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Join Objects.bsh
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2006-12-09
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/*
<?xml version='1.0' standalone='yes' ?>
<!-- xml header for scripts & plugin manager -->
<script>
<name>Join Objects</name>
<author>Julian MacDonald</author>
<version>1.8</version>
<beta>1</beta>
<date>04/20/2004</date>
<description>
This script joins a set of selected objects into a single triangle mesh
non-triangle meshes are converted to triangle meshes using the user-entered Max Error.
Smoothness values for vertices and edges are retained. There is also the ability to 'weld' vertices
within a certain distance of each other.
Textures are also partly retained.
Still to do: support for layered textures
Problems: texture scaling/orientation/position not retained correctly (need access to methods - Peter to allow in next version)
if a texture is used more than once with different mappings, only the last mapping is transferred.
</description>
<comments>
</comments>
</script>
*/
scene=window.getScene();
sel=scene.getSelection();
//
// make sure at least 2 objects have been selected
if (sel.length<2)
{
new MessageDialog(window,"Select at least 2 objects");
return;
}
//
ObjInfo=new ObjectInfo[sel.length]; // array for holding ObjInfos for each selected object
//
//
// get a name for the new object and tolerance for
// triangle mesh conversion if required
//
nameField=new BTextField("JoinedMesh",20);
tolField=new ValueField(0.02,ValueField.POSITIVE);
yesWeld = new BCheckBox();
weldTolField=new ValueField(0.01,ValueField.POSITIVE);
yesTex=new BCheckBox();
sp1=new Spacer(nameField,nameField);
sp2=new Spacer(nameField,nameField);
sp3=new Spacer(nameField,nameField);
//
widgets=new Widget[]{nameField,sp1,tolField,sp2,yesWeld,weldTolField,sp3,yesTex};
labels=new String[]{"Name:",null,"Surface Accuracy:",null,"Weld Close Points:","Weld Distance:",null,"Retain Textures:"};
dlg = new ComponentsDialog(window, "Options for Resulting Mesh:",widgets,labels);
if (!dlg.clickedOk()) return;
//
objname = nameField.getText();
tol=tolField.getValue();
wantsWeld=yesWeld.getState();
weldTol=weldTolField.getValue();
wantsTex=yesTex.getState();
//
// go through selected objects and get ObjInfos
// convert any non-triangle meshes to triangle meshes
//
count=0;
for(int i=0;i<sel.length;i++)
{
selObjInfo=scene.getObject(sel[i]); // get the ith ObjInfo
if (selObjInfo.object instanceof TriangleMesh) // if it's a triangle mesh get it
{
ObjInfo[i]=scene.getObject(sel[i]);
}
else // otherwise convert to a triangle mesh
{
Obj=selObjInfo.object.convertToTriangleMesh(tol);
ObjInfo[i]=new ObjectInfo(Obj,selObjInfo.coords,"");
}
}
//
//
// get number of vertices/faces in joined mesh
vtot=0;
ftot=0;
etot=0;
numV=new int[sel.length];
for (i=0;i<sel.length;i++)
{
v=ObjInfo[i].object.getVertices();
f=ObjInfo[i].object.getFaces();
e=ObjInfo[i].object.getEdges();
numV[i]=v.length; // number of vertices in each object
vtot=vtot+v.length; // total number of vertices in resulting mesh
ftot=ftot+f.length; // total number of faces in resulting mesh
etot=etot+e.length;
}
//
va=new Vec3[vtot]; // create an array to hold the new mesh vertex coordinates
vs=new float[vtot]; // create an array to hold the new mesh vertex Smoothness values
es=new float[etot]; // create an array to hold the new mesh edge Smoothness values
fc=new int[ftot][3]; // create an array to hold the new mesh face data
