2023-10-10 16:01:52 +08:00
import bpy , mathutils , bmesh
class FlattenParamBySize ():
mScaleSize : float
def __init__ ( self , scale_size : float ) -> None :
self . mScaleSize = scale_size
class FlattenParamByRefPoint ():
mReferencePoint : int
mReferenceUV : float
def __init__ ( self , ref_point : int , ref_point_uv : float ) -> None :
self . mReferencePoint = ref_point
self . mReferenceUV = ref_point_uv
class FlattenParam ():
mUseRefPoint : bool
mParamData : FlattenParamBySize | FlattenParamByRefPoint
def __init__ ( self , use_ref_point : bool , data : FlattenParamBySize | FlattenParamByRefPoint ) -> None :
self . mUseRefPoint = use_ref_point
self . mParamData = data
@classmethod
def CreateByScaleSize ( cls , scale_num : float ):
return cls ( False , FlattenParamBySize ( scale_num ))
@classmethod
def CreateByRefPoint ( cls , ref_point : int , ref_point_uv : float ):
return cls ( True , FlattenParamByRefPoint ( ref_point , ref_point_uv ))
class BBP_OT_flatten_uv ( bpy . types . Operator ):
"""Flatten selected face UV. Only works for convex face"""
bl_idname = "bbp.flatten_uv"
bl_label = "Flatten UV"
bl_options = { 'REGISTER' , 'UNDO' }
reference_edge : bpy . props . IntProperty (
name = "Reference Edge" ,
description = "The references edge of UV. \n It will be placed in V axis." ,
min = 0 ,
soft_min = 0 ,
soft_max = 3 ,
default = 0 ,
)
scale_mode : bpy . props . EnumProperty (
name = "Scale Mode" ,
items = (
( 'NUM' , "Scale Size" , "Scale UV with specific number." ),
( 'REF' , "Ref. Point" , "Scale UV with Reference Point feature." ),
),
)
scale_number : bpy . props . FloatProperty (
name = "Scale Size" ,
description = "The size which will be applied for scale." ,
min = 0 ,
soft_min = 0 ,
soft_max = 5 ,
default = 5.0 ,
step = 0.1 ,
precision = 1 ,
)
reference_point : bpy . props . IntProperty (
name = "Reference Point" ,
description = "The references point of UV. \n It's U component will be set to the number specified by Reference Point UV. \n This point index is related to the start point of reference edge." ,
min = 2 , # 0 and 1 is invalid. we can not order the reference edge to be set on the outside of uv axis
soft_min = 2 ,
soft_max = 3 ,
default = 2 ,
)
reference_uv : bpy . props . FloatProperty (
name = "Reference Point UV" ,
description = "The U component which should be applied to references point in UV." ,
soft_min = 0 ,
soft_max = 1 ,
default = 0.5 ,
step = 0.1 ,
precision = 2 ,
)
@classmethod
def poll ( cls , context ):
obj = bpy . context . active_object
if obj is None :
return False
if obj . type != 'MESH' :
return False
if obj . mode != 'EDIT' :
return False
return True
def execute ( self , context ):
# construct scale data
if self . scale_mode == 'NUM' :
scale_data : FlattenParam = FlattenParam . CreateByScaleSize ( self . scale_number )
else :
scale_data : FlattenParam = FlattenParam . CreateByRefPoint ( self . reference_point , self . reference_uv )
# do flatten uv and report
no_processed_count = real_flatten_uv ( bpy . context . active_object . data ,
self . reference_edge , scale_data )
if no_processed_count != 0 :
print ( "[Flatten UV] {} faces are not be processed correctly because process failed."
. format ( no_processed_count ))
return { 'FINISHED' }
def draw ( self , context ):
layout = self . layout
layout . emboss = 'NORMAL'
layout . prop ( self , "reference_edge" )
layout . separator ()
layout . label ( text = "Scale Mode" )
layout . prop ( self , "scale_mode" , expand = True )
layout . separator ()
layout . label ( text = "Scale Config" )
if self . scale_mode == 'NUM' :
layout . prop ( self , "scale_number" )
else :
layout . prop ( self , "reference_point" )
layout . prop ( self , "reference_uv" )
def real_flatten_uv ( mesh : bpy . types . Mesh , reference_edge : int ,
scale_data : FlattenParam ) -> int :
no_processed_count : int = 0
# if no uv, create it
if mesh . uv_layers . active is None :
mesh . uv_layers . new ( do_init = False )
# create bmesh
bm : bmesh . types . BMesh = bmesh . from_edit_mesh ( mesh )
