#!BPY """ Registration info for Blender menus: <- these words are ignored Name: 'ArchiMap UV Projection Unwrapper' Blender: 240 Group: 'UV' Tooltip: 'ArchiMap UV Unwrap mesh faces for all select mesh objects' """ __author__ = "Campbell Barton" __url__ = ("blender", "elysiun") __version__ = "1.1 12/18/05" __bpydoc__ = """\ This script projection unwraps the selected faces of a mesh. it operates on all selected mesh objects, and can be set to unwrap selected faces, or all faces. """ # -------------------------------------------------------------------------- # Archimap UV Projection Unwrapper v1.1 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 ***** # -------------------------------------------------------------------------- from Blender import Object, Scene, Draw, Window, sys, Mesh from Blender.Mathutils import CrossVecs, Matrix, Vector, RotationMatrix, DotVecs, TriangleArea from math import cos DEG_TO_RAD = 0.017453292519943295 # pi/180.0 SMALL_NUM = 0.000000001 BIG_NUM = 1e15 global USER_FILL_HOLES global USER_FILL_HOLES_QUALITY USER_FILL_HOLES = None USER_FILL_HOLES_QUALITY = None import boxpack2d # reload(boxpack2d) # for developing. # Do 2 lines intersect? def lineIntersection2D(x1,y1, x2,y2, _x1,_y1, _x2,_y2): # Bounding box intersection first. if min(x1, x2) > max(_x1, _x2) or \ max(x1, x2) < min(_x1, _x2) or \ min(y1, y2) > max(_y1, _y2) or \ max(y1, y2) < min(_y1, _y2): return None, None # BAsic Bounds intersection TEST returns false. # are either of the segments points? Check Seg1 if abs(x1 - x2) + abs(y1 - y2) <= SMALL_NUM: return None, None # are either of the segments points? Check Seg2 if abs(_x1 - _x2) + abs(_y1 - _y2) <= SMALL_NUM: return None, None # Make sure the HOZ/Vert Line Comes first. if abs(_x1 - _x2) < SMALL_NUM or abs(_y1 - _y2) < SMALL_NUM: x1, x2, y1, y2, _x1, _x2, _y1, _y2 = _x1, _x2, _y1, _y2, x1, x2, y1, y2 if abs(x2-x1) < SMALL_NUM: # VERTICLE LINE if abs(_x2-_x1) < SMALL_NUM: # VERTICLE LINE SEG2 return None, None # 2 verticle lines dont intersect. elif abs(_y2-_y1) < SMALL_NUM: return x1, _y1 # X of vert, Y of hoz. no calculation. yi = ((_y1 / abs(_x1 - _x2)) * abs(_x2 - x1)) + ((_y2 / abs(_x1 - _x2)) * abs(_x1 - x1)) if yi > max(y1, y2): # New point above seg1's vert line return None, None elif yi < min(y1, y2): # New point below seg1's vert line return None, None return x1, yi # Intersecting. if abs(y2-y1) < SMALL_NUM: # HOZ LINE if abs(_y2-_y1) < SMALL_NUM: # HOZ LINE SEG2 return None, None # 2 hoz lines dont intersect. # Can skip vert line check for seg 2 since its covered above. xi = ((_x1 / abs(_y1 - _y2)) * abs(_y2 - y1)) + ((_x2 / abs(_y1 - _y2)) * abs(_y1 - y1)) if xi > max(x1, x2): # New point right of seg1's hoz line return None, None elif xi < min(x1, x2): # New point left of seg1's hoz line return None, None return xi, y1 # Intersecting. # ACCOUNTED FOR HOZ/VERT LINES. GO ON WITH BOTH ANGLULAR. b1 = (y2-y1)/(x2-x1) b2 = (_y2-_y1)/(_x2-_x1) a1 = y1-b1*x1 a2 = _y1-b2*_x1 if b1 - b2 == 0.0: return None, None xi = - (a1-a2)/(b1-b2) yi = a1+b1*xi if (x1-xi)*(xi-x2) >= 0 and (_x1-xi)*(xi-_x2) >= 0 and (y1-yi)*(yi-y2) >= 0 and (_y1-yi)*(yi-_y2)>=0: return xi, yi else: return None, 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) try: mtx = dict_matrix[key] if not mtx: return False except: side1 = v2 - v1 side2 = v3 - v1 nor = CrossVecs(side1, 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: minx = min(minx, uv[0]) maxx = max(maxx, uv[0]) miny = min(miny, uv[1]) maxy = max(maxy, uv[1]) 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: minx = min(minx, pt[0]) maxx = max(maxx, pt[0]) miny = min(miny, pt[1]) maxy = max(maxy, pt[1]) return minx, miny, maxx, maxy # Turns the islands into a list of unpordered edges (Non internal) # Onlt for UV's def island2Edge(island): # Vert index edges edges = {} for f in island: for vIdx in xrange(len(f)): if f.v[vIdx].index > f.v[vIdx-1].index: edges[((f.uv[vIdx-1][0], f.uv[vIdx-1][1]), (f.uv[vIdx][0], f.uv[vIdx][1]))] =\ (Vector([f.uv[vIdx-1][0], f.uv[vIdx-1][1]]) - Vector([f.uv[vIdx][0], f.uv[vIdx][1]])).length else: # 3 edges[((f.uv[vIdx][0], f.uv[vIdx][1]), (f.uv[vIdx-1][0], f.uv[vIdx-1][1]) )] =\ (Vector([f.uv[vIdx-1][0], f.uv[vIdx-1][1]]) - Vector([f.uv[vIdx][0], f.uv[vIdx][1]])).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 = [] for key in edges.keys(): length_sorted_edges.append([key[0], key[1], edges[key]]) length_sorted_edges.sort(lambda A, B: cmp(B[2], A[2])) #for e in length_sorted_edges: # e.pop(2) return length_sorted_edges # ========================= NOT WORKING???? # Find if a points inside an edge loop, un-orderd. # pt is and x/y # edges are a non ordered loop of edges. # #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 """ def uniqueEdgePairPoints(edges): points = {} pointsVec = [] for e in edges: points[e[0]] = points[e[1]] = None for p in points.keys(): pointsVec.append( Vector([p[0], p[1], 0]) ) return pointsVec 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) == 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, xSourceOffset, ySourceOffset): # 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: xi, yi = lineIntersection2D(\ seg[0][0], seg[0][1], seg[1][0], seg[1][1],\ xSourceOffset+ed[0][0], ySourceOffset+ed[0][1], xSourceOffset+ed[1][0], ySourceOffset+ed[1][1]) if xi != None: return 1 # LINE INTERSECTION # 1 test for source being totally inside target for pv in source[7]: p = Vector(pv) p.x += xSourceOffset p.y += ySourceOffset if pointInIsland(p, 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]: p = Vector(pv) p.x -= xSourceOffset p.y -= ySourceOffset if pointInIsland(p, 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 minx = min(minx, v.x) maxx = max(maxx, v.x) miny = min(miny, v.y) maxy = max(maxy, v.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( 90, 2) ROTMAT_2D_POS_45D = RotationMatrix( 45, 2) RotMatStepRotation = [] rot_angle = 22.5 #45.0/2 while rot_angle > 0.1: RotMatStepRotation.append([\ RotationMatrix( rot_angle, 2),\ RotationMatrix( -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 = [Vector(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] ] i += len(f) # Takes an island list and tries to find concave, hollow areas to pack smaller islands into. def mergeUvIslands(islandList, islandListArea): 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 fIdx = len(islandList[islandIdx]) while fIdx: fIdx-=1 f = islandList[islandIdx][fIdx] f.uv = [Vector(uv[0]-minx, uv[1]-miny) for uv in f.uv] totFaceArea += islandListArea[islandIdx][fIdx] # Use Cached area. dont recalculate. islandBoundsArea = w*h efficiency = abs(islandBoundsArea - totFaceArea) # UV Edge list used for intersections edges = island2Edge(islandList[islandIdx]) uniqueEdgePoints = uniqueEdgePairPoints(edges) 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(lambda A, B: cmp(A[1], B[1])) # sort by