count=0;
ecount=0;
fcount=0;
disp=0;
// cycle through the selected objects
for (i=0;i<sel.length;i++)
{
// get vertex information and put into array for new mesh
v=ObjInfo[i].object.getVertices();
mv=ObjInfo[i].coords.fromLocal();
for (j=0;j<v.length;j++)
{
newV=new Vec3(v[j].r);
mv.transform(newV);
va[count]=newV;
vs[count]=v[j].smoothness;
count++;
}
// get edge smoothness values and put into array for new mesh
e=ObjInfo[i].object.getEdges();
for (k=0;k<e.length;k++)
{
es[ecount]=e[k].smoothness;
ecount++;
}
// get face information and put into array for new mesh
f=ObjInfo[i].object.getFaces();
for (j=0;j<f.length;j++)
{
fc[fcount][0]=f[j].v1+disp;
fc[fcount][1]=f[j].v2+disp;
fc[fcount][2]=f[j].v3+disp;
fcount++;
}
disp=disp+numV[i];
}
//
//
// add the new object to the scene
newMesh=new TriangleMesh(va,fc);
// put original smoothness values back
newVerts=newMesh.getVertices();
for (i=0;i<newVerts.length;i++)
{
newVerts[i].smoothness=vs[i];
}
//
newEdges=newMesh.getEdges();
for (i=0;i<newEdges.length;i++)
{
newEdges[i].smoothness=es[i];
}
//
//
//
// TEXTURES
if (wantsTex)
{
// ** Transfer the texture information from the original objects to the new mesh **
//
layTex=new LayeredTexture(); // create a new LayeredTexture
layMap=new LayeredMapping(layTex); // get the associated LayeredMapping
//
tex=new Texture[sel.length]; // array for textures of each object
texMap=new TextureMapping[sel.length]; // array for texture mappings for each object texture
//
// loop through selected objects (and hence individual textures) and get the texture details
fc=0; // face count
vc=0; // vertex count
for (i=0;i<sel.length;i++)
{
tex[i]=ObjInfo[i].object.getTexture(); // get the texture for the ith object
texMap[i]=ObjInfo[i].object.getTextureMapping().duplicate(); // get the mapping (i.e. type and scaling, orientation etc.)
layMap.addLayer(tex[i]); // add the ith object's texture to the layered texture
layMap.setLayerMode(i,0);
}
newMesh.setTexture(layTex,layMap); // apply the layered texture to the new mesh
//
// The basic method here is to assign each layer of the new mesh's layered texture per-face
// and then map the appropriate texture layer to the part of the mesh corresponding to the original object
//
faceParVal=new FaceParameterValue[sel.length];
for (h=0;h<sel.length;h++)
{
// h is the texture number (i.e. h=0 is the texture of the first object, h=1 for second object etc.)
// i is the layer number
// texture numbers are ordered opposite to the layers they are in
//
texVal=new double[ftot]; // array to hold texture parameter values for each face
i=sel.length-1-h; // layer number
texParams=new TextureParameter[texMap[h].getParameters().length]; // set up array for any texture parameters
// print(texMap[h].getParameters());
texParams=texMap[h].getParameters(); //get the texture parameters (if any) within the hth texture
//
tempParam=layMap.getLayerParameters(i);
faceParVal[i]=new FaceParameterValue(newMesh,tempParam[0]);
// set the parameter values to 0 for the other parts of the mesh
for (f=0;f<fc;f++)
{
texVal[f]=0.0;
}
// set the parameter values to 1 for the relevant faces
for (f=fc;f<fc+ObjInfo[h].object.getFaces().length;f++)
{
texVal[f]=1.0;
}
// set the parameter values to 0 for the other parts of the mesh
for (f=fc+ObjInfo[h].object.getFaces().length;f<ftot;f++)
{
texVal[f]=0.0;
}
newMesh.setParameterValue(tempParam[0],faceParVal[i]);
faceParVal[i].setValue(texVal);
//
