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.
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@@ -58,7 +58,7 @@ def ed_key(ed):
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if i1<i2: return i1,i2
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return i2,i1
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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):
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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):
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"""
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BOUNDRY_WEIGHT - 0 is no boundry weighting. 2.0 will make them twice as unlikely to collapse.
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FACE_AREA_WEIGHT - 0 is no weight. 1 is normal, 2.0 is higher.
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@@ -94,9 +94,16 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEI
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if REMOVE_DOUBLES:
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me.remDoubles(0.0001)
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if (not me.getVertGroupNames()) and DO_WEIGHTS:
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vgroups= me.getVertGroupNames()
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if not me.getVertGroupNames():
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DO_WEIGHTS= False
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if (VGROUP_INF_REDUX!= None and VGROUP_INF_REDUX not in vgroups) or\
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VGROUP_INF_WEIGHT==0.0:
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VGROUP_INF_REDUX= None
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del vgroups
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OLD_MESH_MODE= Blender.Mesh.Mode()
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Blender.Mesh.Mode(Blender.Mesh.SelectModes.VERTEX)
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@@ -267,6 +274,13 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEI
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vert_weights[ii] += no_ang
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# Use a vertex group as a weighting.
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if VGROUP_INF_REDUX!=None:
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vert_weights_map= [1.0] * len(verts)
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# Get Weights from a vgroup.
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for i, wd in enumerate(vWeightDict):
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try: vert_weights_map[i]= 1+(wd[VGROUP_INF_REDUX] * VGROUP_INF_WEIGHT)
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except: pass
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# BOUNDRY CHECKING AND WEIGHT EDGES. CAN REMOVE
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# Now we know how many faces link to an edge. lets get all the boundry verts
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@@ -422,6 +436,13 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEI
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# do *= because we face the boundry weight to initialize the weight. 1.0 default.
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ced.collapse_weight*= ((no_ang * ced.length) * (1-(1/angle_diff)))# / max(len(test_faces), 1)
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# are we using a weight map
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if VGROUP_INF_REDUX:
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v= vert_weights_map[i1]+vert_weights_map[i2]
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ced.collapse_weight*= v
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# We can calculate the weights on __init__ but this is higher qualuity.
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for ced in collapse_edges:
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if ced.faces: # dont collapse faceless edges.
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@@ -496,13 +517,21 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEI
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else:
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w1/= wscale
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w2/= wscale
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wd= vWeightDict[i1] # v1 weight dict
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for group_key, weight_value in wd.iteritems():
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wd[group_key]= weight_value*w1
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wd= vWeightDict[i2] # v1 weight dict
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for group_key, weight_value in wd.iteritems():
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wd[group_key]= weight_value*w2
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# add verts vgroups to eachother
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wd1= vWeightDict[i1] # v1 weight dict
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wd2= vWeightDict[i2] # v1 weight dict
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# Make sure vert groups on both verts exist.
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for wd_from, wd_to in ((wd1, wd2), (wd2, wd1)):
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for group_key, weight_value in wd_from.iteritems():
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try: wd_to[group_key] # We have this weight?
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except: wd_to[group_key]= 0.0 # Adding a zero weight.
