| 
									
										
										
										
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										 |  |  | # ##### BEGIN GPL LICENSE BLOCK ##### | 
					
						
							| 
									
										
										
										
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										 |  |  | # | 
					
						
							| 
									
										
										
										
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										 |  |  | #  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. | 
					
						
							| 
									
										
										
										
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										 |  |  | # | 
					
						
							| 
									
										
										
										
											2011-03-13 06:02:20 +00:00
										 |  |  | #  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. | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | # | 
					
						
							| 
									
										
										
										
											2011-03-13 06:02:20 +00:00
										 |  |  | #  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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | # | 
					
						
							| 
									
										
										
										
											2011-03-13 06:02:20 +00:00
										 |  |  | # ##### END GPL LICENSE BLOCK ##### | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-06-21 17:17:51 +00:00
										 |  |  | # TODO <pep8 compliant> | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
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										 |  |  | from mathutils import Matrix, Vector, geometry | 
					
						
							| 
									
										
										
										
											2009-11-03 17:47:44 +00:00
										 |  |  | import bpy | 
					
						
							| 
									
										
										
										
											2011-08-12 06:57:00 +00:00
										 |  |  | from bpy.types import Operator | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | 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 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | def pointInTri2D(v, v1, v2, v3): | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     key = v1.x, v1.y, v2.x, v2.y, v3.x, v3.y | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |     # Commented because its slower to do the bounds check, we should really cache the bounds info for each face. | 
					
						
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										 |  |  |     '''
 | 
					
						
							|  |  |  |     # 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) | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-01-09 15:09:18 +00:00
										 |  |  |         mtx = Matrix((side1, side2, nor)) | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2012-02-08 04:37:37 +00:00
										 |  |  |         # Zero area 2d tri, even tho we throw away zero area faces | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |         # 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 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
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										 |  |  | def boundsIsland(faces): | 
					
						
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										 |  |  |     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 | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							|  |  |  | """
 | 
					
						
							|  |  |  | def boundsEdgeLoop(edges): | 
					
						
							| 
									
										
										
										
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										 |  |  |     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 | 
					
						
							| 
									
										
										
										
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										 |  |  | """
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | # Turns the islands into a list of unpordered edges (Non internal) | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  | # Only for UV's | 
					
						
							| 
									
										
										
										
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										 |  |  | # only returns outline edges for intersection tests. and unique points. | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | def island2Edge(island): | 
					
						
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										 |  |  | 
 | 
					
						
							|  |  |  |     # 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 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |             try:	edges[ f_uvkey[i1], f_uvkey[i2] ] *= 0 # sets any edge with more then 1 user to 0 are not returned. | 
					
						
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										 |  |  |             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 | 
					
						
							| 
									
										
										
										
											2011-02-05 07:04:23 +00:00
										 |  |  |     return length_sorted_edges, [v.to_3d() for v in unique_points.values()] | 
					
						
							| 
									
										
										
										
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										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2009-11-03 17:47:44 +00:00
										 |  |  | # ========================= NOT WORKING???? | 
					
						
							| 
									
										
										
										
											2012-02-08 04:37:37 +00:00
										 |  |  | # Find if a points inside an edge loop, unordered. | 
					
						
							| 
									
										
										
										
											2009-11-03 17:47:44 +00:00
										 |  |  | # pt is and x/y | 
					
						
							|  |  |  | # edges are a non ordered loop of edges. | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  | # offsets are the edge x and y offset. | 
					
						
							| 
									
										
										
										
											2009-11-03 17:47:44 +00:00
										 |  |  | """
 | 
					
						
							|  |  |  | def pointInEdges(pt, edges): | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     # | 
					
						
							|  |  |  |     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]) | 
					
						
							| 
									
										
										
										
											2011-08-22 09:01:49 +00:00
										 |  |  |         if xi is not None: # Is there an intersection. | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |             intersectCount+=1 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     return intersectCount % 2 | 
					
						
							| 
									
										
										
										
											2009-11-03 17:47:44 +00:00
										 |  |  | """
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | def pointInIsland(pt, island): | 
					
						
							| 
									
										
										
										
											2010-04-25 19:27:59 +00:00
										 |  |  |     vec1, vec2, vec3 = Vector(), Vector(), Vector() | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     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 | 
					
						
							| 
									
										
										