// correct the texture mapping centre
//
// for linear 3D mapping
if (texMap[i] instanceof LinearMapping3D)
{
texScale=texMap[i].getScale();
texCent=texMap[i].getCenter();
scaleCorr=new Vec3(1/texScale.x,1/texScale.y,1/texScale.z);
scaleCorr.multiply(ObjInfo[i].coords.getOrigin());
texMap[i].setCenter(scaleCorr);
}
// for 2D projection mapping
if (texMap[i] instanceof ProjectionMapping)
{
texScale=texMap[i].getScale();
texCent=texMap[i].getCenter();
scaleCorr1=new Vec2(1/texScale.x,1/texScale.y);
scaleCorr=new Vec2(scaleCorr1.x*ObjInfo[i].coords.getOrigin().x+texCent.x,scaleCorr1.y*ObjInfo[i].coords.getOrigin().y+texCent.y);
texMap[i].setCenter(scaleCorr);
}
// for cylindrical or spherical mapping
if ((texMap[i] instanceof CylindricalMapping)||(texMap[i] instanceof SphericalMapping))
{
// paramVal=ObjInfo[i].object.getParameterValues(); //get texture coordinates
// texCoordsX=paramVal[0].getValue();
// texCoordsY=paramVal[1].getValue();
// texCoordsZ=paramVal[2].getValue();
// for (q=0;q<texCoordsX.length;q++)
// {
// texCoordsX[q]=texCoordsX[q]+ObjInfo[i].coords.getOrigin().x;
// texCoordsY[q]=texCoordsY[q]+ObjInfo[i].coords.getOrigin().y;
// texCoordsZ[q]=texCoordsZ[q]+ObjInfo[i].coords.getOrigin().z;
// }
// paramVal[0].setValue(texCoordsX);
// paramVal[1].setValue(texCoordsY);
// paramVal[2].setValue(texCoordsZ);
texMap[i].setBoundToSurface(true);
}
layMap.setLayerMapping(h,texMap[i]); // set the mapping correctly
// cycle through the texture parameters, determine the mapping type and set the values for the
// relevant part of the new mesh
//
for (j=0;j<texParams.length;j++)
{
paramVal=ObjInfo[h].object.getParameterValue(texParams[j]); // determine mapping type
//
// *** per-object texture parameters ***
if (paramVal instanceof ConstantParameterValue)
{
tpVal=new double[ftot]; // array to hold texture parameter values for each face of new mesh
val=paramVal.getValue(); // single value containing value of the parameter for the original object
// set the parameter values to 0 for the other parts of the mesh
for (f=0;f<fc;f++)
{
tpVal[f]=0.0;
}
// set the parameter values as per the original object for the relevant faces
for (f=fc;f<fc+ObjInfo[h].object.getFaces().length;f++)
{
tpVal[f]=val;
}
// set the parameter values to 0 for the other parts of the mesh
for (f=fc+ObjInfo[h].object.getFaces().length;f<ftot;f++)
{
tpVal[f]=0.0;
}
paramVal2=new FaceParameterValue(tpVal); // make a new FaceParameterValue to apply to new mesh
newMesh.setParameterValue(texParams[j],paramVal2); // apply it
}
//
//
// *** per-face texture parameters ***
if (paramVal instanceof FaceParameterValue)
{
tpVal=new double[ftot]; // array to hold texture parameter values for each face of new mesh
valPerFace=paramVal.getValue(); // array containing values of the parameter for each face of original object
// set the parameter values to 0 for the other parts of the mesh
for (f=0;f<fc;f++)
{
tpVal[f]=0.0;
}
// set the parameter values as per the original object for the relevant faces
for (f=fc;f<fc+ObjInfo[h].object.getFaces().length;f++)
{
tpVal[f]=valPerFace[f-fc];
}
// set the parameter values to 0 for the other parts of the mesh
for (f=fc+ObjInfo[h].object.getFaces().length;f<ftot;f++)
{
tpVal[f]=0.0;
}
paramVal2=new FaceParameterValue(tpVal); // make a new FaceParameterValue to apply to new mesh
newMesh.setParameterValue(texParams[j],paramVal2); // apply it
}
//
//
// *** per-vertex parameters ***
if (paramVal instanceof VertexParameterValue)
