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August 15, 2011 09:28
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sharp from uv isles
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# ##### 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 ##### | |
bl_info = { | |
"name": "Sharp from uv isles", | |
"author": "Andy Davies (metalliandy) & Fredrik Hansson", | |
"version": (1,0), | |
"blender": (2, 5, 8), | |
"api": 38019, | |
"location": "UV/Image editor> UVs > Sharp from UV isles", | |
"description": "Marks sharp edges based on UV isle borders", | |
"warning": "", | |
"wiki_url": "", | |
"tracker_url": "", | |
"category": "Mesh"} | |
""" | |
About this script:- | |
This script enables the marking of all UV island borders as sharp. (Use the EdgeSplit modifier to view) | |
Usage:- | |
Activate the script via the "Add-Ons" tab under the user preferences. | |
The Sharp from UV isles can then be accessed via UV/Image Editor> UVs> Sharp from UV isles. | |
This script is a modified version of the Seams from UV isles script by Fredrik Hansson, and as such I do not claim to have written the code. I only changed the seams to sharp edges. | |
Related Links:- | |
http://www.metalliandy.com | |
http://blenderartists.org/forum/newthread.php?do=postthread&f=48 | |
Thanks to:- | |
Fredrik Hansson | |
Version history:- | |
v1.00001 - Revised indentation | |
v1.0 - Initial conversion. | |
""" | |
import bpy | |
def main(context): | |
obj = context.active_object | |
mesh = obj.data | |
if not obj or obj.type != 'MESH': | |
print("no active Mesh") | |
return | |
if not mesh.uv_textures.active: | |
print("no active UV Texture") | |
return | |
bpy.ops.object.mode_set(mode='OBJECT') | |
uvtex = mesh.uv_textures.active.data | |
wrap_q = [1,2,3,0] | |
wrap_t = [1,2,0] | |
edge_uvs = {} | |
for i,uvface in enumerate(uvtex): | |
f = mesh.faces[i] | |
f_uv = [(round(uv[0], 6), round(uv[1], 6)) for uv in uvface.uv] | |
f_vi = [vertices for vertices in f.vertices] | |
for i, key in enumerate(f.edge_keys): | |
if len(f.vertices) == 3: | |
uv1, uv2 = f_uv[i], f_uv[wrap_t[i]] | |
vi1, vi2 = f_vi[i], f_vi[wrap_t[i]] | |
else: # quad | |
uv1, uv2 = f_uv[i], f_uv[wrap_q[i]] | |
vi1, vi2 = f_vi[i], f_vi[wrap_q[i]] | |
if vi1 > vi2: | |
vi1,uv1,uv2 = vi2,uv2,uv1 | |
edge_uvs.setdefault(key, []).append((uv1, uv2)) | |
for ed in mesh.edges: | |
if(len(set(edge_uvs[ed.key])) > 1): | |
ed.use_edge_sharp = 1 | |
bpy.ops.object.mode_set(mode='EDIT') | |
class UvIsleSharpOperator(bpy.types.Operator): | |
bl_idname = "mesh.sharp_from_uv_isles" | |
bl_label = "Sharp from UV isles" | |
bl_options = {'REGISTER', 'UNDO'} | |
# def poll(self, context): | |
# obj = context.active_object | |
# return (obj and obj.type == 'MESH') | |
def execute(self, context): | |
main(context) | |
return {'FINISHED'} | |
def menu_func(self, context): | |
self.layout.operator(UvIsleSharpOperator.bl_idname) | |
def register(): | |
bpy.utils.register_module(__name__) | |
bpy.types.IMAGE_MT_uvs.append(menu_func) | |
def unregister(): | |
bpy.utils.unregister_module(__name__) | |
bpy.types.IMAGE_MT_uvs.remove(menu_func) | |
if __name__ == "__main__": | |
register() |
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