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import bpy , mathutils , bmesh
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import typing , enum , collections
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from . import UTIL_virtools_types , UTIL_functions
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#region Param Struct
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class FlattenMethod ( enum . IntEnum ):
# The legacy flatten uv mode. Only just do space convertion for each individual faces.
Raw = enum . auto ()
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# The floor specific flatten uv.
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# This method will make sure the continuity in V axis in uv when flatten uv.
# Only support rectangle faces.
Floor = enum . auto ()
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# The wood specific flatten uv.
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# Similar floor, but it will force all horizontal uv edge parallel with U axis.
# Not only V axis, but also U axis' continuity will been make sure.
Wood = enum . auto ()
class FlattenParam ():
mReferenceEdge : int
mUseRefPoint : bool
mFlattenMethod : FlattenMethod
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mScaleSize : float
mReferencePoint : int
mReferenceUV : float
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def __init__ ( self , use_ref_point : bool , reference_edge : int , flatten_method : FlattenMethod ) -> None :
self . mReferenceEdge = reference_edge
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self . mUseRefPoint = use_ref_point
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self . mFlattenMethod = flatten_method
def is_valid ( self ) -> bool :
"""Check whether flatten params is valid"""
if self . mUseRefPoint :
# ref point should be great than 1.
# because 0 and 1 is located at the same line with reference edge.
return self . mReferencePoint > 1
else :
# zero scale size make no sense.
return round ( self . mScaleSize , 7 ) != 0.0
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@classmethod
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def create_by_scale_size ( cls , reference_edge : int , flatten_method : FlattenMethod , scale_num : float ):
val = cls ( False , reference_edge , flatten_method )
val . mScaleSize = scale_num
return val
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@classmethod
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def create_by_ref_point ( cls , reference_edge : int , flatten_method : FlattenMethod , ref_point : int , ref_point_uv : float ):
val = cls ( True , reference_edge , flatten_method )
val . mReferencePoint = ref_point
val . mReferenceUV = ref_point_uv
return val
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#endregion
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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 ,
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soft_min = 0 , soft_max = 3 ,
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default = 0 ,
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) # type: ignore
flatten_method : bpy . props . EnumProperty (
name = "Flatten Method" ,
items = [
( 'RAW' , "Raw" , "Legacy flatten UV." ),
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( 'FLOOR' , "Floor" , "Floor specific flatten UV." ),
( 'WOOD' , "Wood" , "Wood specific flatten UV." ),
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],
default = 'RAW'
) # type: ignore
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scale_mode : bpy . props . EnumProperty (
name = "Scale Mode" ,
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items = [
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( 'NUM' , "Scale Size" , "Scale UV with specific number." ),
( 'REF' , "Ref. Point" , "Scale UV with Reference Point feature." ),
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],
default = 'NUM'
) # type: ignore
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scale_number : bpy . props . FloatProperty (
name = "Scale Size" ,
description = "The size which will be applied for scale." ,
min = 0 ,
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soft_min = 0 , soft_max = 5 ,
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default = 5.0 ,
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step = 10 ,
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precision = 1 ,
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) # type: ignore
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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
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soft_min = 2 , soft_max = 3 ,
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default = 2 ,
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) # type: ignore
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reference_uv : bpy . props . FloatProperty (
name = "Reference Point UV" ,
description = "The U component which should be applied to references point in UV." ,
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soft_min = 0 , soft_max = 1 ,
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default = 0.5 ,
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step = 10 ,
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precision = 2 ,
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) # type: ignore
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@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
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flatten_method_ : FlattenMethod
match ( self . flatten_method ):
case 'RAW' : flatten_method_ = FlattenMethod . Raw
case 'FLOOR' : flatten_method_ = FlattenMethod . Floor
case 'WOOD' : flatten_method_ = FlattenMethod . Wood
case _ : return { 'CANCELLED' }
flatten_param_ : FlattenParam
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if self . scale_mode == 'NUM' :
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flatten_param_ = FlattenParam . create_by_scale_size ( self . reference_edge , flatten_method_ , self . scale_number )
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else :
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flatten_param_ = FlattenParam . create_by_ref_point ( self . reference_edge , flatten_method_ , self . reference_point , self . reference_uv )
if not flatten_param_ . is_valid ():
return { 'CANCELLED' }
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# do flatten uv and report
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failed : int = _flatten_uv_wrapper ( bpy . context . active_object . data , flatten_param_ )
if failed != 0 :
print ( f '[Flatten UV] { failed } faces are not be processed correctly because process failed.' )
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return { 'FINISHED' }
def draw ( self , context ):
layout = self . layout
layout . emboss = 'NORMAL'
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layout . label ( text = "Flatten Method" )
sublayout = layout . row ()
sublayout . prop ( self , "flatten_method" , expand = True )
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layout . prop ( self , "reference_edge" )
layout . separator ()
layout . label ( text = "Scale Mode" )
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sublayout = layout . row ()
sublayout . prop ( self , "scale_mode" , expand = True )
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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" )
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#region BMesh Visitor Helper
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def _set_face_vertex_uv ( face : bmesh . types . BMFace , uv_layer : bmesh . types . BMLayerItem , idx : int , uv : UTIL_virtools_types . ConstVxVector2 ) -> None :
"""
Help function to set UV data for face.