										
											2009-11-03 17:47:44 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | # box is (left,bottom, right, top) | 
					
						
							|  |  |  | def islandIntersectUvIsland(source, target, SourceOffset): | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     # 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: | 
					
						
							| 
									
										
										
										
											2011-11-08 01:32:34 +00:00
										 |  |  |             i = geometry.intersect_line_line_2d(seg[0], | 
					
						
							|  |  |  |                                                 seg[1], | 
					
						
							|  |  |  |                                                 SourceOffset+ed[0], | 
					
						
							|  |  |  |                                                 SourceOffset+ed[1], | 
					
						
							|  |  |  |                                                 ) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |             if i: | 
					
						
							|  |  |  |                 return 1 # LINE INTERSECTION | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # 1 test for source being totally inside target | 
					
						
							| 
									
										
										
										
											2011-02-05 07:04:23 +00:00
										 |  |  |     SourceOffset.resize_3d() | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     for pv in source[7]: | 
					
						
							|  |  |  |         if pointInIsland(pv+SourceOffset, target[0]): | 
					
						
							|  |  |  |             return 2 # SOURCE INSIDE TARGET | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |     # 2 test for a part of the target being totally inside the source. | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     for pv in target[7]: | 
					
						
							|  |  |  |         if pointInIsland(pv-SourceOffset, source[0]): | 
					
						
							|  |  |  |             return 3 # PART OF TARGET INSIDE SOURCE. | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     return 0 # NO INTERSECTION | 
					
						
							| 
									
										
										
										
											2009-11-03 17:47:44 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | # Returns the X/y Bounds of a list of vectors. | 
					
						
							|  |  |  | def testNewVecLs2DRotIsBetter(vecs, mat=-1, bestAreaSoFar = -1): | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |     # UV's will never extend this far. | 
					
						
							|  |  |  |     minx = miny = BIG_NUM | 
					
						
							|  |  |  |     maxx = maxy = -BIG_NUM | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     for i, v in enumerate(vecs): | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |         # Do this along the way | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |         if mat != -1: | 
					
						
							| 
									
										
										
										
											2011-07-25 01:44:19 +00:00
										 |  |  |             v = vecs[i] = mat * v | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |             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 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |         # Specific to this algo, bail out if we get bigger then the current area | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |         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 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2009-11-03 17:47:44 +00:00
										 |  |  | def optiRotateUvIsland(faces): | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     global currentArea | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |     # Best-fit Rotation | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     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 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |     # Testcase different rotations and find the one that best fits in a square | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     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) | 
					
						
							| 
									
										
										
										
											2009-11-03 17:47:44 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | # Takes an island list and tries to find concave, hollow areas to pack smaller islands into. | 
					
						
							|  |  |  | def mergeUvIslands(islandList): | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     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 | 
					
						
							| 
									
										
										
										
											2010-04-25 19:27:59 +00:00
										 |  |  |         offset= Vector((minx, miny)) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |         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] | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |         # Already packed? | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |         if not sourceIsland[0]: | 
					
						
							|  |  |  |             areaIslandIdx+=1 | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             efficIslandIdx = 0 | 
					
						
							|  |  |  |             while efficIslandIdx < len(decoratedIslandListEfficSort) and not BREAK: | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |                 if Window.GetKeyQualifiers() & ctrl: | 
					
						
							|  |  |  |                     BREAK= True | 
					
						
							|  |  |  |                     break | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |                 # Now we have 2 islands, if the efficiency of the islands lowers theres an | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |                 # 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: | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |                     #~ ([island, totFaceArea, efficiency, islandArea, w,h]) | 
					
						
							|  |  |  |                     # Wasted space on target is greater then UV bounding island area. | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |                     #~ if targetIsland[3] > (sourceIsland[2]) and\ # | 
					
						
							|  |  |  |                     #~ print USER_FREE_SPACE_TO_TEST_QUALITY | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |                     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 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |                         # Distance we can move between whilst staying inside the targets bounds. | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |                         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 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |                         #~ testcount= 0 | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |                         while boxBottom <= testHeight: | 
					
						
							|  |  |  |                             # Should we use this? - not needed for now. | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |                             #~ if Window.GetKeyQualifiers() & ctrl: | 
					
						
							|  |  |  |                             #~     BREAK= True | 
					
						
							|  |  |  |                             #~     break | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |                             ##testcount+=1 | 
					
						
							|  |  |  |                             #print 'Testing intersect' | 
					
						
							| 
									
										
										
