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connectedvertexcolors .py
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connectedvertexcolors .py
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# ##### BEGIN GPL LICENSE BLOCK #####
#
# Connected vertex colors, a Blender addon
# (c) 2014 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 #####
from random import random, seed
import bpy
import bmesh
from bpy.props import IntProperty
bl_info = {
"name": "Connected vertex colors",
"author": "michel anders (varkenvarken)",
"version": (0, 0, 1),
"blender": (2, 68, 0),
"location": "View3D > Paint > Add connected vertex colors",
"description": "Add random vertex colors to connected vertices.",
"warning": "",
"wiki_url": "http://blenderthings.blogspot.com/2013/08/coloring-connected-vertices.html",
"tracker_url": "",
"category": "Paint"}
class ConnectedVertexColors(bpy.types.Operator):
bl_idname = "mesh.connected_vertex_colors"
bl_label = "ConnectedVertexColors"
bl_options = {'REGISTER', 'UNDO'}
seed = IntProperty(name="Seed", default=0, description="random seed. A different value gives a different but repeatable result.")
@classmethod
def poll(self, context):
# Check if we have a mesh object active and are in vertex paint mode
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
@staticmethod
def connected_verts(v):
v.tag = True
for edge in v.link_edges:
ov = edge.other_vert(v)
if (ov is not None) and not ov.tag:
ov.tag = True
yield ov
for cv in ConnectedVertexColors.connected_verts(ov):
cv.tag = True
yield cv
@staticmethod
def assign_vertex_colors(vertex_colors, me):
bm = bmesh.new()
bm.from_mesh(me)
vcolors = {}
for v in bm.verts:
v.tag = False
for v in bm.verts:
if v.index in vcolors:
continue
else:
vcolors[v.index] = [random(), random(), random()]
for cv in ConnectedVertexColors.connected_verts(v):
vcolors[cv.index] = vcolors[v.index]
bm.free()
for poly in me.polygons:
for loop_index in range(poly.loop_start, poly.loop_start + poly.loop_total):
vertex_colors[loop_index].color = vcolors[me.loops[loop_index].vertex_index]
def execute(self, context):
bpy.ops.object.mode_set(mode='OBJECT')
mesh = context.scene.objects.active.data
vertex_colors = mesh.vertex_colors.active.data
seed(self.seed)
ConnectedVertexColors.assign_vertex_colors(vertex_colors, mesh)
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 menu_func(self, context):
self.layout.operator(ConnectedVertexColors.bl_idname, text=bl_info['description'],
icon='PLUGIN')
def register():
bpy.utils.register_module(__name__)
bpy.types.VIEW3D_MT_paint_vertex.append(menu_func)
def unregister():
bpy.types.IVIEW3D_MT_paint_vertex.remove(menu_func)
bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
register()