1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356
1357
1358
1359
1360
1361
1362
1363
1364
1365
1366
1367
1368
1369
1370
1371
1372
1373
1374
1375
1376
1377
1378
1379
1380
1381
1382
1383
1384
1385
1386
1387
1388
1389
1390
1391
1392
1393
1394
1395
1396
1397
1398
1399
1400
1401
1402
1403
1404
1405
1406
1407
1408
1409
1410
1411
1412
1413
1414
1415
1416
1417
1418
1419
1420
1421
1422
1423
1424
1425
1426
1427
1428
1429
1430
1431
1432
1433
1434
1435
1436
1437
1438
1439
1440
1441
1442
1443
1444
1445
1446
1447
1448
1449
1450
1451
1452
1453
1454
1455
1456
1457
1458
1459
1460
1461
1462
1463
1464
1465
1466
1467
1468
1469
1470
1471
1472
1473
1474
1475
1476
1477
1478
1479
1480
1481
1482
1483
1484
1485
1486
1487
1488
1489
1490
1491
1492
1493
1494
1495
1496
1497
1498
1499
1500
1501
1502
1503
1504
1505
1506
1507
1508
1509
1510
1511
1512
1513
1514
1515
1516
1517
1518
1519
1520
1521
1522
1523
1524
1525
1526
1527
1528
1529
1530
1531
1532
1533
1534
1535
1536
1537
1538
1539
1540
1541
1542
1543
1544
1545
1546
1547
1548
1549
1550
1551
1552
1553
1554
1555
1556
1557
1558
1559
1560
1561
1562
1563
1564
1565
1566
1567
1568
1569
1570
1571
1572
1573
1574
1575
1576
1577
1578
1579
1580
1581
1582
1583
1584
1585
1586
1587
1588
1589
1590
1591
1592
1593
1594
1595
1596
1597
1598
1599
1600
1601
1602
1603
1604
1605
1606
1607
1608
1609
1610
1611
1612
1613
1614
1615
1616
1617
1618
1619
1620
1621
1622
1623
1624
1625
1626
1627
1628
1629
1630
1631
1632
1633
1634
1635
1636
1637
1638
1639
1640
1641
1642
1643
1644
|
bl_info = {
"name": "Bake Vertex to Target Vector",
"blender": (3, 0, 0),
"category": "Mesh",
"version": (2, 3, 0),
"author": "yum_food",
"description": "Bake vertex vectors with automatic center and scale calculation in Edit Mode, with submesh deduplication"
}
import bpy
import mathutils
import bmesh
import math
from bpy.props import BoolProperty, FloatProperty, IntProperty, PointerProperty
from bpy.types import Panel, Operator, PropertyGroup
class BakeVertexSettings(PropertyGroup):
correction_angle_x: FloatProperty(
name="X",
description="Correction angle for the X-axis",
default=math.pi,
subtype='ANGLE'
)
correction_angle_y: FloatProperty(
name="Y",
description="Correction angle for the Y-axis",
default=0.0,
subtype='ANGLE'
)
correction_angle_z: FloatProperty(
name="Z",
description="Correction angle for the Z-axis",
default=0.0,
subtype='ANGLE'
)
class MESH_OT_select_all_linked_submeshes(Operator):
bl_idname = "mesh.select_all_linked_submeshes"
bl_label = "Select All Linked Submeshes"
bl_description = "Select all vertices in any submesh that has at least one vertex selected"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
obj = context.active_object
return (obj is not None and
obj.type == 'MESH' and
context.mode == 'EDIT_MESH')
def execute(self, context):
obj = context.active_object
mesh = obj.data
# Switch to object mode for reliable selection updates
bpy.ops.object.mode_set(mode='OBJECT')
# Get currently selected vertices
initially_selected = set()
for v in mesh.vertices:
if v.select:
initially_selected.add(v.index)
if not initially_selected:
self.report({'WARNING'}, "No vertices selected")
bpy.ops.object.mode_set(mode='EDIT')
return {'CANCELLED'}
# Build adjacency from edges
adjacency = {i: set() for i in range(len(mesh.vertices))}
for edge in mesh.edges:
v0, v1 = edge.vertices
adjacency[v0].add(v1)
adjacency[v1].add(v0)
# Find all islands
all_indices = set(range(len(mesh.vertices)))
islands = []
visited = set()
for start_idx in all_indices:
if start_idx in visited:
continue
island = set()
queue = [start_idx]
while queue:
current = queue.pop(0)
if current in visited:
continue
visited.add(current)
island.add(current)
for neighbor in adjacency[current]:
if neighbor not in visited:
queue.append(neighbor)
islands.append(island)
# Select vertices in islands that have any selected vertex
expanded_count = 0
affected_islands = 0
for island in islands:
if island & initially_selected: # If island has any selected vertices
new_selections = island - initially_selected
expanded_count += len(new_selections)
if new_selections:
affected_islands += 1
# Select all vertices in this island
for idx in island:
mesh.vertices[idx].select = True
# Select edges where both vertices are selected
for edge in mesh.edges:
v0, v1 = edge.vertices
if mesh.vertices[v0].select and mesh.vertices[v1].select:
edge.select = True
# Select faces where all vertices are selected
for face in mesh.polygons:
all_verts_selected = all(mesh.vertices[v].select for v in face.vertices)
if all_verts_selected:
face.select = True
# Return to edit mode
bpy.ops.object.mode_set(mode='EDIT')
self.report({'INFO'}, f"Expanded selection in {affected_islands} submeshes ({expanded_count} new vertices)")
return {'FINISHED'}
def draw(self, context):
layout = self.layout
layout.prop(self, "contiguous_mode")
class MESH_OT_select_linked_across_boundaries(Operator):
bl_idname = "mesh.select_linked_across_boundaries"
bl_label = "Select Linked (Cross Boundaries)"
bl_description = "Select linked vertices, crossing submesh boundaries where vertices share locations"
bl_options = {'REGISTER', 'UNDO'}
epsilon: FloatProperty(
name="Location Tolerance",
description="Maximum distance for vertices to be considered at the same location",
default=0.0001,
min=0.0,
max=1.0,
precision=6,
subtype='DISTANCE'
)
@classmethod
def poll(cls, context):
obj = context.active_object
return (obj is not None and
obj.type == 'MESH' and
context.mode == 'EDIT_MESH')
def build_position_map(self, mesh, epsilon):
"""Build a map of vertices that share the same position within epsilon"""
# Use integer hashing for much faster performance
if epsilon > 0:
scale = min(1.0 / epsilon, 1e7) # Cap scale to prevent overflow
else:
scale = 1e7 # Large scale for exact matching
position_map = {}
# Group vertices by their quantized positions
for v in mesh.vertices:
