refactor flatten for future dev
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@ -1,37 +1,58 @@
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import bpy, mathutils, bmesh
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from . import UTIL_virtools_types
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import typing, enum
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from . import UTIL_virtools_types, UTIL_functions
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#region Param Struct
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class _FlattenParamBySize():
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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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Raw = enum.auto()
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# The floor specified 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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Floor = enum.auto()
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# The wood specified flatten uv.
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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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Wood = enum.auto()
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class FlattenParam():
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mReferenceEdge: int
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mUseRefPoint: bool
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mFlattenMethod: FlattenMethod
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mScaleSize: float
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def __init__(self, scale_size: float) -> None:
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self.mScaleSize = scale_size
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class _FlattenParamByRefPoint():
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mReferencePoint: int
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mReferenceUV: float
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def __init__(self, ref_point: int, ref_point_uv: float) -> None:
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self.mReferencePoint = ref_point
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self.mReferenceUV = ref_point_uv
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class _FlattenParam():
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mUseRefPoint: bool
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mParamData: _FlattenParamBySize | _FlattenParamByRefPoint
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def __init__(self, use_ref_point: bool, data: _FlattenParamBySize | _FlattenParamByRefPoint) -> None:
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def __init__(self, use_ref_point: bool, reference_edge: int, flatten_method: FlattenMethod) -> None:
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self.mReferenceEdge = reference_edge
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self.mUseRefPoint = use_ref_point
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self.mParamData = data
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self.mFlattenMethod = flatten_method
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def is_valid(self) -> bool:
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"""Check whether flatten params is valid"""
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if self.mUseRefPoint:
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# ref point should be great than 1.
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# because 0 and 1 is located at the same line with reference edge.
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return self.mReferencePoint > 1
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else:
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# zero scale size make no sense.
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return round(self.mScaleSize, 7) != 0.0
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@classmethod
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def CreateByScaleSize(cls, scale_num: float):
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return cls(False, _FlattenParamBySize(scale_num))
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def create_by_scale_size(cls, reference_edge: int, flatten_method: FlattenMethod, scale_num: float):
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val = cls(False, reference_edge, flatten_method)
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val.mScaleSize = scale_num
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return val
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@classmethod
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def CreateByRefPoint(cls, ref_point: int, ref_point_uv: float):
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return cls(True, _FlattenParamByRefPoint(ref_point, ref_point_uv))
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def create_by_ref_point(cls, reference_edge: int, flatten_method: FlattenMethod, ref_point: int, ref_point_uv: float):
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val = cls(True, reference_edge, flatten_method)
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val.mReferencePoint = ref_point
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val.mReferenceUV = ref_point_uv
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return val
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#endregion
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@ -45,48 +66,55 @@ class BBP_OT_flatten_uv(bpy.types.Operator):
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name = "Reference Edge",
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description = "The references edge of UV.\nIt 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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soft_min = 0, soft_max = 3,
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default = 0,
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)
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) # type: ignore
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flatten_method: bpy.props.EnumProperty(
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name = "Flatten Method",
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items = [
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('RAW', "Raw", "Legacy flatten UV."),
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('FLOOR', "Floor", "Floor specified flatten UV."),
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('WOOD', "Wood", "Wood specified flatten UV."),
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],
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default = 'RAW'
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) # type: ignore
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scale_mode: bpy.props.EnumProperty(
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name = "Scale Mode",
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items = (
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items = [
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('NUM', "Scale Size", "Scale UV with specific number."),
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('REF', "Ref. Point", "Scale UV with Reference Point feature."),
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),
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)
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],
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default = 'NUM'
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) # type: ignore
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scale_number: bpy.props.FloatProperty(
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name = "Scale Size",
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description = "The size which will be applied for scale.",
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min = 0,
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soft_min = 0,
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soft_max = 5,
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soft_min = 0, soft_max = 5,
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default = 5.0,
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step = 0.1,
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step = 10,
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precision = 1,
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)
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) # type: ignore
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reference_point: bpy.props.IntProperty(
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name = "Reference Point",
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description = "The references point of UV.\nIt's U component will be set to the number specified by Reference Point UV.\nThis point index is related to the start point of reference edge.",
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min = 2, # 0 and 1 is invalid. we can not order the reference edge to be set on the outside of uv axis
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soft_min = 2,
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soft_max = 3,
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soft_min = 2, soft_max = 3,
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default = 2,
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)
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) # type: ignore
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reference_uv: bpy.props.FloatProperty(
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name = "Reference Point UV",
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description = "The U component which should be applied to references point in UV.",
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soft_min = 0,
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soft_max = 1,
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soft_min = 0, soft_max = 1,
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default = 0.5,
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step = 0.1,
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step = 10,
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precision = 2,
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)
