finish specific flatten uv
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259f99ddf8
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25091a48a7
@ -1,5 +1,5 @@
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import bpy, mathutils, bmesh
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import bpy, mathutils, bmesh
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import typing, enum
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import typing, enum, collections
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from . import UTIL_virtools_types, UTIL_functions
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from . import UTIL_virtools_types, UTIL_functions
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#region Param Struct
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#region Param Struct
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@ -7,11 +7,11 @@ from . import UTIL_virtools_types, UTIL_functions
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class FlattenMethod(enum.IntEnum):
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class FlattenMethod(enum.IntEnum):
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# The legacy flatten uv mode. Only just do space convertion for each individual faces.
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# The legacy flatten uv mode. Only just do space convertion for each individual faces.
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Raw = enum.auto()
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Raw = enum.auto()
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# The floor specified flatten uv.
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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.
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# This method will make sure the continuity in V axis in uv when flatten uv.
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# Only support rectangle faces.
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# Only support rectangle faces.
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Floor = enum.auto()
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Floor = enum.auto()
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# The wood specified flatten uv.
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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.
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# Similar floor, but it will force all horizontal uv edge parallel with U axis.
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# Not only V axis, but also U axis' continuity will been make sure.
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# Not only V axis, but also U axis' continuity will been make sure.
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Wood = enum.auto()
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Wood = enum.auto()
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@ -74,8 +74,8 @@ class BBP_OT_flatten_uv(bpy.types.Operator):
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name = "Flatten Method",
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name = "Flatten Method",
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items = [
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items = [
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('RAW', "Raw", "Legacy flatten UV."),
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('RAW', "Raw", "Legacy flatten UV."),
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('FLOOR', "Floor", "Floor specified flatten UV."),
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('FLOOR', "Floor", "Floor specific flatten UV."),
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('WOOD', "Wood", "Wood specified flatten UV."),
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('WOOD', "Wood", "Wood specific flatten UV."),
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],
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],
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default = 'RAW'
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default = 'RAW'
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) # type: ignore
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) # type: ignore
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@ -236,10 +236,8 @@ def _flatten_uv_wrapper(mesh: bpy.types.Mesh, flatten_param: FlattenParam) -> in
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match(flatten_param.mFlattenMethod):
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match(flatten_param.mFlattenMethod):
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case FlattenMethod.Raw:
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case FlattenMethod.Raw:
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failed = _raw_flatten_uv(bm, uv_layer, flatten_param)
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failed = _raw_flatten_uv(bm, uv_layer, flatten_param)
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case FlattenMethod.Floor:
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case FlattenMethod.Floor | FlattenMethod.Wood:
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failed = _floor_flatten_uv(bm, uv_layer, flatten_param)
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failed = _specific_flatten_uv(bm, uv_layer, flatten_param)
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case FlattenMethod.Wood:
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failed = _wood_flatten_uv(bm, uv_layer, flatten_param)
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# show the updates in the viewport
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# show the updates in the viewport
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bmesh.update_edit_mesh(mesh)
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bmesh.update_edit_mesh(mesh)
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@ -273,11 +271,126 @@ def _raw_flatten_uv(bm: bmesh.types.BMesh, uv_layer: bmesh.types.BMLayerItem, fl
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return failed
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return failed
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def _floor_flatten_uv(bm: bmesh.types.BMesh, uv_layer: bmesh.types.BMLayerItem, flatten_param: FlattenParam) -> int:
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def _specific_flatten_uv(bm: bmesh.types.BMesh, uv_layer: bmesh.types.BMLayerItem, flatten_param: FlattenParam) -> int:
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return 0
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# failed counter
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failed: int = 0
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def _wood_flatten_uv(bm: bmesh.types.BMesh, uv_layer: bmesh.types.BMLayerItem, flatten_param: FlattenParam) -> int:
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# reset selected face's tag to False to indicate these face is not processed
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return 0
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face: bmesh.types.BMFace
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for face in bm.faces:
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if face.select:
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face.tag = False
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# prepare a function to check whether face is valid
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def face_validator(f: bmesh.types.BMFace) -> bool:
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# a valid face must be
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# selected, not processed, and should be rectangle
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return f.select and (not f.tag) and (len(f.loops) == 4)
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# prepare face getter which will be used when stack is empty
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face_getter: typing.Iterator[bmesh.types.BMFace] = filter(
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lambda f: face_validator(f),
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typing.cast(typing.Iterable[bmesh.types.BMFace], bm.faces)
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)
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# prepare a neighbor getter.
