diff options
Diffstat (limited to 'release/scripts/op/uvcalc_smart_project.py')
-rw-r--r-- | release/scripts/op/uvcalc_smart_project.py | 2058 |
1 files changed, 1028 insertions, 1030 deletions
diff --git a/release/scripts/op/uvcalc_smart_project.py b/release/scripts/op/uvcalc_smart_project.py index cc8aa5fe63a..6da6020f85b 100644 --- a/release/scripts/op/uvcalc_smart_project.py +++ b/release/scripts/op/uvcalc_smart_project.py @@ -1,32 +1,33 @@ -# -------------------------------------------------------------------------- -# Smart Projection UV Projection Unwrapper v1.2 by Campbell Barton (AKA Ideasman) -# -------------------------------------------------------------------------- -# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. -# -# ***** END GPL LICENCE BLOCK ***** -# -------------------------------------------------------------------------- +# -------------------------------------------------------------------------- +# Smart Projection UV Projection Unwrapper v1.2 by Campbell Barton (AKA Ideasman) +# -------------------------------------------------------------------------- +# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +# +# ***** END GPL LICENCE BLOCK ***** +# -------------------------------------------------------------------------- +# <pep8 compliant> #from Blender import Object, Draw, Window, sys, Mesh, Geometry from Mathutils import Matrix, Vector, RotationMatrix import time import Geometry import bpy -from math import cos, degrees, radians +from math import cos, radians DEG_TO_RAD = 0.017453292519943295 # pi/180.0 SMALL_NUM = 0.000000001 @@ -40,96 +41,96 @@ USER_FILL_HOLES_QUALITY = None dict_matrix = {} def pointInTri2D(v, v1, v2, v3): - global dict_matrix - - key = v1.x, v1.y, v2.x, v2.y, v3.x, v3.y - - # Commented because its slower to do teh bounds check, we should realy cache the bounds info for each face. - ''' - # BOUNDS CHECK - xmin= 1000000 - ymin= 1000000 - - xmax= -1000000 - ymax= -1000000 - - for i in (0,2,4): - x= key[i] - y= key[i+1] - - if xmax<x: xmax= x - if ymax<y: ymax= y - if xmin>x: xmin= x - if ymin>y: ymin= y - - x= v.x - y= v.y - - if x<xmin or x>xmax or y < ymin or y > ymax: - return False - # Done with bounds check - ''' - try: - mtx = dict_matrix[key] - if not mtx: - return False - except: - side1 = v2 - v1 - side2 = v3 - v1 - - nor = side1.cross(side2) - - l1 = [side1[0], side1[1], side1[2]] - l2 = [side2[0], side2[1], side2[2]] - l3 = [nor[0], nor[1], nor[2]] - - mtx = Matrix(l1, l2, l3) - - # Zero area 2d tri, even tho we throw away zerop area faces - # the projection UV can result in a zero area UV. - if not mtx.determinant(): - dict_matrix[key] = None - return False - - mtx.invert() - - dict_matrix[key] = mtx - - uvw = (v - v1) * mtx - return 0 <= uvw[0] and 0 <= uvw[1] and uvw[0] + uvw[1] <= 1 - - + global dict_matrix + + key = v1.x, v1.y, v2.x, v2.y, v3.x, v3.y + + # Commented because its slower to do teh bounds check, we should realy cache the bounds info for each face. + ''' + # BOUNDS CHECK + xmin= 1000000 + ymin= 1000000 + + xmax= -1000000 + ymax= -1000000 + + for i in (0,2,4): + x= key[i] + y= key[i+1] + + if xmax<x: xmax= x + if ymax<y: ymax= y + if xmin>x: xmin= x + if ymin>y: ymin= y + + x= v.x + y= v.y + + if x<xmin or x>xmax or y < ymin or y > ymax: + return False + # Done with bounds check + ''' + try: + mtx = dict_matrix[key] + if not mtx: + return False + except: + side1 = v2 - v1 + side2 = v3 - v1 + + nor = side1.cross(side2) + + l1 = [side1[0], side1[1], side1[2]] + l2 = [side2[0], side2[1], side2[2]] + l3 = [nor[0], nor[1], nor[2]] + + mtx = Matrix(l1, l2, l3) + + # Zero area 2d tri, even tho we throw away zerop area faces + # the projection UV can result in a zero area UV. + if not mtx.determinant(): + dict_matrix[key] = None + return False + + mtx.invert() + + dict_matrix[key] = mtx + + uvw = (v - v1) * mtx + return 0 <= uvw[0] and 0 <= uvw[1] and uvw[0] + uvw[1] <= 1 + + def boundsIsland(faces): - minx = maxx = faces[0].uv[0][0] # Set initial bounds. - miny = maxy = faces[0].uv[0][1] - # print len(faces), minx, maxx, miny , maxy - for f in faces: - for uv in f.uv: - x= uv.x - y= uv.y - if x<minx: minx= x - if y<miny: miny= y - if x>maxx: maxx= x - if y>maxy: maxy= y - - return minx, miny, maxx, maxy + minx = maxx = faces[0].uv[0][0] # Set initial bounds. + miny = maxy = faces[0].uv[0][1] + # print len(faces), minx, maxx, miny , maxy + for f in faces: + for uv in f.uv: + x= uv.x + y= uv.y + if x<minx: minx= x + if y<miny: miny= y + if x>maxx: maxx= x + if y>maxy: maxy= y + + return minx, miny, maxx, maxy """ def boundsEdgeLoop(edges): - minx = maxx = edges[0][0] # Set initial bounds. - miny = maxy = edges[0][1] - # print len(faces), minx, maxx, miny , maxy - for ed in edges: - for pt in ed: - print 'ass' - x= pt[0] - y= pt[1] - if x<minx: x= minx - if y<miny: y= miny - if x>maxx: x= maxx - if y>maxy: y= maxy - - return minx, miny, maxx, maxy + minx = maxx = edges[0][0] # Set initial bounds. + miny = maxy = edges[0][1] + # print len(faces), minx, maxx, miny , maxy + for ed in edges: + for pt in ed: + print 'ass' + x= pt[0] + y= pt[1] + if x<minx: x= minx + if y<miny: y= miny + if x>maxx: x= maxx + if y>maxy: y= maxy + + return minx, miny, maxx, maxy """ # Turns the islands into a list of unpordered edges (Non internal) @@ -137,44 +138,44 @@ def boundsEdgeLoop(edges): # only returns outline edges for intersection tests. and unique points. def island2Edge(island): - - # Vert index edges - edges = {} - - unique_points= {} - - for f in island: - f_uvkey= map(tuple, f.uv) - - - for vIdx, edkey in enumerate(f.edge_keys): - unique_points[f_uvkey[vIdx]] = f.uv[vIdx] - - if f.v[vIdx].index > f.v[vIdx-1].index: - i1= vIdx-1; i2= vIdx - else: - i1= vIdx; i2= vIdx-1 - - try: edges[ f_uvkey[i1], f_uvkey[i2] ] *= 0 # sets eny edge with more then 1 user to 0 are not returned. - except: edges[ f_uvkey[i1], f_uvkey[i2] ] = (f.uv[i1] - f.uv[i2]).length, - - # If 2 are the same then they will be together, but full [a,b] order is not correct. - - # Sort by length - - - length_sorted_edges = [(Vector(key[0]), Vector(key[1]), value) for key, value in edges.items() if value != 0] - - try: length_sorted_edges.sort(key = lambda A: -A[2]) # largest first - except: length_sorted_edges.sort(lambda A, B: cmp(B[2], A[2])) - - # Its okay to leave the length in there. - #for e in length_sorted_edges: - # e.pop(2) - - # return edges and unique points - return length_sorted_edges, [v.__copy__().resize3D() for v in unique_points.values()] - + + # Vert index edges + edges = {} + + unique_points= {} + + for f in island: + f_uvkey= map(tuple, f.uv) + + + for vIdx, edkey in enumerate(f.edge_keys): + unique_points[f_uvkey[vIdx]] = f.uv[vIdx] + + if f.v[vIdx].index > f.v[vIdx-1].index: + i1= vIdx-1; i2= vIdx + else: + i1= vIdx; i2= vIdx-1 + + try: edges[ f_uvkey[i1], f_uvkey[i2] ] *= 0 # sets eny edge with more then 1 user to 0 are not returned. + except: edges[ f_uvkey[i1], f_uvkey[i2] ] = (f.uv[i1] - f.uv[i2]).length, + + # If 2 are the same then they will be together, but full [a,b] order is not correct. + + # Sort by length + + + length_sorted_edges = [(Vector(key[0]), Vector(key[1]), value) for key, value in edges.items() if value != 0] + + try: length_sorted_edges.sort(key = lambda A: -A[2]) # largest first + except: length_sorted_edges.sort(lambda A, B: cmp(B[2], A[2])) + + # Its okay to leave the length in there. + #for e in length_sorted_edges: + # e.pop(2) + + # return edges and unique points + return length_sorted_edges, [v.