# Quantize to integer grid
key = (
int(v.co.x * scale),
int(v.co.y * scale),
int(v.co.z * scale)
)
if key not in position_map:
position_map[key] = []
position_map[key].append(v.index)
# Create adjacency only for vertices we'll actually use
# This avoids creating empty sets for all vertices
position_adjacency = {}
for vertices_at_pos in position_map.values():
if len(vertices_at_pos) > 1:
# For small groups, connect all to all
if len(vertices_at_pos) <= 10:
for i in range(len(vertices_at_pos)):
v1 = vertices_at_pos[i]
if v1 not in position_adjacency:
position_adjacency[v1] = set()
for j in range(i + 1, len(vertices_at_pos)):
v2 = vertices_at_pos[j]
if v2 not in position_adjacency:
position_adjacency[v2] = set()
position_adjacency[v1].add(v2)
position_adjacency[v2].add(v1)
else:
# For large groups, create a hub vertex to avoid O(n²) connections
hub = vertices_at_pos[0]
if hub not in position_adjacency:
position_adjacency[hub] = set()
for i in range(1, len(vertices_at_pos)):
v = vertices_at_pos[i]
if v not in position_adjacency:
position_adjacency[v] = set()
position_adjacency[hub].add(v)
position_adjacency[v].add(hub)
return position_adjacency
def execute(self, context):
obj = context.active_object
mesh = obj.data
# Switch to object mode
bpy.ops.object.mode_set(mode='OBJECT')
# Get initially selected vertices
initially_selected = {v.index for v in mesh.vertices if v.select}
if not initially_selected:
self.report({'WARNING'}, "No vertices selected")
bpy.ops.object.mode_set(mode='EDIT')
return {'CANCELLED'}
# Build edge adjacency only for vertices we might visit
edge_adjacency = {}
for edge in mesh.edges:
v0, v1 = edge.vertices
if v0 not in edge_adjacency:
edge_adjacency[v0] = set()
if v1 not in edge_adjacency:
edge_adjacency[v1] = set()
edge_adjacency[v0].add(v1)
edge_adjacency[v1].add(v0)
# Build position adjacency
position_adjacency = self.build_position_map(mesh, self.epsilon)
# Function to get combined neighbors efficiently
def get_neighbors(vertex_idx):
neighbors = set()
if vertex_idx in edge_adjacency:
neighbors.update(edge_adjacency[vertex_idx])
if vertex_idx in position_adjacency:
neighbors.update(position_adjacency[vertex_idx])
return neighbors
# Flood fill from selected vertices using deque for better performance
from collections import deque
visited = set()
queue = deque(initially_selected)
while queue:
current = queue.popleft()
if current in visited:
continue
visited.add(current)
mesh.vertices[current].select = True
# Add all connected vertices to queue
for neighbor in get_neighbors(current):
if neighbor not in visited:
queue.append(neighbor)
# Select edges where both vertices are selected
for edge in mesh.edges:
v0, v1 = edge.vertices
if mesh.vertices[v0].select and mesh.vertices[v1].select:
edge.select = True
# Select faces where all vertices are selected
for face in mesh.polygons:
all_verts_selected = all(mesh.vertices[v].select for v in face.vertices)
if all_verts_selected:
face.select = True
# Return to edit mode
bpy.ops.object.mode_set(mode='EDIT')
expanded_count = len(visited) - len(initially_selected)
self.report({'INFO'}, f"Selected {len(visited)} vertices ({expanded_count} new)")
return {'FINISHED'}
def draw(self, context):
layout = self.layout
layout.prop(self, "epsilon")
layout.label(text="Connects vertices at same location", icon='INFO')
class MESH_OT_deduplicate_submeshes(Operator):
bl_idname = "mesh.deduplicate_submeshes"
bl_label = "Deduplicate Submeshes"
bl_description = "Remove duplicate submeshes from selection that have vertices at the same locations"
bl_options = {'REGISTER', 'UNDO'}
tolerance: FloatProperty(
name="Position Tolerance",
description="Maximum distance for vertices to be considered at the same position",
default=0.0001,
min=0.0,
max=1.0,
precision=6
)
@classmethod
def poll(cls, context):
obj = context.active_object
return (obj is not None and
obj.type == 'MESH' and
context.mode == 'EDIT_MESH')
def get_selected_vertex_islands(self, mesh):
"""Find all contiguous groups of selected vertices in the mesh"""
# Get selected vertices
selected_indices = {v.index for v in mesh.vertices if v.select}
if not selected_indices:
return []
# Build adjacency only for selected vertices
adjacency = {idx: set() for idx in selected_indices}
for edge in mesh.edges:
v0, v1 = edge.vertices
if v0 in selected_indices and v1 in selected_indices:
adjacency[v0].add(v1)
adjacency[v1].add(v0)
islands = []
visited = set()
for start_idx in selected_indices:
if start_idx in visited:
continue
island = set()
queue = [start_idx]
while queue:
current = queue.pop(0)
if current in visited:
continue
visited.add(current)
island.add(current)
for neighbor in adjacency[current]:
if neighbor not in visited:
queue.append(neighbor)
islands.append(island)
return islands
def get_island_hash(self, mesh, island_indices):
"""Create a hash for an island based on vertex positions"""
# Round positions to handle tolerance
decimal_places = 6 if self.tolerance == 0 else max(0, int(-math.log10(self.tolerance)))
positions = []
for idx in island_indices:
co = mesh.vertices[idx].co
# Round each component
rounded = (
round(co.x, decimal_places),
round(co.y, decimal_places),
round(co.z, decimal_places)
)
positions.append(rounded)
# Sort positions to ensure consistent ordering
positions.sort()
# Convert to tuple for hashing
return tuple(positions)
def execute(self, context):
obj = context.active_object
mesh = obj.data
# Switch to object mode
bpy.ops.object.mode_set(mode='OBJECT')
# Find all selected islands
islands = self.get_selected_vertex_islands(mesh)
if not islands:
self.report({'WARNING'}, "No vertices selected")
bpy.ops.object.mode_set(mode='EDIT')
return {'CANCELLED'}
if len(islands) <= 1:
self.report({'INFO'}, "No duplicate submeshes found in selection (only 1 submesh)")
bpy.ops.object.mode_set(mode='EDIT')
