Epsilon for small faces was too large. Also suppress exception when all faces area are below the epsilon.
		
			
				
	
	
		
			1103 lines
		
	
	
		
			36 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			1103 lines
		
	
	
		
			36 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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#  This program is free software; you can redistribute it and/or
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#  modify it under the terms of the GNU General Public License
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#  as published by the Free Software Foundation; either version 2
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#  of the License, or (at your option) any later version.
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#
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#  This program is distributed in the hope that it will be useful,
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#  but WITHOUT ANY WARRANTY; without even the implied warranty of
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#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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#  GNU General Public License for more details.
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#
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#  You should have received a copy of the GNU General Public License
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#  along with this program; if not, write to the Free Software Foundation,
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#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# TODO <pep8 compliant>
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from mathutils import Matrix, Vector, geometry
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import bpy
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from bpy.types import Operator
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DEG_TO_RAD = 0.017453292519943295 # pi/180.0
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# see bugs:
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# - T31598 (when too small).
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# - T48086 (when too big).
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SMALL_NUM = 1e-12
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global USER_FILL_HOLES
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global USER_FILL_HOLES_QUALITY
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USER_FILL_HOLES = None
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USER_FILL_HOLES_QUALITY = None
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def pointInTri2D(v, v1, v2, v3):
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    key = v1.x, v1.y, v2.x, v2.y, v3.x, v3.y
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    # Commented because its slower to do the bounds check, we should really cache the bounds info for each face.
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    '''
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    # BOUNDS CHECK
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    xmin= 1000000
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    ymin= 1000000
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    xmax= -1000000
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    ymax= -1000000
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    for i in (0,2,4):
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        x= key[i]
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        y= key[i+1]
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        if xmax<x:	xmax= x
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        if ymax<y:	ymax= y
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        if xmin>x:	xmin= x
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        if ymin>y:	ymin= y
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    x= v.x
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    y= v.y
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    if x<xmin or x>xmax or y < ymin or y > ymax:
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        return False
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    # Done with bounds check
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    '''
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    try:
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        mtx = dict_matrix[key]
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        if not mtx:
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            return False
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    except:
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        side1 = v2 - v1
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        side2 = v3 - v1
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        nor = side1.cross(side2)
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        mtx = Matrix((side1, side2, nor))
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        # Zero area 2d tri, even tho we throw away zero area faces
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        # the projection UV can result in a zero area UV.
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        if not mtx.determinant():
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            dict_matrix[key] = None
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            return False
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        mtx.invert()
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        dict_matrix[key] = mtx
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    uvw = (v - v1) * mtx
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    return 0 <= uvw[0] and 0 <= uvw[1] and uvw[0] + uvw[1] <= 1
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def boundsIsland(faces):
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    minx = maxx = faces[0].uv[0][0] # Set initial bounds.
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    miny = maxy = faces[0].uv[0][1]
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    # print len(faces), minx, maxx, miny , maxy
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    for f in faces:
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        for uv in f.uv:
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            x= uv.x
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            y= uv.y
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            if x<minx: minx= x
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            if y<miny: miny= y
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            if x>maxx: maxx= x
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            if y>maxy: maxy= y
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    return minx, miny, maxx, maxy
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"""
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def boundsEdgeLoop(edges):
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    minx = maxx = edges[0][0] # Set initial bounds.
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    miny = maxy = edges[0][1]
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    # print len(faces), minx, maxx, miny , maxy
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    for ed in edges:
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        for pt in ed:
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            x= pt[0]
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            y= pt[1]
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            if x<minx: x= minx
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            if y<miny: y= miny
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            if x>maxx: x= maxx
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            if y>maxy: y= maxy
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    return minx, miny, maxx, maxy
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"""
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# Turns the islands into a list of unpordered edges (Non internal)
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# Only for UV's
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# only returns outline edges for intersection tests. and unique points.
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def island2Edge(island):
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    # Vert index edges
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    edges = {}
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    unique_points= {}
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    for f in island:
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        f_uvkey= map(tuple, f.uv)
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        for vIdx, edkey in enumerate(f.edge_keys):
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            unique_points[f_uvkey[vIdx]] = f.uv[vIdx]
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            if f.v[vIdx].index > f.v[vIdx-1].index:
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                i1= vIdx-1;	i2= vIdx
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            else:
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                i1= vIdx;	i2= vIdx-1
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            try:	edges[ f_uvkey[i1], f_uvkey[i2] ] *= 0 # sets any edge with more than 1 user to 0 are not returned.
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            except:	edges[ f_uvkey[i1], f_uvkey[i2] ] = (f.uv[i1] - f.uv[i2]).length,
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    # If 2 are the same then they will be together, but full [a,b] order is not correct.
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    # Sort by length
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    length_sorted_edges = [(Vector(key[0]), Vector(key[1]), value) for key, value in edges.items() if value != 0]
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    try:	length_sorted_edges.sort(key = lambda A: -A[2]) # largest first
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    except:	length_sorted_edges.sort(lambda A, B: cmp(B[2], A[2]))
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    # Its okay to leave the length in there.
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    #for e in length_sorted_edges:
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    #	e.pop(2)
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    # return edges and unique points
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    return length_sorted_edges, [v.to_3d() for v in unique_points.values()]
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# ========================= NOT WORKING????
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# Find if a points inside an edge loop, unordered.
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# pt is and x/y
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# edges are a non ordered loop of edges.
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# offsets are the edge x and y offset.
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"""
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def pointInEdges(pt, edges):
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    #
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    x1 = pt[0]
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    y1 = pt[1]
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    # Point to the left of this line.
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    x2 = -100000
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    y2 = -10000
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    intersectCount = 0
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    for ed in edges:
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        xi, yi = lineIntersection2D(x1,y1, x2,y2, ed[0][0], ed[0][1], ed[1][0], ed[1][1])
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        if xi is not None: # Is there an intersection.
