CHECKING AND WEIGHT EDGES. CAN REMOVE
# Now we know how many faces link to an edge. lets get all the boundry verts
@@ -421,6 +435,13 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEI
# 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)
+
+
+ # are we using a weight map
+ if VGROUP_INF_REDUX:
+ v= vert_weights_map[i1]+vert_weights_map[i2]
+ ced.collapse_weight*= v
+
# We can calculate the weights on __init__ but this is higher qualuity.
for ced in collapse_edges:
@@ -496,14 +517,22 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEI
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
-
+
+ # add verts vgroups to eachother
+ wd1= vWeightDict[i1] # v1 weight dict
+ wd2= vWeightDict[i2] # v1 weight dict
+
+ # Make sure vert groups on both verts exist.
+ for wd_from, wd_to in ((wd1, wd2), (wd2, wd1)):
+ for group_key, weight_value in wd_from.iteritems():
+ try: wd_to[group_key] # We have this weight?
+ except: wd_to[group_key]= 0.0 # Adding a zero weight.
+
+ # Mix the weights for vert groups
+ for group_key in wd_from.iterkeys():
+ wd1[group_key]= wd2[group_key]= (wd1[group_key]*w1) + (wd2[group_key]*w2)
+
if DO_UV or DO_VCOL:
# Handel UV's and vert Colors!
diff --git a/release/scripts/mesh_poly_reduce.py b/release/scripts/mesh_poly_reduce.py
index d93e62f868d..daa0e1c3854 100644
--- a/release/scripts/mesh_poly_reduce.py
+++ b/release/scripts/mesh_poly_reduce.py
@@ -10,33 +10,46 @@ 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:
+ if not act_ob or act_ob.getType()!='Mesh':
Draw.PupMenu('Error, select a mesh as your active object')
return
+
+ act_me= act_ob.getData(mesh=1)
+ act_group= act_me.activeGroup
+ if not act_group: act_group= ''
+
+
# Defaults
PREF_REDUX= Draw.Create(0.5)
PREF_BOUNDRY_WEIGHT= Draw.Create(5.0)
PREF_REM_DOUBLES= Draw.Create(1)
PREF_FACE_AREA_WEIGHT= Draw.Create(1.0)
PREF_FACE_TRIANGULATE= Draw.Create(1)
+
+ VGROUP_INF_ENABLE= Draw.Create(0)
+ VGROUP_INF_REDUX= Draw.Create(act_group)
+ VGROUP_INF_WEIGHT= Draw.Create(10.0)
+
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.'),\
+ '',\
+ ('VGroup Weighting', VGROUP_INF_ENABLE, 'Use a vertex group to influence the reduction, higher weights for higher quality '),\
+ ('vgroup name: ', VGROUP_INF_REDUX, 0, 32, 'The name of the vertex group to use for the weight map'),\
+ ('vgroup mult: ', VGROUP_INF_WEIGHT, 0.0, 100.0, 'How much to make the weight effect the reduction'),\
+ '',\
('UV Coords', PREF_DO_UV, 'Interpolate UV Coords.'),\
('Vert Colors', PREF_DO_VCOL, 'Interpolate Vertex Colors'),\
('Vert Weights', PREF_DO_WEIGHTS, 'Interpolate Vertex Weights'),\
@@ -51,17 +64,30 @@ def main():
PREF_REM_DOUBLES= PREF_REM_DOUBLES.val
PREF_FACE_AREA_WEIGHT= PREF_FACE_AREA_WEIGHT.val
PREF_FACE_TRIANGULATE= PREF_FACE_TRIANGULATE.val
+
+ VGROUP_INF_ENABLE= VGROUP_INF_ENABLE.val
+ VGROUP_INF_WEIGHT= VGROUP_INF_WEIGHT.val
+
+ if VGROUP_INF_ENABLE and VGROUP_INF_WEIGHT:
+ VGROUP_INF_REDUX= VGROUP_INF_REDUX.val
+ else:
+ VGROUP_INF_WEIGHT= 0.0
+ VGROUP_INF_REDUX= None
+
+
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_REM_DOUBLES, PREF_FACE_AREA_WEIGHT, PREF_FACE_TRIANGULATE, PREF_DO_UV, PREF_DO_VCOL, PREF_DO_WEIGHTS)
+ BPyMesh.redux(act_ob, PREF_REDUX, PREF_BOUNDRY_WEIGHT, PREF_REM_DOUBLES, PREF_FACE_AREA_WEIGHT, PREF_FACE_TRIANGULATE, PREF_DO_UV, PREF_DO_VCOL, PREF_DO_WEIGHTS, VGROUP_INF_REDUX, VGROUP_INF_WEIGHT)
if is_editmode: Window.EditMode(1)
Window.WaitCursor(0)
diff --git a/source/blender/python/api2_2x/doc/Mesh.py b/source/blender/python/api2_2x/doc/Mesh.py
index 47c295e71b1..4a292db9b84 100644
--- a/source/blender/python/api2_2x/doc/Mesh.py
+++ b/source/blender/python/api2_2x/doc/Mesh.py
@@ -693,7 +693,7 @@ class Mesh:
@type activeFace: int
@ivar activeGroup: The mesh's active vertex group. The mesh must be
linked to an object (read the comment in L{addVertGroup} for more info).
- @type activeGroup: string
+ @type activeGroup: string or None
"""
def getFromObject(name,cage=0):