return {'FINISHED'}
# Group islands by their hash
island_groups = {}
for island in islands:
island_hash = self.get_island_hash(mesh, island)
if island_hash not in island_groups:
island_groups[island_hash] = []
island_groups[island_hash].append(island)
# Find duplicates
duplicates_to_remove = []
duplicate_count = 0
for hash_key, group in island_groups.items():
if len(group) > 1:
# Keep the first island, mark others for removal
for island in group[1:]:
duplicates_to_remove.append(island)
duplicate_count += 1
if not duplicates_to_remove:
self.report({'INFO'}, "No duplicate submeshes found in selection")
bpy.ops.object.mode_set(mode='EDIT')
return {'FINISHED'}
# Enter edit mode and select vertices to delete
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')
# Select all vertices in duplicate islands
vertices_to_delete = set()
for island in duplicates_to_remove:
vertices_to_delete.update(island)
for idx in vertices_to_delete:
mesh.vertices[idx].select = True
# Delete selected vertices
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.delete(type='VERT')
self.report({'INFO'}, f"Removed {duplicate_count} duplicate submeshes from selection ({len(vertices_to_delete)} vertices)")
return {'FINISHED'}
def draw(self, context):
layout = self.layout
layout.prop(self, "tolerance")
layout.label(text="Set to 0 for exact matching", icon='INFO')
class MESH_OT_pack_uv_islands_by_submesh(Operator):
bl_idname = "mesh.pack_uv_islands_by_submesh"
bl_label = "Pack UV Islands by Submesh Z"
bl_description = "Pack UV islands vertically sorted by submesh Z position"
bl_options = {'REGISTER', 'UNDO'}
padding: FloatProperty(
name="Island Padding",
description="Padding between UV islands",
default=0.02,
min=0.0,
max=0.1,
precision=3
)
max_islands_per_row: IntProperty(
name="Max Islands Per Row",
description="Maximum number of islands per row (use high value for width-based packing only)",
default=100,
min=1,
max=1000
)
lock_overlapping: BoolProperty(
name="Lock Overlapping Islands",
description="Treat overlapping UV islands as a single island",
default=False
)
skip_overlap_check: BoolProperty(
name="Skip Overlap Check",
description="Skip overlap detection entirely for better performance on large meshes (overrides Lock Overlapping)",
default=False
)
@classmethod
def poll(cls, context):
obj = context.active_object
return (obj is not None and
obj.type == 'MESH' and
context.mode == 'EDIT_MESH' and
obj.data.uv_layers.active is not None)
def get_uv_islands(self, bm, uv_layer):
"""Find all UV islands in the mesh"""
# Build UV edge connectivity
uv_vert_map = {} # Maps UV coordinates to vertex indices
uv_edges = set() # Set of UV edges as frozensets of UV coords
for face in bm.faces:
if not face.select:
continue
face_uvs = []
for loop in face.loops:
uv = loop[uv_layer].uv
uv_key = (round(uv.x, 6), round(uv.y, 6))
face_uvs.append(uv_key)
if uv_key not in uv_vert_map:
uv_vert_map[uv_key] = set()
uv_vert_map[uv_key].add(loop.vert.index) # Store index instead of BMVert
# Create UV edges
for i in range(len(face_uvs)):
j = (i + 1) % len(face_uvs)
edge = frozenset([face_uvs[i], face_uvs[j]])
uv_edges.add(edge)
# Find UV islands using connected components
uv_adjacency = {uv: set() for uv in uv_vert_map}
for edge in uv_edges:
uv_list = list(edge)
if len(uv_list) == 2:
uv_adjacency[uv_list[0]].add(uv_list[1])
uv_adjacency[uv_list[1]].add(uv_list[0])
# Find connected components
visited = set()
islands = []
for start_uv in uv_vert_map:
if start_uv in visited:
continue
island_uvs = set()
island_vert_indices = set() # Store indices instead of BMVerts
queue = [start_uv]
while queue:
current_uv = queue.pop(0)
if current_uv in visited:
continue
visited.add(current_uv)
island_uvs.add(current_uv)
island_vert_indices.update(uv_vert_map[current_uv])
for neighbor in uv_adjacency[current_uv]:
if neighbor not in visited:
queue.append(neighbor)
# Store island data with vertex indices
islands.append({
'uvs': island_uvs,
'vert_indices': island_vert_indices, # Store indices
'loops': [] # Will be filled later
})
# We'll assign loops later when we have a valid BMesh
return islands
def get_island_bounds(self, island, uv_layer):
"""Get bounding box of UV island"""
if not island['loops']:
return 0, 0, 0, 0
min_u = min_v = float('inf')
max_u = max_v = float('-inf')
for loop in island['loops']:
uv = loop[uv_layer].uv
min_u = min(min_u, uv.x)
max_u = max(max_u, uv.x)
min_v = min(min_v, uv.y)
max_v = max(max_v, uv.y)
return min_u, min_v, max_u, max_v
def get_submesh_of_island(self, island_vert_indices, submeshes):
"""Find which submesh an island belongs to"""
# island_vert_indices is already a set of indices
# Find submesh with most overlap
best_submesh = None
best_overlap = 0
for i, submesh in enumerate(submeshes):
overlap = len(island_vert_indices & submesh)
if overlap > best_overlap:
best_overlap = overlap
best_submesh = i
return best_submesh
def get_submesh_of_island_fast(self, island_vert_indices, vertex_to_submesh):
"""Find which submesh an island belongs to (optimized version)"""
# Count vertices per submesh
submesh_counts = {}
for vert_idx in island_vert_indices:
if vert_idx in vertex_to_submesh:
submesh_idx = vertex_to_submesh[vert_idx]
submesh_counts[submesh_idx] = submesh_counts.get(submesh_idx, 0) + 1
# Find submesh with most vertices
if not submesh_counts:
return None
best_submesh = max(submesh_counts.items(), key=lambda x: x[1])
return best_submesh[0]
def check_islands_overlap(self, island1, island2, uv_layer):
"""Check if two UV islands overlap"""
# First check bounding box overlap
bounds1 = self.get_island_bounds(island1, uv_layer)
bounds2 = self.get_island_bounds(island2, uv_layer)
# Check if bounding boxes don't overlap
if (bounds1[2] < bounds2[0] or bounds2[2] < bounds1[0] or
bounds1[3] < bounds2[1] or bounds2[3] < bounds1[1]):
return False
