add new type rail uv: TT_ReflectionMapping

This commit is contained in:
yyc12345 2022-08-29 10:52:34 +08:00
parent 84dd5b76f1
commit 240d5612df

View File

@ -15,7 +15,8 @@ class BALLANCE_OT_rail_uv(bpy.types.Operator):
items=(
("POINT", "Point", "All UV will be created in a specific point"),
("UNIFORM", "Uniform", "All UV will be created within 1x1"),
("SCALE", "Scale", "Give a scale number to scale UV")
("SCALE", "Scale", "Give a scale number to scale UV"),
("TT", "TT_ReflectionMapping", "The real internal process of Ballance rail")
),
)
@ -55,7 +56,7 @@ class BALLANCE_OT_rail_uv(bpy.types.Operator):
layout = self.layout
layout.prop(self, "uv_type")
layout.prop(context.scene.BallanceBlenderPluginProperty, "material_picker")
if self.uv_type != 'POINT':
if self.uv_type == 'SCALE' or self.uv_type == 'UNIFORM':
layout.prop(self, "projection_axis")
if self.uv_type == 'SCALE':
layout.prop(self, "uv_scale")
@ -149,7 +150,7 @@ def _create_rail_uv(rail_type, material_pointer, scale_size, projection_axis):
# set to 1 point
uv_layer[loop_index].uv[0] = 0
uv_layer[loop_index].uv[1] = 1
else:
elif rail_type == 'SCALE' or rail_type == 'UNIFORM':
# following xy -> uv scale
#
# use Z axis: X->U Y->V
@ -164,9 +165,27 @@ def _create_rail_uv(rail_type, material_pointer, scale_size, projection_axis):
elif projection_axis == 'Z':
uv_layer[loop_index].uv[0] = vecList[index].co[0] * real_scale
uv_layer[loop_index].uv[1] = vecList[index].co[1] * real_scale
elif rail_type == 'TT':
(uv_layer[loop_index].uv[0], uv_layer[loop_index].uv[1]) = _tt_reflection_mapping_compute(
vecList[index].co,
mesh.loops[loop_index].normal,
(0.0, 0.0, 0.0)
)
if len(ignoredObj) != 0:
UTILS_functions.show_message_box(
("Following objects are not processed due to they are not suit for this function now: ", ) + tuple(ignoredObj),
"Execution result", 'INFO'
)
def _tt_reflection_mapping_compute(_point, _n, _refobj):
# switch blender coord to virtools coord for convenient calc
point = mathutils.Vector((_point[0], _point[2], _point[1]))
n = mathutils.Vector((_n[0], _n[2], _n[1])).normalized()
refobj = mathutils.Vector((_refobj[0], _refobj[2], _refobj[1]))
p = (refobj - point).normalized()
b=(((2*(p*n))*n)-p).normalized()
# convert back to blender coord
return ((b.x + 1.0) / 2.0, -(b.z + 1.0) / 2.0)