__copy__().resize3D() for v in unique_points.values()] + # ========================= NOT WORKING???? # Find if a points inside an edge loop, un-orderd. # pt is and x/y @@ -182,97 +183,97 @@ def island2Edge(island): # #offsets are the edge x and y offset. """ def pointInEdges(pt, edges): - # - x1 = pt[0] - y1 = pt[1] - - # Point to the left of this line. - x2 = -100000 - y2 = -10000 - intersectCount = 0 - for ed in edges: - xi, yi = lineIntersection2D(x1,y1, x2,y2, ed[0][0], ed[0][1], ed[1][0], ed[1][1]) - if xi != None: # Is there an intersection. - intersectCount+=1 - - return intersectCount % 2 + # + x1 = pt[0] + y1 = pt[1] + + # Point to the left of this line. + x2 = -100000 + y2 = -10000 + intersectCount = 0 + for ed in edges: + xi, yi = lineIntersection2D(x1,y1, x2,y2, ed[0][0], ed[0][1], ed[1][0], ed[1][1]) + if xi != None: # Is there an intersection. + intersectCount+=1 + + return intersectCount % 2 """ def pointInIsland(pt, island): - vec1 = Vector(); vec2 = Vector(); vec3 = Vector() - for f in island: - vec1.x, vec1.y = f.uv[0] - vec2.x, vec2.y = f.uv[1] - vec3.x, vec3.y = f.uv[2] - - if pointInTri2D(pt, vec1, vec2, vec3): - return True - - if len(f.v) == 4: - vec1.x, vec1.y = f.uv[0] - vec2.x, vec2.y = f.uv[2] - vec3.x, vec3.y = f.uv[3] - if pointInTri2D(pt, vec1, vec2, vec3): - return True - return False + vec1 = Vector(); vec2 = Vector(); vec3 = Vector() + for f in island: + vec1.x, vec1.y = f.uv[0] + vec2.x, vec2.y = f.uv[1] + vec3.x, vec3.y = f.uv[2] + + if pointInTri2D(pt, vec1, vec2, vec3): + return True + + if len(f.v) == 4: + vec1.x, vec1.y = f.uv[0] + vec2.x, vec2.y = f.uv[2] + vec3.x, vec3.y = f.uv[3] + if pointInTri2D(pt, vec1, vec2, vec3): + return True + return False # box is (left,bottom, right, top) def islandIntersectUvIsland(source, target, SourceOffset): - # Is 1 point in the box, inside the vertLoops - edgeLoopsSource = source[6] # Pretend this is offset - edgeLoopsTarget = target[6] - - # Edge intersect test - for ed in edgeLoopsSource: - for seg in edgeLoopsTarget: - i = Geometry.LineIntersect2D(\ - seg[0], seg[1], SourceOffset+ed[0], SourceOffset+ed[1]) - if i: - return 1 # LINE INTERSECTION - - # 1 test for source being totally inside target - SourceOffset.resize3D() - for pv in source[7]: - if pointInIsland(pv+SourceOffset, target[0]): - return 2 # SOURCE INSIDE TARGET - - # 2 test for a part of the target being totaly inside the source. - for pv in target[7]: - if pointInIsland(pv-SourceOffset, source[0]): - return 3 # PART OF TARGET INSIDE SOURCE. - - return 0 # NO INTERSECTION + # Is 1 point in the box, inside the vertLoops + edgeLoopsSource = source[6] # Pretend this is offset + edgeLoopsTarget = target[6] + + # Edge intersect test + for ed in edgeLoopsSource: + for seg in edgeLoopsTarget: + i = Geometry.LineIntersect2D(\ + seg[0], seg[1], SourceOffset+ed[0], SourceOffset+ed[1]) + if i: + return 1 # LINE INTERSECTION + + # 1 test for source being totally inside target + SourceOffset.resize3D() + for pv in source[7]: + if pointInIsland(pv+SourceOffset, target[0]): + return 2 # SOURCE INSIDE TARGET + + # 2 test for a part of the target being totaly inside the source. + for pv in target[7]: + if pointInIsland(pv-SourceOffset, source[0]): + return 3 # PART OF TARGET INSIDE SOURCE. + + return 0 # NO INTERSECTION # Returns the X/y Bounds of a list of vectors. def testNewVecLs2DRotIsBetter(vecs, mat=-1, bestAreaSoFar = -1): - - # UV's will never extend this far. - minx = miny = BIG_NUM - maxx = maxy = -BIG_NUM - - for i, v in enumerate(vecs): - - # Do this allong the way - if mat != -1: - v = vecs[i] = v*mat - x= v.x - y= v.y - if x<minx: minx= x - if y<miny: miny= y - if x>maxx: maxx= x - if y>maxy: maxy= y - - # Spesific to this algo, bail out if we get bigger then the current area - if bestAreaSoFar != -1 and (maxx-minx) * (maxy-miny) > bestAreaSoFar: - return (BIG_NUM, None), None - w = maxx-minx - h = maxy-miny - return (w*h, w,h), vecs # Area, vecs - + + # UV's will never extend this far. + minx = miny = BIG_NUM + maxx = maxy = -BIG_NUM + + for i, v in enumerate(vecs): + + # Do this allong the way + if mat != -1: + v = vecs[i] = v*mat + x= v.x + y= v.y + if x<minx: minx= x + if y<miny: miny= y + if x>maxx: maxx= x + if y>maxy: maxy= y + + # Spesific to this algo, bail out if we get bigger then the current area + if bestAreaSoFar != -1 and (maxx-minx) * (maxy-miny) > bestAreaSoFar: + return (BIG_NUM, None), None + w = maxx-minx + h = maxy-miny + return (w*h, w,h), vecs # Area, vecs + # Takes a list of faces that make up a UV island and rotate # until they optimally fit inside a square. ROTMAT_2D_POS_90D = RotationMatrix( radians(90.0), 2) @@ -281,866 +282,863 @@ ROTMAT_2D_POS_45D = RotationMatrix( radians(45.0), 2) RotMatStepRotation = [] rot_angle = 22.5 #45.0/2 while rot_angle > 0.1: - RotMatStepRotation.append([\ - RotationMatrix( radians(rot_angle), 2),\ - RotationMatrix( radians(-rot_angle), 2)]) - - rot_angle = rot_angle/2.0 - + RotMatStepRotation.append([\ + RotationMatrix( radians(rot_angle), 2),\ + RotationMatrix( radians(-rot_angle), 2)]) + + rot_angle = rot_angle/2.0 + def optiRotateUvIsland(faces): - global currentArea - - # Bestfit Rotation - def best2dRotation(uvVecs, MAT1, MAT2): - global currentArea - - newAreaPos, newfaceProjectionGroupListPos =\ - testNewVecLs2DRotIsBetter(uvVecs[:], MAT1, currentArea[0]) - - - # Why do I use newpos here? May as well give the best area to date for an early bailout - # some slight speed increase in this. - # If the new rotation is smaller then the existing, we can - # avoid copying a list and overwrite the old, crappy one. - - if newAreaPos[0] < currentArea[0]: - newAreaNeg, newfaceProjectionGroupListNeg =\ - testNewVecLs2DRotIsBetter(uvVecs, MAT2, newAreaPos[0]) # Reuse the old bigger list. - else: - newAreaNeg, newfaceProjectionGroupListNeg =\ - testNewVecLs2DRotIsBetter(uvVecs[:], MAT2, currentArea[0]) # Cant reuse, make a copy. - - - # Now from the 3 options we need to discover which to use - # we have cerrentArea/newAreaPos/newAreaNeg - bestArea = min(currentArea[0], newAreaPos[0], newAreaNeg[0]) - - if currentArea[0] == bestArea: - return uvVecs - elif newAreaPos[0] == bestArea: - uvVecs = newfaceProjectionGroupListPos - currentArea = newAreaPos - elif newAreaNeg[0] == bestArea: - uvVecs = newfaceProjectionGroupListNeg - currentArea = newAreaNeg - - return uvVecs - - - # Serialized UV coords to Vectors - uvVecs = [uv for f in faces for uv in f.uv] - - # Theres a small enough number of these to hard code it - # rather then a loop. - - # Will not modify anything - currentArea, dummy =\ - testNewVecLs2DRotIsBetter(uvVecs) - - - # Try a 45d rotation - newAreaPos, newfaceProjectionGroupListPos = testNewVecLs2DRotIsBetter(uvVecs[:], ROTMAT_2D_POS_45D, currentArea[0]) - - if newAreaPos[0] < currentArea[0]: - uvVecs = newfaceProjectionGroupListPos - currentArea = newAreaPos - # 45d done - - # Testcase different rotations and find the onfe that best fits in a square - for ROTMAT in RotMatStepRotation: - uvVecs = best2dRotation(uvVecs, ROTMAT[0], ROTMAT[1]) - - # Only if you want it, make faces verticle! - if currentArea[1] > currentArea[2]: - # Rotate 90d - # Work directly on the list, no need to return a value. - testNewVecLs2DRotIsBetter(uvVecs, ROTMAT_2D_POS_90D) - - - # Now write the vectors back to the face UV's - i = 0 # count the serialized uv/vectors - for f in faces: - #f.uv = [uv for uv in uvVecs[i:len(f)+i] ] - for j, k in enumerate(range(i, len(f.v)+i)): - f.uv[j][:] = uvVecs[k] - i += len(f.v) + global currentArea + + # Bestfit Rotation + def best2dRotation(uvVecs, MAT1, MAT2): + global currentArea + + newAreaPos, newfaceProjectionGroupListPos =\ + testNewVecLs2DRotIsBetter(uvVecs[:], MAT1, currentArea[0]) + + + # Why do I use newpos here? May as well give the best area to date for an early bailout + # some slight speed increase in this. + # If the new rotation is smaller then the existing, we can + # avoid copying a list and overwrite the old, crappy one. + + if newAreaPos[0] < currentArea[0]: + newAreaNeg, newfaceProjectionGroupListNeg =\ + testNewVecLs2DRotIsBetter(uvVecs, MAT2, newAreaPos[0]) # Reuse the old bigger list. + else: + newAreaNeg, newfaceProjectionGroupListNeg =\ + testNewVecLs2DRotIsBetter(uvVecs[:], MAT2, currentArea[0]) # Cant reuse, make a copy. + + + # Now from the 3 options we need to discover which to use + # we have cerrentArea/newAreaPos/newAreaNeg + bestArea = min(currentArea[0], newAreaPos[0], newAreaNeg[0]) + + if currentArea[0] == bestArea: + return uvVecs + elif newAreaPos[0] == bestArea: + uvVecs = newfaceProjectionGroupListPos + currentArea = newAreaPos + elif newAreaNeg[0] == bestArea: + uvVecs = newfaceProjectionGroupListNeg + currentArea = newAreaNeg + + return uvVecs + + + # Serialized UV coords to Vectors + uvVecs = [uv for f in faces for uv in f.uv] + + # Theres a small enough number of these to hard code it + # rather then a loop. + + # Will not modify anything + currentArea, dummy =\ + testNewVecLs2DRotIsBetter(uvVecs) + + + # Try a 45d rotation + newAreaPos, newfaceProjectionGroupListPos = testNewVecLs2DRotIsBetter(uvVecs[:], ROTMAT_2D_POS_45D, currentArea[0]) + + if newAreaPos[0] < currentArea[0]: + uvVecs = newfaceProjectionGroupListPos + currentArea = newAreaPos + # 45d done + + # Testcase different rotations and find the onfe that best fits in a square + for ROTMAT in RotMatStepRotation: + uvVecs = best2dRotation(uvVecs, ROTMAT[0], ROTMAT[1]) + + # Only if you want it, make faces verticle! + if currentArea[1] > currentArea[2]: + # Rotate 90d + # Work directly on the list, no need to return a value. + testNewVecLs2DRotIsBetter(uvVecs, ROTMAT_2D_POS_90D) + + + # Now write the vectors back to the face UV's + i = 0 # count the serialized uv/vectors + for f in faces: + #f.uv = [uv for uv in uvVecs[i:len(f)+i] ] + for j, k in enumerate(range(i, len(f.v)+i)): + f.uv[j][:] = uvVecs[k] + i += len(f.v) # Takes an island list and tries to find concave, hollow areas to pack smaller islands into. def mergeUvIslands(islandList): - global USER_FILL_HOLES - global USER_FILL_HOLES_QUALITY - - - # Pack islands to bottom LHS - # Sync with island - - #islandTotFaceArea = [] # A list of floats, each island area - #islandArea = [] # a list of tuples ( area, w,h) - - - decoratedIslandList = [] - - islandIdx = len(islandList) - while islandIdx: - islandIdx-=1 - minx, miny, maxx, maxy = boundsIsland(islandList[islandIdx]) - w, h = maxx-minx, maxy-miny - - totFaceArea = 0 - offset= Vector(minx, miny) - for f in islandList[islandIdx]: - for uv in f.uv: - uv -= offset - - totFaceArea += f.area - - islandBoundsArea = w*h - efficiency = abs(islandBoundsArea - totFaceArea) - - # UV Edge list used for intersections as well as unique points. - edges, uniqueEdgePoints = island2Edge(islandList[islandIdx]) - - decoratedIslandList.append([islandList[islandIdx], totFaceArea, efficiency, islandBoundsArea, w,h, edges, uniqueEdgePoints]) - - - # Sort by island bounding box area, smallest face area first. - # no.. chance that to most simple edge loop first. - decoratedIslandListAreaSort =decoratedIslandList[:] - - decoratedIslandListAreaSort.sort(key = lambda A: A[3]) - - # sort by efficiency, Least Efficient first. - decoratedIslandListEfficSort = decoratedIslandList[:] - # decoratedIslandListEfficSort.sort(lambda A, B: cmp(B[2], A[2])) - - decoratedIslandListEfficSort.sort(key = lambda A: -A[2]) - - # ================================================== THESE CAN BE TWEAKED. - # This is a quality value for the number of tests. - # from 1 to 4, generic quality value is from 1 to 100 - USER_STEP_QUALITY = ((USER_FILL_HOLES_QUALITY - 1) / 25.0) + 1 - - # If 100 will test as long as there is enough free space. - # this is rarely enough, and testing takes a while, so lower quality speeds this up. - - # 1 means they have the same quality - USER_FREE_SPACE_TO_TEST_QUALITY = 1 + (((100 - USER_FILL_HOLES_QUALITY)/100.0) *5) - - #print 'USER_STEP_QUALITY', USER_STEP_QUALITY - #print 'USER_FREE_SPACE_TO_TEST_QUALITY', USER_FREE_SPACE_TO_TEST_QUALITY - - removedCount = 0 - - areaIslandIdx = 0 - ctrl = Window.Qual.CTRL - BREAK= False - while areaIslandIdx < len(decoratedIslandListAreaSort) and not BREAK: - sourceIsland = decoratedIslandListAreaSort[areaIslandIdx] - # Alredy packed? - if not sourceIsland[0]: - areaIslandIdx+=1 - else: - efficIslandIdx = 0 - while efficIslandIdx < len(decoratedIslandListEfficSort) and not BREAK: - - if Window.GetKeyQualifiers() & ctrl: - BREAK= True - break - - # Now we have 2 islands, is the efficience of the islands lowers theres an - # increasing likely hood that we can fit merge into the bigger UV island. - # this ensures a tight fit. - - # Just use figures we have about user/unused area to see if they might fit. - - targetIsland = decoratedIslandListEfficSort[efficIslandIdx] - - - if sourceIsland[0] == targetIsland[0] or\ - not targetIsland[0] or\ - not sourceIsland[0]: - pass - else: - - # ([island, totFaceArea, efficiency, islandArea, w,h]) - # Waisted space on target is greater then UV bounding island area. - - - # if targetIsland[3] > (sourceIsland[2]) and\ # - # print USER_FREE_SPACE_TO_TEST_QUALITY, 'ass' - if targetIsland[2] > (sourceIsland[1] * USER_FREE_SPACE_TO_TEST_QUALITY) and\ - targetIsland[4] > sourceIsland[4] and\ - targetIsland[5] > sourceIsland[5]: - - # DEBUG # print '%.10f %.10f' % (targetIsland[3], sourceIsland[1]) - - # These enough spare space lets move the box until it fits - - # How many times does the source fit into the target x/y - blockTestXUnit = targetIsland[4]/sourceIsland[4] - blockTestYUnit = targetIsland[5]/sourceIsland[5] - - boxLeft = 0 - - - # Distllllance we can move between whilst staying inside the targets bounds. - testWidth = targetIsland[4] - sourceIsland[4] - testHeight = targetIsland[5] - sourceIsland[5] - - # Increment we move each test. x/y - xIncrement = (testWidth / (blockTestXUnit * ((USER_STEP_QUALITY/50)+0.1))) - yIncrement = (testHeight / (blockTestYUnit * ((USER_STEP_QUALITY/50)+0.1))) - - # Make sure were not moving less then a 3rg of our width/height - if xIncrement<sourceIsland[4]/3: - xIncrement= sourceIsland[4] - if yIncrement<sourceIsland[5]/3: - yIncrement= sourceIsland[5] - - - boxLeft = 0 # Start 1 back so we can jump into the loop. - boxBottom= 0 #-yIncrement - - ##testcount= 0 - - while boxBottom <= testHeight: - # Should we use this? - not needed for now. - #if Window.GetKeyQualifiers() & ctrl: - # BREAK= True - # break - - ##testcount+=1 - #print 'Testing intersect' - Intersect = islandIntersectUvIsland(sourceIsland, targetIsland, Vector(boxLeft, boxBottom)) - #print 'Done', Intersect - if Intersect == 1: # Line intersect, dont bother with this any more - pass - - if Intersect == 2: # Source inside target - ''' - We have an intersection, if we are inside the target - then move us 1 whole width accross, - Its possible this is a bad idea since 2 skinny Angular faces - could join without 1 whole move, but its a lot more optimal to speed this up - since we have alredy tested for it. - - It gives about 10% speedup with minimal errors. - ''' - #print 'ass' - # Move the test allong its width + SMALL_NUM - #boxLeft += sourceIsland[4] + SMALL_NUM - boxLeft += sourceIsland[4] - elif Intersect == 0: # No intersection?? Place it. - # Progress - removedCount +=1 + global USER_FILL_HOLES + global USER_FILL_HOLES_QUALITY + + + # Pack islands to bottom LHS + # Sync with island + + #islandTotFaceArea = [] # A list of floats, each island area + #islandArea = [] # a list of tuples ( area, w,h) + + + decoratedIslandList = [] + + islandIdx = len(islandList) + while islandIdx: + islandIdx-=1 + minx, miny, maxx, maxy = boundsIsland(islandList[islandIdx]) + w, h = maxx-minx, maxy-miny + + totFaceArea = 0 + offset= Vector(minx, miny) + for f in islandList[islandIdx]: + for uv in f.uv: + uv -= offset + + totFaceArea += f.area + + islandBoundsArea = w*h + efficiency = abs(islandBoundsArea - totFaceArea) + + # UV Edge list used for intersections as well as unique points. + edges, uniqueEdgePoints = island2Edge(islandList[islandIdx]) + + decoratedIslandList.append([islandList[islandIdx], totFaceArea, efficiency, islandBoundsArea, w,h, edges, uniqueEdgePoints]) + + + # Sort by island bounding box area, smallest face area first. + # no.. chance that to most simple edge loop first. + decoratedIslandListAreaSort =decoratedIslandList[:] + + decoratedIslandListAreaSort.sort(key = lambda A: A[3]) + + # sort by efficiency, Least Efficient first. + decoratedIslandListEfficSort = decoratedIslandList[:] + # decoratedIslandListEfficSort.sort(lambda A, B: cmp(B[2], A[2])) + + decoratedIslandListEfficSort.sort(key = lambda A: -A[2]) + + # ================================================== THESE CAN BE TWEAKED. + # This is a quality value for the number of tests. + # from 1 to 4, generic quality value is from 1 to 100 + USER_STEP_QUALITY = ((USER_FILL_HOLES_QUALITY - 1) / 25.0) + 1 + + # If 100 will test as long as there is enough free space. + # this is rarely enough, and testing takes a while, so lower quality speeds this up. + + # 1 means they have the same quality + USER_FREE_SPACE_TO_TEST_QUALITY = 1 + (((100 - USER_FILL_HOLES_QUALITY)/100.0) *5) + + #print 'USER_STEP_QUALITY', USER_STEP_QUALITY + #print 'USER_FREE_SPACE_TO_TEST_QUALITY', USER_FREE_SPACE_TO_TEST_QUALITY + + removedCount = 0 + + areaIslandIdx = 0 + ctrl = Window.Qual.CTRL + BREAK= False + while areaIslandIdx < len(decoratedIslandListAreaSort) and not BREAK: + sourceIsland = decoratedIslandListAreaSort[areaIslandIdx] + # Alredy packed? + if not sourceIsland[0]: + areaIslandIdx+=1 + else: + efficIslandIdx = 0 + while efficIslandIdx < len(decoratedIslandListEfficSort) and not BREAK: + + if Window.GetKeyQualifiers() & ctrl: + BREAK= True + break + + # Now we have 2 islands, is the efficience of the islands lowers theres an + # increasing likely hood that we can fit merge into the bigger UV island. + # this ensures a tight fit. + + # Just use figures we have about user/unused area to see if they might fit. + + targetIsland = decoratedIslandListEfficSort[efficIslandIdx] + + + if sourceIsland[0] == targetIsland[0] or\ + not targetIsland[0] or\ + not sourceIsland[0]: + pass + else: + + # ([island, totFaceArea, efficiency, islandArea, w,h]) + # Waisted space on target is greater then UV bounding island area. + + + # if targetIsland[3] > (sourceIsland[2]) and\ # + # print USER_FREE_SPACE_TO_TEST_QUALITY, 'ass' + if targetIsland[2] > (sourceIsland[1] * USER_FREE_SPACE_TO_TEST_QUALITY) and\ + targetIsland[4] > sourceIsland[4] and\ + targetIsland[5] > sourceIsland[5]: + + # DEBUG # print '%.10f %.10f' % (targetIsland[3], sourceIsland[1]) + + # These enough spare space lets move the box until it fits + + # How many times does the source fit into the target x/y + blockTestXUnit = targetIsland[4]/sourceIsland[4] + blockTestYUnit = targetIsland[5]/sourceIsland[5] + + boxLeft = 0 + + + # Distllllance we can move between whilst staying inside the targets bounds. + testWidth = targetIsland[4] - sourceIsland[4] + testHeight = targetIsland[5] - sourceIsland[5] + + # Increment we move each test. x/y + xIncrement = (testWidth / (blockTestXUnit * ((USER_STEP_QUALITY/50)+0.1))) + yIncrement = (testHeight / (blockTestYUnit * ((USER_STEP_QUALITY/50)+0.1))) + + # Make sure were not moving less then a 3rg of our width/height + if xIncrement<sourceIsland[4]/3: + xIncrement= sourceIsland[4] + if yIncrement<sourceIsland[5]/3: + yIncrement= sourceIsland[5] + + + boxLeft = 0 # Start 1 back so we can jump into the loop. + boxBottom= 0 #-yIncrement + + ##testcount= 0 + + while boxBottom <= testHeight: + # Should we use this? - not needed for now. + #if Window.GetKeyQualifiers() & ctrl: + # BREAK= True + # break + + ##testcount+=1 + #print 'Testing intersect' + Intersect = islandIntersectUvIsland(sourceIsland, targetIsland, Vector(boxLeft, boxBottom)) + #print 'Done', Intersect + if Intersect == 1: # Line intersect, dont bother with this any more + pass + + if Intersect == 2: # Source inside target + ''' + We have an intersection, if we are inside the target + then move us 1 whole width accross, + Its possible this is a bad idea since 2 skinny Angular faces + could join without 1 whole move, but its a lot more optimal to speed this up + since we have alredy tested for it. + + It gives about 10% speedup with minimal errors. + ''' + #print 'ass' + # Move the test allong its width + SMALL_NUM + #boxLeft += sourceIsland[4] + SMALL_NUM + boxLeft += sourceIsland[4] + elif Intersect == 0: # No intersection?? Place it. + # Progress + removedCount +=1 #XXX Window.DrawProgressBar(0.0, 'Merged: %i islands, Ctrl to finish early.' % removedCount) - - # Move faces into new island and offset - targetIsland[0].extend(sourceIsland[0]) - offset= Vector(boxLeft, boxBottom) - - for f in sourceIsland[0]: - for uv in f.uv: - uv+= offset - - sourceIsland[0][:] = [] # Empty - - - # Move edge loop into new and offset. - # targetIsland[6].extend(sourceIsland[6]) - #while sourceIsland[6]: - targetIsland[6].extend( [ (\ - (e[0]+offset, e[1]+offset, e[2])\ - ) for e in sourceIsland[6] ] ) - - sourceIsland[6][:] = [] # Empty - - # Sort by edge length, reverse so biggest are first. - - try: targetIsland[6].sort(key = lambda A: A[2]) - except: targetIsland[6].sort(lambda B,A: cmp(A[2], B[2] )) - - - targetIsland[7].extend(sourceIsland[7]) - offset= Vector(boxLeft, boxBottom, 0) - for p in sourceIsland[7]: - p+= offset - - sourceIsland[7][:] = [] - - - # Decrement the efficiency - targetIsland[1]+=sourceIsland[1] # Increment totFaceArea - targetIsland[2]-=sourceIsland[1] # Decrement efficiency - # IF we ever used these again, should set to 0, eg - sourceIsland[2] = 0 # No area if anyone wants to know - - break - - - # INCREMENR NEXT LOCATION - if boxLeft > testWidth: - boxBottom += yIncrement - boxLeft = 0.0 - else: - boxLeft += xIncrement - ##print testcount - - efficIslandIdx+=1 - areaIslandIdx+=1 - - # Remove empty islands - i = len(islandList) - while i: - i-=1 - if not islandList[i]: - del islandList[i] # Can increment islands removed here. + + # Move faces into new island and offset + targetIsland[0].extend(sourceIsland[0]) + offset= Vector(boxLeft, boxBottom) + + for f in sourceIsland[0]: + for uv in f.uv: + uv+= offset + + sourceIsland[0][:] = [] # Empty + + + # Move edge loop into new and offset. + # targetIsland[6].extend(sourceIsland[6]) + #while sourceIsland[6]: + targetIsland[6].extend( [ (\ + (e[0]+offset, e[1]+offset, e[2])\ + ) for e in sourceIsland[6] ] ) + + sourceIsland[6][:] = [] # Empty + + # Sort by edge length, reverse so biggest are first. + + try: targetIsland[6].sort(key = lambda A: A[2]) + except: targetIsland[6].sort(lambda B,A: cmp(A[2], B[2] )) + + + targetIsland[7].extend(sourceIsland[7]) + offset= Vector(boxLeft, boxBottom, 