										
											2010-04-25 19:27:59 +00:00
										 |  |  |                             Intersect = islandIntersectUvIsland(sourceIsland, targetIsland, Vector((boxLeft, boxBottom))) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |                             #print 'Done', Intersect | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |                             if Intersect == 1:  # Line intersect, don't bother with this any more | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |                                 pass | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |                             if Intersect == 2:  # Source inside target | 
					
						
							|  |  |  |                                 '''
 | 
					
						
							|  |  |  |                                 We have an intersection, if we are inside the target | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |                                 then move us 1 whole width across, | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |                                 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 | 
					
						
							| 
									
										
										
										
											2010-07-17 18:08:14 +00:00
										 |  |  |                                 since we have already tested for it. | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |                                 It gives about 10% speedup with minimal errors. | 
					
						
							|  |  |  |                                 '''
 | 
					
						
							|  |  |  |                                 #print 'ass' | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |                                 # Move the test along its width + SMALL_NUM | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |                                 #boxLeft += sourceIsland[4] + SMALL_NUM | 
					
						
							|  |  |  |                                 boxLeft += sourceIsland[4] | 
					
						
							|  |  |  |                             elif Intersect == 0: # No intersection?? Place it. | 
					
						
							|  |  |  |                                 # Progress | 
					
						
							|  |  |  |                                 removedCount +=1 | 
					
						
							| 
									
										
										
										
											2009-11-03 17:51:22 +00:00
										 |  |  | #XXX								Window.DrawProgressBar(0.0, 'Merged: %i islands, Ctrl to finish early.' % removedCount) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |                                 # Move faces into new island and offset | 
					
						
							|  |  |  |                                 targetIsland[0].extend(sourceIsland[0]) | 
					
						
							| 
									
										
										
										
											2010-04-25 19:27:59 +00:00
										 |  |  |                                 offset= Vector((boxLeft, boxBottom)) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |                                 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]) | 
					
						
							| 
									
										
										
										
											2010-04-25 19:27:59 +00:00
										 |  |  |                                 offset= Vector((boxLeft, boxBottom, 0.0)) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |                                 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 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |                             # INCREMENT NEXT LOCATION | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |                             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. | 
					
						
							| 
									
										
										
										
											2009-11-03 17:47:44 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | # Takes groups of faces. assumes face groups are UV groups. | 
					
						
							|  |  |  | def getUvIslands(faceGroups, me): | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |     # Get seams so we don't cross over seams | 
					
						
							|  |  |  |     edge_seams = {} # should be a set | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     for ed in me.edges: | 
					
						
							| 
									
										
										
										
											2010-08-18 07:14:10 +00:00
										 |  |  |         if ed.use_seam: | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |             edge_seams[ed.key] = None # dummy var- use sets! | 
					
						
							|  |  |  |     # Done finding seams | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     islandList = [] | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2009-11-03 17:51:22 +00:00
										 |  |  | #XXX	Window.DrawProgressBar(0.0, 'Splitting %d projection groups into UV islands:' % len(faceGroups)) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     #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 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |         # 2 - touched and searched - don't touch again. | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |         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]) | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |                         # mark as searched, don't look again. | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |                         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 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2009-11-03 17:51:22 +00:00
										 |  |  | #XXX	Window.DrawProgressBar(0.1, 'Optimizing Rotation for %i UV Islands' % len(islandList)) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |     for island in islandList: | 
					
						
							|  |  |  |         optiRotateUvIsland(island) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     return islandList | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2009-11-03 17:47:44 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | def packIslands(islandList): | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     if USER_FILL_HOLES: | 
					
						
							| 
									
										
										
										
											2009-11-03 17:51:22 +00:00
										 |  |  | #XXX		Window.DrawProgressBar(0.1, 'Merging Islands (Ctrl: skip merge)...') | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |         mergeUvIslands(islandList) # Modify in place | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Now we have UV islands, we need to pack them. | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |     # Make a synchronized list with the islands | 
					
						
							|  |  |  |     # so we can box pack the islands. | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     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...' | 
					
						
							| 
									
										
										
										
											2009-11-03 17:51:22 +00:00
										 |  |  | #XXX	Window.DrawProgressBar(0.7, 'Packing %i UV Islands...' % len(packBoxes) ) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-02-27 14:16:32 +00:00
										 |  |  |     # time1 = time.time() | 
					
						
							| 
									
										
										