# For precise overlap, check if any UV coordinates are shared
# This is sufficient for most use cases (exact overlapping vertices)
return bool(island1['uvs'] & island2['uvs'])
def merge_overlapping_islands(self, islands, uv_layer):
"""Merge overlapping UV islands into groups"""
if not self.lock_overlapping:
return islands
num_islands = len(islands)
# Skip for very large numbers of islands
if num_islands > 1000:
self.report({'WARNING'}, f"Skipping overlap detection for {num_islands} islands (too many)")
return islands
# Pre-calculate bounds for all islands
island_bounds = []
for island in islands:
bounds = self.get_island_bounds(island, uv_layer)
island_bounds.append(bounds)
# Build overlap graph with bounding box pre-filtering
overlap_graph = {i: set() for i in range(num_islands)}
# Use spatial subdivision for large island counts
if num_islands > 200:
# Create spatial grid for broad phase
grid_size = 10
spatial_grid = {}
for i, bounds in enumerate(island_bounds):
if bounds[0] == bounds[2] and bounds[1] == bounds[3]:
continue # Skip degenerate islands
# Determine grid cells this island touches
min_x = int(bounds[0] * grid_size)
max_x = int(bounds[2] * grid_size)
min_y = int(bounds[1] * grid_size)
max_y = int(bounds[3] * grid_size)
for gx in range(min_x, max_x + 1):
for gy in range(min_y, max_y + 1):
grid_key = (gx, gy)
if grid_key not in spatial_grid:
spatial_grid[grid_key] = []
spatial_grid[grid_key].append(i)
# Check overlaps only within same grid cells
checked_pairs = set()
for cell_islands in spatial_grid.values():
for i, idx1 in enumerate(cell_islands):
for idx2 in cell_islands[i + 1:]:
pair = (min(idx1, idx2), max(idx1, idx2))
if pair in checked_pairs:
continue
checked_pairs.add(pair)
# Quick bounding box check
b1, b2 = island_bounds[idx1], island_bounds[idx2]
if not (b1[2] < b2[0] or b2[2] < b1[0] or
b1[3] < b2[1] or b2[3] < b1[1]):
# Detailed overlap check
if islands[idx1]['uvs'] & islands[idx2]['uvs']:
overlap_graph[idx1].add(idx2)
overlap_graph[idx2].add(idx1)
else:
# Original O(n²) algorithm for smaller counts
for i in range(num_islands):
for j in range(i + 1, num_islands):
# Quick bounding box check first
b1, b2 = island_bounds[i], island_bounds[j]
if not (b1[2] < b2[0] or b2[2] < b1[0] or
b1[3] < b2[1] or b2[3] < b1[1]):
# Detailed overlap check
if islands[i]['uvs'] & islands[j]['uvs']:
overlap_graph[i].add(j)
overlap_graph[j].add(i)
# Find connected components (groups of overlapping islands)
visited = set()
merged_islands = []
for start_idx in range(num_islands):
if start_idx in visited:
continue
# Find all islands connected to this one
group_indices = set()
queue = [start_idx]
while queue:
current = queue.pop(0)
if current in visited:
continue
visited.add(current)
group_indices.add(current)
for neighbor in overlap_graph[current]:
if neighbor not in visited:
queue.append(neighbor)
# Merge islands in this group
if len(group_indices) == 1:
# Single island, no merge needed
merged_islands.append(islands[start_idx])
else:
# Merge multiple islands
merged_uvs = set()
merged_vert_indices = set()
merged_loops = []
for idx in group_indices:
island = islands[idx]
merged_uvs.update(island['uvs'])
merged_vert_indices.update(island['vert_indices'])
merged_loops.extend(island['loops'])
merged_islands.append({
'uvs': merged_uvs,
'vert_indices': merged_vert_indices,
'loops': merged_loops
})
return merged_islands
def get_submesh_avg_z(self, mesh, submesh_indices):
"""Calculate average Z position of a submesh"""
if not submesh_indices:
return 0.0
total_z = 0.0
for idx in submesh_indices:
total_z += mesh.vertices[idx].co.z
return total_z / len(submesh_indices)
def execute(self, context):
obj = context.active_object
mesh = obj.data
# Get UV layer
uv_layer = mesh.uv_layers.active
if not uv_layer:
self.report({'ERROR'}, "No active UV layer")
return {'CANCELLED'}
# Create BMesh
bm = bmesh.from_edit_mesh(mesh)
bm_uv_layer = bm.loops.layers.uv.active
# Get UV islands from selected faces
uv_islands = self.get_uv_islands(bm, bm_uv_layer)
if not uv_islands:
self.report({'WARNING'}, "No UV islands found in selection")
return {'CANCELLED'}
# Performance warning for large meshes
if len(uv_islands) > 500 and self.lock_overlapping:
self.report({'WARNING'}, f"Processing {len(uv_islands)} islands with overlap detection may be slow")
# Merge overlapping islands if requested
original_count = len(uv_islands)
if self.skip_overlap_check:
merged_count = 0
else:
uv_islands = self.merge_overlapping_islands(uv_islands, bm_uv_layer)
merged_count = original_count - len(uv_islands)
# Get submeshes (vertex islands)
bpy.ops.object.mode_set(mode='OBJECT')
# Get selected vertices for submesh detection
selected_indices = {v.index for v in mesh.vertices if v.select}
# Build submeshes (reusing logic from other operators)
adjacency = {idx: set() for idx in selected_indices}
for edge in mesh.edges:
v0, v1 = edge.vertices
if v0 in selected_indices and v1 in selected_indices:
adjacency[v0].add(v1)
adjacency[v1].add(v0)
submeshes = []
visited = set()
# Build vertex-to-submesh mapping for O(1) lookups
vertex_to_submesh = {}
submesh_idx = 0
for start_idx in selected_indices:
if start_idx in visited:
continue
submesh = set()
queue = [start_idx]
while queue:
current = queue.pop(0)
if current in visited:
continue
visited.add(current)
submesh.add(current)
vertex_to_submesh[current] = submesh_idx
for neighbor in adjacency[current]:
if neighbor not in visited:
queue.append(neighbor)
submeshes.append(submesh)
submesh_idx += 1
# Calculate average Z for each submesh
submesh_z_values = []
for submesh in submeshes:
avg_z = self.get_submesh_avg_z(mesh, submesh)
submesh_z_values.append(avg_z)
# Return to edit mode to work with BMesh
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(mesh)
bm_uv_layer = bm.loops.layers.uv.active
# Build UV-to-loops mapping once for all islands
uv_to_loops = {}