{
tpVal=new double[vtot]; // array to hold texture parameter values for each vertex of new mesh
valPerVert=paramVal.getValue(); // array containing values of the parameter for each vertex of original object
// set the parameter values to 0 for the other parts of the mesh
for (v=0;v<vc;v++)
{
tpVal[v]=0.0;
}
// set the parameter values as per the original object for the relevant vertices
for (v=vc;v<vc+ObjInfo[h].object.getVertices().length;v++)
{
tpVal[v]=valPerVert[v-vc];
}
// set the parameter values to 0 for the other parts of the mesh
for (v=vc+ObjInfo[h].object.getVertices().length;v<vtot;v++)
{
tpVal[v]=0.0;
}
paramVal2=new VertexParameterValue(tpVal); // make a new VertexParameterValue to apply to new mesh
newMesh.setParameterValue(texParams[j],paramVal2); // apply it
print(paramVal2.getValue());
}
//
//
// *** per face-vertex texture parameters ***
if (paramVal instanceof FaceVertexParameterValue)
{
tpVal=new double[3][ftot]; // array to hold texture parameter values for each face-vertex of new mesh
valPerFace=paramVal.getValue(); //array containing values of the parameter for each face-vertex of original object
// set the parameter values to 0 for the other parts of the mesh
for (f=0;f<fc;f++)
{
tpVal[0][f]=0.0;
tpVal[1][f]=0.0;
tpVal[2][f]=0.0;
}
// set the parameter values as per the original object for the relevant face-vertices
for (f=fc;f<fc+ObjInfo[h].object.getFaces().length;f++)
{
tpVal[0][f]=valPerFace[0][f-fc];
tpVal[1][f]=valPerFace[1][f-fc];
tpVal[2][f]=valPerFace[2][f-fc];
}
// set the parameter values to 0 for the other parts of the mesh
for (f=fc+ObjInfo[h].object.getFaces().length;f<ftot;f++)
{
tpVal[0][f]=0.0;
tpVal[1][f]=0.0;
tpVal[2][f]=0.0;
}
paramVal2=new FaceVertexParameterValue(tpVal); // make a new FaceVertexParameterValue to apply to new mesh
newMesh.setParameterValue(texParams[j],paramVal2); // apply it
}
}
//
fc=fc+ObjInfo[h].object.getFaces().length;
vc=vc+ObjInfo[h].object.getVertices().length;
}
//
// add the new mesh to the scene.
//
newMesh.setTexture(layTex,layMap); // apply the layered texture to the new mesh
}
//
//
//
// WELD
//
if (wantsWeld)
{
vert=newVerts;
face=newMesh.getFaces();
edge=newEdges;
//
reassignV=new int[vert.length];
reposV=new int[vert.length];
numCoVert=0;
newVertIndex=new int [vert.length];
vToBeDel=new int[vert.length];
for (i=0;i<vert.length;i++)
{
reassignV[i]=-1;
reposV[i]=i;
}
//
for (v1=0;v1<vert.length;v1++)
{
for (v2=v1+1;v2<vert.length;v2++)
{
Dist=vert[v1].r.distance(vert[v2].r);
if ((Dist<weldTol)&&(reassignV[v2]==-1))
{
reassignV[v2]=v1;
for (k=v2+1;k<vert.length;k++)
{
reposV[k]--;
}
numCoVert++;
}
}
}
if (numCoVert==0)
{
new MessageDialog(window, "There are no vertices within the required tolerance");
return;
}
// build new index
for (i=0;i<vert.length;i++)
{
if (reassignV[i]!=-1) newVertIndex[i]=reposV[reassignV[i]]; else newVertIndex[i]=reposV[i];
}
//
// create new vertices skipping 'duplicates'
//
vCount=0;
newVert=new TriangleMesh.Vertex[vert.length-numCoVert];
for (i=0;i<vert.length;i++) // cycle through the vertices
{
skip=0;
if (reassignV[i]==-1)
{
newVert[vCount]=vert[i];
vCount++;
}
}
//
// reassign the face vertices
faceInfo=new int [face.length][3];
for (f=0;f<face.length;f++)
{
faceInfo[f][0]=newVertIndex[face[f].v1];
faceInfo[f][1]=newVertIndex[face[f].v2];
faceInfo[f][2]=newVertIndex[face[f].v3];
}
//
newMesh.setShape(newVert,faceInfo);
}
//
//
window.addObject(newMesh,new CoordinateSystem(),objname,null);