										
											2011-01-02 02:11:38 +00:00
										 |  |  |     packWidth, packHeight = geometry.box_pack_2d(packBoxes) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |     # print 'Box Packing Time:', time.time() - time1 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     #if len(pa	ckedLs) != len(islandList): | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |     #	raise "Error packed boxes differs from original length" | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |     #print '\tWriting Packed Data to faces' | 
					
						
							| 
									
										
										
										
											2009-11-03 17:51:22 +00:00
										 |  |  | #XXX	Window.DrawProgressBar(0.8, 'Writing Packed Data to faces') | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |     # Sort by ID, so there in sync again | 
					
						
							|  |  |  |     islandIdx = len(islandList) | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |     # Having these here avoids divide by 0 | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     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 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2010-11-23 16:10:20 +00:00
										 |  |  | def VectoQuat(vec): | 
					
						
							| 
									
										
										
										
											2011-07-18 06:44:41 +00:00
										 |  |  |     vec = vec.normalized() | 
					
						
							|  |  |  |     return vec.to_track_quat('Z', 'X' if abs(vec.x) > 0.5 else 'Y').inverted() | 
					
						
							| 
									
										
										
										
											2009-11-03 17:47:44 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | class thickface(object): | 
					
						
							| 
									
										
										
										
											2011-12-22 03:56:21 +00:00
										 |  |  |     __slost__= "v", "uv", "no", "area", "edge_keys" | 
					
						
							| 
									
										
										
										
											2011-11-17 05:03:07 +00:00
										 |  |  |     def __init__(self, face, uv_layer, mesh_verts): | 
					
						
							| 
									
										
										
										
											2010-08-18 03:42:26 +00:00
										 |  |  |         self.v = [mesh_verts[i] for i in face.vertices] | 
					
						
							| 
									
										
										
										
											2011-11-17 05:03:07 +00:00
										 |  |  |         self.uv = [uv_layer[i].uv for i in face.loops] | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |         self.no = face.normal | 
					
						
							|  |  |  |         self.area = face.area | 
					
						
							|  |  |  |         self.edge_keys = face.edge_keys | 
					
						
							| 
									
										
										
										
											2009-11-03 17:47:44 +00:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-02-27 14:16:32 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | def main_consts(): | 
					
						
							|  |  |  |     from math import radians | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     global ROTMAT_2D_POS_90D | 
					
						
							|  |  |  |     global ROTMAT_2D_POS_45D | 
					
						
							|  |  |  |     global RotMatStepRotation | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-11-08 01:32:34 +00:00
										 |  |  |     ROTMAT_2D_POS_90D = Matrix.Rotation(radians(90.0), 2) | 
					
						
							|  |  |  |     ROTMAT_2D_POS_45D = Matrix.Rotation(radians(45.0), 2) | 
					
						
							| 
									
										
										
										
											2011-02-27 14:16:32 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |     RotMatStepRotation = [] | 
					
						
							|  |  |  |     rot_angle = 22.5 #45.0/2 | 
					
						
							|  |  |  |     while rot_angle > 0.1: | 
					
						
							| 
									
										
										
										
											2011-11-08 01:32:34 +00:00
										 |  |  |         RotMatStepRotation.append([ | 
					
						
							|  |  |  |             Matrix.Rotation(radians(+rot_angle), 2), | 
					
						
							|  |  |  |             Matrix.Rotation(radians(-rot_angle), 2), | 
					
						
							|  |  |  |             ]) | 
					
						
							| 
									
										
										
										
											2011-02-27 14:16:32 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |         rot_angle = rot_angle/2.0 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2009-11-03 17:47:44 +00:00
										 |  |  | global ob | 
					
						
							|  |  |  | ob = None | 
					
						
							| 
									
										
										
										
											2011-06-28 06:51:55 +00:00
										 |  |  | def main(context, | 
					
						
							|  |  |  |          island_margin, | 
					
						
							|  |  |  |          projection_limit, | 
					
						
							|  |  |  |          user_area_weight, | 
					
						
							|  |  |  |          ): | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     global USER_FILL_HOLES | 
					
						
							|  |  |  |     global USER_FILL_HOLES_QUALITY | 
					
						
							|  |  |  |     global USER_STRETCH_ASPECT | 
					
						
							|  |  |  |     global USER_ISLAND_MARGIN | 
					
						
							| 
									
										
										
