[fix] fix various bugs
- update README to keep update with plugin design * refactor Select by Virtools Group section * add material preset function description - fix issue about flatten uv may get zero base vector. - update elements adder menu. - bump up version to 3.1
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README.md
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README.md
@ -110,25 +110,21 @@ In default, user created material will not enable Virtools Material feature. You
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After enable Virtools Material, `Basic Parameters` section and `Advanced Parameters` section can be set. Set your material peroperties just like operating in Virtools.
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Just like its name, `Basic Parameters` is basic material properties. `Advanced Parameters` is mainly related to transparent properties and usually used in the bottom of transparent column.
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Additionally, `Basic Parameters` section provide a preset function, allowing user to use some preset material settings, which only affect 4 basic colors, just for convenient using.
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In `Operation` section, `Apply Virtools Material` will clean all existed Blender material and create a new material graph according to Virtools material properties.
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And, `Parse from Blender Principled BSDF` will try parsing a Principled BSDF to Virtools material.
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If your material highly rely on Blender material, please execute `Parse from Blender Principled BSDF` or disable Virtools Material feature before exporting BM file, otherwise material can not be saved correctly.
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### Select by Group
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### Select by Virtools Group
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Plugin add 2 selection functions according to Virtools Group in Select menu.
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Plugin add a selection function according to Virtools Group in Select menu.
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#### Select by Virtools Group
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This function firstly have 5 different selection strategies which is exactly matched with Blender selection method. Just use it like Blender selection (Set, Extend, Subtract, Invert, Intersect).
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Then, select your group name to start a selection.
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Select objects in active collection according to its Virtools Group properties.
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The hidden object also can be selected if you check `Ignore Hide Property`.
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Check `Merge Selection` will merge current selection and previous selection.
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#### Filter by Virtools Group
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Filter current selected object by its Virtools Group properties.
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Check `Reverse` remove objects matching the requirements, not keep them.
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If you can, using Subtract or Intersect modes would be better than other modes. Because these modes avoid analyzing too many objects.
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For example, first, select a rough range, and then use the Intersect mode to filter objects, which is more efficient than directly using the Start mode to select.
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### Quick Grouping
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19
README_ZH.md
19
README_ZH.md
@ -110,6 +110,7 @@ Ballance 3D是一套简单的用于制图3D相关的轻型工具集合,可以
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在启用Virtools Material后,可以在`Basic Parameters`和`Advanced Parameters`中设置材质属性,就像在Virtools中操作一般。
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`Basic Parameters`是基础材质属性。`Advanced Parameters`则是与透明相关的材质属性,主要用于半透明柱子底部等。
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另外,`Basic Parameters`部分提供了预设功能,允许用户使用一些预设的材质设置,这些设置只影响4种基本颜色,方便使用。
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`Operation`中的`Apply Virtools Material`将把Virtools Material应用到Blender材质上。
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而`Parse from Blender Principled BSDF`将尝试将一个原理化BSDF转换为Virtools材质数据。
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@ -117,21 +118,13 @@ Ballance 3D是一套简单的用于制图3D相关的轻型工具集合,可以
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### 按组选择
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选择菜单中新增了两项按照Virtools归组数据进行筛选的功能。
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选择菜单中新增了一项按照Virtools归组数据进行筛选的功能。
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#### Select by Virtools Group
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该功能首先有5种不同的选择策略,与Blender的选择方法完全匹配(开始、扩选、相减、反转、相交)。只需像Blender选择那样使用它。
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然后,选择你需要的组的名称,然后开始一次选择或筛选。
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将对当前活动集合内的物体按照其Virtools Group属性进行选择。
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勾选`Ignore Hide Property`后,即使是隐藏的物体,也会被筛选。
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勾选`Merge Selection`,将会把选中的物体合并到当前选定的内容中。
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#### Filter by Virtools Group
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将会按照Virtools Group属性,过滤当前选中物体。
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勾选`Reverse`将会反向操作,即去除掉符合条件的物体。
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如果可以,请尽可能使用`Filter by Virtools Group`而不是`Select by Virtools Group`。因为这样可以避免分析过多的物体。
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例如先选定一个大致的范围,然后使用`Filter by Virtools Group`过滤,比直接使用`Select by Virtools Group`效率更高。
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如果可以,请尽可能使用相减或相交模式。因为这样可以避免分析过多的物体。
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例如先选定一个大致的范围,然后使用相交模式过滤,比直接使用开始模式效率更高。
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### 快速归组
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@ -74,13 +74,26 @@ def _real_flatten_uv(mesh, reference_edge, scale_correction):
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if not face.select:
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continue
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# check whether ref edge is legal
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allPoint = len(face.loops)
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if allPoint <= reference_edge:
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no_processed_count+=1
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continue
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# get correct new corrdinate system
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# yyc mark:
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# we use 3 points located in this face to calc
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# the base of this local uv corredinate system.