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            intersectCount+=1
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    return intersectCount % 2
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"""
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def pointInIsland(pt, island):
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    vec1, vec2, vec3 = Vector(), Vector(), Vector()
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    for f in island:
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        vec1.x, vec1.y = f.uv[0]
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        vec2.x, vec2.y = f.uv[1]
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        vec3.x, vec3.y = f.uv[2]
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        if pointInTri2D(pt, vec1, vec2, vec3):
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            return True
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        if len(f.v) == 4:
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            vec1.x, vec1.y = f.uv[0]
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            vec2.x, vec2.y = f.uv[2]
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            vec3.x, vec3.y = f.uv[3]
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            if pointInTri2D(pt, vec1, vec2, vec3):
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                return True
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    return False
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# box is (left,bottom, right, top)
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def islandIntersectUvIsland(source, target, SourceOffset):
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    # Is 1 point in the box, inside the vertLoops
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    edgeLoopsSource = source[6] # Pretend this is offset
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    edgeLoopsTarget = target[6]
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    # Edge intersect test
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    for ed in edgeLoopsSource:
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        for seg in edgeLoopsTarget:
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            i = geometry.intersect_line_line_2d(seg[0],
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                                                seg[1],
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                                                SourceOffset+ed[0],
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                                                SourceOffset+ed[1],
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                                                )
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            if i:
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                return 1 # LINE INTERSECTION
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    # 1 test for source being totally inside target
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    SourceOffset.resize_3d()
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    for pv in source[7]:
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        if pointInIsland(pv+SourceOffset, target[0]):
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            return 2 # SOURCE INSIDE TARGET
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    # 2 test for a part of the target being totally inside the source.
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    for pv in target[7]:
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        if pointInIsland(pv-SourceOffset, source[0]):
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            return 3 # PART OF TARGET INSIDE SOURCE.
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    return 0 # NO INTERSECTION
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def rotate_uvs(uv_points, angle):
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    if angle != 0.0:
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        mat = Matrix.Rotation(angle, 2)
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        for uv in uv_points:
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            uv[:] = mat * uv
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def optiRotateUvIsland(faces):
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    uv_points = [uv for f in faces  for uv in f.uv]
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    angle = geometry.box_fit_2d(uv_points)
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    if angle != 0.0:
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        rotate_uvs(uv_points, angle)
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    # orient them vertically (could be an option)
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    minx, miny, maxx, maxy = boundsIsland(faces)
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    w, h = maxx - minx, maxy - miny
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    # use epsilon so we dont randomly rotate (almost) perfect squares.
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    if h + 0.00001 < w:
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        from math import pi
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        angle = pi / 2.0
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        rotate_uvs(uv_points, angle)
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# Takes an island list and tries to find concave, hollow areas to pack smaller islands into.
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def mergeUvIslands(islandList):
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    global USER_FILL_HOLES
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    global USER_FILL_HOLES_QUALITY
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    # Pack islands to bottom LHS
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    # Sync with island
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    #islandTotFaceArea = [] # A list of floats, each island area
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    #islandArea = [] # a list of tuples ( area, w,h)
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    decoratedIslandList = []
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    islandIdx = len(islandList)
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    while islandIdx:
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        islandIdx-=1
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        minx, miny, maxx, maxy = boundsIsland(islandList[islandIdx])
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        w, h = maxx-minx, maxy-miny
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        totFaceArea = 0
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        offset= Vector((minx, miny))
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        for f in islandList[islandIdx]:
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            for uv in f.uv:
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                uv -= offset
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            totFaceArea += f.area
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        islandBoundsArea = w*h
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        efficiency = abs(islandBoundsArea - totFaceArea)
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        # UV Edge list used for intersections as well as unique points.
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        edges, uniqueEdgePoints = island2Edge(islandList[islandIdx])
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        decoratedIslandList.append([islandList[islandIdx], totFaceArea, efficiency, islandBoundsArea, w,h, edges, uniqueEdgePoints])
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    # Sort by island bounding box area, smallest face area first.
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    # no.. chance that to most simple edge loop first.
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    decoratedIslandListAreaSort =decoratedIslandList[:]
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    decoratedIslandListAreaSort.sort(key = lambda A: A[3])
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    # sort by efficiency, Least Efficient first.
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    decoratedIslandListEfficSort = decoratedIslandList[:]
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    # decoratedIslandListEfficSort.sort(lambda A, B: cmp(B[2], A[2]))
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    decoratedIslandListEfficSort.sort(key = lambda A: -A[2])
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    # ================================================== THESE CAN BE TWEAKED.
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    # This is a quality value for the number of tests.
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    # from 1 to 4, generic quality value is from 1 to 100
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    USER_STEP_QUALITY =   ((USER_FILL_HOLES_QUALITY - 1) / 25.0) + 1
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    # If 100 will test as long as there is enough free space.
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    # this is rarely enough, and testing takes a while, so lower quality speeds this up.
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    # 1 means they have the same quality
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    USER_FREE_SPACE_TO_TEST_QUALITY = 1 + (((100 - USER_FILL_HOLES_QUALITY)/100.0) *5)
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    #print 'USER_STEP_QUALITY', USER_STEP_QUALITY
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    #print 'USER_FREE_SPACE_TO_TEST_QUALITY', USER_FREE_SPACE_TO_TEST_QUALITY
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    removedCount = 0
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    areaIslandIdx = 0
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    ctrl = Window.Qual.CTRL
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    BREAK= False
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    while areaIslandIdx < len(decoratedIslandListAreaSort) and not BREAK:
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        sourceIsland = decoratedIslandListAreaSort[areaIslandIdx]
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        # Already packed?
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        if not sourceIsland[0]:
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            areaIslandIdx+=1
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        else:
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            efficIslandIdx = 0
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            while efficIslandIdx < len(decoratedIslandListEfficSort) and not BREAK:
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                if Window.GetKeyQualifiers() & ctrl:
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                    BREAK= True
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                    break
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                # Now we have 2 islands, if the efficiency of the islands lowers theres an
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                # increasing likely hood that we can fit merge into the bigger UV island.
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                # this ensures a tight fit.
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                # Just use figures we have about user/unused area to see if they might fit.