										
											2011-02-27 14:16:32 +00:00
										 |  |  |      | 
					
						
							|  |  |  |     from math import cos | 
					
						
							|  |  |  |     import time | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     global dict_matrix | 
					
						
							|  |  |  |     dict_matrix = {} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # Constants: | 
					
						
							|  |  |  |     # Takes a list of faces that make up a UV island and rotate | 
					
						
							|  |  |  |     # until they optimally fit inside a square. | 
					
						
							|  |  |  |     global ROTMAT_2D_POS_90D | 
					
						
							|  |  |  |     global ROTMAT_2D_POS_45D | 
					
						
							|  |  |  |     global RotMatStepRotation | 
					
						
							|  |  |  |     main_consts() | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-08-15 16:25:05 +00:00
										 |  |  |     # Create the variables. | 
					
						
							|  |  |  |     USER_PROJECTION_LIMIT = projection_limit | 
					
						
							|  |  |  |     USER_ONLY_SELECTED_FACES = True | 
					
						
							|  |  |  |     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. | 
					
						
							| 
									
										
										
										
											2011-06-24 04:12:01 +00:00
										 |  |  |      | 
					
						
							| 
									
										
										
										
											2011-08-15 16:25:05 +00:00
										 |  |  |     is_editmode = (context.active_object.mode == 'EDIT') | 
					
						
							|  |  |  |     if is_editmode: | 
					
						
							|  |  |  |         obList =  [ob for ob in [context.active_object] if ob and ob.type == 'MESH'] | 
					
						
							|  |  |  |     else: | 
					
						
							|  |  |  |         obList =  [ob for ob in context.selected_editable_objects if ob and ob.type == 'MESH'] | 
					
						
							|  |  |  |         USER_ONLY_SELECTED_FACES = False | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |     if not obList: | 
					
						
							|  |  |  |         raise('error, no selected mesh objects') | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     # 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) | 
					
						
							|  |  |  |     '''
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  | #~ XXX	if not Draw.PupBlock(ob % len(obList), pup_block): | 
					
						
							|  |  |  | #~ XXX		return | 
					
						
							|  |  |  | #~ XXX	del ob | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |     # 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') | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |     # Assume face select mode! an annoying hack to toggle face select mode because Mesh doesn't like faceSelectMode. | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |     if USER_SHARE_SPACE: | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |         # Sort by data name so we get consistent results | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |         obList.sort(key = lambda ob: ob.data.name) | 
					
						
							|  |  |  |         collected_islandList= [] | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2009-11-03 17:51:22 +00:00
										 |  |  | #XXX	Window.WaitCursor(1) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |     time1 = time.time() | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |     # Tag as False so we don't operate on the same mesh twice. | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | #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 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |         if not me.uv_textures: # Mesh has no UV Coords, don't bother. | 
					
						
							| 
									
										
										
										
											2010-08-23 22:16:45 +00:00
										 |  |  |             me.uv_textures.new() | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-11-17 05:03:07 +00:00
										 |  |  |         uv_layer = me.uv_loop_layers.active.data | 
					
						
							| 
									
										
										
										
											2010-08-18 03:42:26 +00:00
										 |  |  |         me_verts = list(me.vertices) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |         if USER_ONLY_SELECTED_FACES: | 
					
						
							| 
									
										
										
										
											2011-11-17 05:03:07 +00:00
										 |  |  |             meshFaces = [thickface(f, uv_layer, me_verts) for i, f in enumerate(me.polygons) if f.select] | 
					
						
							| 
									
										
										
										
											2011-08-15 16:25:05 +00:00
										 |  |  |         else: | 
					
						
							| 
									
										
										
										
											2011-11-17 05:03:07 +00:00
										 |  |  |             meshFaces = [thickface(f, uv_layer, me_verts) for i, f in enumerate(me.polygons)] | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |         if not meshFaces: | 
					
						
							|  |  |  |             continue | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2009-11-03 17:51:22 +00:00
										 |  |  | #XXX		Window.DrawProgressBar(0.1, 'SmartProj UV Unwrapper, mapping "%s", %i faces.' % (me.name, len(meshFaces))) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |         # ======= | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |         # Generate a projection list from face normals, this is meant to be smart :) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |         # 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. | 
					
						
							| 
									
										
										