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) # type: ignore
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@classmethod
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def poll(cls, context):
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@ -101,35 +129,39 @@ class BBP_OT_flatten_uv(bpy.types.Operator):
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def execute(self, context):
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# construct scale data
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flatten_method_: FlattenMethod
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match(self.flatten_method):
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case 'RAW': flatten_method_ = FlattenMethod.Raw
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case 'FLOOR': flatten_method_ = FlattenMethod.Floor
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case 'WOOD': flatten_method_ = FlattenMethod.Wood
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case _: return {'CANCELLED'}
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flatten_param_: FlattenParam
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if self.scale_mode == 'NUM':
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scale_data: _FlattenParam = _FlattenParam.CreateByScaleSize(self.scale_number)
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flatten_param_ = FlattenParam.create_by_scale_size(self.reference_edge, flatten_method_, self.scale_number)
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else:
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scale_data: _FlattenParam = _FlattenParam.CreateByRefPoint(self.reference_point, self.reference_uv)
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flatten_param_ = FlattenParam.create_by_ref_point(self.reference_edge, flatten_method_, self.reference_point, self.reference_uv)
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if not flatten_param_.is_valid():
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return {'CANCELLED'}
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# do flatten uv and report
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# sync data first
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# ref: https://blender.stackexchange.com/questions/218086/data-vertices-returns-an-empty-collection-in-edit-mode
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this_obj: bpy.types.Object = bpy.context.active_object
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this_obj.update_from_editmode()
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no_processed_count = _real_flatten_uv(
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this_obj.data,
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self.reference_edge,
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scale_data
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)
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if no_processed_count != 0:
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print("[Flatten UV] {} faces are not be processed correctly because process failed."
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.format(no_processed_count))
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failed: int = _flatten_uv_wrapper(bpy.context.active_object.data, flatten_param_)
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if failed != 0:
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print(f'[Flatten UV] {failed} faces are not be processed correctly because process failed.')
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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.emboss = 'NORMAL'
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layout.label(text = "Flatten Method")
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sublayout = layout.row()
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sublayout.prop(self, "flatten_method", expand = True)
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layout.prop(self, "reference_edge")
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layout.separator()
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layout.label(text = "Scale Mode")
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layout.prop(self, "scale_mode", expand = True)
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sublayout = layout.row()
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sublayout.prop(self, "scale_mode", expand = True)
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layout.separator()
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layout.label(text = "Scale Config")
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@ -139,7 +171,7 @@ class BBP_OT_flatten_uv(bpy.types.Operator):
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layout.prop(self, "reference_point")
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layout.prop(self, "reference_uv")
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#region Real Worker Functions
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#region BMesh Visitor Helper
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def _set_face_vertex_uv(face: bmesh.types.BMFace, uv_layer: bmesh.types.BMLayerItem, idx: int, uv: UTIL_virtools_types.ConstVxVector2) -> None:
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"""
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@ -152,6 +184,18 @@ def _set_face_vertex_uv(face: bmesh.types.BMFace, uv_layer: bmesh.types.BMLayerI
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"""
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face.loops[idx][uv_layer].uv = uv
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def _get_face_vertex_uv(face: bmesh.types.BMFace, uv_layer: bmesh.types.BMLayerItem, idx: int) -> UTIL_virtools_types.ConstVxVector2:
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"""
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Help function to get UV data for face.
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@param face[in] The face to be set.
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@param uv_layer[in] The corresponding uv layer. Hint: it was gotten from BMesh.loops.layers.uv.verify()
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@param idx[in] The index of trying setting vertex.
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@return The UV data
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"""
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v: mathutils.Vector = face.loops[idx][uv_layer].uv
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return (v[0], v[1])
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def _get_face_vertex_pos(face: bmesh.types.BMFace, idx: int) -> UTIL_virtools_types.ConstVxVector3:
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"""
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Help function to get vertex position from face by provided index.
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@ -175,9 +219,11 @@ def _circular_clamp_index(v: int, vmax: int) -> int:
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"""
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return v % vmax
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def _real_flatten_uv(mesh: bpy.types.Mesh, reference_edge: int, scale_data: _FlattenParam) -> int:
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no_processed_count: int = 0
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#endregion
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#region Real Worker Functions
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def _flatten_uv_wrapper(mesh: bpy.types.Mesh, flatten_param: FlattenParam) -> int:
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# create bmesh modifier
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bm: bmesh.types.BMesh = bmesh.from_edit_mesh(mesh)
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# use verify() to make sure there is a uv layer to write data
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@ -185,126 +231,146 @@ def _real_flatten_uv(mesh: bpy.types.Mesh, reference_edge: int, scale_data: _Fla
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uv_layers: bmesh.types.BMLayerCollection = bm.loops.layers.uv
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uv_layer: bmesh.types.BMLayerItem = uv_layers.verify()
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# process each face
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face: bmesh.types.BMFace
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for face in bm.faces:
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# ===== check requirement =====
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# check whether face selected
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# only process selected face
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if not face.select:
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continue
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# ===== resolve reference edge and point =====
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# check reference validation
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all_point: int = len(face.loops)
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if reference_edge >= all_point: # reference edge overflow
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no_processed_count += 1
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continue
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# check scale validation
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if scale_data.mUseRefPoint:
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if ((scale_data.mParamData.mReferencePoint <= 1) # reference point too low
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or (scale_data.mParamData.mReferencePoint >= all_point)): # reference point overflow
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no_processed_count += 1
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continue
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else:
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if round(scale_data.mParamData.mScaleSize, 7) == 0.0: # invalid scale size
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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 exception
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# just a weird uv. user will notice this problem.