efficiency, Most Efficient first. decoratedIslandListEfficSort = decoratedIslandList[:] decoratedIslandListEfficSort.sort(lambda A, B: cmp(B[2], 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 quaklity 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 while areaIslandIdx < len(decoratedIslandListAreaSort) and (not Window.GetKeyQualifiers() & ctrl): sourceIsland = decoratedIslandListAreaSort[areaIslandIdx] # Alredy packed? if not sourceIsland[0]: areaIslandIdx+=1 else: efficIslandIdx = 0 while efficIslandIdx < len(decoratedIslandListEfficSort): # 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\ targetIsland[0] == [] or\ sourceIsland[0] == []: efficIslandIdx+=1 continue # ([island, totFaceArea, efficiency, islandArea, w,h]) # Waisted space on target is greater then UV bounding island area. # if targetIsland[3] > (sourceIsland[2]) and\ # if targetIsland[3] > (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 # Distance 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)) yIncrement = (testHeight / (blockTestYUnit * USER_STEP_QUALITY)) boxLeft = 0 # Start 1 back so we can jump into the loop. boxBottom= 0 #-yIncrement while boxLeft <= testWidth or boxBottom <= testHeight: Intersect = islandIntersectUvIsland(sourceIsland, targetIsland, boxLeft, boxBottom) 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. ''' # Move the test allong its width + SMALL_NUM boxLeft += sourceIsland[4] + SMALL_NUM elif Intersect == 0: # No intersection?? Place it. # Progress removedCount +=1 Window.DrawProgressBar(0.0, 'Merged: %i islands, Ctrl to finish early.' % removedCount) # Move faces into new island and offset targetIsland[0].extend(sourceIsland[0]) while sourceIsland[0]: f = sourceIsland[0].pop() f.uv = [Vector(uv[0]+boxLeft, uv[1]+boxBottom) for uv in f.uv] # Move edge loop into new and offset. # targetIsland[6].extend(sourceIsland[6]) while sourceIsland[6]: e = sourceIsland[6].pop() targetIsland[6].append(\ ((e[0][0]+boxLeft, e[0][1]+boxBottom),\ (e[1][0]+boxLeft, e[1][1]+boxBottom), e[2])\ ) # Sort by edge length, reverse so biggest are first. targetIsland[6].sort(lambda B,A: cmp(A[2], B[2] )) targetIsland[7].extend(sourceIsland[7]) while sourceIsland[7]: p = sourceIsland[7].pop() p.x += boxLeft; p.y += boxBottom # 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 is anyone wants to know break # INCREMENR NEXT LOCATION if boxLeft > testWidth: boxBottom += yIncrement boxLeft = 0.0 else: boxLeft += xIncrement efficIslandIdx+=1 areaIslandIdx+=1 # Remove empty islands i = len(islandList) while i: i-=1 if not islandList[i]: islandList.pop(i) # Can increment islands removed here. # Takes groups of faces. assumes face groups are UV groups. def packLinkedUvs(faceGroups, faceGroupsArea, me): islandList = [] islandListArea = [] 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] facesArea = faceGroupsArea[faceGroupIdx] # print '.', faceUsers = [[] for i in xrange(len(me.verts)) ] faceUsersArea = [[] for i in xrange(len(me.verts)) ] # Do the first face fIdx = len(faces) while fIdx: fIdx-=1 for v in faces[fIdx].v: faceUsers[v.index].append(faces[fIdx]) faceUsersArea[v.index].append(facesArea[fIdx]) while 1: # This is an index that is used to remember # what was the last face that was removed, so we know which faces are new and need to have # faces next to them added into the list searchFaceIndex = 0 # Find a face that hasnt been used alredy to start the search with newIsland = [] newIslandArea = [] while not newIsland: hasBeenUsed = 1 # Assume its been used. if searchFaceIndex >= len(faces): break for v in faces[searchFaceIndex].v: if faces[searchFaceIndex] in faceUsers[v.index]: # This has not yet been used, it still being used by a vert hasBeenUsed = 0 break if hasBeenUsed == 0: newIsland.append(faces.pop(searchFaceIndex)) newIslandArea.append(facesArea.pop(searchFaceIndex)) searchFaceIndex+=1 if newIsland == []: break # Before we start remove the first, search face from being used. for v in newIsland[0].v: popoffset = 0 for fIdx in xrange(len(faceUsers[v.index])): if faceUsers[v.index][fIdx - popoffset] is newIsland[0]: faceUsers[v.index].pop(fIdx - popoffset) faceUsersArea[v.index].pop(fIdx - popoffset) popoffset += 1 searchFaceIndex = 0 while searchFaceIndex != len(newIsland): for v in newIsland[searchFaceIndex].v: # Loop through all faces that use this vert while faceUsers[v.index]: sharedFace = faceUsers[v.index][-1] sharedFaceArea = faceUsersArea[v.index][-1] newIsland.append(sharedFace) newIslandArea.append(sharedFaceArea) # Before we start remove the first, search face from being used. for vv in sharedFace.v: #faceUsers = [f for f in faceUsers[vv.index] if f != sharedFace] fIdx = 0 for fIdx in xrange(len(faceUsers[vv.index])): if faceUsers[vv.index][fIdx] is sharedFace: faceUsers[vv.index].pop(fIdx) faceUsersArea[vv.index].pop(fIdx) break # Can only be used once. searchFaceIndex += 1 # If all the faces are done and no face has been added then we can quit if newIsland: islandList.append(newIsland) islandListArea.append(newIslandArea) else: print '\t(empty island found, ignoring)' Window.DrawProgressBar(0.1, 'Optimizing Rotation for %i UV Islands' % len(islandList)) for island in islandList: optiRotateUvIsland(island) if USER_FILL_HOLES: Window.DrawProgressBar(0.1, 'Merging Islands (Ctrl: skip merge)...') mergeUvIslands(islandList, islandListArea) # 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. boxes2Pack = [] # 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 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. boxes2Pack.append([islandIdx, w,h]) islandIdx+=1 # Now we have a list of boxes to pack that syncs # with the islands. #print '\tPacking UV Islands...' Window.DrawProgressBar(0.7, 'Packing %i UV Islands...' % len(boxes2Pack) ) time1 = sys.time() packWidth, packHeight, packedLs = boxpack2d.boxPackIter(boxes2Pack) # print 'Box Packing Time:', sys.time() - time1 #if len(pa ckedLs) != len(islandList): # raise "Error packed boxes differes from original length" #print '\tWriting Packed Data to faces' Window.DrawProgressBar(0.8, 'Writing Packed Data to faces') packedLs.sort(lambda A, B: cmp(A[0] , B[0])) # 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 = packedLs[islandIdx][1] - islandOffsetList[islandIdx][0] yoffset = packedLs[islandIdx][2] - islandOffsetList[islandIdx][1] if USER_MARGIN: USER_MARGIN_SCALE = 1-(USER_MARGIN*2) for f in islandList[islandIdx]: # Offsetting the UV's so they fit in there packed box, margin f.uv = [Vector((((uv[0]+xoffset)*xfactor)*USER_MARGIN_SCALE)+USER_MARGIN, (((uv[1]+yoffset)*yfactor)*USER_MARGIN_SCALE)+USER_MARGIN) for uv in f.uv] else: for f in islandList[islandIdx]: # Offsetting the UV's so they fit in there packed box f.uv = [Vector(((uv[0]+xoffset)*xfactor), ((uv[1]+yoffset)*yfactor)) for uv in f.uv] def VectoMat(vec): a3 = Vector(vec) a3.normalize() up = Vector([0,0,1]) if