BPyRegistry was throwing errors with blank config files. made it check for this and be quiet.

fixed some bugs in BPyMesh_redux, tweaked to work well for test cases. much better use of error levels for edge weighting. better collapsing to the desired target. triangulates before reduction be default now.
This commit is contained in:
2006-05-15 07:29:28 +00:00
parent ab30cf7489
commit 90c10ab910
3 changed files with 159 additions and 117 deletions

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@@ -4,13 +4,6 @@ LineIntersect= Blender.Mathutils.LineIntersect
CrossVecs= Blender.Mathutils.CrossVecs
import BPyMesh
'''
try:
import psyco
psyco.full()
except:
pass
'''
def uv_key(uv):
return round(uv.x, 5), round(uv.y, 5)
@@ -24,44 +17,69 @@ def ed_key(ed):
def col_key(col):
return col.r, col.g, col.b
class collapseEdge(object):
__slots__ = 'length', 'key', 'faces', 'collapse_loc', 'v1', 'v2','uv1', 'uv2', 'col1', 'col2', 'collapse_weight'
def __init__(self, ed):
self.key= ed_key(ed)
self.length= ed.length
self.faces= []
self.v1= ed.v1
self.v2= ed.v2
self.uv1= []
self.uv2= []
self.col1= []
self.col2= []
self.collapse_loc= None # new collapse location.
# Basic weighting.
#self.collapse_weight= self.length * (1+ ((ed.v1.no-ed.v2.no).length**2))
def redux(ob, factor=0.5):
def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, FACE_AREA_WEIGHT=1.0, FACE_TRIANGULATE=True):
'''
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.
'''
me= ob.getData(mesh=1)
# BUG MUST REMOVE GROUPS
if factor>1.0 or factor<0.0 or len(me.faces)<4:
if REDUX>1.0 or REDUX<0.0 or len(me.faces)<4:
return
if FACE_TRIANGULATE:
me.quadToTriangle()
OLD_MESH_MODE= Blender.Mesh.Mode()
Blender.Mesh.Mode(Blender.Mesh.SelectModes.VERTEX)
faceUV= me.faceUV
target_face_count= int(len(me.faces) * factor)
current_face_count= len(me.faces)
target_face_count= int(current_face_count * REDUX)
# % of the collapseable faces to collapse per pass.
#collapse_per_pass= 0.333 # between 0.1 - lots of small nibbles, slow but high q. and 0.9 - big passes and faster.
collapse_per_pass= 0.333 # between 0.1 - lots of small nibbles, slow but high q. and 0.9 - big passes and faster.
class collapseEdge(object):
__slots__ = 'length', 'key', 'faces', 'collapse_loc', 'v1', 'v2','uv1', 'uv2', 'col1', 'col2', 'collapse_weight'
def __init__(self, ed):
self.key= ed_key(ed)
self.length= ed.length
self.faces= []
self.v1= ed.v1
self.v2= ed.v2
if faceUV:
self.uv1= []
self.uv2= []
self.col1= []
self.col2= []
# self.collapse_loc= None # new collapse location.
# Basic weighting.
#self.collapse_weight= self.length * (1+ ((ed.v1.no-ed.v2.no).length**2))
class collapseFace(object):
__slots__ = 'verts', 'normal', 'area', 'index', 'orig_uv', 'orig_col', 'uv', 'col'
def __init__(self, f):
self.verts= f.v
self.normal= f.no
self.area= f.area
self.index= f.index
if faceUV:
self.orig_uv= [uv_key(uv) for uv in f.uv]
self.orig_col= [col_key(col) for col in f.col]
self.uv= f.uv
self.col= f.col
for v in me.verts:
v.hide=0
collapse_edges= collapse_faces= None
while target_face_count <= len(me.faces):
BPyMesh.meshCalcNormals(me)
@@ -72,10 +90,10 @@ def redux(ob, factor=0.5):
if faceUV:
orig_texface= [[(uv_key(f.uv[i]), col_key(f.col[i])) for i in xrange(len(f.v))] for f in me.faces]
collapse_faces= [collapseFace(f) for f in me.faces]
collapse_edges= [collapseEdge(ed) for ed in me.edges]
collapse_edges_dict= dict( [(ced.key, ced) for ced in collapse_edges] )
# Store verts edges.
vert_ed_users= [[] for i in xrange(len(me.verts))]
for ced in collapse_edges:
@@ -85,42 +103,60 @@ def redux(ob, factor=0.5):
# Store face users
vert_face_users= [[] for i in xrange(len(me.verts))]