@param face[in] The face to be set.
@param uv_layer[in] The corresponding uv layer. Hint: it was gotten from BMesh.loops.layers.uv.verify()
@param idx[in] The index of trying setting vertex.
@param uv[in] The set UV data
"""
face . loops [ idx ][ uv_layer ] . uv = uv
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def _get_face_vertex_uv ( face : bmesh . types . BMFace , uv_layer : bmesh . types . BMLayerItem , idx : int ) -> UTIL_virtools_types . ConstVxVector2 :
"""
Help function to get UV data for face.
@param face[in] The face to be set.
@param uv_layer[in] The corresponding uv layer. Hint: it was gotten from BMesh.loops.layers.uv.verify()
@param idx[in] The index of trying setting vertex.
@return The UV data
"""
v : mathutils . Vector = face . loops [ idx ][ uv_layer ] . uv
return ( v [ 0 ], v [ 1 ])
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def _get_face_vertex_pos ( face : bmesh . types . BMFace , idx : int ) -> UTIL_virtools_types . ConstVxVector3 :
"""
Help function to get vertex position from face by provided index.
No index overflow checker. Caller must make sure the provided index is not overflow.
@param face[in] Bmesh face struct.
@param idx[in] The index of trying getting vertex.
@return The gotten vertex position.
"""
v : mathutils . Vector = face . loops [ idx ] . vert . co
return ( v [ 0 ], v [ 1 ], v [ 2 ])
def _circular_clamp_index ( v : int , vmax : int ) -> int :
"""
Circular clamp face vertex index.
Used by _real_flatten_uv.
@param v[in] The index to clamp
@param vmax[in] The count of used face vertex. At least 3.
@return The circular clamped value ranging from 0 to vmax.
"""
return v % vmax
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#endregion
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#region Real Worker Functions
def _flatten_uv_wrapper ( mesh : bpy . types . Mesh , flatten_param : FlattenParam ) -> int :
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# create bmesh modifier
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bm : bmesh . types . BMesh = bmesh . from_edit_mesh ( mesh )
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# use verify() to make sure there is a uv layer to write data
# verify() will return existing one or create one if no layer existing.
uv_layers : bmesh . types . BMLayerCollection = bm . loops . layers . uv
uv_layer : bmesh . types . BMLayerItem = uv_layers . verify ()
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# invoke core
failed : int
match ( flatten_param . mFlattenMethod ):
case FlattenMethod . Raw :
failed = _raw_flatten_uv ( bm , uv_layer , flatten_param )
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case FlattenMethod . Floor | FlattenMethod . Wood :
failed = _specific_flatten_uv ( bm , uv_layer , flatten_param )
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# show the updates in the viewport
bmesh . update_edit_mesh ( mesh )
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# return process result
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return failed
def _raw_flatten_uv ( bm : bmesh . types . BMesh , uv_layer : bmesh . types . BMLayerItem , flatten_param : FlattenParam ) -> int :
# failed counter
failed : int = 0
# raw flatten uv always use zero offset
c_ZeroOffset : mathutils . Vector = mathutils . Vector (( 0 , 0 ))
# process each face
face : bmesh . types . BMFace
for face in bm . faces :
# check requirement
# skip not selected face
if not face . select : continue
# skip the face that not fufill reference edge requirement
edge_count : int = len ( face . loops )
if flatten_param . mReferenceEdge >= edge_count :
failed += 1
continue
# skip ref point overflow when using ref point mode
if flatten_param . mUseRefPoint and ( flatten_param . mReferencePoint >= edge_count ):
failed += 1
continue
# process this face
_flatten_face_uv ( face , uv_layer , flatten_param , c_ZeroOffset )
return failed
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def _specific_flatten_uv ( bm : bmesh . types . BMesh , uv_layer : bmesh . types . BMLayerItem , flatten_param : FlattenParam ) -> int :
# failed counter
failed : int = 0
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# reset selected face's tag to False to indicate these face is not processed
face : bmesh . types . BMFace
for face in bm . faces :
if face . select :
face . tag = False
# prepare a function to check whether face is valid
def face_validator ( f : bmesh . types . BMFace ) -> bool :
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# specify use external failed counter