abs(DotVecs(a3, up)) == 1.0: up = Vector([0,1,0]) a1 = CrossVecs(a3, up) a1.normalize() a2 = CrossVecs(a3, a1) return Matrix([a1[0], a1[1], a1[2]], [a2[0], a2[1], a2[2]], [a3[0], a3[1], a3[2]]) global ob ob = None def main(): global USER_FILL_HOLES global USER_FILL_HOLES_QUALITY global USER_STRETCH_ASPECT global USER_MARGIN # Use datanames as kesy so as not to unwrap a mesh more then once. obList = dict([(ob.getData(name_only=1), ob) for ob in Object.GetSelected() if ob.getType() == 'Mesh']) # Face select object may not be selected. scn = Scene.GetCurrent() ob = scn.getActiveObject() if ob and ob.sel == 0 and ob.getType() == 'Mesh': # Add to the list obList[ob.getData(name_only=1)] = ob del scn # Sone use the scene again. obList = obList.values() # turn from a dict to a list. if not obList: Draw.PupMenu('error, no selected mesh objects') return # Create the variables. USER_PROJECTION_LIMIT = Draw.Create(66) USER_ONLY_SELECTED_FACES = Draw.Create(1) USER_STRETCH_ASPECT = Draw.Create(1) # Only for hole filling. USER_MARGIN = Draw.Create(0.0) # Only for hole filling. USER_FILL_HOLES = Draw.Create(0) USER_FILL_HOLES_QUALITY = Draw.Create(50) # Only for hole filling. pup_block = [\ 'Projection',\ ('Angle Limit:', USER_PROJECTION_LIMIT, 1, 89, 'lower for more projection groups, higher for less distortion.'),\ ('Selected Faces Only', USER_ONLY_SELECTED_FACES, 'Use only selected faces from all selected meshes.'),\ 'UV Layout',\ ('Stretch to bounds', USER_STRETCH_ASPECT, 'Stretch the final output to texture bounds.'),\ ('Bleed Margin:', USER_MARGIN, 0.0, 0.25, 'Margin to reduce bleed from texture tiling.'),\ '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)'),\ ] # 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: sys.sleep(10) ''' if not Draw.PupBlock(ob % len(obList), pup_block): return del ob # Convert from being button types USER_PROJECTION_LIMIT = USER_PROJECTION_LIMIT.val USER_ONLY_SELECTED_FACES = USER_ONLY_SELECTED_FACES.val USER_STRETCH_ASPECT = USER_STRETCH_ASPECT.val USER_MARGIN = USER_MARGIN.val USER_FILL_HOLES = USER_FILL_HOLES.val USER_FILL_HOLES_QUALITY = USER_FILL_HOLES_QUALITY.val 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 = Window.EditMode() if is_editmode: Window.EditMode(0) # Assume face select mode! an annoying hack to toggle face select mode because Mesh dosent like faceSelectMode. Window.WaitCursor(1) SELECT_FLAG = Mesh.FaceFlags['SELECT'] time1 = sys.time() for ob in obList: # Only meshes if ob.getType() != 'Mesh': continue me = ob.getData(mesh=1) if not me.faceUV: # Mesh has no UV Coords, dont bother. continue if USER_ONLY_SELECTED_FACES: meshFaces = [f for f in me.faces if f.flag & SELECT_FLAG] else: meshFaces = [f for f in me.faces] if not meshFaces: continue #print '\n\n\nArchimap UV Unwrapper, mapping "%s", %i faces.' % (me.name, len(meshFaces)) Window.DrawProgressBar(0.1, 'Archimap UV Unwrapper, mapping "%s", %i faces.' % (me.name, len(meshFaces))) # Generate Projection projectVecs = [] # We add to this allong the way # ======= # 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. faceListProps = [] for f in meshFaces: area = f.area if area <= SMALL_NUM: for uv in f.uv: # Assign Dummy UVs uv.x= uv.y= 0.0 print 'found zero area face, removing.' else: # Store all here faceListProps.append( [f, area, Vector(f.no)] ) del meshFaces faceListProps.sort( lambda A, B: cmp(B[1] , A[1]) ) # Biggest first. # 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 