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                targetIsland = decoratedIslandListEfficSort[efficIslandIdx]
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                if sourceIsland[0] == targetIsland[0] or\
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                not targetIsland[0] or\
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                not sourceIsland[0]:
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                    pass
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                else:
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                    #~ ([island, totFaceArea, efficiency, islandArea, w,h])
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                    # Wasted space on target is greater then UV bounding island area.
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                    #~ if targetIsland[3] > (sourceIsland[2]) and\ #
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                    #~ print USER_FREE_SPACE_TO_TEST_QUALITY
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                    if targetIsland[2] > (sourceIsland[1] * USER_FREE_SPACE_TO_TEST_QUALITY) and\
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                    targetIsland[4] > sourceIsland[4] and\
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                    targetIsland[5] > sourceIsland[5]:
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                        # DEBUG # print '%.10f  %.10f' % (targetIsland[3], sourceIsland[1])
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                        # These enough spare space lets move the box until it fits
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                        # How many times does the source fit into the target x/y
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                        blockTestXUnit = targetIsland[4]/sourceIsland[4]
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                        blockTestYUnit = targetIsland[5]/sourceIsland[5]
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                        boxLeft = 0
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                        # Distance we can move between whilst staying inside the targets bounds.
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                        testWidth = targetIsland[4] - sourceIsland[4]
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                        testHeight = targetIsland[5] - sourceIsland[5]
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                        # Increment we move each test. x/y
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                        xIncrement = (testWidth / (blockTestXUnit * ((USER_STEP_QUALITY/50)+0.1)))
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                        yIncrement = (testHeight / (blockTestYUnit * ((USER_STEP_QUALITY/50)+0.1)))
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                        # Make sure were not moving less then a 3rg of our width/height
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                        if xIncrement<sourceIsland[4]/3:
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                            xIncrement= sourceIsland[4]
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                        if yIncrement<sourceIsland[5]/3:
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                            yIncrement= sourceIsland[5]
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                        boxLeft = 0 # Start 1 back so we can jump into the loop.
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                        boxBottom= 0 #-yIncrement
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                        #~ testcount= 0
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                        while boxBottom <= testHeight:
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                            # Should we use this? - not needed for now.
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                            #~ if Window.GetKeyQualifiers() & ctrl:
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                            #~     BREAK= True
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                            #~     break
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                            ##testcount+=1
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                            #print 'Testing intersect'
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                            Intersect = islandIntersectUvIsland(sourceIsland, targetIsland, Vector((boxLeft, boxBottom)))
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                            #print 'Done', Intersect
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                            if Intersect == 1:  # Line intersect, don't bother with this any more
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                                pass
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                            if Intersect == 2:  # Source inside target
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                                """
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                                We have an intersection, if we are inside the target
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                                then move us 1 whole width across,
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                                Its possible this is a bad idea since 2 skinny Angular faces
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                                could join without 1 whole move, but its a lot more optimal to speed this up
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                                since we have already tested for it.
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                                It gives about 10% speedup with minimal errors.
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                                """
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                                # Move the test along its width + SMALL_NUM
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                                #boxLeft += sourceIsland[4] + SMALL_NUM
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                                boxLeft += sourceIsland[4]
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                            elif Intersect == 0: # No intersection?? Place it.
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                                # Progress
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                                removedCount +=1
 | 
						|
#XXX								Window.DrawProgressBar(0.0, 'Merged: %i islands, Ctrl to finish early.' % removedCount)
 | 
						|
 | 
						|
                                # 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+= offset
 | 
						|
 | 
						|
                                del sourceIsland[0][:]  # Empty
 | 
						|
 | 
						|
 | 
						|
                                # Move edge loop into new and offset.
 | 
						|
                                # targetIsland[6].extend(sourceIsland[6])
 | 
						|
                                #while sourceIsland[6]:
 | 
						|
                                targetIsland[6].extend( [ (\
 | 
						|
                                     (e[0]+offset, e[1]+offset, e[2])\
 | 
						|
                                ) for e in sourceIsland[6] ] )
 | 
						|
 | 
						|
                                del sourceIsland[6][:]  # Empty
 | 
						|
 | 
						|
                                # Sort by edge length, reverse so biggest are first.
 | 
						|
 | 
						|
                                try:	 targetIsland[6].sort(key = lambda A: A[2])
 | 
						|
                                except:	targetIsland[6].sort(lambda B,A: cmp(A[2], B[2] ))
 | 
						|
 | 
						|
 | 
						|
                                targetIsland[7].extend(sourceIsland[7])
 | 
						|
                                offset= Vector((boxLeft, boxBottom, 0.0))
 | 
						|
                                for p in sourceIsland[7]:
 | 
						|
                                    p+= offset
 | 
						|
 | 
						|
                                del sourceIsland[7][:]
 | 
						|
 | 
						|
 | 
						|
                                # Decrement the efficiency
 | 
						|
                                targetIsland[1]+=sourceIsland[1] # Increment totFaceArea
 | 
						|
                                targetIsland[2]-=sourceIsland[1] # Decrement efficiency
 | 
						|
                                # IF we ever used these again, should set to 0, eg
 | 
						|
                                sourceIsland[2] = 0 # No area if anyone wants to know
 | 
						|
 | 
						|
                                break
 | 
						|
 | 
						|
 | 
						|
                            # INCREMENT NEXT LOCATION
 | 
						|
                            if boxLeft > testWidth:
 | 
						|
                                boxBottom += yIncrement
 | 
						|
                                boxLeft = 0.0
 | 
						|
                            else:
 | 
						|
                                boxLeft += xIncrement
 | 
						|
                        ##print testcount
 | 
						|
 | 
						|
                efficIslandIdx+=1
 | 
						|
        areaIslandIdx+=1
 | 
						|
 | 
						|
    # Remove empty islands
 | 
						|
    i = len(islandList)
 | 
						|
    while i:
 | 
						|
        i-=1
 | 
						|
        if not islandList[i]:
 | 
						|
            del islandList[i] # Can increment islands removed here.
