comments on how edge weighting for collapsing works.
uv_auto_layout_tex now uses the recently fixed saveRenderedImage - I needed to make clean and make to get it working.
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@@ -386,6 +386,16 @@ def redux(ob, REDUX=0.5, BOUNDRY_WEIGHT=2.0, REMOVE_DOUBLES=False, FACE_AREA_WEI
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try:
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# can use perim, but area looks better.
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if FACE_AREA_WEIGHT:
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# Psudo code for wrighting
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# angle_diff= The before and after angle difference between the collapsed and un-collapsed face.
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# ... devide by 180 so the value will be between 0 and 1.0
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# ... add 1 so we can use it as a multiplyer and not make the area have no eefect (below)
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# area_weight= The faces original area * the area weight
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# ... add 1.0 so a small area face dosent make the angle_diff have no effect.
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#
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# Now multiply - (angle_diff * area_weight)
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# ... The weight will be a minimum of 1.0 - we need to subtract this so more faces done give the collapse an uneven weighting.
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angle_diff+= ((1+(Ang(cfa.normal, new_nos[ii])/180)) * (1+(cfa.area * FACE_AREA_WEIGHT))) -1 # 4 is how much to influence area
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else:
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angle_diff+= (Ang(cfa.normal), new_nos[ii])/180
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