# Have decieded not to use this. area is better.
#face_perim= [0.0]* len(me.faces)
for ii, f in enumerate(me.faces):
f_v= f.v
if faceUV:
tex_keys= orig_texface[ii]
for i, v1 in enumerate(f_v):
vert_face_users[v1.index].append( (i,f) )
for ii, cfa in enumerate(collapse_faces):
for i, v1 in enumerate(cfa.verts):
vert_face_users[v1.index].append( (i,cfa) )
# add the uv coord to the vert
v2 = f_v[i-1]
v2 = cfa.verts[i-1]
i1= v1.index
i2= v2.index
if i1>i2: ced= collapse_edges_dict[i2,i1]
else: ced= collapse_edges_dict[i1,i2]
ced.faces.append(f)
ced.faces.append(cfa)
if faceUV:
ced.uv1.append( tex_keys[i][0] )
ced.uv2.append( tex_keys[i-1][0] )
ced.uv1.append( cfa.orig_uv[i] )
ced.uv2.append( cfa.orig_uv[i-1] )
ced.col1.append( tex_keys[i][1] )
ced.col2.append( tex_keys[i-1][1] )
ced.col1.append( cfa.orig_col[i] )
ced.col2.append( cfa.orig_col[i-1] )
# PERIMITER
#face_perim[ii]+= ced.length
face_normals= [f.no for f in me.faces]
face_areas= [f.area for f in me.faces]
def ed_set_collapse_loc(ced):
v1co= ced.v1.co
v2co= ced.v2.co
v1no= ced.v1.co
v2no= ced.v2.co
length= ced.length
# Collapse
# new_location = between # Replace tricky code below. this code predicts the best collapse location.
# Make lines at right angles to the normals- these 2 lines will intersect and be
# the point of collapsing.
# Enlarge so we know they intersect: ced.length*2
cv1= CrossVecs(v1no, CrossVecs(v1no, v1co-v2co))
cv2= CrossVecs(v2no, CrossVecs(v2no, v2co-v1co))
# Scale to be less then the edge lengths.
cv1.normalize()
cv2.normalize()
cv1 = cv1 * length* 0.333
cv2 = cv2 * length* 0.333
ced.collapse_loc = ((v1co + v2co) * 0.5) + (cv1 + cv2)
# Best method, no quick hacks here, Correction. Should be the best but needs tweaks.
def ed_test_collapse_error(ced):
def ed_set_collapse_error(ced):
Ang= Blender.Mathutils.AngleBetweenVecs
i1= ced.v1.index
@@ -142,7 +178,7 @@ def redux(ob, factor=0.5):
v1_orig= Vector(ced.v1.co)
v2_orig= Vector(ced.v2.co)
ced.v1.co= ced.v2.co= (v1_orig+v2_orig) * 0.5
ced.v1.co= ced.v2.co= ced.collapse_loc
new_nos= [me.faces[i].no for i in test_faces]
@@ -150,43 +186,56 @@ def redux(ob, factor=0.5):
ced.v2.co= v2_orig
# now see how bad the normals are effected
angle_diff= 0
angle_diff= 1.0
for ii, i in enumerate(test_faces):
for ii, i in enumerate(test_faces): # local face index, global face index
cfa= collapse_faces[i] # this collapse face
try:
# can use perim, but area looks better.
angle_diff+= (Ang(face_normals[i], new_nos[ii])/180) * (1+(face_areas[i]/2)) # 4 is how much to influence area
if FACE_AREA_WEIGHT:
angle_diff+= (Ang(cfa.normal, new_nos[ii])/180) * (1+(cfa.area * FACE_AREA_WEIGHT)) # 4 is how much to influence area
else:
angle_diff+= (Ang(cfa.normal, new_nos[ii])/180)
except:
pass
# This is very arbirary, feel free to modify
return angle_diff
try:
no_ang= (Ang(ced.v1.no, ced.v2.no)/180) + 1
except:
no_ang= 2.0
ced.collapse_weight= (no_ang * ced.length) * (1-(1/angle_diff))# / max(len(test_faces), 1)
# We can calculate the weights on __init__ but this is higher qualuity.
for ced in collapse_edges:
ced.collapse_weight = ed_test_collapse_error(ced)
ed_set_collapse_loc(ced)
ed_set_collapse_error(ced)