 | 
						|
 | 
						|
# Takes groups of faces. assumes face groups are UV groups.
 | 
						|
def getUvIslands(faceGroups, me):
 | 
						|
 | 
						|
    # Get seams so we don't cross over seams
 | 
						|
    edge_seams = {} # should be a set
 | 
						|
    for ed in me.edges:
 | 
						|
        if ed.use_seam:
 | 
						|
            edge_seams[ed.key] = None # dummy var- use sets!
 | 
						|
    # Done finding seams
 | 
						|
 | 
						|
 | 
						|
    islandList = []
 | 
						|
 | 
						|
#XXX	Window.DrawProgressBar(0.0, 'Splitting %d projection groups into UV islands:' % len(faceGroups))
 | 
						|
    #print '\tSplitting %d projection groups into UV islands:' % len(faceGroups),
 | 
						|
    # Find grouped faces
 | 
						|
 | 
						|
    faceGroupIdx = len(faceGroups)
 | 
						|
 | 
						|
    while faceGroupIdx:
 | 
						|
        faceGroupIdx-=1
 | 
						|
        faces = faceGroups[faceGroupIdx]
 | 
						|
 | 
						|
        if not faces:
 | 
						|
            continue
 | 
						|
 | 
						|
        # Build edge dict
 | 
						|
        edge_users = {}
 | 
						|
 | 
						|
        for i, f in enumerate(faces):
 | 
						|
            for ed_key in f.edge_keys:
 | 
						|
                if ed_key in edge_seams: # DELIMIT SEAMS! ;)
 | 
						|
                    edge_users[ed_key] = [] # so as not to raise an error
 | 
						|
                else:
 | 
						|
                    try:		edge_users[ed_key].append(i)
 | 
						|
                    except:		edge_users[ed_key] = [i]
 | 
						|
 | 
						|
        # Modes
 | 
						|
        # 0 - face not yet touched.
 | 
						|
        # 1 - added to island list, and need to search
 | 
						|
        # 2 - touched and searched - don't touch again.
 | 
						|
        face_modes = [0] * len(faces) # initialize zero - untested.
 | 
						|
 | 
						|
        face_modes[0] = 1 # start the search with face 1
 | 
						|
 | 
						|
        newIsland = []
 | 
						|
 | 
						|
        newIsland.append(faces[0])
 | 
						|
 | 
						|
 | 
						|
        ok = True
 | 
						|
        while ok:
 | 
						|
 | 
						|
            ok = True
 | 
						|
            while ok:
 | 
						|
                ok= False
 | 
						|
                for i in range(len(faces)):
 | 
						|
                    if face_modes[i] == 1: # search
 | 
						|
                        for ed_key in faces[i].edge_keys:
 | 
						|
                            for ii in edge_users[ed_key]:
 | 
						|
                                if i != ii and face_modes[ii] == 0:
 | 
						|
                                    face_modes[ii] = ok = 1 # mark as searched
 | 
						|
                                    newIsland.append(faces[ii])
 | 
						|
 | 
						|
                        # mark as searched, don't look again.
 | 
						|
                        face_modes[i] = 2
 | 
						|
 | 
						|
            islandList.append(newIsland)
 | 
						|
 | 
						|
            ok = False
 | 
						|
            for i in range(len(faces)):
 | 
						|
                if face_modes[i] == 0:
 | 
						|
                    newIsland = []
 | 
						|
                    newIsland.append(faces[i])
 | 
						|
 | 
						|
                    face_modes[i] = ok = 1
 | 
						|
                    break
 | 
						|
            # if not ok will stop looping
 | 
						|
 | 
						|
#XXX	Window.DrawProgressBar(0.1, 'Optimizing Rotation for %i UV Islands' % len(islandList))
 | 
						|
 | 
						|
    for island in islandList:
 | 
						|
        optiRotateUvIsland(island)
 | 
						|
 | 
						|
    return islandList
 | 
						|
 | 
						|
 | 
						|
def packIslands(islandList):
 | 
						|
    if USER_FILL_HOLES:
 | 
						|
#XXX		Window.DrawProgressBar(0.1, 'Merging Islands (Ctrl: skip merge)...')
 | 
						|
        mergeUvIslands(islandList) # Modify in place
 | 
						|
 | 
						|
 | 
						|
    # Now we have UV islands, we need to pack them.
 | 
						|
 | 
						|
    # Make a synchronized list with the islands
 | 
						|
    # so we can box pack the islands.
 | 
						|
    packBoxes = []
 | 
						|
 | 
						|
    # Keep a list of X/Y offset so we can save time by writing the
 | 
						|
    # uv's and packed data in one pass.
 | 
						|
    islandOffsetList = []
 | 
						|
 | 
						|
    islandIdx = 0
 | 
						|
 | 
						|
    while islandIdx < len(islandList):
 | 
						|
        minx, miny, maxx, maxy = boundsIsland(islandList[islandIdx])
 | 
						|
 | 
						|
        w, h = maxx-minx, maxy-miny
 | 
						|
 | 
						|
        if USER_ISLAND_MARGIN:
 | 
						|
            minx -= USER_ISLAND_MARGIN# *w
 | 
						|
            miny -= USER_ISLAND_MARGIN# *h
 | 
						|
            maxx += USER_ISLAND_MARGIN# *w
 | 
						|
            maxy += USER_ISLAND_MARGIN# *h
 | 
						|
 | 
						|
            # recalc width and height
 | 
						|
            w, h = maxx-minx, maxy-miny
 | 
						|
 | 
						|
        if w < SMALL_NUM:
 | 
						|
            w = SMALL_NUM
 | 
						|
        if h < SMALL_NUM:
 | 
						|
            h = SMALL_NUM
 | 
						|
 | 
						|
        """Save the offset to be applied later,
 | 
						|
        we could apply to the UVs now and allign them to the bottom left hand area
 | 
						|
        of the UV coords like the box packer imagines they are
 | 
						|
        but, its quicker just to remember their offset and
 | 
						|
        apply the packing and offset in 1 pass """
 | 
						|
        islandOffsetList.append((minx, miny))
 | 
						|
 | 
						|
        # Add to boxList. use the island idx for the BOX id.
 | 
						|
        packBoxes.append([0, 0, w, h])
 | 
						|
        islandIdx+=1
 | 
						|
 | 
						|
    # Now we have a list of boxes to pack that syncs
 | 
						|
    # with the islands.
 | 
						|
 | 
						|
    #print '\tPacking UV Islands...'
