import bpy import bmesh import operator from mathutils import Vector from collections import defaultdict from math import pi from . import utilities_color class op(bpy.types.Operator): bl_idname = "uv.textools_color_from_elements" bl_label = "Color Elements" bl_description = "Assign a color ID to each mesh element" bl_options = {'REGISTER', 'UNDO'} @classmethod def poll(cls, context): if not bpy.context.active_object: return False if bpy.context.active_object not in bpy.context.selected_objects: return False if len(bpy.context.selected_objects) != 1: return False if bpy.context.active_object.type != 'MESH': return False #Only in UV editor mode if bpy.context.area.type != 'IMAGE_EDITOR': return False return True def execute(self, context): color_elements(self, context) return {'FINISHED'} def color_elements(self, context): obj = bpy.context.active_object # Setup Edit & Face mode if obj.mode != 'EDIT': bpy.ops.object.mode_set(mode='EDIT') bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Collect groups bm = bmesh.from_edit_mesh(bpy.context.active_object.data); faces_indices_processed = [] groups = [] for face in bm.faces: if face.index not in faces_indices_processed: # Select face & extend bpy.ops.mesh.select_all(action='DESELECT') face.select = True bpy.ops.mesh.select_linked(delimit={'NORMAL'}) faces = [f.index for f in bm.faces if (f.select and f.index not in faces_indices_processed)] for f in faces: faces_indices_processed.append(f) groups.append(faces) # Assign color count (caps automatically e.g. max 20) bpy.context.scene.texToolsSettings.color_ID_count = len(groups) gamma = 2.2 for i in range(bpy.context.scene.texToolsSettings.color_ID_count): color = utilities_color.get_color_id(i, bpy.context.scene.texToolsSettings.color_ID_count) # Fix Gamma color[0] = pow(color[0] , gamma) color[1] = pow(color[1] , gamma) color[2] = pow(color[2], gamma) utilities_color.set_color(i, color) # Assign Groups to colors index_color = 0 for group in groups: # rebuild bmesh data (e.g. left edit mode previous loop) bm = bmesh.from_edit_mesh(bpy.context.active_object.data); if hasattr(bm.faces, "ensure_lookup_table"): bm.faces.ensure_lookup_table() # Select group bpy.ops.mesh.select_all(action='DESELECT') for index_face in group: bm.faces[index_face].select = True # Assign to selection bpy.ops.uv.textools_color_assign(index=index_color) index_color = (index_color+1) % bpy.context.scene.texToolsSettings.color_ID_count bpy.ops.object.mode_set(mode='OBJECT') utilities_color.validate_face_colors(obj) bpy.utils.register_class(op)