nonlocal failed
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# a valid face must be
# selected, not processed, and should be rectangle
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# we check selection first
if not f . select or f . tag : return False
# then check tag. if tag == True, it mean this face has been processed.
if f . tag : return False
# now this face can be processed, we need check whether it is rectangle
if len ( f . loops ) == 4 :
# yes it is rectangle
return True
else :
# no, it is not rectangle
# we need mark it tag as True to prevent any possible recursive checking
# because it definately can not be processed in future.
f . tag = True
# then we report this face failed
failed = failed + 1
# return false
return False
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# prepare face getter which will be used when stack is empty
face_getter : typing . Iterator [ bmesh . types . BMFace ] = filter (
lambda f : face_validator ( f ),
typing . cast ( typing . Iterable [ bmesh . types . BMFace ], bm . faces )
)
# prepare a neighbor getter.
# this function will help finding the valid neighbor of specified face
# `loop_idx` is the index of loop getting from given face.
# `exp_loop_idx` is the expected index of neighbor loop in neighbor face.
def face_neighbor_getter ( f : bmesh . types . BMFace , loop_idx : int , exp_loop_idx : int ) -> bmesh . types . BMFace | None :
# get this face's loop
this_loop : bmesh . types . BMLoop = f . loops [ loop_idx ]
# check requirement for this loop
# this edge should be shared exactly by 2 faces.
#
# Manifold: For a mesh to be manifold, every edge must have exactly two adjacent faces.
# Ref: https://github.com/rlguy/Blender-FLIP-Fluids/wiki/Manifold-Meshes
if not this_loop . edge . is_manifold :
return None
# get neighbor loop
neighbor_loop : bmesh . types . BMLoop = this_loop . link_loop_radial_next
# get neighbor face and check it
neighbor_f : bmesh . types . BMFace = neighbor_loop . face
if not face_validator ( neighbor_f ):
return None
# check expected neighbor index
if neighbor_loop != neighbor_f . loops [ exp_loop_idx ]:
return None
# all check done, return face
return neighbor_f
# prepare face stack.
# NOTE: all face inserted into this stack should be marked as processed first.
face_stack : collections . deque [ tuple [ bmesh . types . BMFace , mathutils . Vector ]] = collections . deque ()
# start process faces
while True :
# if no item in face stack, pick one from face getter and mark it as processed
# if face getter failed, it mean that no more face, exit.
if len ( face_stack ) == 0 :
try :
f = next ( face_getter )
f . tag = True
face_stack . append (( f , mathutils . Vector (( 0 , 0 ))))
except StopIteration :
break
# pick one face from stack and process it
( face , face_offset ) = face_stack . pop ()
_flatten_face_uv ( face , uv_layer , flatten_param , face_offset )
# get 4 point uv because we need use them later
# NOTE: 4 uv point following this order
# +-----------+
# |(1) |(2)
# | |
# |(0) |(3)
# +-----------+
# So the loop index is
# (1)
# +---------->+
# ^ |
# |(0) |(2)
# | v
# +<----------+
# (3)
ind0 = _circular_clamp_index ( flatten_param . mReferenceEdge , 4 )
ind1 = _circular_clamp_index ( flatten_param . mReferenceEdge + 1 , 4 )
ind2 = _circular_clamp_index ( flatten_param . mReferenceEdge + 2 , 4 )
ind3 = _circular_clamp_index ( flatten_param . mReferenceEdge + 3 , 4 )
uv0 = _get_face_vertex_uv ( face , uv_layer , ind0 )
uv1 = _get_face_vertex_uv ( face , uv_layer , ind1 )
uv2 = _get_face_vertex_uv ( face , uv_layer , ind2 )
uv3 = _get_face_vertex_uv ( face , uv_layer , ind3 )
# insert horizontal neighbor if we are wood flatten uv
if flatten_param . mFlattenMethod == FlattenMethod . Wood :