# NOTE: Blender 3.5 change mesh underlying data struct.
# Originally this section also need to be update ad Blender 3.5 style
# But this is a part of bmesh. This struct is not changed so we don't need update it.
uv_lay : bmesh . types . BMLayerItem = bm . loops . layers . uv . active
face : bmesh . types . BMFace
for face in bm . faces :
# ========== only process selected face ==========
if not face . select :
continue
# ========== resolve reference edge and point ==========
# check reference validation
allPoint : int = len ( face . loops )
if reference_edge >= allPoint : # reference edge overflow
no_processed_count += 1
continue
# check scale validation
if scale_data . mUseRefPoint :
if (( scale_data . mParamData . mReferencePoint <= 1 ) # reference point too low
or ( scale_data . mParamData . mReferencePoint
>= allPoint )): # reference point overflow
no_processed_count += 1
continue
else :
if round ( scale_data . mParamData . mScaleSize , 7 ) == 0.0 : # invalid scale size
no_processed_count += 1
continue
# ========== get correct new corrdinate system ==========
# yyc mark:
# we use 3 points located in this face to calc
# the base of this local uv corredinate system.
# however if this 3 points are set in a line,
# this method will cause a error, zero vector error.
#
# if z axis is zero vector, we will try using face normal instead
# to try getting correct data.
#
# zero base is not important. because it will not raise any math exception
# just a weird uv. user will notice this problem.
# get point
p1Relative : int = reference_edge
p2Relative : int = reference_edge + 1
p3Relative : int = reference_edge + 2
if p2Relative >= allPoint :
p2Relative -= allPoint
if p3Relative >= allPoint :
p3Relative -= allPoint
p1 : mathutils . Vector = mathutils . Vector (
tuple ( face . loops [ p1Relative ] . vert . co [ x ] for x in range ( 3 )))
p2 : mathutils . Vector = mathutils . Vector (
tuple ( face . loops [ p2Relative ] . vert . co [ x ] for x in range ( 3 )))
p3 : mathutils . Vector = mathutils . Vector (
tuple ( face . loops [ p3Relative ] . vert . co [ x ] for x in range ( 3 )))
# get y axis
new_y_axis : mathutils . Vector = p2 - p1
new_y_axis . normalize ()
vec1 : mathutils . Vector = p3 - p2
vec1 . normalize ()
# get z axis
new_z_axis : mathutils . Vector = new_y_axis . cross ( vec1 )
new_z_axis . normalize ()
if not any ( round ( v , 7 ) for v in new_z_axis
): # if z is a zero vector, use face normal instead
new_z_axis = face . normal . normalized ()
# get x axis
new_x_axis : mathutils . Vector = new_y_axis . cross ( new_z_axis )
new_x_axis . normalize ()
# construct rebase matrix
origin_base : mathutils . Matrix = mathutils . Matrix ((
( 1.0 , 0 , 0 ),
( 0 , 1.0 , 0 ),
( 0 , 0 , 1.0 )
))
origin_base . invert_safe ()
new_base : mathutils . Matrix = mathutils . Matrix ((
( new_x_axis . x , new_y_axis . x , new_z_axis . x ),
( new_x_axis . y , new_y_axis . y , new_z_axis . y ),
( new_x_axis . z , new_y_axis . z , new_z_axis . z )
))
transition_matrix : mathutils . Matrix = origin_base @ new_base
transition_matrix . invert_safe ()
# ========== rescale correction ==========
if scale_data . mUseRefPoint :
# ref point method
# get reference point from loop
refpRelative : int = p1Relative + scale_data . mParamData . mReferencePoint
if refpRelative >= allPoint :
refpRelative -= allPoint
pRef : mathutils . Vector = mathutils . Vector ( tuple ( face . loops [ refpRelative ] . vert . co [ x ] for x in range ( 3 ))) - p1
# calc its U component
vec_u : float = abs (( transition_matrix @ pRef ) . x )
if round ( vec_u , 7 ) == 0.0 :
rescale : float = 1.0 # fallback. rescale = 1 will not affect anything
else :
rescale : float = scale_data . mParamData . mReferenceUV / vec_u
else :
# scale size method
# apply rescale directly
rescale : float = 1.0 / scale_data . mParamData . mScaleSize
# construct matrix
# we only rescale U component (X component)
# and constant 5.0 scale for V component (Y component)
scale_matrix : mathutils . Matrix = mathutils . Matrix ((
( rescale , 0 , 0 ),
( 0 , 1.0 / 5.0 , 0 ),
( 0 , 0 , 1.0 )
))
# order can not be changed. we order do transition first, then scale it.
rescale_transition_matrix : mathutils . Matrix = scale_matrix @ transition_matrix
# ========== process each face ==========
for loop_index in range ( allPoint ):
pp : mathutils . Vector = mathutils . Vector ( tuple ( face . loops [ loop_index ] . vert . co [ x ] for x in range ( 3 ))) - p1
ppuv : mathutils . Vector = rescale_transition_matrix @ pp
# u and v component has been calculated properly. no extra process needed.
# just get abs for the u component
face . loops [ loop_index ][ uv_lay ] . uv = ( abs ( ppuv . x ), ppuv . y )
# sync the result to view port
bmesh . update_edit_mesh ( mesh )
return no_processed_count