 | 
						|
#XXX	Window.DrawProgressBar(0.7, "Packing %i UV Islands..." % len(packBoxes) )
 | 
						|
 | 
						|
    # time1 = time.time()
 | 
						|
    packWidth, packHeight = geometry.box_pack_2d(packBoxes)
 | 
						|
 | 
						|
    # print 'Box Packing Time:', time.time() - time1
 | 
						|
 | 
						|
    #if len(pa	ckedLs) != len(islandList):
 | 
						|
    #    raise ValueError("Packed boxes differs from original length")
 | 
						|
 | 
						|
    #print '\tWriting Packed Data to faces'
 | 
						|
#XXX	Window.DrawProgressBar(0.8, "Writing Packed Data to faces")
 | 
						|
 | 
						|
    # Sort by ID, so there in sync again
 | 
						|
    islandIdx = len(islandList)
 | 
						|
    # Having these here avoids divide by 0
 | 
						|
    if islandIdx:
 | 
						|
 | 
						|
        if USER_STRETCH_ASPECT:
 | 
						|
            # Maximize to uv area?? Will write a normalize function.
 | 
						|
            xfactor = 1.0 / packWidth
 | 
						|
            yfactor = 1.0 / packHeight
 | 
						|
        else:
 | 
						|
            # Keep proportions.
 | 
						|
            xfactor = yfactor = 1.0 / max(packWidth, packHeight)
 | 
						|
 | 
						|
    while islandIdx:
 | 
						|
        islandIdx -=1
 | 
						|
        # Write the packed values to the UV's
 | 
						|
 | 
						|
        xoffset = packBoxes[islandIdx][0] - islandOffsetList[islandIdx][0]
 | 
						|
        yoffset = packBoxes[islandIdx][1] - islandOffsetList[islandIdx][1]
 | 
						|
 | 
						|
        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
 | 
						|
 | 
						|
 | 
						|
def VectoQuat(vec):
 | 
						|
    vec = vec.normalized()
 | 
						|
    return vec.to_track_quat('Z', 'X' if abs(vec.x) > 0.5 else 'Y').inverted()
 | 
						|
 | 
						|
 | 
						|
class thickface:
 | 
						|
    __slost__= "v", "uv", "no", "area", "edge_keys"
 | 
						|
    def __init__(self, face, uv_layer, mesh_verts):
 | 
						|
        self.v = [mesh_verts[i] for i in face.vertices]
 | 
						|
        self.uv = [uv_layer[i].uv for i in face.loop_indices]
 | 
						|
 | 
						|
        self.no = face.normal.copy()
 | 
						|
        self.area = face.area
 | 
						|
        self.edge_keys = face.edge_keys
 | 
						|
 | 
						|
 | 
						|
def main_consts():
 | 
						|
    from math import radians
 | 
						|
 | 
						|
    global ROTMAT_2D_POS_90D
 | 
						|
    global ROTMAT_2D_POS_45D
 | 
						|
    global RotMatStepRotation
 | 
						|
 | 
						|
    ROTMAT_2D_POS_90D = Matrix.Rotation(radians(90.0), 2)
 | 
						|
    ROTMAT_2D_POS_45D = Matrix.Rotation(radians(45.0), 2)
 | 
						|
 | 
						|
    RotMatStepRotation = []
 | 
						|
    rot_angle = 22.5 #45.0/2
 | 
						|
    while rot_angle > 0.1:
 | 
						|
        RotMatStepRotation.append([
 | 
						|
            Matrix.Rotation(radians(+rot_angle), 2),
 | 
						|
            Matrix.Rotation(radians(-rot_angle), 2),
 | 
						|
            ])
 | 
						|
 | 
						|
        rot_angle = rot_angle/2.0
 | 
						|
 | 
						|
 | 
						|
global ob
 | 
						|
ob = None
 | 
						|
def main(context,
 | 
						|
         island_margin,
 | 
						|
         projection_limit,
 | 
						|
         user_area_weight,
 | 
						|
         use_aspect,
 | 
						|
         stretch_to_bounds,
 | 
						|
         ):
 | 
						|
    global USER_FILL_HOLES
 | 
						|
    global USER_FILL_HOLES_QUALITY
 | 
						|
    global USER_STRETCH_ASPECT
 | 
						|
    global USER_ISLAND_MARGIN
 | 
						|
    
 | 
						|
    from math import cos
 | 
						|
    import time
 | 
						|
 | 
						|
    global dict_matrix
 | 
						|
    dict_matrix = {}
 | 
						|
 | 
						|
    # Constants:
 | 
						|
    # Takes a list of faces that make up a UV island and rotate
 | 
						|
    # until they optimally fit inside a square.
 | 
						|
    global ROTMAT_2D_POS_90D
 | 
						|
    global ROTMAT_2D_POS_45D
 | 
						|
    global RotMatStepRotation
 | 
						|
    main_consts()
 | 
						|
 | 
						|
    # Create the variables.
 | 
						|
    USER_PROJECTION_LIMIT = projection_limit
 | 
						|
    USER_ONLY_SELECTED_FACES = True
 | 
						|
    USER_SHARE_SPACE = 1 # Only for hole filling.
 | 
						|
    USER_STRETCH_ASPECT = stretch_to_bounds
 | 
						|
    USER_ISLAND_MARGIN = island_margin # Only for hole filling.
 | 
						|
    USER_FILL_HOLES = 0
 | 
						|
    USER_FILL_HOLES_QUALITY = 50 # Only for hole filling.
 | 
						|
    USER_VIEW_INIT = 0 # Only for hole filling.
