# ##### BEGIN GPL LICENSE BLOCK ##### # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # #for full docs see... # http://mediawiki.blender.org/index.php/Scripts/Manual/UV_Calculate/Follow_active_quads import bpy def extend(obj, operator, EXTEND_MODE): me = obj.data me_verts = me.verts # script will fail without UVs if not me.active_uv_texture: me.add_uv_texture() # Toggle Edit mode is_editmode = (obj.mode == 'EDIT') if is_editmode: bpy.ops.object.mode_set(mode='OBJECT') #t = sys.time() edge_average_lengths = {} OTHER_INDEX = 2, 3, 0, 1 FAST_INDICIES = 0, 2, 1, 3 # order is faster def extend_uvs(face_source, face_target, edge_key): ''' Takes 2 faces, Projects its extends its UV coords onto the face next to it. Both faces must share an edge ''' def face_edge_vs(vi): # assume a quad return [(vi[0], vi[1]), (vi[1], vi[2]), (vi[2], vi[3]), (vi[3], vi[0])] vidx_source = face_source.verts vidx_target = face_target.verts faceUVsource = me.active_uv_texture.data[face_source.index] uvs_source = [faceUVsource.uv1, faceUVsource.uv2, faceUVsource.uv3, faceUVsource.uv4] faceUVtarget = me.active_uv_texture.data[face_target.index] uvs_target = [faceUVtarget.uv1, faceUVtarget.uv2, faceUVtarget.uv3, faceUVtarget.uv4] # vertex index is the key, uv is the value uvs_vhash_source = {vindex: uvs_source[i] for i, vindex in enumerate(vidx_source)} uvs_vhash_target = {vindex: uvs_target[i] for i, vindex in enumerate(vidx_target)} edge_idxs_source = face_edge_vs(vidx_source) edge_idxs_target = face_edge_vs(vidx_target) source_matching_edge = -1 target_matching_edge = -1 edge_key_swap = edge_key[1], edge_key[0] try: source_matching_edge = edge_idxs_source.index(edge_key) except: source_matching_edge = edge_idxs_source.index(edge_key_swap) try: target_matching_edge = edge_idxs_target.index(edge_key) except: target_matching_edge = edge_idxs_target.index(edge_key_swap) edgepair_inner_source = edge_idxs_source[source_matching_edge] edgepair_inner_target = edge_idxs_target[target_matching_edge] edgepair_outer_source = edge_idxs_source[OTHER_INDEX[source_matching_edge]] edgepair_outer_target = edge_idxs_target[OTHER_INDEX[target_matching_edge]] if edge_idxs_source[source_matching_edge] == edge_idxs_target[target_matching_edge]: iA = 0 # Flipped, most common iB = 1 else: # The normals of these faces must be different iA = 1 iB = 0 # Set the target UV's touching source face, no tricky calc needed, uvs_vhash_target[edgepair_inner_target[0]][:] = uvs_vhash_source[edgepair_inner_source[iA]] uvs_vhash_target[edgepair_inner_target[1]][:] = uvs_vhash_source[edgepair_inner_source[iB]] # Set the 2 UV's on the target face that are not touching # for this we need to do basic expaning on the source faces UV's if EXTEND_MODE == 'LENGTH': try: # divide by zero is possible ''' measure the length of each face from the middle of each edge to the opposite allong the axis we are copying, use this ''' i1a = edgepair_outer_target[iB] i2a = edgepair_inner_target[iA] if i1a > i2a: i1a, i2a = i2a, i1a i1b = edgepair_outer_source[iB] i2b = edgepair_inner_source[iA] if i1b > i2b: i1b, i2b = i2b, i1b # print edge_average_lengths factor = edge_average_lengths[i1a, i2a][0] / edge_average_lengths[i1b, i2b][0] except: # Div By Zero? factor = 1.0 uvs_vhash_target[edgepair_outer_target[iB]][:] = uvs_vhash_source[edgepair_inner_source[0]] + factor * (uvs_vhash_source[edgepair_inner_source[0]] - uvs_vhash_source[edgepair_outer_source[1]]) uvs_vhash_target[edgepair_outer_target[iA]][:] = uvs_vhash_source[edgepair_inner_source[1]] + factor * (uvs_vhash_source[edgepair_inner_source[1]] - uvs_vhash_source[edgepair_outer_source[0]]) else: # same as above but with no