for face in bm.faces:
if not face.select:
continue
for loop in face.loops:
uv = loop[bm_uv_layer].uv
uv_key = (round(uv.x, 6), round(uv.y, 6))
if uv_key not in uv_to_loops:
uv_to_loops[uv_key] = []
uv_to_loops[uv_key].append(loop)
# Assign loops to islands efficiently
for island in uv_islands:
island['loops'] = []
for uv_key in island['uvs']:
if uv_key in uv_to_loops:
island['loops'].extend(uv_to_loops[uv_key])
# Assign UV islands to submeshes and get bounds
island_data = []
for island in uv_islands:
submesh_idx = self.get_submesh_of_island_fast(island['vert_indices'], vertex_to_submesh)
if submesh_idx is not None and island['loops']: # Make sure we have loops
bounds = self.get_island_bounds(island, bm_uv_layer)
width = bounds[2] - bounds[0]
height = bounds[3] - bounds[1]
# Skip degenerate islands
if width <= 0 or height <= 0:
continue
island_data.append({
'island': island,
'submesh_idx': submesh_idx,
'submesh_z': submesh_z_values[submesh_idx],
'bounds': bounds,
'width': width,
'height': height,
'min_u': bounds[0],
'min_v': bounds[1]
})
# Sort islands by submesh Z (descending, so higher Z is at top of UV space)
island_data.sort(key=lambda x: x['submesh_z'], reverse=True)
# Calculate total area needed
total_area = 0
max_island_size = 0
for data in island_data:
area = (data['width'] + self.padding) * (data['height'] + self.padding)
total_area += area
max_island_size = max(max_island_size, max(data['width'], data['height']))
# Calculate optimal dimensions considering row constraints
num_islands = len(island_data)
min_rows_needed = math.ceil(num_islands / self.max_islands_per_row)
# Calculate average island dimensions
avg_width = sum(data['width'] for data in island_data) / num_islands if num_islands > 0 else 0
avg_height = sum(data['height'] for data in island_data) / num_islands if num_islands > 0 else 0
# Estimate dimensions based on constraints
if self.max_islands_per_row < 10: # User wants specific column layout
# Width based on max islands per row
estimated_width = self.max_islands_per_row * (avg_width + self.padding)
# Height based on minimum rows needed
estimated_height = min_rows_needed * (avg_height + self.padding)
# Use the larger dimension to maintain reasonable aspect ratio
target_size = max(estimated_width, math.sqrt(total_area) * 1.1)
else:
# Default behavior: aim for square packing
target_size = max(math.sqrt(total_area) * 1.2, max_island_size + 2 * self.padding)
# Scale to fit in UV space (0-1)
if target_size > 1.0:
scale_factor = 0.95 / target_size # Leave some margin
# Scale all islands
for data in island_data:
data['width'] *= scale_factor
data['height'] *= scale_factor
# Update bounds to scaled values
data['scaled_min_u'] = data['min_u'] * scale_factor
data['scaled_min_v'] = data['min_v'] * scale_factor
data['scaled_max_v'] = (data['bounds'][3] - data['bounds'][1]) * scale_factor + data['scaled_min_v']
target_size = 0.95
else:
scale_factor = 1.0
# Even without scaling, store the values for consistency
for data in island_data:
data['scaled_min_u'] = data['min_u']
data['scaled_min_v'] = data['min_v']
data['scaled_max_v'] = data['bounds'][3]
# Pack islands using a simple shelf packing algorithm
rows = []
current_row = []
current_row_height = 0
current_row_width = 0
for data in island_data:
width = data['width']
height = data['height']
# Check if island fits in current row (both width and count constraints)
fits_width = current_row_width + width + self.padding <= target_size or not current_row
under_max_count = len(current_row) < self.max_islands_per_row
if fits_width and under_max_count:
# Add to current row
current_row.append(data)
current_row_width += width + self.padding
current_row_height = max(current_row_height, height)
else:
# Start new row (only append if current row is not empty)
if current_row:
rows.append((current_row, current_row_height))
current_row = [data]
current_row_width = width + self.padding
current_row_height = height
# Add last row
if current_row:
rows.append((current_row, current_row_height))
# Calculate actual bounding box height
total_height = sum(row[1] for row in rows) + self.padding * (len(rows) + 1)
# Center the packed result in UV space
start_u = (1.0 - target_size) / 2.0
start_v = (1.0 - min(total_height, 1.0)) / 2.0 + min(total_height, 1.0)
# Place islands
current_v = start_v
for row_idx, (row_islands, row_height) in enumerate(rows):
# Center row horizontally
row_actual_width = sum(data['width'] for data in row_islands) + self.padding * (len(row_islands) - 1)
current_u = start_u + (target_size - row_actual_width) / 2.0
# Find the actual top of this row (highest point of any island)
row_top = current_v
for data in row_islands:
# Calculate offset to position island at current location
# We want the TOP of the island's bounding box at row_top
offset_u = current_u - data['scaled_min_u']
offset_v = row_top - data['scaled_max_v']
# Move all UVs in this island
for loop in data['island']['loops']:
uv = loop[bm_uv_layer].uv
uv.x = uv.x * scale_factor + offset_u
uv.y = uv.y * scale_factor + offset_v
current_u += data['width'] + self.padding
# Move down by the full height of the row plus extra spacing
current_v = row_top - row_height - self.padding
# Update mesh
bmesh.update_edit_mesh(mesh)
# Report results
if self.lock_overlapping and merged_count > 0:
self.report({'INFO'}, f"Packed {len(island_data)} UV islands ({merged_count} overlapping merged) from {len(submeshes)} submeshes")
else:
self.report({'INFO'}, f"Packed {len(island_data)} UV islands from {len(submeshes)} submeshes")
return {'FINISHED'}
def draw(self, context):
layout = self.layout
layout.prop(self, "padding")
layout.prop(self, "max_islands_per_row")
layout.prop(self, "lock_overlapping")
layout.prop(self, "skip_overlap_check")
if self.skip_overlap_check and self.lock_overlapping:
