fixed a bug in poly redux's vgroup weight merging (was reducing the weight each collapse by about half)

fixed some other UI logic in the python menu script
Added an option to use a vertex group for a reduction weight map to force reducing some areas more then others.

Mesh epydocs activeGroups can be None as well as string.
This commit is contained in:
2006-07-05 20:37:07 +00:00
parent 2ca81ba8cc
commit 1c9a7a032b
3 changed files with 72 additions and 17 deletions

View File

@@ -58,7 +58,7 @@ def ed_key(ed):
if i1<i2: return i1,i2
return i2,i1
def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEIGHT=1.0, FACE_TRIANGULATE=True, DO_UV=True, DO_VCOL=True, DO_WEIGHTS=True):
def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEIGHT=1.0, FACE_TRIANGULATE=True, DO_UV=True, DO_VCOL=True, DO_WEIGHTS=True, VGROUP_INF_REDUX= None, VGROUP_INF_WEIGHT=0.5):
"""
BOUNDRY_WEIGHT - 0 is no boundry weighting. 2.0 will make them twice as unlikely to collapse.
FACE_AREA_WEIGHT - 0 is no weight. 1 is normal, 2.0 is higher.
@@ -94,9 +94,16 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEI
if REMOVE_DOUBLES:
me.remDoubles(0.0001)
if (not me.getVertGroupNames()) and DO_WEIGHTS:
vgroups= me.getVertGroupNames()
if not me.getVertGroupNames():
DO_WEIGHTS= False
if (VGROUP_INF_REDUX!= None and VGROUP_INF_REDUX not in vgroups) or\
VGROUP_INF_WEIGHT==0.0:
VGROUP_INF_REDUX= None
del vgroups
OLD_MESH_MODE= Blender.Mesh.Mode()
Blender.Mesh.Mode(Blender.Mesh.SelectModes.VERTEX)
@@ -267,6 +274,13 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEI
vert_weights[ii] += no_ang
# Use a vertex group as a weighting.
if VGROUP_INF_REDUX!=None:
vert_weights_map= [1.0] * len(verts)
# Get Weights from a vgroup.
for i, wd in enumerate(vWeightDict):
try: vert_weights_map[i]= 1+(wd[VGROUP_INF_REDUX] * VGROUP_INF_WEIGHT)
except: pass
# BOUNDRY CHECKING AND WEIGHT EDGES. CAN REMOVE
# Now we know how many faces link to an edge. lets get all the boundry verts
@@ -421,6 +435,13 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEI
# do *= because we face the boundry weight to initialize the weight. 1.0 default.
ced.collapse_weight*= ((no_ang * ced.length) * (1-(1/angle_diff)))# / max(len(test_faces), 1)
# are we using a weight map
if VGROUP_INF_REDUX:
v= vert_weights_map[i1]+vert_weights_map[i2]
ced.collapse_weight*= v
# We can calculate the weights on __init__ but this is higher qualuity.
for ced in collapse_edges:
@@ -496,14 +517,22 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEI
else:
w1/= wscale
w2/= wscale
wd= vWeightDict[i1] # v1 weight dict
for group_key, weight_value in wd.iteritems():
wd[group_key]= weight_value*w1
wd= vWeightDict[i2] # v1 weight dict
for group_key, weight_value in wd.iteritems():
wd[group_key]= weight_value*w2
# add verts vgroups to eachother
wd1= vWeightDict[i1] # v1 weight dict
wd2= vWeightDict[i2] # v1 weight dict
# Make sure vert groups on both verts exist.
for wd_from, wd_to in ((wd1, wd2), (wd2, wd1)):
for group_key, weight_value in wd_from.iteritems():
try: wd_to[group_key] # We have this weight?
except: wd_to[group_key]= 0.0 # Adding a zero weight.
# Mix the weights for vert groups
for group_key in wd_from.iterkeys():
wd1[group_key]= wd2[group_key]= (wd1[group_key]*w1) + (wd2[group_key]*w2)
if DO_UV or DO_VCOL:
# Handel UV's and vert Colors!