										
											2011-08-15 16:25:05 +00:00
										 |  |  |         meshFaces.sort(key=lambda a: -a.area) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |         # 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 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |             projectVecs = [Vector(Window.GetViewVector()) * ob.matrix_world.inverted().to_3x3()] # We add to this along the way | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |         else: | 
					
						
							|  |  |  |             projectVecs = [] | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         newProjectVec = meshFaces[0].no | 
					
						
							|  |  |  |         newProjectMeshFaces = []	# Popping stuffs it up. | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |         # Pretend that the most unique angle is ages away to start the loop off | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |         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): | 
					
						
							| 
									
										
										
										
											2011-10-17 06:58:07 +00:00
										 |  |  |                 # Use half the angle limit so we don't overweight faces towards this | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |                 # 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 | 
					
						
							| 
									
										
										
										
											2010-04-29 18:40:33 +00:00
										 |  |  |             averageVec = Vector((0.0, 0.0, 0.0)) | 
					
						
							| 
									
										
										
										
											2011-06-28 06:51:55 +00:00
										 |  |  |             if user_area_weight == 0.0: | 
					
						
							|  |  |  |                 for fprop in newProjectMeshFaces: | 
					
						
							|  |  |  |                     averageVec += fprop.no | 
					
						
							|  |  |  |             elif user_area_weight == 1.0: | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |                 for fprop in newProjectMeshFaces: | 
					
						
							| 
									
										
										
										
											2011-06-28 06:51:55 +00:00
										 |  |  |                     averageVec += fprop.no * fprop.area | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |             else: | 
					
						
							|  |  |  |                 for fprop in newProjectMeshFaces: | 
					
						
							| 
									
										
										
										
											2011-06-28 06:51:55 +00:00
										 |  |  |                     averageVec += fprop.no * ((fprop.area * user_area_weight) + (1.0 - user_area_weight)) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |             if averageVec.x != 0 or averageVec.y != 0 or averageVec.z != 0: # Avoid NAN | 
					
						
							| 
									
										
										
										
											2011-02-06 06:59:11 +00:00
										 |  |  |                 projectVecs.append(averageVec.normalized()) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |             # 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 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2010-07-17 18:08:14 +00:00
										 |  |  |             # Cycle through the remaining, first already done | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |             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. | 
					
						
							| 
									
										
										
										
											2010-11-23 16:10:20 +00:00
										 |  |  |             MatQuat = VectoQuat(projectVecs[i]) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |             # 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): | 
					
						
							| 
									
										
										
										
											2010-04-11 14:22:27 +00:00
										 |  |  |                     # XXX - note, between mathutils in 2.4 and 2.5 the order changed. | 
					
						
							| 
									
										
										
										
											2011-07-25 01:44:19 +00:00
										 |  |  |                     f_uv[j][:] = (MatQuat * v.co).xy | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |         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: | 
					
						
							| 
									
										
										
										
											2011-09-19 14:00:42 +00:00
										 |  |  | #XXX        Window.DrawProgressBar(0.9, "Box Packing for all objects...") | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |         packIslands(collected_islandList) | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  |     print("Smart Projection time: %.2f" % (time.time() - time1)) | 
					
						
							| 
									
										
										
										
											2011-09-19 14:00:42 +00:00
										 |  |  |     # Window.DrawProgressBar(0.9, "Smart Projections done, time: %.2f sec" % (time.time() - time1)) | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  |     if is_editmode: | 
					
						
							|  |  |  |         bpy.ops.object.mode_set(mode='EDIT') | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-02-27 14:16:32 +00:00
										 |  |  |     dict_matrix.clear() | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2009-11-03 17:51:22 +00:00
										 |  |  | #XXX	Window.DrawProgressBar(1.0, "") | 
					
						
							|  |  |  | #XXX	Window.WaitCursor(0) | 
					
						
							|  |  |  | #XXX	Window.RedrawAll() | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2009-11-03 18:56:42 +00:00
										 |  |  | """
 | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     pup_block = [\ | 
					
						
							|  |  |  |     'Projection',\ | 
					
						
							|  |  |  |     ('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.'),\ | 
					
						
							|  |  |  |     '',\ | 
					
						
							|  |  |  |     '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.'),\ | 
					
						
							| 
									
										
										
