add flatten uv. still have bug
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c74141a346
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@ -36,7 +36,9 @@ if "bpy" in locals():
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importlib.reload(add_elements)
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importlib.reload(add_elements)
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if "add_floor" in locals():
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if "add_floor" in locals():
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importlib.reload(add_floor)
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importlib.reload(add_floor)
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from . import config, utils, bm_import_export, rail_uv, preferences, threedsmax_align, no_uv_checker, add_elements, add_floor
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if "flatten_uv" in locals():
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importlib.reload(flatten_uv)
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from . import config, utils, bm_import_export, rail_uv, preferences, threedsmax_align, no_uv_checker, add_elements, add_floor, flatten_uv
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# ============================================= menu system
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# ============================================= menu system
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@ -51,6 +53,7 @@ class BALLANCE_MT_ThreeDViewerMenu(bpy.types.Menu):
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layout.operator("ballance.super_align")
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layout.operator("ballance.super_align")
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layout.operator("ballance.rail_uv")
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layout.operator("ballance.rail_uv")
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layout.operator("ballance.no_uv_checker")
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layout.operator("ballance.no_uv_checker")
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layout.operator("ballance.flatten_uv")
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class BALLANCE_MT_AddFloorMenu(bpy.types.Menu):
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class BALLANCE_MT_AddFloorMenu(bpy.types.Menu):
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"""Add Ballance floor"""
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"""Add Ballance floor"""
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@ -83,6 +86,7 @@ classes = (
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rail_uv.BALLANCE_OT_rail_uv,
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rail_uv.BALLANCE_OT_rail_uv,
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threedsmax_align.BALLANCE_OT_super_align,
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threedsmax_align.BALLANCE_OT_super_align,
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no_uv_checker.BALLANCE_OT_no_uv_checker,
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no_uv_checker.BALLANCE_OT_no_uv_checker,
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flatten_uv.BALLANCE_OT_flatten_uv,
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BALLANCE_MT_ThreeDViewerMenu,
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BALLANCE_MT_ThreeDViewerMenu,
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add_elements.BALLANCE_OT_add_elements,
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add_elements.BALLANCE_OT_add_elements,
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@ -447,10 +447,10 @@ def load_basic_floor(mesh, floor_type, rotation, height_multiplier, d1, d2, side
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mesh.vertices.add(len(vecList))
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mesh.vertices.add(len(vecList))
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mesh.loops.add(len(faceList))
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mesh.loops.add(len(faceList))
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mesh.polygons.add(len(faceMatList))
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mesh.polygons.add(len(faceMatList))
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mesh.create_normals_split()
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if mesh.uv_layers.active is None:
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if mesh.uv_layers.active is None:
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# if no uv, create it
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# if no uv, create it
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mesh.uv_layers.new(do_init=False)
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mesh.uv_layers.new(do_init=False)
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mesh.create_normals_split()
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virtual_foreach_set(mesh.vertices, "co", global_offset_vec, vecList)
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virtual_foreach_set(mesh.vertices, "co", global_offset_vec, vecList)
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virtual_foreach_set(mesh.loops, "vertex_index", global_offset_loops, faceList)
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virtual_foreach_set(mesh.loops, "vertex_index", global_offset_loops, faceList)
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121
ballance_blender_plugin/flatten_uv.py
Normal file
121
ballance_blender_plugin/flatten_uv.py
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@ -0,0 +1,121 @@
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import bpy,mathutils
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import bmesh
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from . import utils
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class BALLANCE_OT_flatten_uv(bpy.types.Operator):
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"""Flatten selected face UV. Only works for convex face"""
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bl_idname = "ballance.flatten_uv"
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bl_label = "Flatten UV"
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bl_options = {'UNDO'}
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reference_edge : bpy.props.IntProperty(
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name="Reference_edge",
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description="The references edge of UV. It will be placed in V axis.",
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min=0,
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soft_min=0,
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soft_max=3,
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default=0,
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)
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@classmethod
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def poll(self, context):
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obj = bpy.context.active_object
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if obj == None:
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return False
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if obj.type != 'MESH':
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return False
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if obj.mode != 'EDIT':
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return False
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return True
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def invoke(self, context, event):
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wm = context.window_manager
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return wm.invoke_props_dialog(self)
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def execute(self, context):
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no_processed_count = real_flatten_uv(bpy.context.active_object.data, self.reference_edge)
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if no_processed_count != 0:
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utils.ShowMessageBox(("{} faces may not be processed correctly because they have problem.".format(no_processed_count), ), "Warning", 'ERROR')
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return {'FINISHED'}
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def draw(self, context):
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layout = self.layout
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layout.prop(self, "reference_edge")
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def real_flatten_uv(mesh, reference_edge):
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no_processed_count = 0
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if mesh.uv_layers.active is None:
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# if no uv, create it
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mesh.uv_layers.new(do_init=True)
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uv_layer = mesh.uv_layers.active
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selectedFace = []
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bm = bmesh.from_edit_mesh(mesh)
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for face, index in ((face, index) for index, face in enumerate(bm.faces)):
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if face.select:
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selectedFace.append(index)
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vecList=mesh.vertices[:]
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for ind in selectedFace:
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face = mesh.polygons[ind]
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allPoint = face.loop_total
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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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p1Relative = reference_edge
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p2Relative = reference_edge + 1
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p3Relative = reference_edge + 2
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if p2Relative >= allPoint:
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p2Relative -= allPoint
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if p3Relative >= allPoint:
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p3Relative -= allPoint
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p1=mathutils.Vector(tuple(vecList[mesh.loops[face.loop_start + p1Relative].vertex_index].co[x] for x in range(3)))
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p2=mathutils.Vector(tuple(vecList[mesh.loops[face.loop_start + p2Relative].vertex_index].co[x] for x in range(3)))
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p3=mathutils.Vector(tuple(vecList[mesh.loops[face.loop_start + p3Relative].vertex_index].co[x] for x in range(3)))
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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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new_z_axis = new_y_axis.cross(vec1)
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new_z_axis.normalize()
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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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# construct transition matrix
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origin_base = mathutils.Matrix((
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(1.0, 0, 0),
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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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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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# process each face
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for loop_index in range(face.loop_start, face.loop_start + face.loop_total):
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pp = mathutils.Vector(tuple(vecList[mesh.loops[loop_index].vertex_index].co[x] for x in range(3)))
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vec = pp-p1
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new_vec = transition_matrix @ vec
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uv_layer.data[0].uv = (
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(new_vec.x if new_vec.x >=0 else -new_vec.x) / 5,
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(new_vec.y) / 5
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)
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mesh.validate(clean_customdata=False)
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mesh.update(calc_edges=False, calc_edges_loose=False)
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return no_processed_count
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