# first, make its uv geometry to rectangle from a trapezium.
# get the average U factor from its right edge.
# and make top + bottom uv edge be parallel with U axis by using left edge V factor.
average_u = ( uv2 [ 0 ] + uv3 [ 0 ]) / 2
uv2 = ( average_u , uv1 [ 1 ])
uv3 = ( average_u , uv0 [ 1 ])
_set_face_vertex_uv ( face , uv_layer , ind2 , uv2 )
_set_face_vertex_uv ( face , uv_layer , ind3 , uv3 )
# then, try getting its right neighbor
r_face : bmesh . types . BMFace | None = face_neighbor_getter ( face , ind2 , ind0 )
if r_face is not None :
# mark it as processed
r_face . tag = True
# insert face with extra horizontal offset.
face_stack . append (( r_face , mathutils . Vector (( uv3 [ 0 ], uv3 [ 1 ]))))
# insert vertical neighbor
t_face : bmesh . types . BMFace | None = face_neighbor_getter ( face , ind1 , ind3 )
if t_face is not None :
# mark it as processed
t_face . tag = True
# insert face with extra vertical offset.
face_stack . append (( t_face , mathutils . Vector (( uv1 [ 0 ], uv1 [ 1 ]))))
return failed
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def _flatten_face_uv ( face : bmesh . types . BMFace , uv_layer : bmesh . types . BMLayerItem , flatten_param : FlattenParam , offset : mathutils . Vector ) -> None :
# ========== 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
all_point : int = len ( face . loops )
pidx_start : int = _circular_clamp_index ( flatten_param . mReferenceEdge , all_point )
p1 : mathutils . Vector = mathutils . Vector ( _get_face_vertex_pos ( face , pidx_start ))
p2 : mathutils . Vector = mathutils . Vector ( _get_face_vertex_pos ( face , _circular_clamp_index ( flatten_param . mReferenceEdge + 1 , all_point )))
p3 : mathutils . Vector = mathutils . Vector ( _get_face_vertex_pos ( face , _circular_clamp_index ( flatten_param . mReferenceEdge + 2 , all_point )))
# 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 = typing . cast ( mathutils . Vector , 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 = typing . cast ( mathutils . Matrix , origin_base @ new_base )
transition_matrix . invert_safe ()
# ===== rescale correction =====
rescale : float = 0.0
if flatten_param . mUseRefPoint :
# ref point method
# get reference point from loop
pidx_refp : int = _circular_clamp_index ( pidx_start + flatten_param . mReferencePoint , all_point )
pref : mathutils . Vector = mathutils . Vector ( _get_face_vertex_pos ( face , pidx_refp )) - p1
# calc its U component
vec_u : float = abs ( typing . cast ( mathutils . Vector , transition_matrix @ pref ) . x )
if round ( vec_u , 7 ) == 0.0 :
rescale = 1.0 # fallback. rescale = 1 will not affect anything
else :
rescale = flatten_param . mReferenceUV / vec_u
else :
# scale size method
# apply rescale directly
rescale = 1.0 / flatten_param . 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 = typing . cast ( mathutils . Matrix , scale_matrix @ transition_matrix )
# ========== process each face ==========
for idx in range ( all_point ):
# compute uv
pp : mathutils . Vector = mathutils . Vector ( _get_face_vertex_pos ( face , idx )) - p1
ppuv : mathutils . Vector = typing . cast ( 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
ppuv . x = abs ( ppuv . x )
# add offset and assign to uv
_set_face_vertex_uv ( face , uv_layer , idx , ( ppuv . x + offset . x , ppuv . y + offset . y ))
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#endregion
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def register () -> None :
bpy . utils . register_class ( BBP_OT_flatten_uv )
def unregister () -> None :
bpy . utils . unregister_class ( BBP_OT_flatten_uv )