										
											2009-11-03 18:56:42 +00:00
										 |  |  | *	('Island Margin:', USER_ISLAND_MARGIN, 0.0, 0.5, ''),\ | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     '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)'),\ | 
					
						
							|  |  |  |     ] | 
					
						
							| 
									
										
										
										
											2009-11-03 18:56:42 +00:00
										 |  |  | """
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-02-27 15:25:24 +00:00
										 |  |  | from bpy.props import FloatProperty | 
					
						
							| 
									
										
										
										
											2009-12-26 09:36:50 +00:00
										 |  |  | 
 | 
					
						
							|  |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-08-12 06:57:00 +00:00
										 |  |  | class SmartProject(Operator): | 
					
						
							| 
									
										
										
										
											2011-10-23 17:52:20 +00:00
										 |  |  |     '''This script projection unwraps the selected faces of a mesh ''' \ | 
					
						
							|  |  |  |     '''(it operates on all selected mesh objects, and can be used to unwrap selected faces, or all faces)''' | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     bl_idname = "uv.smart_project" | 
					
						
							|  |  |  |     bl_label = "Smart UV Project" | 
					
						
							| 
									
										
										
										
											2010-03-01 00:03:51 +00:00
										 |  |  |     bl_options = {'REGISTER', 'UNDO'} | 
					
						
							| 
									
										
										
										
											2009-11-03 18:56:42 +00:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-08-19 19:25:20 +00:00
										 |  |  |     angle_limit = FloatProperty( | 
					
						
							|  |  |  |             name="Angle Limit", | 
					
						
							| 
									
										
										
										
											2012-02-27 18:14:56 +00:00
										 |  |  |             description="Lower for more projection groups, higher for less distortion", | 
					
						
							| 
									
										
										
										
											2011-08-19 19:25:20 +00:00
										 |  |  |             min=1.0, max=89.0, | 
					
						
							|  |  |  |             default=66.0, | 
					
						
							|  |  |  |             ) | 
					
						
							|  |  |  |     island_margin = FloatProperty( | 
					
						
							|  |  |  |             name="Island Margin", | 
					
						
							| 
									
										
										
										
											2011-06-28 06:51:55 +00:00
										 |  |  |             description="Margin to reduce bleed from adjacent islands", | 
					
						
							| 
									
										
										
										
											2011-08-19 19:25:20 +00:00
										 |  |  |             min=0.0, max=1.0, | 
					
						
							|  |  |  |             default=0.0, | 
					
						
							|  |  |  |             ) | 
					
						
							|  |  |  |     user_area_weight = FloatProperty( | 
					
						
							|  |  |  |             name="Area Weight", | 
					
						
							| 
									
										
										
										
											2011-06-28 06:51:55 +00:00
										 |  |  |             description="Weight projections vector by faces with larger areas", | 
					
						
							| 
									
										
										
										
											2011-08-19 19:25:20 +00:00
										 |  |  |             min=0.0, max=1.0, | 
					
						
							|  |  |  |             default=0.0, | 
					
						
							|  |  |  |             ) | 
					
						
							| 
									
										
										
										
											2009-11-03 18:56:42 +00:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2010-08-09 01:37:09 +00:00
										 |  |  |     @classmethod | 
					
						
							|  |  |  |     def poll(cls, context): | 
					
						
							| 
									
										
										
										
											2011-08-22 09:01:49 +00:00
										 |  |  |         return context.active_object is not None | 
					
						
							| 
									
										
										
										
											2009-11-03 17:51:22 +00:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2009-11-28 23:37:56 +00:00
										 |  |  |     def execute(self, context): | 
					
						
							| 
									
										
										
										
											2011-06-28 06:51:55 +00:00
										 |  |  |         main(context, | 
					
						
							|  |  |  |              self.island_margin, | 
					
						
							|  |  |  |              self.angle_limit, | 
					
						
							|  |  |  |              self.user_area_weight, | 
					
						
							|  |  |  |              ) | 
					
						
							| 
									
										
										
										
											2009-12-24 19:50:43 +00:00
										 |  |  |         return {'FINISHED'} | 
					
						
							| 
									
										
										
										
											2009-11-03 17:51:22 +00:00
										 |  |  | 
 | 
					
						
							| 
									
										
										
										
											2011-03-09 11:01:44 +00:00
										 |  |  |     def invoke(self, context, event): | 
					
						
							|  |  |  |         wm = context.window_manager | 
					
						
							|  |  |  |         return wm.invoke_props_dialog(self) |