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# however if this 3 points are set in a line,
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# this method will cause a error, zero vector error.
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#
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# if z axis is zero vector, we will try using face normal instead
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# to try getting correct data.
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#
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# zero base is not important. because it will not raise any math exceptio
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# just a weird uv. user will notice this problem.
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# get point
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p1Relative = reference_edge
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p2Relative = reference_edge + 1
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p3Relative = reference_edge + 2
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@ -93,13 +106,19 @@ def _real_flatten_uv(mesh, reference_edge, scale_correction):
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p2=mathutils.Vector(tuple(face.loops[p2Relative].vert.co[x] for x in range(3)))
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p3=mathutils.Vector(tuple(face.loops[p3Relative].vert.co[x] for x in range(3)))
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# get y axis
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new_y_axis = p2 - p1
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new_y_axis.normalize()
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vec1 = p3 - p2
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vec1.normalize()
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# get z axis
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new_z_axis = new_y_axis.cross(vec1)
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new_z_axis.normalize()
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if not any(round(v, 7) for v in new_z_axis):
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new_z_axis = face.normal.normalized()
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# get x axis
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new_x_axis = new_y_axis.cross(new_z_axis)
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new_x_axis.normalize()
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@ -109,14 +128,14 @@ def _real_flatten_uv(mesh, reference_edge, scale_correction):
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(0, 1.0, 0),
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(0, 0, 1.0)
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))
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origin_base.invert()
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origin_base.invert_safe()
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new_base = mathutils.Matrix((
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(new_x_axis.x, new_y_axis.x, new_z_axis.x),
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(new_x_axis.y, new_y_axis.y, new_z_axis.y),
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(new_x_axis.z, new_y_axis.z, new_z_axis.z)
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))
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transition_matrix = origin_base @ new_base
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transition_matrix.invert()
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transition_matrix.invert_safe()
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# process each face
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for loop_index in range(allPoint):
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@ -71,6 +71,13 @@ class BALLANCE_OT_add_components(common_add_component_props):
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layout.prop(self, "elements_type")
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self.parent_draw(layout, self.elements_type)
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@classmethod
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def draw_blc_menu(self, layout):
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for item in UTILS_constants.bmfile_componentList:
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cop = layout.operator(
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self.bl_idname, text=item,
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icon_value = UTILS_icons_manager.get_element_icon(item))
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cop.elements_type = item
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class BALLANCE_OT_add_components_dup(common_add_component_props):
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@ -79,6 +86,10 @@ class BALLANCE_OT_add_components_dup(common_add_component_props):
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bl_label = "Add Duplicated Elements"
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bl_options = {'UNDO'}
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can_duplicated_elements = (
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'P_Extra_Point', 'P_Modul_18', 'P_Modul_26'
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)
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elements_type: bpy.props.EnumProperty(
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name="Type",
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description="This element type",
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@ -86,9 +97,7 @@ class BALLANCE_OT_add_components_dup(common_add_component_props):
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items=tuple(
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# token, display name, descriptions, icon, index
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(blk, blk, "", UTILS_icons_manager.get_element_icon(blk), idx)
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for idx, blk in enumerate(
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('P_Extra_Point', 'P_Modul_18', 'P_Modul_26')
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)
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for idx, blk in enumerate(can_duplicated_elements)
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),
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)
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@ -125,6 +134,13 @@ class BALLANCE_OT_add_components_dup(common_add_component_props):