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# Mix the weights for vert groups
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for group_key in wd_from.iterkeys():
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wd1[group_key]= wd2[group_key]= (wd1[group_key]*w1) + (wd2[group_key]*w2)
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if DO_UV or DO_VCOL:
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@@ -14,29 +14,42 @@ reload(BPyMesh)
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def main():
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scn = Scene.GetCurrent()
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act_ob= scn.getActiveObject()
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if act_ob.getType()!='Mesh':
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act_ob= None
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sel= [ob for ob in Object.GetSelected() if ob.getType()=='Mesh' if ob != act_ob]
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if not sel and not act_ob:
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if not act_ob or act_ob.getType()!='Mesh':
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Draw.PupMenu('Error, select a mesh as your active object')
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return
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act_me= act_ob.getData(mesh=1)
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act_group= act_me.activeGroup
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if not act_group: act_group= ''
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# Defaults
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PREF_REDUX= Draw.Create(0.5)
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PREF_BOUNDRY_WEIGHT= Draw.Create(5.0)
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PREF_REM_DOUBLES= Draw.Create(1)
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PREF_FACE_AREA_WEIGHT= Draw.Create(1.0)
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PREF_FACE_TRIANGULATE= Draw.Create(1)
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VGROUP_INF_ENABLE= Draw.Create(0)
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VGROUP_INF_REDUX= Draw.Create(act_group)
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VGROUP_INF_WEIGHT= Draw.Create(10.0)
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PREF_DO_UV= Draw.Create(1)
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PREF_DO_VCOL= Draw.Create(1)
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PREF_DO_WEIGHTS= Draw.Create(1)
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pup_block = [\
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('Poly Reduce:', PREF_REDUX, 0.05, 0.95, 'Scale the meshes poly count by this value.'),\
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'',\
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('Boundry Weight:', PREF_BOUNDRY_WEIGHT, 0.0, 20.0, 'Weight boundry verts by this scale, 0.0 for no boundry weighting.'),\
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('Area Weight:', PREF_FACE_AREA_WEIGHT, 0.0, 20.0, 'Collapse edges effecting lower area faces first.'),\
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('Triangulate', PREF_FACE_TRIANGULATE, 'Convert quads to tris before reduction, for more choices of edges to collapse.'),\
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'',\
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('VGroup Weighting', VGROUP_INF_ENABLE, 'Use a vertex group to influence the reduction, higher weights for higher quality '),\
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('vgroup name: ', VGROUP_INF_REDUX, 0, 32, 'The name of the vertex group to use for the weight map'),\
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('vgroup mult: ', VGROUP_INF_WEIGHT, 0.0, 100.0, 'How much to make the weight effect the reduction'),\
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'',\
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('UV Coords', PREF_DO_UV, 'Interpolate UV Coords.'),\
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('Vert Colors', PREF_DO_VCOL, 'Interpolate Vertex Colors'),\
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('Vert Weights', PREF_DO_WEIGHTS, 'Interpolate Vertex Weights'),\
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@@ -51,17 +64,30 @@ def main():
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PREF_REM_DOUBLES= PREF_REM_DOUBLES.val
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PREF_FACE_AREA_WEIGHT= PREF_FACE_AREA_WEIGHT.val
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PREF_FACE_TRIANGULATE= PREF_FACE_TRIANGULATE.val
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VGROUP_INF_ENABLE= VGROUP_INF_ENABLE.val
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VGROUP_INF_WEIGHT= VGROUP_INF_WEIGHT.val
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if VGROUP_INF_ENABLE and VGROUP_INF_WEIGHT:
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VGROUP_INF_REDUX= VGROUP_INF_REDUX.val
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else:
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VGROUP_INF_WEIGHT= 0.0
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VGROUP_INF_REDUX= None
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PREF_DO_UV= PREF_DO_UV.val
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PREF_DO_VCOL= PREF_DO_VCOL.val
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PREF_DO_WEIGHTS= PREF_DO_WEIGHTS.val
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t= sys.time()
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is_editmode = Window.EditMode() # Exit Editmode.
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if is_editmode: Window.EditMode(0)
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Window.WaitCursor(1)
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BPyMesh.redux(act_ob, PREF_REDUX, PREF_BOUNDRY_WEIGHT, PREF_REM_DOUBLES, PREF_FACE_AREA_WEIGHT, PREF_FACE_TRIANGULATE, PREF_DO_UV, PREF_DO_VCOL, PREF_DO_WEIGHTS)
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BPyMesh.redux(act_ob, PREF_REDUX, PREF_BOUNDRY_WEIGHT, PREF_REM_DOUBLES, PREF_FACE_AREA_WEIGHT, PREF_FACE_TRIANGULATE, PREF_DO_UV, PREF_DO_VCOL, PREF_DO_WEIGHTS, VGROUP_INF_REDUX, VGROUP_INF_WEIGHT)
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if is_editmode: Window.EditMode(1)
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Window.WaitCursor(0)
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@@ -693,7 +693,7 @@ class Mesh:
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@type activeFace: int
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@ivar activeGroup: The mesh's active vertex group. The mesh must be
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linked to an object (read the comment in L{addVertGroup} for more info).
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@type activeGroup: string
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@type activeGroup: string or None
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"""
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def getFromObject(name,cage=0):
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