updated to use some of the new additions to vector and minor speedups,

removed edge margin option (uv island margin should be enough)
This commit is contained in:
2006-10-03 16:46:02 +00:00
parent 5dcf97c892
commit 3dddba4e06

View File

@@ -298,17 +298,18 @@ def pointInEdges(pt, edges):
def pointInIsland(pt, island):
vec1 = Vector(); vec2 = Vector(); vec3 = Vector()
for f in island:
vec1.x, vec1.y = f.uv[0]
vec2.x, vec2.y = f.uv[1]
vec3.x, vec3.y = f.uv[2]
f_uv= f.uv
vec1.x, vec1.y = f_uv[0]
vec2.x, vec2.y = f_uv[1]
vec3.x, vec3.y = f_uv[2]
if pointInTri2D(pt, vec1, vec2, vec3):
return True
if len(f) == 4:
vec1.x, vec1.y = f.uv[0]
vec2.x, vec2.y = f.uv[2]
vec3.x, vec3.y = f.uv[3]
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
@@ -492,11 +493,10 @@ def mergeUvIslands(islandList, islandListArea):
w, h = maxx-minx, maxy-miny
totFaceArea = 0
offset= Vector(minx, miny)
for fIdx, f in enumerate(islandList[islandIdx]):
for uv in f.uv:
uv.x -= minx
uv.y -= miny
uv -= offset
totFaceArea += islandListArea[islandIdx][fIdx] # Use Cached area. dont recalculate.
@@ -642,11 +642,11 @@ def mergeUvIslands(islandList, islandListArea):
# Move faces into new island and offset
targetIsland[0].extend(sourceIsland[0])
offset= Vector(boxLeft, boxBottom)
for f in sourceIsland[0]:
for uv in f.uv:
uv.x += boxLeft
uv.y += boxBottom
uv+= offset
sourceIsland[0][:] = [] # Empty
@@ -665,8 +665,9 @@ def mergeUvIslands(islandList, islandListArea):
targetIsland[6].sort(lambda B,A: cmp(A[2], B[2] ))
targetIsland[7].extend(sourceIsland[7])
offset= Vector(boxLeft, boxBottom, 0)
for p in sourceIsland[7]:
p.x += boxLeft; p.y += boxBottom
p+= offset
sourceIsland[7][:] = []
@@ -894,18 +895,10 @@ def packIslands(islandList, islandListArea):
xoffset = packedLs[islandIdx][1] - islandOffsetList[islandIdx][0]
yoffset = packedLs[islandIdx][2] - islandOffsetList[islandIdx][1]
if USER_MARGIN:
USER_MARGIN_SCALE = 1-(USER_MARGIN*2)
for f in islandList[islandIdx]: # Offsetting the UV's so they fit in there packed box, margin
for uv in f.uv:
uv.x= (((uv.x+xoffset) * xfactor ) * USER_MARGIN_SCALE ) * USER_MARGIN
uv.y= (((uv.y+yoffset) * yfactor ) * USER_MARGIN_SCALE ) * USER_MARGIN
else:
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
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
@@ -916,8 +909,7 @@ def VectoMat(vec):
if abs(DotVecs(a3, up)) == 1.0:
up = Vector(0,1,0)
a1 = CrossVecs(a3, up)
a1.normalize()
a1 = CrossVecs(a3, up).normalize()
a2 = CrossVecs(a3, a1)
return Matrix([a1[0], a1[1], a1[2]], [a2[0], a2[1], a2[2]], [a3[0], a3[1], a3[2]])
@@ -928,7 +920,6 @@ def main():
global USER_FILL_HOLES
global USER_FILL_HOLES_QUALITY
global USER_STRETCH_ASPECT
global USER_MARGIN
global USER_ISLAND_MARGIN
objects= Scene.GetCurrent().objects
@@ -955,7 +946,6 @@ def main():
USER_ONLY_SELECTED_FACES = Draw.Create(1)
USER_SHARE_SPACE = Draw.Create(1) # Only for hole filling.
USER_STRETCH_ASPECT = Draw.Create(1) # Only for hole filling.
USER_MARGIN = Draw.Create(0.0) # Only for hole filling.
USER_ISLAND_MARGIN = Draw.Create(0.0) # Only for hole filling.
USER_FILL_HOLES = Draw.Create(0)
USER_FILL_HOLES_QUALITY = Draw.Create(50) # Only for hole filling.
@@ -968,8 +958,7 @@ def main():
'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.'),\
('Edge Margin:', USER_MARGIN, 0.0, 0.25, 'Margin to reduce bleed from texture tiling.'),\
('UV Island Margin:', USER_ISLAND_MARGIN, 0.0, 0.25, 'Margin to reduce bleed from adjacent islands.'),\
('Island Margin:', USER_ISLAND_MARGIN, 0.0, 0.25, 'Margin to reduce bleed from adjacent islands.'),\
'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)'),\
@@ -996,7 +985,6 @@ def main():
USER_ONLY_SELECTED_FACES = USER_ONLY_SELECTED_FACES.val
USER_SHARE_SPACE = USER_SHARE_SPACE.val
USER_STRETCH_ASPECT = USER_STRETCH_ASPECT.val
USER_MARGIN = USER_MARGIN.val
USER_ISLAND_MARGIN = USER_ISLAND_MARGIN.val * 50
USER_FILL_HOLES = USER_FILL_HOLES.val
USER_FILL_HOLES_QUALITY = USER_FILL_HOLES_QUALITY.val
@@ -1211,8 +1199,7 @@ def main():
# Update and dont mess with edge data.
# OLD NMESH # me.update(0, (me.edges != []), 0)
# update the mesh here if we need to.
# We want to pack all in 1 go, so pack now
if USER_SHARE_SPACE:
@@ -1227,12 +1214,4 @@ def main():
Window.RedrawAll()
if __name__ == '__main__':
#try:
main()
'''
except KeyboardInterrupt:
print '\nUser Canceled.'
Draw.PupMenu('user canceled execution, unwrap aborted.')
Window.DrawProgressBar(1.0, "")
Window.WaitCursor(0)
'''