layout.label(text="Skip Overlap overrides Lock Overlapping", icon='INFO')
layout.label(text="Higher Z submeshes → Higher V position", icon='INFO')
# Performance hints
col = layout.column()
col.scale_y = 0.8
col.label(text="Performance tips:", icon='TIME')
col.label(text="• Use Skip Overlap for >500 islands")
col.label(text="• Set Max Islands/Row for control")
class MESH_OT_merge_by_distance_in_submeshes(Operator):
bl_idname = "mesh.merge_by_distance_in_submeshes"
bl_label = "Merge by Distance (Per Submesh)"
bl_description = "Merge vertices by distance within each submesh separately"
bl_options = {'REGISTER', 'UNDO'}
merge_distance: FloatProperty(
name="Merge Distance",
description="Maximum distance for merging vertices",
default=0.001,
min=0.0,
max=1.0,
precision=6,
subtype='DISTANCE'
)
@classmethod
def poll(cls, context):
obj = context.active_object
return (obj is not None and
obj.type == 'MESH' and
context.mode == 'EDIT_MESH')
def get_selected_vertex_islands(self, mesh):
"""Find all contiguous groups of selected vertices - works like other operators"""
# Get selected vertices
selected_indices = {v.index for v in mesh.vertices if v.select}
if not selected_indices:
return []
# Build adjacency only for selected vertices
adjacency = {idx: set() for idx in selected_indices}
# Only check edges that might connect selected vertices
for edge in mesh.edges:
v0, v1 = edge.vertices
if v0 in selected_indices and v1 in selected_indices:
adjacency[v0].add(v1)
adjacency[v1].add(v0)
islands = []
visited = set()
from collections import deque
for start_idx in selected_indices:
if start_idx in visited:
continue
island = set()
queue = deque([start_idx])
while queue:
current = queue.pop(0)
if current in visited:
continue
visited.add(current)
island.add(current)
for neighbor in adjacency[current]:
if neighbor not in visited:
queue.append(neighbor)
islands.append(island)
return islands
def execute(self, context):
obj = context.active_object
mesh = obj.data
# Use the most efficient approach: single merge with island constraints
bm = bmesh.from_edit_mesh(mesh)
# Get selected vertices
selected_verts = [v for v in bm.verts if v.select]
if not selected_verts:
self.report({'WARNING'}, "No vertices selected")
return {'CANCELLED'}
# Build islands using optimized algorithm
selected_set = set(selected_verts)
vert_to_island = {}
island_id = 0
# Find islands with stack-based traversal
for v in selected_verts:
if v in vert_to_island:
continue
# Mark all vertices in this island
stack = [v]
while stack:
current = stack.pop()
if current in vert_to_island:
continue
vert_to_island[current] = island_id
# Add connected vertices
for edge in current.link_edges:
other = edge.other_vert(current)
if other in selected_set and other not in vert_to_island:
stack.append(other)
island_id += 1
# Build merge mapping manually to avoid repeated operations
merge_targets = {}
total_merged = 0
islands_with_merges = 0
# For each island, find vertices to merge
from collections import defaultdict
island_verts = defaultdict(list)
for v, iid in vert_to_island.items():
island_verts[iid].append(v)
# Process each island
for island_id, verts in island_verts.items():
if len(verts) < 2:
continue
# Build spatial hash for this island only
merge_dist_sq = self.merge_distance * self.merge_distance
merged_in_island = 0
# Simple O(n²) for small islands is often faster than spatial hashing
# Most submeshes have 10-50 verts, so this is actually efficient
processed = set()
for i, v1 in enumerate(verts):
if v1 in merge_targets or v1 in processed:
continue
processed.add(v1)
# Find vertices within merge distance
for v2 in verts[i+1:]:
if v2 in merge_targets or v2 in processed:
continue
# Check distance
diff = v1.co - v2.co
if diff.length_squared <= merge_dist_sq:
merge_targets[v2] = v1
processed.add(v2)
merged_in_island += 1
if merged_in_island > 0:
total_merged += merged_in_island
islands_with_merges += 1
# Now perform all merges in one go using BMesh weld
if merge_targets:
# Convert merge mapping to format expected by weld_verts
targetmap = {v: merge_targets[v] for v in merge_targets if v.is_valid}
if targetmap:
bmesh.ops.weld_verts(bm, targetmap=targetmap)
# Update the mesh
bmesh.update_edit_mesh(mesh)
total_islands = len(island_verts)
multi_vert_islands = sum(1 for verts in island_verts.values() if len(verts) >= 2)
single_vert_islands = total_islands - multi_vert_islands
if total_merged > 0:
self.report({'INFO'}, f"Merged {total_merged} vertices in {islands_with_merges} of {multi_vert_islands} submeshes (skipped {single_vert_islands} single-vertex)")
else:
self.report({'INFO'}, f"No vertices close enough to merge in {multi_vert_islands} submeshes")
return {'FINISHED'}
def draw(self, context):
layout = self.layout
layout.prop(self, "merge_distance")
layout.label(text="Merges within submeshes only", icon='INFO')
class MESH_OT_bake_vertex_and_rotation_combined(Operator):
bl_idname = "mesh.bake_vertex_and_rotation_combined"
bl_label = "Bake Vectors & Rotation Combined"
bl_description = "Bake vertex vectors relative to orthonormal basis and orientation quaternions in one operation"
bl_options = {'REGISTER', 'UNDO'}
contiguous_mode: BoolProperty(
name="Contiguous Groups",
description="Process each contiguous group of vertices separately with its own center and scale",
default=True
)
normal_epsilon: FloatProperty(
name="Normal Epsilon",
description="Minimum angle difference (radians) between normals to consider them unique",
default=0.1,
min=0.01,
max=1.0,
precision=3
)
use_cache: BoolProperty(
name="Cache Identical Submeshes",
description="Optimize by caching calculations for identical submeshes (recommended for meshes with many repeated elements)",
default=True
)
@classmethod
def poll(cls, context):
obj = context.active_object
return (obj is not None and
obj.type == 'MESH' and
context.mode == 'EDIT_MESH')