newProjectVec = faceListProps[0][2] newProjectFacePropList = [faceListProps[0]] # Popping stuffs it up. # Predent that the most unique angke is ages away to start the loop off mostUniqueAngle = -1.0 # This is popped tempFaceListProps = faceListProps[:] while 1: # If theres none there then start with the largest face # Pick the face thats most different to all existing angles :) mostUniqueAngle = 1.0 # 1.0 is 0d. no difference. mostUniqueIndex = 0 # fake fIdx = len(tempFaceListProps) while fIdx: fIdx-=1 angleDifference = -1.0 # 180d difference. # Get the closest vec angle we are to. for p in projectVecs: angleDifference = max(angleDifference, DotVecs(p, tempFaceListProps[fIdx][2])) 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(newProjectFacePropList) newProjectVec = tempFaceListProps[mostUniqueIndex][2] newProjectFacePropList = [tempFaceListProps.pop(mostUniqueIndex)] else: if len(projectVecs) >= 1: # Must have at least 2 projections break # Now we have found the most different vector, add all the faces that are close. fIdx = len(tempFaceListProps) while fIdx: fIdx -= 1 # Use half the angle limit so we dont overweight faces towards this # normal and hog all the faces. if DotVecs(newProjectVec, tempFaceListProps[fIdx][2]) > USER_PROJECTION_LIMIT_HALF_CONVERTED: newProjectFacePropList.append(tempFaceListProps.pop(fIdx)) # 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. averageVec = Vector([0,0,0]) for fprop in newProjectFacePropList: averageVec += (fprop[2] * fprop[1]) # / len(newProjectFacePropList) if averageVec.x != 0 or averageVec.y != 0 or averageVec.z != 0: # Avoid NAN averageVec.normalize() projectVecs.append(averageVec) # Now we have used it, ignore it. newProjectFacePropList = [] # 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 xrange(len(projectVecs)) ] faceProjectionGroupListArea =[[] for i in xrange(len(projectVecs)) ] # We need the area later, and we alredy have calculated it. so store it here. #faceProjectionGroupListArea =[[] for i in xrange(len(projectVecs)) ] # MAP and Arrange # We know there are 3 or 4 faces here fIdx = len(faceListProps) while fIdx: fIdx-=1 fvec = Vector(faceListProps[fIdx][2]) i = len(projectVecs) # Initialize first bestAng = DotVecs(fvec, projectVecs[0]) bestAngIdx = 0 # Cycle through the remaining, first alredy done while i-1: i-=1 newAng = DotVecs(fvec, projectVecs[i]) if newAng > bestAng: # Reverse logic for dotvecs bestAng = newAng bestAngIdx = i # Store the area for later use. faceProjectionGroupList[bestAngIdx].append(faceListProps[fIdx][0]) faceProjectionGroupListArea[bestAngIdx].append(faceListProps[fIdx][1]) # Cull faceProjectionGroupList, # Now faceProjectionGroupList is full of faces that face match the project Vecs list i= len(projectVecs) while i: i-=1 # 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 = [MatProj * v.co for v in f.v] packLinkedUvs(faceProjectionGroupList, faceProjectionGroupListArea, me) print "ArchiMap time: %.2f" % (sys.time() - time1) Window.DrawProgressBar(0.9, "ArchiMap Done, time: %.2f sec." % (sys.time() - time1)) # Update and dont mess with edge data. # OLD NMESH # me.update(0, (me.edges != []), 0) Window.DrawProgressBar(1.0, "") Window.WaitCursor(0) Window.RedrawAll() if __name__ == '__main__': try: main() except KeyboardInterrupt: print '\nUser Canceled.' Draw.PupMenu('user canceled execution, unwrap aborted.') Window.DrawProgressBar(1.0, "") Window.WaitCursor(0)