0) + for p in sourceIsland[7]: + p+= offset + + sourceIsland[7][:] = [] + + + # Decrement the efficiency + targetIsland[1]+=sourceIsland[1] # Increment totFaceArea + targetIsland[2]-=sourceIsland[1] # Decrement efficiency + # IF we ever used these again, should set to 0, eg + sourceIsland[2] = 0 # No area if anyone wants to know + + break + + + # INCREMENR NEXT LOCATION + if boxLeft > testWidth: + boxBottom += yIncrement + boxLeft = 0.0 + else: + boxLeft += xIncrement + ##print testcount + + efficIslandIdx+=1 + areaIslandIdx+=1 + + # Remove empty islands + i = len(islandList) + while i: + i-=1 + if not islandList[i]: + del islandList[i] # Can increment islands removed here. # Takes groups of faces. assumes face groups are UV groups. def getUvIslands(faceGroups, me): - - # Get seams so we dont cross over seams - edge_seams = {} # shoudl be a set - for ed in me.edges: - if ed.seam: - edge_seams[ed.key] = None # dummy var- use sets! - # Done finding seams - - - islandList = [] - + + # Get seams so we dont cross over seams + edge_seams = {} # shoudl be a set + for ed in me.edges: + if ed.seam: + edge_seams[ed.key] = None # dummy var- use sets! + # Done finding seams + + + islandList = [] + #XXX Window.DrawProgressBar(0.0, 'Splitting %d projection groups into UV islands:' % len(faceGroups)) - #print '\tSplitting %d projection groups into UV islands:' % len(faceGroups), - # Find grouped faces - - faceGroupIdx = len(faceGroups) - - while faceGroupIdx: - faceGroupIdx-=1 - faces = faceGroups[faceGroupIdx] - - if not faces: - continue - - # Build edge dict - edge_users = {} - - for i, f in enumerate(faces): - for ed_key in f.edge_keys: - if ed_key in edge_seams: # DELIMIT SEAMS! ;) - edge_users[ed_key] = [] # so as not to raise an error - else: - try: edge_users[ed_key].append(i) - except: edge_users[ed_key] = [i] - - # Modes - # 0 - face not yet touched. - # 1 - added to island list, and need to search - # 2 - touched and searched - dont touch again. - face_modes = [0] * len(faces) # initialize zero - untested. - - face_modes[0] = 1 # start the search with face 1 - - newIsland = [] - - newIsland.append(faces[0]) - - - ok = True - while ok: - - ok = True - while ok: - ok= False - for i in range(len(faces)): - if face_modes[i] == 1: # search - for ed_key in faces[i].edge_keys: - for ii in edge_users[ed_key]: - if i != ii and face_modes[ii] == 0: - face_modes[ii] = ok = 1 # mark as searched - newIsland.append(faces[ii]) - - # mark as searched, dont look again. - face_modes[i] = 2 - - islandList.append(newIsland) - - ok = False - for i in range(len(faces)): - if face_modes[i] == 0: - newIsland = [] - newIsland.append(faces[i]) - - face_modes[i] = ok = 1 - break - # if not ok will stop looping - + #print '\tSplitting %d projection groups into UV islands:' % len(faceGroups), + # Find grouped faces + + faceGroupIdx = len(faceGroups) + + while faceGroupIdx: + faceGroupIdx-=1 + faces = faceGroups[faceGroupIdx] + + if not faces: + continue + + # Build edge dict + edge_users = {} + + for i, f in enumerate(faces): + for ed_key in f.edge_keys: + if ed_key in edge_seams: # DELIMIT SEAMS! ;) + edge_users[ed_key] = [] # so as not to raise an error + else: + try: edge_users[ed_key].append(i) + except: edge_users[ed_key] = [i] + + # Modes + # 0 - face not yet touched. + # 1 - added to island list, and need to search + # 2 - touched and searched - dont touch again. + face_modes = [0] * len(faces) # initialize zero - untested. + + face_modes[0] = 1 # start the search with face 1 + + newIsland = [] + + newIsland.append(faces[0]) + + + ok = True + while ok: + + ok = True + while ok: + ok= False + for i in range(len(faces)): + if face_modes[i] == 1: # search + for ed_key in faces[i].edge_keys: + for ii in edge_users[ed_key]: + if i != ii and face_modes[ii] == 0: + face_modes[ii] = ok = 1 # mark as searched + newIsland.append(faces[ii]) + + # mark as searched, dont look again. + face_modes[i] = 2 + + islandList.append(newIsland) + + ok = False + for i in range(len(faces)): + if face_modes[i] == 0: + newIsland = [] + newIsland.append(faces[i]) + + face_modes[i] = ok = 1 + break + # if not ok will stop looping + #XXX Window.DrawProgressBar(0.1, 'Optimizing Rotation for %i UV Islands' % len(islandList)) - - for island in islandList: - optiRotateUvIsland(island) - - return islandList - + + for island in islandList: + optiRotateUvIsland(island) + + return islandList + def packIslands(islandList): - if USER_FILL_HOLES: + if USER_FILL_HOLES: #XXX Window.DrawProgressBar(0.1, 'Merging Islands (Ctrl: skip merge)...') - mergeUvIslands(islandList) # Modify in place - - - # Now we have UV islands, we need to pack them. - - # Make a synchronised list with the islands - # so we can box pak the islands. - packBoxes = [] - - # Keep a list of X/Y offset so we can save time by writing the - # uv's and packed data in one pass. - islandOffsetList = [] - - islandIdx = 0 - - while islandIdx < len(islandList): - minx, miny, maxx, maxy = boundsIsland(islandList[islandIdx]) - - w, h = maxx-minx, maxy-miny - - if USER_ISLAND_MARGIN: - minx -= USER_ISLAND_MARGIN# *w - miny -= USER_ISLAND_MARGIN# *h - maxx += USER_ISLAND_MARGIN# *w - maxy += USER_ISLAND_MARGIN# *h - - # recalc width and height - w, h = maxx-minx, maxy-miny - - if w < 0.00001 or h < 0.00001: - del islandList[islandIdx] - islandIdx -=1 - continue - - '''Save the offset to be applied later, - we could apply to the UVs now and allign them to the bottom left hand area - of the UV coords like the box packer imagines they are - but, its quicker just to remember their offset and - apply the packing and offset in 1 pass ''' - islandOffsetList.append((minx, miny)) - - # Add to boxList. use the island idx for the BOX id. - packBoxes.append([0, 0, w, h]) - islandIdx+=1 - - # Now we have a list of boxes to pack that syncs - # with the islands. - - #print '\tPacking UV Islands...' + mergeUvIslands(islandList) # Modify in place + + + # Now we have UV islands, we need to pack them. + + # Make a synchronised list with the islands + # so we can box pak the islands. + packBoxes = [] + + # Keep a list of X/Y offset so we can save time by writing the + # uv's and packed data in one pass. + islandOffsetList = [] + + islandIdx = 0 + + while islandIdx < len(islandList): + minx, miny, maxx, maxy = boundsIsland(islandList[islandIdx]) + + w, h = maxx-minx, maxy-miny + + if USER_ISLAND_MARGIN: + minx -= USER_ISLAND_MARGIN# *w + miny -= USER_ISLAND_MARGIN# *h + maxx += USER_ISLAND_MARGIN# *w + maxy += USER_ISLAND_MARGIN# *h + + # recalc width and height + w, h = maxx-minx, maxy-miny + + if w < 0.00001 or h < 0.00001: + del islandList[islandIdx] + islandIdx -=1 + continue + + '''Save the offset to be applied later, + we could apply to the UVs now and allign them to the bottom left hand area + of the UV coords like the box packer imagines they are + but, its quicker just to remember their offset and + apply the packing and offset in 1 pass ''' + islandOffsetList.append((minx, miny)) + + # Add to boxList. use the island idx for the BOX id. + packBoxes.append([0, 0, w, h]) + islandIdx+=1 + + # Now we have a list of boxes to pack that syncs + # with the islands. + + #print '\tPacking UV Islands...' #XXX Window.DrawProgressBar(0.7, 'Packing %i UV Islands...' % len(packBoxes) ) - - time1 = time.time() - packWidth, packHeight = Geometry.BoxPack2D(packBoxes) - - # print 'Box Packing Time:', time.time() - time1 - - #if len(pa ckedLs) != len(islandList): - # raise "Error packed boxes differes from original length" - - #print '\tWriting Packed Data