def get_vertex_islands(self, mesh, selected_indices):
"""Find contiguous groups of vertices"""
from collections import deque
# Build adjacency
adjacency = {idx: [] for idx in selected_indices}
for edge in mesh.edges:
v0, v1 = edge.vertices
if v0 in adjacency and v1 in adjacency:
adjacency[v0].append(v1)
adjacency[v1].append(v0)
# Find islands
islands = []
visited = set()
for start_idx in selected_indices:
if start_idx in visited:
continue
island = set()
queue = deque([start_idx])
while queue:
current = queue.popleft()
if current in visited:
continue
visited.add(current)
island.add(current)
for neighbor in adjacency.get(current, []):
if neighbor not in visited:
queue.append(neighbor)
islands.append(island)
return islands
def calculate_island_data(self, mesh, island_indices):
"""Calculate center and scale for an island"""
if not island_indices:
return None, 1.0
# Calculate center
center = mathutils.Vector((0.0, 0.0, 0.0))
for idx in island_indices:
center += mesh.vertices[idx].co
center /= len(island_indices)
# Calculate scale (1 / max distance from center)
max_dist = 0.0
for idx in island_indices:
dist = max(abs(c - center[i]) for i, c in enumerate(mesh.vertices[idx].co))
max_dist = max(max_dist, dist)
scale = 1.0 / max_dist if max_dist > 0 else 1.0
return center, scale
def build_basis_from_faces(self, mesh, face_indices, epsilon):
"""Build orthonormal basis from face normals"""
if not face_indices:
return mathutils.Matrix.Identity(3)
# Get largest face normal as primary axis
faces = sorted(face_indices, key=lambda i: mesh.polygons[i].area, reverse=True)
x_axis = mesh.polygons[faces[0]].normal.normalized()
# Find a second normal that's different enough
y_axis = None
epsilon_cos = math.cos(epsilon)
for face_idx in faces[1:]:
normal = mesh.polygons[face_idx].normal.normalized()
if abs(normal.dot(x_axis)) < epsilon_cos:
y_axis = normal - normal.dot(x_axis) * x_axis
y_axis.normalize()
break
# If no good second normal, create perpendicular
if not y_axis:
if abs(x_axis.z) < 0.9:
y_axis = mathutils.Vector((-x_axis.y, x_axis.x, 0))
else:
y_axis = mathutils.Vector((0, -x_axis.z, x_axis.y))
y_axis.normalize()
# Complete the basis
z_axis = x_axis.cross(y_axis)
# Ensure right-handed coordinate system
matrix = mathutils.Matrix((x_axis, y_axis, z_axis)).transposed()
if matrix.determinant() < 0:
matrix[2] = -matrix[2]
return matrix
def create_submesh_signature(self, mesh, island_indices, center, scale, tolerance=0.0001):
"""Create a hash signature for a submesh based on its local geometry"""
# Collect local vertex positions (relative to center and normalized by scale)
local_positions = []
for idx in island_indices:
local_pos = (mesh.vertices[idx].co - center) * scale
# Round to tolerance to handle floating point differences
rounded = (
round(local_pos.x / tolerance) * tolerance,
round(local_pos.y / tolerance) * tolerance,
round(local_pos.z / tolerance) * tolerance
)
local_positions.append(rounded)
# Sort for consistent ordering
local_positions.sort()
# Create signature from vertex count and positions
signature = (len(island_indices), tuple(local_positions))
return signature
def calculate_submesh_data(self, mesh, island, selected_faces, scale, correction):
"""Calculate basis, quaternion, and inverted basis for a submesh"""
# Get faces for this island
island_faces = [f for f in selected_faces
if all(v in island for v in mesh.polygons[f].vertices)]
# Build basis matrix
basis = self.build_basis_from_faces(mesh, island_faces, self.normal_epsilon)
# Calculate quaternion
quat = basis.to_quaternion()
quat.normalize()
if quat.w < 0:
quat.negate()
quat = correction @ quat
# Cache inverted basis
basis_inv = basis.inverted()
return scale, basis, quat, basis_inv
def execute(self, context):
obj = context.active_object
mesh = obj.data
# Switch to object mode
bpy.ops.object.mode_set(mode='OBJECT')
# Get selected vertices
selected_indices = {v.index for v in mesh.vertices if v.select}
if not selected_indices:
self.report({'WARNING'}, "No vertices selected")
bpy.ops.object.mode_set(mode='EDIT')
return {'CANCELLED'}
# Ensure mesh has faces
if not mesh.polygons:
self.report({'ERROR'}, "Mesh has no faces")
bpy.ops.object.mode_set(mode='EDIT')
return {'CANCELLED'}
# Create/get data layers
if not mesh.vertex_colors:
mesh.vertex_colors.new(name="BakedVectors")
color_layer = mesh.vertex_colors.active
uv_layer0 = mesh.uv_layers.get("BakedOriginAngle0")
uv_layer1 = mesh.uv_layers.get("BakedOriginAngle1")
if not uv_layer0:
uv_layer0 = mesh.uv_layers.new(name="BakedOriginAngle0")
if not uv_layer1:
uv_layer1 = mesh.uv_layers.new(name="BakedOriginAngle1")
# Get correction quaternion
settings = context.scene.bake_vertex_settings
correction = mathutils.Euler(
(settings.correction_angle_x, settings.correction_angle_y, settings.correction_angle_z), 'XYZ'
).to_quaternion()
# Build vertex to loops mapping
vertex_loops = {}
selected_faces = []
for poly in mesh.polygons:
face_verts = set(poly.vertices)
if face_verts & selected_indices: # Face has selected vertices
if face_verts <= selected_indices: # All vertices selected
selected_faces.append(poly.index)
for loop_idx in poly.loop_indices:
vert_idx = mesh.loops[loop_idx].vertex_index
if vert_idx in selected_indices:
vertex_loops.setdefault(vert_idx, []).append(loop_idx)
# Get islands to process
if self.contiguous_mode:
islands = self.get_vertex_islands(mesh, selected_indices)
else:
islands = [selected_indices] # Single island with all selected
# Process each island
world_matrix = obj.matrix_world
world_inv = world_matrix.inverted()
# Cache for identical submeshes - stores (scale, basis, quaternion, basis_inv)
submesh_cache = {} if self.use_cache else None
cache_hits = 0
for island in islands:
# Calculate island data
center, scale = self.calculate_island_data(mesh, island)
if center is None:
continue