 | 
						|
    
 | 
						|
    is_editmode = (context.active_object.mode == 'EDIT')
 | 
						|
    if is_editmode:
 | 
						|
        obList =  [ob for ob in [context.active_object] if ob and ob.type == 'MESH']
 | 
						|
    else:
 | 
						|
        obList =  [ob for ob in context.selected_editable_objects if ob and ob.type == 'MESH']
 | 
						|
        USER_ONLY_SELECTED_FACES = False
 | 
						|
 | 
						|
    if not obList:
 | 
						|
        raise Exception("error, no selected mesh objects")
 | 
						|
 | 
						|
    # Reuse variable
 | 
						|
    if len(obList) == 1:
 | 
						|
        ob = "Unwrap %i Selected Mesh"
 | 
						|
    else:
 | 
						|
        ob = "Unwrap %i Selected Meshes"
 | 
						|
 | 
						|
    # HACK, loop until mouse is lifted.
 | 
						|
    '''
 | 
						|
    while Window.GetMouseButtons() != 0:
 | 
						|
        time.sleep(10)
 | 
						|
    '''
 | 
						|
 | 
						|
#~ XXX	if not Draw.PupBlock(ob % len(obList), pup_block):
 | 
						|
#~ XXX		return
 | 
						|
#~ XXX	del ob
 | 
						|
 | 
						|
    # Convert from being button types
 | 
						|
 | 
						|
    USER_PROJECTION_LIMIT_CONVERTED = cos(USER_PROJECTION_LIMIT * DEG_TO_RAD)
 | 
						|
    USER_PROJECTION_LIMIT_HALF_CONVERTED = cos((USER_PROJECTION_LIMIT/2) * DEG_TO_RAD)
 | 
						|
 | 
						|
 | 
						|
    # Toggle Edit mode
 | 
						|
    is_editmode = (context.active_object.mode == 'EDIT')
 | 
						|
    if is_editmode:
 | 
						|
        bpy.ops.object.mode_set(mode='OBJECT')
 | 
						|
    # Assume face select mode! an annoying hack to toggle face select mode because Mesh doesn't like faceSelectMode.
 | 
						|
 | 
						|
    if USER_SHARE_SPACE:
 | 
						|
        # Sort by data name so we get consistent results
 | 
						|
        obList.sort(key = lambda ob: ob.data.name)
 | 
						|
        collected_islandList= []
 | 
						|
 | 
						|
#XXX	Window.WaitCursor(1)
 | 
						|
 | 
						|
    time1 = time.time()
 | 
						|
 | 
						|
    # Tag as False so we don't operate on the same mesh twice.
 | 
						|
#XXX	bpy.data.meshes.tag = False
 | 
						|
    for me in bpy.data.meshes:
 | 
						|
        me.tag = False
 | 
						|
 | 
						|
 | 
						|
    for ob in obList:
 | 
						|
        me = ob.data
 | 
						|
 | 
						|
        if me.tag or me.library:
 | 
						|
            continue
 | 
						|
 | 
						|
        # Tag as used
 | 
						|
        me.tag = True
 | 
						|
 | 
						|
        if not me.uv_textures: # Mesh has no UV Coords, don't bother.
 | 
						|
            me.uv_textures.new()
 | 
						|
 | 
						|
        uv_layer = me.uv_layers.active.data
 | 
						|
        me_verts = list(me.vertices)
 | 
						|
 | 
						|
        if USER_ONLY_SELECTED_FACES:
 | 
						|
            meshFaces = [thickface(f, uv_layer, me_verts) for i, f in enumerate(me.polygons) if f.select]
 | 
						|
        else:
 | 
						|
            meshFaces = [thickface(f, uv_layer, me_verts) for i, f in enumerate(me.polygons)]
 | 
						|
 | 
						|
#XXX		Window.DrawProgressBar(0.1, 'SmartProj UV Unwrapper, mapping "%s", %i faces.' % (me.name, len(meshFaces)))
 | 
						|
 | 
						|
        # =======
 | 
						|
        # Generate a projection list from face normals, this is meant to be smart :)
 | 
						|
 | 
						|
        # make a list of face props that are in sync with meshFaces
 | 
						|
        # Make a Face List that is sorted by area.
 | 
						|
        # meshFaces = []
 | 
						|
 | 
						|
        # meshFaces.sort( lambda a, b: cmp(b.area , a.area) ) # Biggest first.
 | 
						|
        meshFaces.sort(key=lambda a: -a.area)
 | 
						|
 | 
						|
        # remove all zero area faces
 | 
						|
        while meshFaces and meshFaces[-1].area <= SMALL_NUM:
 | 
						|
            # Set their UV's to 0,0
 | 
						|
            for uv in meshFaces[-1].uv:
 | 
						|
                uv.zero()
 | 
						|
            meshFaces.pop()
 | 
						|
 | 
						|
        if not meshFaces:
 | 
						|
            continue
 | 
						|
 | 
						|
        # Smallest first is slightly more efficient, but if the user cancels early then its better we work on the larger data.
 | 
						|
 | 
						|
        # Generate Projection Vecs
 | 
						|
        # 0d is   1.0
 | 
						|
        # 180 IS -0.59846
 | 
						|
 | 
						|
 | 
						|
        # Initialize projectVecs
 | 
						|
        if USER_VIEW_INIT:
 | 
						|
            # Generate Projection
 | 
						|
            projectVecs = [Vector(Window.GetViewVector()) * ob.matrix_world.inverted().to_3x3()] # We add to this along the way
 | 
						|
        else:
 | 
						|
            projectVecs = []
 | 
						|
 | 
						|
        newProjectVec = meshFaces[0].no
 | 
						|
        newProjectMeshFaces = []	# Popping stuffs it up.