to faces' + + time1 = time.time() + packWidth, packHeight = Geometry.BoxPack2D(packBoxes) + + # print 'Box Packing Time:', time.time() - time1 + + #if len(pa ckedLs) != len(islandList): + # raise "Error packed boxes differes from original length" + + #print '\tWriting Packed Data to faces' #XXX Window.DrawProgressBar(0.8, 'Writing Packed Data to faces') - - # Sort by ID, so there in sync again - islandIdx = len(islandList) - # Having these here avoids devide by 0 - if islandIdx: - - if USER_STRETCH_ASPECT: - # Maximize to uv area?? Will write a normalize function. - xfactor = 1.0 / packWidth - yfactor = 1.0 / packHeight - else: - # Keep proportions. - xfactor = yfactor = 1.0 / max(packWidth, packHeight) - - while islandIdx: - islandIdx -=1 - # Write the packed values to the UV's - - xoffset = packBoxes[islandIdx][0] - islandOffsetList[islandIdx][0] - yoffset = packBoxes[islandIdx][1] - islandOffsetList[islandIdx][1] - - for f in islandList[islandIdx]: # Offsetting the UV's so they fit in there packed box - for uv in f.uv: - uv.x= (uv.x+xoffset) * xfactor - uv.y= (uv.y+yoffset) * yfactor - - + + # Sort by ID, so there in sync again + islandIdx = len(islandList) + # Having these here avoids devide by 0 + if islandIdx: + + if USER_STRETCH_ASPECT: + # Maximize to uv area?? Will write a normalize function. + xfactor = 1.0 / packWidth + yfactor = 1.0 / packHeight + else: + # Keep proportions. + xfactor = yfactor = 1.0 / max(packWidth, packHeight) + + while islandIdx: + islandIdx -=1 + # Write the packed values to the UV's + + xoffset = packBoxes[islandIdx][0] - islandOffsetList[islandIdx][0] + yoffset = packBoxes[islandIdx][1] - islandOffsetList[islandIdx][1] + + for f in islandList[islandIdx]: # Offsetting the UV's so they fit in there packed box + for uv in f.uv: + uv.x= (uv.x+xoffset) * xfactor + uv.y= (uv.y+yoffset) * yfactor + + def VectoMat(vec): - a3 = vec.__copy__().normalize() - - up = Vector(0,0,1) - if abs(a3.dot(up)) == 1.0: - up = Vector(0,1,0) - - a1 = a3.cross(up).normalize() - a2 = a3.cross(a1) - return Matrix([a1[0], a1[1], a1[2]], [a2[0], a2[1], a2[2]], [a3[0], a3[1], a3[2]]) + a3 = vec.__copy__().normalize() + + up = Vector(0,0,1) + if abs(a3.dot(up)) == 1.0: + up = Vector(0,1,0) + + a1 = a3.cross(up).normalize() + a2 = a3.cross(a1) + return Matrix([a1[0], a1[1], a1[2]], [a2[0], a2[1], a2[2]], [a3[0], a3[1], a3[2]]) class thickface(object): - __slost__= 'v', 'uv', 'no', 'area', 'edge_keys' - def __init__(self, face, uvface, mesh_verts): - self.v = [mesh_verts[i] for i in face.verts] - if len(self.v)==4: - self.uv = uvface.uv1, uvface.uv2, uvface.uv3, uvface.uv4 - else: - self.uv = uvface.uv1, uvface.uv2, uvface.uv3 - - self.no = face.normal - self.area = face.area - self.edge_keys = face.edge_keys + __slost__= 'v', 'uv', 'no', 'area', 'edge_keys' + def __init__(self, face, uvface, mesh_verts): + self.v = [mesh_verts[i] for i in face.verts] + if len(self.v)==4: + self.uv = uvface.uv1, uvface.uv2, uvface.uv3, uvface.uv4 + else: + self.uv = uvface.uv1, uvface.uv2, uvface.uv3 + + self.no = face.normal + self.area = face.area + self.edge_keys = face.edge_keys global ob ob = None def main(context, island_margin, projection_limit): - global USER_FILL_HOLES - global USER_FILL_HOLES_QUALITY - global USER_STRETCH_ASPECT - global USER_ISLAND_MARGIN - + global USER_FILL_HOLES + global USER_FILL_HOLES_QUALITY + global USER_STRETCH_ASPECT + global USER_ISLAND_MARGIN + #XXX objects= bpy.data.scenes.active.objects - objects = context.selected_editable_objects - - - # we can will tag them later. - obList = [ob for ob in objects if ob.type == 'MESH'] - - # Face select object may not be selected. + objects = context.selected_editable_objects + + + # we can will tag them later. + obList = [ob for ob in objects if ob.type == 'MESH'] + + # Face select object may not be selected. #XXX ob = objects.active - ob= objects[0] - - if ob and ob.selected == 0 and ob.type == 'MESH': - # Add to the list - obList =[ob] - del objects - - if not obList: - raise('error, no selected mesh objects') - - # Create the variables. - USER_PROJECTION_LIMIT = projection_limit - USER_ONLY_SELECTED_FACES = (1) - USER_SHARE_SPACE = (1) # Only for hole filling. - USER_STRETCH_ASPECT = (1) # Only for hole filling. - USER_ISLAND_MARGIN = island_margin # Only for hole filling. - USER_FILL_HOLES = (0) - USER_FILL_HOLES_QUALITY = (50) # Only for hole filling. - USER_VIEW_INIT = (0) # Only for hole filling. - USER_AREA_WEIGHT = (1) # Only for hole filling. - - # Reuse variable - if len(obList) == 1: - ob = "Unwrap %i Selected Mesh" - else: - ob = "Unwrap %i Selected Meshes" - - # HACK, loop until mouse is lifted. - ''' - while Window.GetMouseButtons() != 0: - time.sleep(10) - ''' - + ob= objects[0] + + if ob and ob.selected == 0 and ob.type == 'MESH': + # Add to the list + obList =[ob] + del objects + + if not obList: + raise('error, no selected mesh objects') + + # Create the variables. + USER_PROJECTION_LIMIT = projection_limit + USER_ONLY_SELECTED_FACES = (1) + USER_SHARE_SPACE = (1) # Only for hole filling. + USER_STRETCH_ASPECT = (1) # Only for hole filling. + USER_ISLAND_MARGIN = island_margin # Only for hole filling. + USER_FILL_HOLES = (0) + USER_FILL_HOLES_QUALITY = (50) # Only for hole filling. + USER_VIEW_INIT = (0) # Only for hole filling. + USER_AREA_WEIGHT = (1) # Only for hole filling. + + # Reuse variable + if len(obList) == 1: + ob = "Unwrap %i Selected Mesh" + else: + ob = "Unwrap %i Selected Meshes" + + # HACK, loop until mouse is lifted. + ''' + while Window.GetMouseButtons() != 0: + time.sleep(10) + ''' + #XXX if not Draw.PupBlock(ob % len(obList), pup_block): #XXX return #XXX del ob - - # Convert from being button types - - USER_PROJECTION_LIMIT_CONVERTED = cos(USER_PROJECTION_LIMIT * DEG_TO_RAD) - USER_PROJECTION_LIMIT_HALF_CONVERTED = cos((USER_PROJECTION_LIMIT/2) * DEG_TO_RAD) - - - # Toggle Edit mode - is_editmode = (context.active_object.mode == 'EDIT') - if is_editmode: - bpy.ops.object.mode_set(mode='OBJECT') - # Assume face select mode! an annoying hack to toggle face select mode because Mesh dosent like faceSelectMode. - - if USER_SHARE_SPACE: - # Sort by data name so we get consistant results - obList.sort(key = lambda ob: ob.data.name) - collected_islandList= [] - + + # Convert from being button types + + USER_PROJECTION_LIMIT_CONVERTED = cos(USER_PROJECTION_LIMIT * DEG_TO_RAD) + USER_PROJECTION_LIMIT_HALF_CONVERTED = cos((USER_PROJECTION_LIMIT/2) * DEG_TO_RAD) + + + # Toggle Edit mode + is_editmode = (context.active_object.mode == 'EDIT') + if is_editmode: + bpy.ops.object.mode_set(mode='OBJECT') + # Assume face select mode! an annoying hack to toggle face select mode because Mesh dosent like faceSelectMode. + + if USER_SHARE_SPACE: + # Sort by data name so we get consistant results + obList.sort(key = lambda ob: ob.data.name) + collected_islandList= [] + #XXX Window.WaitCursor(1) - - time1 = time.time() - - # Tag as False se we dont operate on teh same mesh twice. -#XXX bpy.data.meshes.tag = False - for me in bpy.data.meshes: - me.tag = False - - - for ob in obList: - me = ob.data - - if me.tag or me.library: - continue - - # Tag as used - me.tag = True - - if len(me.uv_textures)==0: # Mesh has no UV Coords, dont bother. - me.add_uv_texture() - - uv_layer = me.active_uv_texture.data - me_verts = list(me.verts) - - if USER_ONLY_SELECTED_FACES: - meshFaces = [thickface(f, uv_layer[i], me_verts) for i, f in enumerate(me.faces) if f.selected] - #else: - # meshFaces = map(thickface, me.faces) - - if not meshFaces: - continue - + + time1 = time.time() + + # Tag