# Check if we should use caching
if self.use_cache:
# Create signature for this submesh
signature = self.create_submesh_signature(mesh, island, center, scale)
# Check cache for identical submesh
if signature in submesh_cache:
# Reuse cached data
scale, basis, quat, basis_inv = submesh_cache[signature]
cache_hits += 1
else:
# Calculate new data and store in cache
data = self.calculate_submesh_data(mesh, island, selected_faces, scale, correction)
scale, basis, quat, basis_inv = data
submesh_cache[signature] = data
else:
# No caching - calculate data directly
scale, basis, quat, basis_inv = self.calculate_submesh_data(mesh, island, selected_faces, scale, correction)
# Transform vertices
center_world = world_matrix @ center
for vert_idx in island:
# Calculate local position
vert_world = world_matrix @ mesh.vertices[vert_idx].co
offset = world_inv.to_3x3() @ (vert_world - center_world)
local_pos = basis_inv @ offset
# Scale and convert to color
color = mathutils.Vector((
(local_pos.x * scale + 1.0) * 0.5,
(local_pos.y * scale + 1.0) * 0.5,
(local_pos.z * scale + 1.0) * 0.5,
scale
))
# Apply to all loops of this vertex
for loop_idx in vertex_loops.get(vert_idx, []):
color_layer.data[loop_idx].color = color
uv_layer0.data[loop_idx].uv = (quat.x, quat.y)
uv_layer1.data[loop_idx].uv = (quat.z, quat.w)
mesh.update()
bpy.ops.object.mode_set(mode='EDIT')
# Report with cache information
if self.use_cache and submesh_cache:
unique_submeshes = len(submesh_cache)
if cache_hits > 0:
self.report({'INFO'}, f"Baked {len(islands)} islands ({unique_submeshes} unique, {cache_hits} cache hits) with {len(selected_indices)} vertices")
else:
self.report({'INFO'}, f"Baked {len(islands)} islands ({unique_submeshes} unique shapes) with {len(selected_indices)} vertices")
else:
self.report({'INFO'}, f"Baked {len(islands)} island(s) with {len(selected_indices)} vertices")
return {'FINISHED'}
def draw(self, context):
layout = self.layout
layout.prop(self, "contiguous_mode")
layout.prop(self, "use_cache")
layout.prop(self, "normal_epsilon")
settings = context.scene.bake_vertex_settings
box = layout.box()
box.label(text="Bake Rotation Correction (Degrees)")
row = box.row(align=True)
row.prop(settings, "correction_angle_x")
row.prop(settings, "correction_angle_y")
row.prop(settings, "correction_angle_z")
layout.label(text="Vectors relative to orthonormal basis", icon='INFO')
layout.label(text="Stores quaternion in UV maps:", icon='INFO')
layout.label(text=" BakedOriginAngle0: X, Y components")
layout.label(text=" BakedOriginAngle1: Z, W components")
class MESH_PT_bake_vertex_panel(Panel):
bl_label = "Bake Vertex Vectors"
bl_idname = "MESH_PT_bake_vertex_vectors"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Tool"
def draw(self, context):
layout = self.layout
obj = context.active_object
col = layout.column()
if obj and obj.type == 'MESH':
if context.mode == 'EDIT_MESH':
col.operator("mesh.select_all_linked_submeshes", icon='SELECT_EXTEND')
col.operator("mesh.select_linked_across_boundaries", icon='LINKED')
col.operator("mesh.deduplicate_submeshes", icon='DUPLICATE')
col.operator("mesh.merge_by_distance_in_submeshes", icon='AUTOMERGE_ON')
col.operator("mesh.pack_uv_islands_by_submesh", icon='UV')
col.separator()
# Correction settings
settings = context.scene.bake_vertex_settings
box = col.box()
box.label(text="Bake Rotation Correction (Degrees)")
row = box.row(align=True)
row.prop(settings, "correction_angle_x")
row.prop(settings, "correction_angle_y")
row.prop(settings, "correction_angle_z")
col.operator("mesh.bake_vertex_and_rotation_combined", icon='EXPORT', text="Bake Vectors & Rotation")
box = col.box()
box.label(text="Info:", icon='INFO')
box.label(text="Select All Linked: Expand selection to full submeshes")
box.label(text="Select Linked Cross: Select linked across boundaries")
box.label(text="Deduplicate: Remove duplicate selected submeshes")
box.label(text="Merge: Merge vertices within submeshes")
box.label(text="Pack UV Islands: Sort UV islands by submesh Z position")
box.label(text="Bake Vectors & Rotation: Bake vectors relative to")
box.label(text=" orthonormal basis & orientation quaternions")
box.label(text="Toggle Contiguous Groups for separate islands")
box.label(text="Vectors stored in vertex colors, quaternions in UV maps")
box.label(text="Scale factor stored in alpha channel")
mesh = obj.data
if mesh.vertex_colors and len(mesh.vertex_colors) > 0:
col.separator()
col.label(text=f"Active: {mesh.vertex_colors.active.name}", icon='GROUP_VCOL')
else:
col.label(text="Enter Edit Mode to bake vertices", icon='INFO')
else:
col.label(text="Select a mesh object", icon='ERROR')
classes = [
BakeVertexSettings,
MESH_OT_bake_vertex_and_rotation_combined,
MESH_OT_select_all_linked_submeshes,
MESH_OT_select_linked_across_boundaries,
MESH_OT_deduplicate_submeshes,
MESH_OT_pack_uv_islands_by_submesh,
MESH_OT_merge_by_distance_in_submeshes,
MESH_PT_bake_vertex_panel
]
def menu_func(self, context):
self.layout.separator()
self.layout.operator("mesh.select_all_linked_submeshes", icon='SELECT_EXTEND')
self.layout.operator("mesh.select_linked_across_boundaries", icon='LINKED')
self.layout.operator("mesh.deduplicate_submeshes", icon='DUPLICATE')
self.layout.operator("mesh.merge_by_distance_in_submeshes", icon='AUTOMERGE_ON')
self.layout.operator("mesh.pack_uv_islands_by_submesh", icon='UV')
self.layout.operator("mesh.bake_vertex_and_rotation_combined", icon='EXPORT')
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.VIEW3D_MT_edit_mesh.append(menu_func)
bpy.types.Scene.bake_vertex_settings = PointerProperty(type=BakeVertexSettings)
def unregister():
bpy.types.VIEW3D_MT_edit_mesh.remove(menu_func)
del bpy.types.Scene.bake_vertex_settings
for cls in reversed(classes):
bpy.utils.unregister_class(cls)
if __name__ == "__main__":
register()
|