 | 
						|
 | 
						|
 | 
						|
        # Pretend that the most unique angle is ages away to start the loop off
 | 
						|
        mostUniqueAngle = -1.0
 | 
						|
 | 
						|
        # This is popped
 | 
						|
        tempMeshFaces = meshFaces[:]
 | 
						|
 | 
						|
 | 
						|
 | 
						|
        # This while only gathers projection vecs, faces are assigned later on.
 | 
						|
        while 1:
 | 
						|
            # If theres none there then start with the largest face
 | 
						|
 | 
						|
            # add all the faces that are close.
 | 
						|
            for fIdx in range(len(tempMeshFaces)-1, -1, -1):
 | 
						|
                # Use half the angle limit so we don't overweight faces towards this
 | 
						|
                # normal and hog all the faces.
 | 
						|
                if newProjectVec.dot(tempMeshFaces[fIdx].no) > USER_PROJECTION_LIMIT_HALF_CONVERTED:
 | 
						|
                    newProjectMeshFaces.append(tempMeshFaces.pop(fIdx))
 | 
						|
 | 
						|
            # Add the average of all these faces normals as a projectionVec
 | 
						|
            averageVec = Vector((0.0, 0.0, 0.0))
 | 
						|
            if user_area_weight == 0.0:
 | 
						|
                for fprop in newProjectMeshFaces:
 | 
						|
                    averageVec += fprop.no
 | 
						|
            elif user_area_weight == 1.0:
 | 
						|
                for fprop in newProjectMeshFaces:
 | 
						|
                    averageVec += fprop.no * fprop.area
 | 
						|
            else:
 | 
						|
                for fprop in newProjectMeshFaces:
 | 
						|
                    averageVec += fprop.no * ((fprop.area * user_area_weight) + (1.0 - user_area_weight))
 | 
						|
 | 
						|
            if averageVec.x != 0 or averageVec.y != 0 or averageVec.z != 0: # Avoid NAN
 | 
						|
                projectVecs.append(averageVec.normalized())
 | 
						|
 | 
						|
 | 
						|
            # Get the next vec!
 | 
						|
            # Pick the face thats most different to all existing angles :)
 | 
						|
            mostUniqueAngle = 1.0 # 1.0 is 0d. no difference.
 | 
						|
            mostUniqueIndex = 0 # dummy
 | 
						|
 | 
						|
            for fIdx in range(len(tempMeshFaces)-1, -1, -1):
 | 
						|
                angleDifference = -1.0 # 180d difference.
 | 
						|
 | 
						|
                # Get the closest vec angle we are to.
 | 
						|
                for p in projectVecs:
 | 
						|
                    temp_angle_diff= p.dot(tempMeshFaces[fIdx].no)
 | 
						|
 | 
						|
                    if angleDifference < temp_angle_diff:
 | 
						|
                        angleDifference= temp_angle_diff
 | 
						|
 | 
						|
                if angleDifference < mostUniqueAngle:
 | 
						|
                    # We have a new most different angle
 | 
						|
                    mostUniqueIndex = fIdx
 | 
						|
                    mostUniqueAngle = angleDifference
 | 
						|
 | 
						|
            if mostUniqueAngle < USER_PROJECTION_LIMIT_CONVERTED:
 | 
						|
                #print 'adding', mostUniqueAngle, USER_PROJECTION_LIMIT, len(newProjectMeshFaces)
 | 
						|
                # Now weight the vector to all its faces, will give a more direct projection
 | 
						|
                # if the face its self was not representative of the normal from surrounding faces.
 | 
						|
 | 
						|
                newProjectVec = tempMeshFaces[mostUniqueIndex].no
 | 
						|
                newProjectMeshFaces = [tempMeshFaces.pop(mostUniqueIndex)]
 | 
						|
 | 
						|
 | 
						|
            else:
 | 
						|
                if len(projectVecs) >= 1: # Must have at least 2 projections
 | 
						|
                    break
 | 
						|
 | 
						|
 | 
						|
        # If there are only zero area faces then its possible
 | 
						|
        # there are no projectionVecs
 | 
						|
        if not len(projectVecs):
 | 
						|
            Draw.PupMenu('error, no projection vecs where generated, 0 area faces can cause this.')
 | 
						|
            return
 | 
						|
 | 
						|
        faceProjectionGroupList =[[] for i in range(len(projectVecs)) ]
 | 
						|
 | 
						|
        # MAP and Arrange # We know there are 3 or 4 faces here
 | 
						|
 | 
						|
        for fIdx in range(len(meshFaces)-1, -1, -1):
 | 
						|
            fvec = meshFaces[fIdx].no
 | 
						|
            i = len(projectVecs)
 | 
						|
 | 
						|
            # Initialize first
 | 
						|
            bestAng = fvec.dot(projectVecs[0])
 | 
						|
            bestAngIdx = 0
 | 
						|
 | 
						|
            # Cycle through the remaining, first already done
 | 
						|
            while i-1:
 | 
						|
                i-=1
 | 
						|
 | 
						|
                newAng = fvec.dot(projectVecs[i])
 | 
						|
                if newAng > bestAng: # Reverse logic for dotvecs
 | 
						|
                    bestAng = newAng
 | 
						|
                    bestAngIdx = i
 | 
						|
 | 
						|
            # Store the area for later use.
 | 
						|
            faceProjectionGroupList[bestAngIdx].append(meshFaces[fIdx])
 | 
						|
 | 
						|
        # Cull faceProjectionGroupList,
 | 
						|
 | 
						|
 | 
						|
        # Now faceProjectionGroupList is full of faces that face match the project Vecs list
 | 
						|
        for i in range(len(projectVecs)):
 | 
						|
            # Account for projectVecs having no faces.
 | 
						|
            if not faceProjectionGroupList[i]:
 | 
						|
                continue
 | 
						|
 | 
						|
            # Make a projection matrix from a unit length vector.
 | 
						|
            MatQuat = VectoQuat(projectVecs[i])
 | 
						|
 | 
						|
            # Get the faces UV's from the projected vertex.
 | 
						|
            for f in faceProjectionGroupList[i]:
 | 
						|
                f_uv = f.uv
 | 
						|
                for j, v in enumerate(f.v):
 | 
						|
                    # XXX - note, between mathutils in 2.4 and 2.5 the order changed.
 | 
						|
                    f_uv[j][:] = (MatQuat * v.co).xy
 | 
						|
 | 
						|
 | 
						|
        if USER_SHARE_SPACE:
 | 
						|
            # Should we collect and pack later?
 | 
						|
            islandList = getUvIslands(faceProjectionGroupList, me)
 | 
						|
            collected_islandList.extend(islandList)
 | 
						|
 | 
						|
        else:
 | 
						|
            # Should we pack the islands for this 1 object?
 | 
						|
            islandList = getUvIslands(faceProjectionGroupList, me)
 | 
						|
            packIslands(islandList)
 | 
						|
 | 
						|
 | 
						|
        # update the mesh here if we need to.
 | 
						|
 | 
						|
    # We want to pack all in 1 go, so pack now
 | 
						|
    if USER_SHARE_SPACE:
 | 
						|
#XXX        Window.DrawProgressBar(0.9, "Box Packing for all objects...")
