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slope.py

# ##### BEGIN GPL LICENSE BLOCK #####
#
# slope.py , a Blender addon
# (c) 2013 Michel J. Anders (varkenvarken)
#
# 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 #####
# <pep8 compliant>
bl_info = {
"name": "Slope",
"author": "Michel Anders (varkenvarken)",
"version": (0, 0, 4),
"blender": (2, 68, 0),
"location": "View3D > Weights > Slope and View3D > Paint > Slope",
"description": "Replace active vertex group or vertex color layer with values representing the slope of a face",
"warning": "",
"wiki_url": "",
"tracker_url": "",
"category": "Mesh"}
from math import pi, pow
from re import search
import bpy
from mathutils import Vector
class Slope:
def weight(self, normal, reference=Vector((0, 0, 1))):
angle = normal.angle(reference)
if self.mirror and angle > pi / 2:
angle = pi - angle
weight = 0.0
if angle <= self.low:
weight = 1.0
elif angle <= self.high:
weight = 1 - (angle - self.low) / (self.high - self.low)
weight = pow(weight, self.power)
return weight
class Slope2VGroup(bpy.types.Operator, Slope):
bl_idname = "mesh.slope2vgroup"
bl_label = "Slope2VGroup"
bl_options = {'REGISTER', 'UNDO'}
low = bpy.props.FloatProperty(name="Lower limit", description="Angles smaller than this get a unit weight", subtype="ANGLE", default=0, max=pi, min=0)
high = bpy.props.FloatProperty(name="Upper limit", description="Angles larger than this get a zero weight", subtype="ANGLE", default=pi / 2, max=pi, min=0.01)
power = bpy.props.FloatProperty(name="Power", description="Shape of mapping curve", default=1, min=0, max=10)
mirror = bpy.props.BoolProperty(name="Mirror", description="Limit angle to 90 degrees", default=False)
worldspace = bpy.props.BoolProperty(name="World space", description="Use world space instead of object space coordinates", default=False)
@classmethod
def poll(self, context):
p = (context.mode == 'PAINT_WEIGHT' and
isinstance(context.scene.objects.active, bpy.types.Object) and
isinstance(context.scene.objects.active.data, bpy.types.Mesh))
return p
def execute(self, context):
bpy.ops.object.mode_set(mode='OBJECT')
ob = context.active_object
wmat = ob.matrix_world
vertex_group = ob.vertex_groups.active
if vertex_group is None:
bpy.ops.object.vertex_group_add()
vertex_group = ob.vertex_groups.active
mesh = ob.data
reference = Vector((0, 0, 1))
if self.worldspace:
reference = reference * wmat
for v in mesh.vertices:
vertex_group.add([v.index], self.weight(v.normal, reference), 'REPLACE')
bpy.ops.object.mode_set(mode='WEIGHT_PAINT')
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.object.mode_set(mode='WEIGHT_PAINT')
context.scene.update()
return {'FINISHED'}
class Slope2VCol(bpy.types.Operator, Slope):
bl_idname = "mesh.slope2vcol"
bl_label = "Slope2Vcol"
bl_options = {'REGISTER', 'UNDO'}
low = bpy.props.FloatProperty(name="Lower limit", description="Angles smaller than this get a unit weight", subtype="ANGLE", default=0, max=pi, min=0)
high = bpy.props.FloatProperty(name="Upper limit", description="Angles larger than this get a zero weight", subtype="ANGLE", default=pi / 2, max=pi, min=0.01)
power = bpy.props.FloatProperty(name="Power", description="Shape of mapping curve", default=1, min=0, max=10)
mirror = bpy.props.BoolProperty(name="Mirror", description="Limit angle to 90 degrees", default=False)
curve = bpy.props.BoolProperty(name="Use brush curve", description="Apply brush curve after calculculating values", default=False)
normal = bpy.props.BoolProperty(name="Map normal", description="Convert face normal to vertex colors instead of slope angle", default=False)
worldspace = bpy.props.BoolProperty(name="World space", description="Use world space instead of object space coordinates", default=False)
@classmethod
def poll(self, context):
p = (context.mode == 'PAINT_VERTEX' and
isinstance(context.scene.objects.active, bpy.types.Object) and
isinstance(context.scene.objects.active.data, bpy.types.Mesh))
return p
def execute(self, context):
if self.curve:
# see: https://projects.blender.org/tracker/index.php?func=detail&aid=36688
bcurvemap = context.tool_settings.vertex_paint.brush.curve
bcurvemap.initialize()
bcurve = bcurvemap.curves[0]
wmat = context.scene.objects.active.matrix_world
mesh = context.scene.objects.active.data
vertex_colors = mesh.vertex_colors.active.data
for poly in mesh.polygons:
for loop_index in range(poly.loop_start, poly.loop_start + poly.loop_total):
pnormal = poly.normal
if self.normal:
if self.worldspace:
pnormal = wmat * pnormal
vertex_colors[loop_index].color = list(map(lambda x: (x + 1) / 2, pnormal.normalized())) # afaik a normal is not necessarily normalized
else:
if self.worldspace:
weight = self.weight(pnormal, Vector((0, 0, 1)) * wmat)
else:
weight = self.weight(pnormal)
if self.curve:
weight = bcurve.evaluate(1.0 - weight)
vertex_colors[loop_index].color = [weight, weight, weight]
bpy.ops.object.mode_set(mode='VERTEX_PAINT')
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.object.mode_set(mode='VERTEX_PAINT')
context.scene.update()
return {'FINISHED'}
def draw(self, context): # provide a draw function here to show use brush option only with versions that have the new initialize function
layout = self.layout
if not self.curve and not self.normal:
layout.prop(self, 'low')
layout.prop(self, 'high')
layout.prop(self, 'power')
if not self.curve:
layout.prop(self, 'normal')
if not self.normal:
layout.prop(self, 'mirror')
layout.prop(self, 'worldspace')
# checking for a specific build is a bit tricky as it may contain other chars than just digits
if int(search(r'\d+', str(bpy.app.build_revision)).group(0)) > 60054:
if not self.normal:
layout.prop(self, 'curve')
if self.curve:
layout.label('Click Paint -> Slope to see effect after changing brush curve')
def menu_func_weight(self, context):
self.layout.operator(Slope2VGroup.bl_idname, text="Slope",
icon='PLUGIN')
def menu_func_vcol(self, context):
self.layout.operator(Slope2VCol.bl_idname, text="Slope",
icon='PLUGIN')
def register():
bpy.utils.register_class(Slope2VCol)
bpy.utils.register_class(Slope2VGroup)
bpy.types.VIEW3D_MT_paint_weight.append(menu_func_weight)
bpy.types.VIEW3D_MT_paint_vertex.append(menu_func_vcol)
def unregister():
bpy.types.IVIEW3D_MT_paint_weight.remove(menu_func_weight)
bpy.types.IVIEW3D_MT_paint_vertex.remove(menu_func_vcol)
bpy.utils.unregister_class(Slope2VCol)
bpy.utils.unregister_class(Slope2VGroup)

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