feat: flatten uv backward search mode
- support backward successive face searching to resolve some failed flatten uv in floor mode.
This commit is contained in:
parent
f8c344f65e
commit
02a1222210
@ -16,6 +16,23 @@ class FlattenMethod(enum.IntEnum):
|
||||
# Not only V axis, but also U axis' continuity will been make sure.
|
||||
Wood = enum.auto()
|
||||
|
||||
class NeighborType(enum.IntEnum):
|
||||
"""
|
||||
NeighborType is used by special flatten uv to describe the direction of neighbor.
|
||||
|
||||
Normally we find neighbor by +V, +U direction (in UV world), these neighbors are "forward" neighbors and marked as Forward.
|
||||
But if we try finding neighbor by -V, -U direction, we call these neighbors are "backward" neighbors,
|
||||
and marked as VerticalBackward or HorizontalBackward by its direction.
|
||||
|
||||
The UV of Backward neighbor need to be processed specially so we need distinguish them with Forward neighbors.
|
||||
"""
|
||||
# +V, +U direction neighbor.
|
||||
Forward = enum.auto()
|
||||
# -V direction neighbor.
|
||||
VerticalBackward = enum.auto()
|
||||
# -U direction neighbor.
|
||||
HorizontalBackward = enum.auto()
|
||||
|
||||
class FlattenParam():
|
||||
mReferenceEdge: int
|
||||
mUseRefPoint: bool
|
||||
@ -283,21 +300,20 @@ def _specific_flatten_uv(bm: bmesh.types.BMesh, uv_layer: bmesh.types.BMLayerIte
|
||||
|
||||
# prepare a function to check whether face is valid
|
||||
def face_validator(f: bmesh.types.BMFace) -> bool:
|
||||
# specify use external failed counter
|
||||
# specify using external failed counter
|
||||
nonlocal failed
|
||||
# a valid face must be
|
||||
# selected, not processed, and should be rectangle
|
||||
# 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
|
||||
if not f.select or 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
|
||||
# we need mark its 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
|
||||
@ -339,7 +355,7 @@ def _specific_flatten_uv(bm: bmesh.types.BMesh, uv_layer: bmesh.types.BMLayerIte
|
||||
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()
|
||||
face_stack: collections.deque[tuple[bmesh.types.BMFace, mathutils.Vector, NeighborType]] = collections.deque()
|
||||
# start process faces
|
||||
while True:
|
||||
# if no item in face stack, pick one from face getter and mark it as processed
|
||||
@ -348,12 +364,12 @@ def _specific_flatten_uv(bm: bmesh.types.BMesh, uv_layer: bmesh.types.BMLayerIte
|
||||
try:
|
||||
f = next(face_getter)
|
||||
f.tag = True
|
||||
face_stack.append((f, mathutils.Vector((0, 0))))
|
||||
face_stack.append((f, mathutils.Vector((0, 0)), NeighborType.Forward))
|
||||
except StopIteration:
|
||||
break
|
||||
|
||||
# pick one face from stack and process it
|
||||
(face, face_offset) = face_stack.pop()
|
||||
(face, face_offset, face_backward) = face_stack.pop()
|
||||
_flatten_face_uv(face, uv_layer, flatten_param, face_offset)
|
||||
|
||||
# get 4 point uv because we need use them later
|
||||
@ -380,9 +396,9 @@ def _specific_flatten_uv(bm: bmesh.types.BMesh, uv_layer: bmesh.types.BMLayerIte
|
||||
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
|
||||
# correct rectangle shape when in wood mode
|
||||
if flatten_param.mFlattenMethod == FlattenMethod.Wood:
|
||||
# first, make its uv geometry to rectangle from a trapezium.
|
||||
# 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
|
||||
@ -390,22 +406,67 @@ def _specific_flatten_uv(bm: bmesh.types.BMesh, uv_layer: bmesh.types.BMLayerIte
|
||||
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
|
||||
|
||||
# do backward correction
|
||||
# in backward mode, we can not know how many space backward one will occupied,
|
||||
# thus we can not pass it by offset because we don't know the offset,
|
||||
# so we only can patch it after computing its real size.
|
||||
if face_backward != NeighborType.Forward:
|
||||
if face_backward == NeighborType.VerticalBackward:
|
||||
# in vertical backward patch,
|
||||
# minus self height for all uv.
|
||||
self_height: float = uv1[1] - uv0[1]
|
||||
uv0 = (uv0[0], uv0[1] - self_height)
|
||||
uv1 = (uv1[0], uv1[1] - self_height)
|
||||
uv2 = (uv2[0], uv2[1] - self_height)
|
||||
uv3 = (uv3[0], uv3[1] - self_height)
|
||||
if face_backward == NeighborType.HorizontalBackward:
|
||||
# in horizontal backward patch, minus self width for all uv.
|
||||
# because we have process rectangle shape issue before this,
|
||||
# so we can pick uv2 or uv3 to get width directly.
|
||||
self_width: float = uv3[0] - uv0[0]
|
||||
uv0 = (uv0[0] - self_width, uv0[1])
|
||||
uv1 = (uv1[0] - self_width, uv1[1])
|
||||
uv2 = (uv2[0] - self_width, uv2[1])
|
||||
uv3 = (uv3[0] - self_width, uv3[1])
|
||||
# set modified uv to geometry
|
||||
_set_face_vertex_uv(face, uv_layer, ind0, uv0)
|
||||
_set_face_vertex_uv(face, uv_layer, ind1, uv1)
|
||||
_set_face_vertex_uv(face, uv_layer, ind2, uv2)
|
||||
_set_face_vertex_uv(face, uv_layer, ind3, uv3)
|
||||
|
||||
# insert horizontal neighbor only in wood mode.
|
||||
if flatten_param.mFlattenMethod == FlattenMethod.Wood:
|
||||
# insert right neighbor (forward)
|
||||
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]))))
|
||||
face_stack.append((r_face, mathutils.Vector((uv3[0], uv3[1])), NeighborType.Forward))
|
||||
# insert left neighbor (backward)
|
||||
# swap the index param of neighbor getter
|
||||
l_face: bmesh.types.BMFace | None = face_neighbor_getter(face, ind0, ind2)
|
||||
if l_face is not None:
|
||||
l_face.tag = True
|
||||
# pass origin pos, and order backward correction
|
||||
face_stack.append((l_face, mathutils.Vector((uv0[0], uv0[1])), NeighborType.HorizontalBackward))
|
||||
|
||||
# insert vertical neighbor
|
||||
# insert top neighbor (forward)
|
||||
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]))))
|
||||
face_stack.append((t_face, mathutils.Vector((uv1[0], uv1[1])), NeighborType.Forward))
|
||||
# insert bottom neighbor (backward)
|
||||
# swap the index param of neighbor getter
|
||||
b_face: bmesh.types.BMFace | None = face_neighbor_getter(face, ind3, ind1)
|
||||
if b_face is not None:
|
||||
b_face.tag = True
|
||||
# pass origin pos, and order backward correction
|
||||
face_stack.append((b_face, mathutils.Vector((uv0[0], uv0[1])), NeighborType.VerticalBackward))
|
||||
|
||||
return failed
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user