 | 
						|
        packIslands(collected_islandList)
 | 
						|
 | 
						|
    print("Smart Projection time: %.2f" % (time.time() - time1))
 | 
						|
    # Window.DrawProgressBar(0.9, "Smart Projections done, time: %.2f sec" % (time.time() - time1))
 | 
						|
 | 
						|
    # aspect correction is only done in edit mode - and only smart unwrap supports currently
 | 
						|
    if is_editmode:
 | 
						|
        bpy.ops.object.mode_set(mode='EDIT')
 | 
						|
 | 
						|
        if use_aspect:
 | 
						|
           import bmesh
 | 
						|
           aspect = context.scene.uvedit_aspect(context.active_object)
 | 
						|
           if aspect[0] > aspect[1]:
 | 
						|
               aspect[0] = aspect[1]/aspect[0];
 | 
						|
               aspect[1] = 1.0
 | 
						|
           else:
 | 
						|
               aspect[1] = aspect[0]/aspect[1];
 | 
						|
               aspect[0] = 1.0
 | 
						|
 | 
						|
           bm = bmesh.from_edit_mesh(me)
 | 
						|
 | 
						|
           uv_act = bm.loops.layers.uv.active
 | 
						|
 | 
						|
           faces = [f for f in bm.faces if f.select]
 | 
						|
 | 
						|
           for f in faces:
 | 
						|
               for l in f.loops:
 | 
						|
                   l[uv_act].uv[0] *= aspect[0]
 | 
						|
                   l[uv_act].uv[1] *= aspect[1]
 | 
						|
 | 
						|
    dict_matrix.clear()
 | 
						|
 | 
						|
#XXX	Window.DrawProgressBar(1.0, "")
 | 
						|
#XXX	Window.WaitCursor(0)
 | 
						|
#XXX	Window.RedrawAll()
 | 
						|
 | 
						|
"""
 | 
						|
    pup_block = [\
 | 
						|
    'Projection',\
 | 
						|
    ('Selected Faces Only', USER_ONLY_SELECTED_FACES, 'Use only selected faces from all selected meshes.'),\
 | 
						|
    ('Init from view', USER_VIEW_INIT, 'The first projection will be from the view vector.'),\
 | 
						|
    '',\
 | 
						|
    'UV Layout',\
 | 
						|
    ('Share Tex Space', USER_SHARE_SPACE, 'Objects Share texture space, map all objects into 1 uvmap.'),\
 | 
						|
    ('Island Margin:', USER_ISLAND_MARGIN, 0.0, 0.5, ''),\
 | 
						|
    '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)'),\
 | 
						|
    ]
 | 
						|
"""
 | 
						|
 | 
						|
from bpy.props import FloatProperty, BoolProperty
 | 
						|
 | 
						|
 | 
						|
class SmartProject(Operator):
 | 
						|
    """This script projection unwraps the selected faces of a mesh """ \
 | 
						|
    """(it operates on all selected mesh objects, and can be used """ \
 | 
						|
    """to unwrap selected faces, or all faces)"""
 | 
						|
    bl_idname = "uv.smart_project"
 | 
						|
    bl_label = "Smart UV Project"
 | 
						|
    bl_options = {'REGISTER', 'UNDO'}
 | 
						|
 | 
						|
    angle_limit = FloatProperty(
 | 
						|
            name="Angle Limit",
 | 
						|
            description="Lower for more projection groups, higher for less distortion",
 | 
						|
            min=1.0, max=89.0,
 | 
						|
            default=66.0,
 | 
						|
            )
 | 
						|
    island_margin = FloatProperty(
 | 
						|
            name="Island Margin",
 | 
						|
            description="Margin to reduce bleed from adjacent islands",
 | 
						|
            min=0.0, max=1.0,
 | 
						|
            default=0.0,
 | 
						|
            )
 | 
						|
    user_area_weight = FloatProperty(
 | 
						|
            name="Area Weight",
 | 
						|
            description="Weight projections vector by faces with larger areas",
 | 
						|
            min=0.0, max=1.0,
 | 
						|
            default=0.0,
 | 
						|
            )
 | 
						|
    use_aspect = BoolProperty(
 | 
						|
            name="Correct Aspect",
 | 
						|
            description="Map UVs taking image aspect ratio into account",
 | 
						|
            default=True
 | 
						|
            )
 | 
						|
    stretch_to_bounds = BoolProperty(
 | 
						|
            name="Stretch to UV Bounds",
 | 
						|
            description="Stretch the final output to texture bounds",
 | 
						|
            default=True,
 | 
						|
            )
 | 
						|
 | 
						|
    @classmethod
 | 
						|
    def poll(cls, context):
 | 
						|
        return context.active_object is not None
 | 
						|
 | 
						|
    def execute(self, context):
 | 
						|
        main(context,
 | 
						|
             self.island_margin,
 | 
						|
             self.angle_limit,
 | 
						|
             self.user_area_weight,
 | 
						|
             self.use_aspect,
 | 
						|
             self.stretch_to_bounds
 | 
						|
             )
 | 
						|
        return {'FINISHED'}
 | 
						|
 | 
						|
    def invoke(self, context, event):
 | 
						|
        wm = context.window_manager
 | 
						|
        return wm.invoke_props_dialog(self)
 |