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self.parent_draw(layout, self.elements_type)
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layout.prop(self, "elements_dup_times")
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@classmethod
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def draw_blc_menu(self, layout):
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for item in self.can_duplicated_elements:
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cop = layout.operator(
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self.bl_idname, text=item,
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icon_value = UTILS_icons_manager.get_element_icon(item))
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cop.elements_type = item
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class BALLANCE_OT_add_components_series(common_add_component_props):
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@ -208,3 +224,11 @@ class BALLANCE_OT_add_components_series(common_add_component_props):
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self.parent_draw(layout, self.elements_type)
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layout.prop(self, "elements_dup_times")
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layout.prop(self, "elements_span")
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@classmethod
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def draw_blc_menu(self, layout):
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for key, item in self.supported_series.items():
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cop = layout.operator(
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self.bl_idname, text=item[0],
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icon_value = UTILS_icons_manager.get_element_icon(item[1]))
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cop.elements_type = key
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@ -155,6 +155,9 @@ class BALLANCE_OT_add_floors(bpy.types.Operator):
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# now I migrate default side value setter to updator of enum property.
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# nothing need to process in here now.
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# trigger default side props updator
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self.floor_type_updated(context)
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return self.execute(context)
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@ -119,24 +119,37 @@ class BALLANCE_MT_AddRailMenu(bpy.types.Menu):
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layout.operator(OBJS_add_rails.BALLANCE_OT_add_rails.bl_idname, text="Rail Section")
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layout.operator(OBJS_add_rails.BALLANCE_OT_add_tunnels.bl_idname, text="Tunnel Section")
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class BALLANCE_MT_AddNormalElementsMenu(bpy.types.Menu):
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"""Add Ballance Elements"""
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bl_idname = "BALLANCE_MT_AddNormalElementsMenu"
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bl_label = "Elements"
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def draw(self, context):
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layout = self.layout
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OBJS_add_components.BALLANCE_OT_add_components.draw_blc_menu(layout)
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class BALLANCE_MT_AddDupElementsMenu(bpy.types.Menu):
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"""Add Ballance Elements"""
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bl_idname = "BALLANCE_MT_AddDupElementsMenu"
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bl_label = "Elements"
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def draw(self, context):
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layout = self.layout
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OBJS_add_components.BALLANCE_OT_add_components_dup.draw_blc_menu(layout)
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class BALLANCE_MT_AddElementsMenu(bpy.types.Menu):
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"""Add Ballance Elements"""
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bl_idname = "BALLANCE_MT_AddElementsMenu"
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bl_label = "Elements"
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def draw(self, context):
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layout = self.layout
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layout.label(text="Basic Elements")
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for item in UTILS_constants.bmfile_componentList:
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cop = layout.operator(
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OBJS_add_components.BALLANCE_OT_add_components.bl_idname,
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text=item, icon_value = UTILS_icons_manager.get_element_icon(item))
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cop.elements_type = item
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OBJS_add_components.BALLANCE_OT_add_components.draw_blc_menu(layout)
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layout.label(text="Special Elements")
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layout.operator(OBJS_add_components.BALLANCE_OT_add_components_dup.bl_idname, text="Dup Elements")
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layout.operator(OBJS_add_components.BALLANCE_OT_add_components_series.bl_idname, text="Elements Series")
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layout.separator()
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layout.label(text="Duplicated Elements")
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OBJS_add_components.BALLANCE_OT_add_components_dup.draw_blc_menu(layout)
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layout.separator()
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layout.label(text="Elements Series")
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OBJS_add_components.BALLANCE_OT_add_components_series.draw_blc_menu(layout)
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# =============================================
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# blender call system
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