factors uvs_vhash_target[edgepair_outer_target[iB]][:] = uvs_vhash_source[edgepair_inner_source[0]] + (uvs_vhash_source[edgepair_inner_source[0]] - uvs_vhash_source[edgepair_outer_source[1]]) uvs_vhash_target[edgepair_outer_target[iA]][:] = uvs_vhash_source[edgepair_inner_source[1]] + (uvs_vhash_source[edgepair_inner_source[1]] - uvs_vhash_source[edgepair_outer_source[0]]) if me.active_uv_texture == None: me.add_uv_texture face_act = me.faces.active if face_act == -1: operator.report({'ERROR'}, "No active face.") return face_sel = [f for f in me.faces if len(f.verts) == 4 and f.select] face_act_local_index = -1 for i, f in enumerate(face_sel): if f.index == face_act: face_act_local_index = i break if face_act_local_index == -1: operator.report({'ERROR'}, "Active face not selected.") return # Modes # 0 unsearched # 1:mapped, use search from this face. - removed!! # 2:all siblings have been searched. dont search again. face_modes = [0] * len(face_sel) face_modes[face_act_local_index] = 1 # extend UV's from this face. # Edge connectivty edge_faces = {} for i, f in enumerate(face_sel): for edkey in f.edge_keys: try: edge_faces[edkey].append(i) except: edge_faces[edkey] = [i] #SEAM = me.edges.seam if EXTEND_MODE == 'LENGTH': edge_loops = me.edge_loops_from_faces(face_sel, [ed.key for ed in me.edges if ed.seam]) me_verts = me.verts for loop in edge_loops: looplen = [0.0] for ed in loop: edge_average_lengths[ed] = looplen looplen[0] += (me_verts[ed[0]].co - me_verts[ed[1]].co).length looplen[0] = looplen[0] / len(loop) # remove seams, so we dont map accross seams. for ed in me.edges: if ed.seam: # remove the edge pair if we can try: del edge_faces[ed.key] except: pass # Done finding seams # face connectivity - faces around each face # only store a list of indicies for each face. face_faces = [[] for i in range(len(face_sel))] for edge_key, faces in edge_faces.items(): if len(faces) == 2: # Only do edges with 2 face users for now face_faces[faces[0]].append((faces[1], edge_key)) face_faces[faces[1]].append((faces[0], edge_key)) # Now we know what face is connected to what other face, map them by connectivity ok = True while ok: ok = False for i in range(len(face_sel)): if face_modes[i] == 1: # searchable for f_sibling, edge_key in face_faces[i]: if face_modes[f_sibling] == 0: face_modes[f_sibling] = 1 # mapped and search from. extend_uvs(face_sel[i], face_sel[f_sibling], edge_key) face_modes[i] = 1 # we can map from this one now. ok = True # keep searching face_modes[i] = 2 # dont search again if is_editmode: bpy.ops.object.mode_set(mode='EDIT') else: me.update() def main(context, operator): obj = context.active_object extend(obj, operator, operator.properties.mode) class FollowActiveQuads(bpy.types.Operator): '''Follow UVs from active quads along continuous face loops''' bl_idname = "uv.follow_active_quads" bl_label = "Follow Active Quads" bl_options = {'REGISTER', 'UNDO'} mode = bpy.props.EnumProperty(items=(("EVEN", "Even", "Space all UVs evently"), ("LENGTH", "Length", "Average space UVs edge length of each loop")), name="Edge Length Mode", description="Method to space UV edge loops", default="LENGTH") def poll(self, context): obj = context.active_object return (obj is not None and obj.type == 'MESH') def execute(self, context): main(context, self) return {'FINISHED'} # Add to a menu menu_func = (lambda self, context: self.layout.operator(FollowActiveQuads.bl_idname)) def register(): bpy.types.register(FollowActiveQuads) bpy.types.VIEW3D_MT_uv_map.append(menu_func) def unregister(): bpy.types.unregister(FollowActiveQuads) bpy.types.VIEW3D_MT_uv_map.remove(menu_func) if __name__ == "__main__": register()