# Wont use the function again.
del ed_test_collapse_error
del ed_set_collapse_error
del ed_set_collapse_loc
# BOUNDRY CHECKING AND WEIGHT EDGES. CAN REMOVE
# Now we know how many faces link to an edge. lets get all the boundry verts
verts_boundry= [1]*len(me.verts)
#for ed_idxs, faces_and_uvs in edge_faces_and_uvs.iteritems():
for ced in collapse_edges:
if len(ced.faces) < 2:
verts_boundry[ced.key[0]]= 2
verts_boundry[ced.key[1]]= 2
for ced in collapse_edges:
if verts_boundry[ced.v1.index] != verts_boundry[ced.v2.index]:
# Edge has 1 boundry and 1 non boundry vert. weight higher
ced.collapse_weight*=2
vert_collapsed= verts_boundry
del verts_boundry
if BOUNDRY_WEIGHT > 0:
verts_boundry= [1] * len(me.verts)
#for ed_idxs, faces_and_uvs in edge_faces_and_uvs.iteritems():
for ced in collapse_edges:
if len(ced.faces) < 2:
verts_boundry[ced.key[0]]= 2
verts_boundry[ced.key[1]]= 2
for ced in collapse_edges:
if verts_boundry[ced.v1.index] != verts_boundry[ced.v2.index]:
# Edge has 1 boundry and 1 non boundry vert. weight higher
ced.collapse_weight*=BOUNDRY_WEIGHT
vert_collapsed= verts_boundry
del verts_boundry
else:
vert_collapsed= [1] * len(me.verts)
# END BOUNDRY. Can remove
# sort by collapse weight
@@ -209,22 +258,26 @@ def redux(ob, factor=0.5):
# Get a subset of the entire list- the first "collapse_per_pass", that are best to collapse.
if collapse_count > 4:
collapse_count = int(collapse_count*collapse_per_pass)
else:
collapse_count = len(collapse_edges)
# We know edge_container_list_collapse can be removed.
for ced in collapse_edges:
# Chech if we have collapsed our quota.
collapse_count-=1
if not collapse_count:
ced.collapse_loc= None
break
v1= ced.v1
v2= ced.v2
#edge_face_list, edge_v2_uvs, edge_v1_uvs= edge_faces_and_uvs[ed_key(ed)]
#current_removed_faces += len(edge_face_list) # dosent work for quads.
current_face_count -= len(ced.faces)
if faceUV:
# Handel UV's and vert Colors!
v1= ced.v1
v2= ced.v2
for v, edge_my_uvs, edge_other_uvs, edge_my_cols, edge_other_cols in ((v2, ced.uv1, ced.uv2, ced.col1, ced.col2),(v1, ced.uv2, ced.uv1, ced.col2, ced.col1)):
for face_vert_index, f in vert_face_users[v.index]:
uvk, colk = orig_texface[f.index][face_vert_index]
for face_vert_index, cfa in vert_face_users[v.index]:
uvk= cfa.orig_uv[face_vert_index]
colk= cfa.orig_col[face_vert_index]
# UV COORDS
tex_index= None
try:
@@ -235,13 +288,11 @@ def redux(ob, factor=0.5):
if tex_index != None:
# This face uses a uv in the collapsing face. - do a merge
other_uv= edge_other_uvs[tex_index]
uv_vec= f.uv[face_vert_index]
uv_vec= cfa.uv[face_vert_index]
uv_vec.x= (uvk[0] + other_uv[0])*0.5
uv_vec.y= (uvk[1] + other_uv[1])*0.5
# TEXFACE COLOURS
#colk = col_key(f.col[face_vert_index])
tex_index= None
try:
tex_index= edge_my_cols.index(colk)
@@ -251,35 +302,17 @@ def redux(ob, factor=0.5):
if tex_index != None:
# Col
other_col= edge_other_cols[tex_index]
col_ob= f.col[face_vert_index]
# f= me.faces[cfa.index]
col_ob= cfa.col[face_vert_index]
# col_ob= me.faces[cfa.index].col[face_vert_index]
col_ob.r = int((colk[0] + other_col[0])*0.5)
col_ob.g = int((colk[1] + other_col[1])*0.5)
col_ob.b = int((colk[2] + other_col[2])*0.5)
# Collapse
between= (v1.co + v2.co) * 0.5
# new_location = between # Replace tricky code below. this code predicts the best collapse location.
# Make lines at right angles to the normals- these 2 lines will intersect and be
# the point of collapsing.
cv1= CrossVecs(v1.no, CrossVecs(v1.no, v1.co-v2.co))
cv2= CrossVecs(v2.no, CrossVecs(v2.no, v2.co-v1.co))
cv1= cv1* ced.length*2 # Enlarge so we know they intersect.
cv2= cv2* ced.length*2
line_xs= LineIntersect(v1.co, v1.co+cv1, v2.co, v2.co+cv2)
if line_xs:
new_location = (line_xs[0]+line_xs[1]) * 0.5
if new_location.x!=new_location.x or\
(new_location-between).length > (ced.length/2):
new_location= between
else:
new_location= between
ced.collapse_loc = new_location
if current_face_count <= target_face_count:
ced.collapse_loc= None
break
# Execute the collapse
for ced in collapse_edges:
@@ -291,8 +324,13 @@ def redux(ob, factor=0.5):
doubles= me.remDoubles(0.0001)
me= ob.getData(mesh=1)
current_face_count= len(me.faces)
if doubles==0: # should never happen.
break
if current_face_count <= target_face_count:
ced.collapse_loc= None
break
# Cleanup. BUGGY?
'''