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# this function will help finding the valid neighbor of specified face
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# `loop_idx` is the index of loop getting from given face.
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# `exp_loop_idx` is the expected index of neighbor loop in neighbor face.
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def face_neighbor_getter(f: bmesh.types.BMFace, loop_idx: int, exp_loop_idx: int) -> bmesh.types.BMFace | None:
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# get this face's loop
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this_loop: bmesh.types.BMLoop = f.loops[loop_idx]
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# check requirement for this loop
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# this edge should be shared exactly by 2 faces.
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#
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# Manifold: For a mesh to be manifold, every edge must have exactly two adjacent faces.
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# Ref: https://github.com/rlguy/Blender-FLIP-Fluids/wiki/Manifold-Meshes
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if not this_loop.edge.is_manifold:
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return None
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# get neighbor loop
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neighbor_loop: bmesh.types.BMLoop = this_loop.link_loop_radial_next
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# get neighbor face and check it
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neighbor_f: bmesh.types.BMFace = neighbor_loop.face
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if not face_validator(neighbor_f):
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return None
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# check expected neighbor index
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if neighbor_loop != neighbor_f.loops[exp_loop_idx]:
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return None
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# all check done, return face
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return neighbor_f
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# prepare face stack.
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# NOTE: all face inserted into this stack should be marked as processed first.
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face_stack: collections.deque[tuple[bmesh.types.BMFace, mathutils.Vector]] = collections.deque()
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# start process faces
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while True:
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# if no item in face stack, pick one from face getter and mark it as processed
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# if face getter failed, it mean that no more face, exit.
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if len(face_stack) == 0:
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try:
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f = next(face_getter)
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f.tag = True
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face_stack.append((f, mathutils.Vector((0, 0))))
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except StopIteration:
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break
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# pick one face from stack and process it
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(face, face_offset) = face_stack.pop()
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_flatten_face_uv(face, uv_layer, flatten_param, face_offset)
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print(face_offset)
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# get 4 point uv because we need use them later
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# NOTE: 4 uv point following this order
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# +-----------+
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# |(1) |(2)
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# | |
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# |(0) |(3)
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# +-----------+
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# So the loop index is
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# (1)
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# +---------->+
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# ^ |
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# |(0) |(2)
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# | v
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# +<----------+
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# (3)
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ind0 = _circular_clamp_index(flatten_param.mReferenceEdge, 4)
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ind1 = _circular_clamp_index(flatten_param.mReferenceEdge + 1, 4)
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ind2 = _circular_clamp_index(flatten_param.mReferenceEdge + 2, 4)
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ind3 = _circular_clamp_index(flatten_param.mReferenceEdge + 3, 4)
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uv0 = _get_face_vertex_uv(face, uv_layer, ind0)
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uv1 = _get_face_vertex_uv(face, uv_layer, ind1)
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uv2 = _get_face_vertex_uv(face, uv_layer, ind2)
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uv3 = _get_face_vertex_uv(face, uv_layer, ind3)
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# insert horizontal neighbor if we are wood flatten uv
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if flatten_param.mFlattenMethod == FlattenMethod.Wood:
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# first, make its uv geometry to rectangle from a trapezium.
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# get the average U factor from its right edge.
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# and make top + bottom uv edge be parallel with U axis by using left edge V factor.
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average_u = (uv2[0] + uv3[0]) / 2
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uv2 = (average_u, uv1[1])
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uv3 = (average_u, uv0[1])
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_set_face_vertex_uv(face, uv_layer, ind2, uv2)
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_set_face_vertex_uv(face, uv_layer, ind3, uv3)
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# then, try getting its right neighbor
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r_face: bmesh.types.BMFace | None = face_neighbor_getter(face, ind2, ind0)
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if r_face is not None:
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# mark it as processed
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r_face.tag = True
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# insert face with extra horizontal offset.
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face_stack.append((r_face, mathutils.Vector((uv3[0], uv3[1]))))
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# insert vertical neighbor
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t_face: bmesh.types.BMFace | None = face_neighbor_getter(face, ind1, ind3)
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if t_face is not None:
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# mark it as processed
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t_face.tag = True
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# insert face with extra vertical offset.
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face_stack.append((t_face, mathutils.Vector((uv1[0], uv1[1]))))
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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:
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def _flatten_face_uv(face: bmesh.types.BMFace, uv_layer: bmesh.types.BMLayerItem, flatten_param: FlattenParam, offset: mathutils.Vector) -> None:
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# ========== get correct new corrdinate system ==========
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# ========== get correct new corrdinate system ==========
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