as False se we dont operate on teh same mesh twice. +#XXX bpy.data.meshes.tag = False + for me in bpy.data.meshes: + me.tag = False + + + for ob in obList: + me = ob.data + + if me.tag or me.library: + continue + + # Tag as used + me.tag = True + + if len(me.uv_textures)==0: # Mesh has no UV Coords, dont bother. + me.add_uv_texture() + + uv_layer = me.active_uv_texture.data + me_verts = list(me.verts) + + if USER_ONLY_SELECTED_FACES: + meshFaces = [thickface(f, uv_layer[i], me_verts) for i, f in enumerate(me.faces) if f.selected] + #else: + # meshFaces = map(thickface, me.faces) + + if not meshFaces: + continue + #XXX Window.DrawProgressBar(0.1, 'SmartProj UV Unwrapper, mapping "%s", %i faces.' % (me.name, len(meshFaces))) - - # ======= - # Generate a projection list from face normals, this is ment to be smart :) - - # make a list of face props that are in sync with meshFaces - # Make a Face List that is sorted by area. - # meshFaces = [] - - # meshFaces.sort( lambda a, b: cmp(b.area , a.area) ) # Biggest first. - meshFaces.sort( key = lambda a: -a.area ) - - # remove all zero area faces - while meshFaces and meshFaces[-1].area <= SMALL_NUM: - # Set their UV's to 0,0 - for uv in meshFaces[-1].uv: - uv.zero() - meshFaces.pop() - - # Smallest first is slightly more efficient, but if the user cancels early then its better we work on the larger data. - - # Generate Projection Vecs - # 0d is 1.0 - # 180 IS -0.59846 - - - # Initialize projectVecs - if USER_VIEW_INIT: - # Generate Projection - projectVecs = [Vector(Window.GetViewVector()) * ob.matrixWorld.copy().invert().rotationPart()] # We add to this allong the way - else: - projectVecs = [] - - newProjectVec = meshFaces[0].no - newProjectMeshFaces = [] # Popping stuffs it up. - - - # Predent that the most unique angke is ages away to start the loop off - mostUniqueAngle = -1.0 - - # This is popped - tempMeshFaces = meshFaces[:] - - - - # This while only gathers projection vecs, faces are assigned later on. - while 1: - # If theres none there then start with the largest face - - # add all the faces that are close. - for fIdx in range(len(tempMeshFaces)-1, -1, -1): - # Use half the angle limit so we dont overweight faces towards this - # normal and hog all the faces. - if newProjectVec.dot(tempMeshFaces[fIdx].no) > USER_PROJECTION_LIMIT_HALF_CONVERTED: - newProjectMeshFaces.append(tempMeshFaces.pop(fIdx)) - - # Add the average of all these faces normals as a projectionVec - averageVec = Vector(0,0,0) - if USER_AREA_WEIGHT: - for fprop in newProjectMeshFaces: - averageVec += (fprop.no * fprop.area) - else: - for fprop in newProjectMeshFaces: - averageVec += fprop.no - - if averageVec.x != 0 or averageVec.y != 0 or averageVec.z != 0: # Avoid NAN - projectVecs.append(averageVec.normalize()) - - - # Get the next vec! - # Pick the face thats most different to all existing angles :) - mostUniqueAngle = 1.0 # 1.0 is 0d. no difference. - mostUniqueIndex = 0 # dummy - - for fIdx in range(len(tempMeshFaces)-1, -1, -1): - angleDifference = -1.0 # 180d difference. - - # Get the closest vec angle we are to. - for p in projectVecs: - temp_angle_diff= p.dot(tempMeshFaces[fIdx].no) - - if angleDifference < temp_angle_diff: - angleDifference= temp_angle_diff - - if angleDifference < mostUniqueAngle: - # We have a new most different angle - mostUniqueIndex = fIdx - mostUniqueAngle = angleDifference - - if mostUniqueAngle < USER_PROJECTION_LIMIT_CONVERTED: - #print 'adding', mostUniqueAngle, USER_PROJECTION_LIMIT, len(newProjectMeshFaces) - # Now weight the vector to all its faces, will give a more direct projection - # if the face its self was not representive of the normal from surrounding faces. - - newProjectVec = tempMeshFaces[mostUniqueIndex].no - newProjectMeshFaces = [tempMeshFaces.pop(mostUniqueIndex)] - - - else: - if len(projectVecs) >= 1: # Must have at least 2 projections - break - - - # If there are only zero area faces then its possible - # there are no projectionVecs - if not len(projectVecs): - Draw.PupMenu('error, no projection vecs where generated, 0 area faces can cause this.') - return - - faceProjectionGroupList =[[] for i in range(len(projectVecs)) ] - - # MAP and Arrange # We know there are 3 or 4 faces here - - for fIdx in range(len(meshFaces)-1, -1, -1): - fvec = meshFaces[fIdx].no - i = len(projectVecs) - - # Initialize first - bestAng = fvec.dot(projectVecs[0]) - bestAngIdx = 0 - - # Cycle through the remaining, first alredy done - while i-1: - i-=1 - - newAng = fvec.dot(projectVecs[i]) - if newAng > bestAng: # Reverse logic for dotvecs - bestAng = newAng - bestAngIdx = i - - # Store the area for later use. - faceProjectionGroupList[bestAngIdx].append(meshFaces[fIdx]) - - # Cull faceProjectionGroupList, - - - # Now faceProjectionGroupList is full of faces that face match the project Vecs list - for i in range(len(projectVecs)): - # Account for projectVecs having no faces. - if not faceProjectionGroupList[i]: - continue - - # Make a projection matrix from a unit length vector. - MatProj = VectoMat(projectVecs[i]) - - # Get the faces UV's from the projected vertex. - for f in faceProjectionGroupList[i]: - f_uv = f.uv - for j, v in enumerate(f.v): - # XXX - note, between Mathutils in 2.4 and 2.5 the order changed. - f_uv[j][:] = (v.co * MatProj)[:2] - - - if USER_SHARE_SPACE: - # Should we collect and pack later? - islandList = getUvIslands(faceProjectionGroupList, me) - collected_islandList.extend(islandList) - - else: - # Should we pack the islands for this 1 object? - islandList = getUvIslands(faceProjectionGroupList, me) - packIslands(islandList) - - - # update the mesh here if we need to. - - # We want to pack all in 1 go, so pack now - if USER_SHARE_SPACE: + + # ======= + # Generate a projection list from face normals, this is ment to be smart :) + + # make a list of face props that are in sync with meshFaces + # Make a Face List that is sorted by area. + # meshFaces = [] + + # meshFaces.sort( lambda a, b: cmp(b.area , a.area) ) # Biggest first. + meshFaces.sort( key = lambda a: -a.area ) + + # remove all zero area faces + while meshFaces and meshFaces[-1].area <= SMALL_NUM: + # Set their UV's to 0,0 + for uv in meshFaces[-1].uv: + uv.zero() + meshFaces.pop() + + # Smallest first is slightly more efficient, but if the user cancels early then its better we work on the larger data. + + # Generate Projection Vecs + # 0d is 1.0 + # 180 IS -0.59846 + + + # Initialize projectVecs + if USER_VIEW_INIT: + # Generate Projection + projectVecs = [Vector(Window.GetViewVector()) * ob.matrixWorld.copy().invert().rotationPart()] # We add to this allong the way + else: + projectVecs = [] + + newProjectVec = meshFaces[0].no + newProjectMeshFaces = [] # Popping stuffs it up. + + + # Predent that the most unique angke is ages away to start the loop off + mostUniqueAngle = -1.0 + + # This is popped + tempMeshFaces = meshFaces[:] + + + + # This while only gathers projection vecs, faces are assigned later on. + while 1: + # If theres none there then start with the largest face + + # add all the faces that are close. + for fIdx in range(len(tempMeshFaces)-1, -1, -1): + # Use half the angle limit so we dont overweight faces towards this + # normal and hog all the faces. + if newProjectVec.dot(tempMeshFaces[fIdx].no) > USER_PROJECTION_LIMIT_HALF_CONVERTED: + newProjectMeshFaces.append(tempMeshFaces.pop(fIdx)) + + # Add the average of all these faces normals as a projectionVec + averageVec = Vector(0,0,0) + if USER_AREA_WEIGHT: + for fprop in newProjectMeshFaces: + averageVec += (fprop.no * fprop.area) + else: + for fprop in newProjectMeshFaces: + averageVec += fprop.no + + if averageVec.x != 0 or averageVec.y != 0 or averageVec.z != 0: # Avoid NAN + projectVecs.append(averageVec.normalize()) + + + # Get the next vec! + # Pick the face thats most different to all existing angles :) + mostUniqueAngle = 1.0 # 1.0 is 0d. no difference. + mostUniqueIndex = 0 # dummy + + for fIdx in range(len(tempMeshFaces)-1, -1, -1): + angleDifference = -1.0 # 180d difference. + + # Get the closest vec angle we are to. + for p in projectVecs: + temp_angle_diff= p.dot(tempMeshFaces[fIdx].no) + + if angleDifference < temp_angle_diff: + angleDifference= temp_angle_diff + + if angleDifference < mostUniqueAngle: + # We have a new most different angle + mostUniqueIndex = fIdx + mostUniqueAngle = angleDifference + + if mostUniqueAngle < USER_PROJECTION_LIMIT_CONVERTED: + #print 'adding', mostUniqueAngle, USER_PROJECTION_LIMIT, len(newProjectMeshFaces) + # Now weight the vector to all its faces, will give a more direct projection + # if the face its self was not representive of the normal from surrounding faces. + + newProjectVec = tempMeshFaces[mostUniqueIndex].no + newProjectMeshFaces = [tempMeshFaces.pop(mostUniqueIndex)] + + + else: + if len(projectVecs) >= 1: # Must have at least 2 projections + break + + + # If there are only zero area faces then its possible + # there are no projectionVecs + if not len(projectVecs): + Draw.PupMenu('error, no projection vecs where generated, 0 area faces can cause this.') + return + + faceProjectionGroupList =[[] for i in range(len(projectVecs)) ] + + # MAP and Arrange # We know there are 3 or 4 faces here + + for fIdx in range(len(meshFaces)-1, -1, -1): + fvec = meshFaces[fIdx].no + i = len(projectVecs) + + # Initialize first + bestAng = fvec.dot(projectVecs[0]) + bestAngIdx = 0 + + # Cycle through the remaining, first alredy done + while i-1: + i-=1 + + newAng = fvec.dot(projectVecs[i]) + if newAng > bestAng: # Reverse logic for dotvecs + bestAng = newAng + bestAngIdx = i + + # Store the area for later use. + faceProjectionGroupList[bestAngIdx].append(meshFaces[fIdx]) + + # Cull faceProjectionGroupList, + + + # Now faceProjectionGroupList is full of faces that face match the project Vecs list + for i in range(len(projectVecs)): + # Account for projectVecs having no faces. + if not faceProjectionGroupList[i]: + continue + + # Make a projection matrix from a unit length vector. + MatProj = VectoMat(projectVecs[i]) + + # Get the faces UV's from the projected vertex. + for f in faceProjectionGroupList[i]: + f_uv = f.uv + for j, v in enumerate(f.v): + # XXX - note, between Mathutils in 2.4 and 2.5 the order changed. + f_uv[j][:] = (v.co * MatProj)[:2] + + + if USER_SHARE_SPACE: + # Should we collect and pack later? + islandList = getUvIslands(faceProjectionGroupList, me) + collected_islandList.extend(islandList) + + else: + # Should we pack the islands for this 1 object? + islandList = getUvIslands(faceProjectionGroupList, me) + packIslands(islandList) + + + # update the mesh here if we need to. + + # We want to pack all in 1 go, so pack now + if USER_SHARE_SPACE: #XXX Window.DrawProgressBar(0.9, "Box Packing for all objects...") - packIslands(collected_islandList) - - print("Smart Projection time: %.2f" % (time.time() - time1)) - # Window.DrawProgressBar(0.9, "Smart Projections done, time: %.2f sec." % (time.time() - time1)) - - if is_editmode: - bpy.ops.object.mode_set(mode='EDIT') - + packIslands(collected_islandList) + + print("Smart Projection time: %.2f" % (time.time() - time1)) + # Window.DrawProgressBar(0.9, "Smart Projections done, time: %.2f sec." % (time.time() - time1)) + + if is_editmode: + bpy.ops.object.mode_set(mode='EDIT') + #XXX Window.DrawProgressBar(1.0, "") #XXX Window.WaitCursor(0) #XXX Window.RedrawAll() """ - pup_block = [\ - 'Projection',\ + pup_block = [\ + 'Projection',\ * ('Angle Limit:', USER_PROJECTION_LIMIT, 1, 89, ''),\ - ('Selected Faces Only', USER_ONLY_SELECTED_FACES, 'Use only selected faces from all selected meshes.'),\ - ('Init from view', USER_VIEW_INIT, 'The first projection will be from the view vector.'),\ - ('Area Weight', USER_AREA_WEIGHT, 'Weight projections vector by face area.'),\ - '',\ - '',\ - '',\ - 'UV Layout',\ - ('Share Tex Space', USER_SHARE_SPACE, 'Objects Share texture space, map all objects into 1 uvmap.'),\ - ('Stretch to bounds', USER_STRETCH_ASPECT, 'Stretch the final output to texture bounds.'),\ + ('Selected Faces Only', USER_ONLY_SELECTED_FACES, 'Use only selected faces from all selected meshes.'),\ + ('Init from view', USER_VIEW_INIT, 'The first projection will be from the view vector.'),\ + ('Area Weight', USER_AREA_WEIGHT, 'Weight projections vector by face area.'),\ + '',\ + '',\ + '',\ + 'UV Layout',\ + ('Share Tex Space', USER_SHARE_SPACE, 'Objects Share texture space, map all objects into 1 uvmap.'),\ + ('Stretch to bounds', USER_STRETCH_ASPECT, 'Stretch the final output to texture bounds.'),\ * ('Island Margin:', USER_ISLAND_MARGIN, 0.0, 0.5, ''),\ - 'Fill in empty areas',\ - ('Fill Holes', USER_FILL_HOLES, 'Fill in empty areas reduced texture waistage (slow).'),\ - ('Fill Quality:', USER_FILL_HOLES_QUALITY, 1, 100, 'Depends on fill holes, how tightly to fill UV holes, (higher is slower)'),\ - ] + 'Fill in empty areas',\ + ('Fill Holes', USER_FILL_HOLES, 'Fill in empty areas reduced texture waistage (slow).'),\ + ('Fill Quality:', USER_FILL_HOLES_QUALITY, 1, 100, 'Depends on fill holes, how tightly to fill UV holes, (higher is slower)'),\ + ] """ from bpy.props import * class SmartProject(bpy.types.Operator): - '''This script projection unwraps the selected faces of a mesh. it operates on all selected mesh objects, and can be used unwrap selected faces, or all faces.''' - bl_idname = "uv.smart_project" - bl_label = "Smart UV Project" + '''This script projection unwraps the selected faces of a mesh. it operates on all selected mesh objects, and can be used unwrap selected faces, or all faces.''' + bl_idname = "uv.smart_project" + bl_label = "Smart UV Project" - bl_register = True - bl_undo = True + bl_register = True + bl_undo = True - angle_limit = FloatProperty(name="Angle Limit", - description="lower for more projection groups, higher for less distortion.", - default=66.0, min=1.0, max=89.0) + angle_limit = FloatProperty(name="Angle Limit", + description="lower for more projection groups, higher for less distortion.", + default=66.0, min=1.0, max=89.0) - island_margin = FloatProperty(name="Island Margin", - description="Margin to reduce bleed from adjacent islands.", - default=0.0, min=0.0, max=1.0) + island_margin = FloatProperty(name="Island Margin", + description="Margin to reduce bleed from adjacent islands.", + default=0.0, min=0.0, max=1.0) - def poll(self, context): - return context.active_object != None + def poll(self, context): + return context.active_object != None - def execute(self, context): - main(context, self.properties.island_margin, self.properties.angle_limit) - return ('FINISHED',) + def execute(self, context): + main(context, self.properties.island_margin, self.properties.angle_limit) + return {'FINISHED'} -bpy.ops.add(SmartProject) +bpy.types.register(SmartProject) # Add to a menu -import dynamic_menu - menu_func = (lambda self, context: self.layout.operator(SmartProject.bl_idname, - text="Smart Project")) + text="Smart Project")) -menu_item = dynamic_menu.add(bpy.types.VIEW3D_MT_uv_map, menu_func) +bpy.types.VIEW3D_MT_uv_map.append(menu_func) if __name__ == '__main__': - bpy.ops.uv.smart_project() - + bpy.ops.uv.smart_project() |