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# get point
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pidx_start: int = _circular_clamp_index(reference_edge, all_point)
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p1: mathutils.Vector = mathutils.Vector(_get_face_vertex_pos(face, pidx_start))
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p2: mathutils.Vector = mathutils.Vector(_get_face_vertex_pos(face, _circular_clamp_index(reference_edge + 1, all_point)))
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p3: mathutils.Vector = mathutils.Vector(_get_face_vertex_pos(face, _circular_clamp_index(reference_edge + 2, all_point)))
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# get y axis
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new_y_axis: mathutils.Vector = p2 - p1
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new_y_axis.normalize()
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vec1: mathutils.Vector = p3 - p2
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vec1.normalize()
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# get z axis
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new_z_axis: mathutils.Vector = 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): # if z is a zero vector, use face normal instead
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new_z_axis = face.normal.normalized()
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# get x axis
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new_x_axis: mathutils.Vector = new_y_axis.cross(new_z_axis)
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new_x_axis.normalize()
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# construct rebase matrix
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origin_base: mathutils.Matrix = 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_safe()
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new_base: mathutils.Matrix = 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: mathutils.Matrix = origin_base @ new_base
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transition_matrix.invert_safe()
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# ===== rescale correction =====
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rescale: float = 0.0
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if scale_data.mUseRefPoint:
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# ref point method
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# get reference point from loop
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pidx_refp: int = _circular_clamp_index(pidx_start + scale_data.mParamData.mReferencePoint, all_point)
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pref: mathutils.Vector = mathutils.Vector(_get_face_vertex_pos(face, pidx_refp)) - p1
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# calc its U component
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vec_u: float = abs((transition_matrix @ pref).x)
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if round(vec_u, 7) == 0.0:
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rescale = 1.0 # fallback. rescale = 1 will not affect anything
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else:
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rescale = scale_data.mParamData.mReferenceUV / vec_u
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else:
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# scale size method
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# apply rescale directly
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rescale = 1.0 / scale_data.mParamData.mScaleSize
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# construct matrix
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# we only rescale U component (X component)
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# and constant 5.0 scale for V component (Y component)
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scale_matrix: mathutils.Matrix = mathutils.Matrix((
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(rescale, 0, 0),
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(0, 1.0 / 5.0, 0),
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(0, 0, 1.0)
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))
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# order can not be changed. we order do transition first, then scale it.
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rescale_transition_matrix: mathutils.Matrix = scale_matrix @ transition_matrix
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# ========== process each face ==========
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for idx in range(all_point):
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pp: mathutils.Vector = mathutils.Vector(_get_face_vertex_pos(face, idx)) - p1
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ppuv: mathutils.Vector = rescale_transition_matrix @ pp
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# u and v component has been calculated properly. no extra process needed.
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# just get abs for the u component
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_set_face_vertex_uv(face, uv_layer, idx, (abs(ppuv.x), ppuv.y))
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# invoke core
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failed: int
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match(flatten_param.mFlattenMethod):
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case FlattenMethod.Raw:
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failed = _raw_flatten_uv(bm, uv_layer, flatten_param)
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case FlattenMethod.Floor:
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failed = _floor_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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bmesh.update_edit_mesh(mesh)
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# return process result
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return no_processed_count
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return failed
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def _raw_flatten_uv(bm: bmesh.types.BMesh, uv_layer: bmesh.types.BMLayerItem, flatten_param: FlattenParam) -> int:
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# failed counter
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failed: int = 0
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# raw flatten uv always use zero offset
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c_ZeroOffset: mathutils.Vector = mathutils.Vector((0, 0))
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# process each face
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face: bmesh.types.BMFace
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for face in bm.faces:
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# check requirement
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# skip not selected face
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if not face.select: continue
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# skip the face that not fufill reference edge requirement
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edge_count: int = len(face.loops)
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if flatten_param.mReferenceEdge >= edge_count:
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failed += 1
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continue
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# skip ref point overflow when using ref point mode
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if flatten_param.mUseRefPoint and (flatten_param.mReferencePoint >= edge_count):
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failed += 1
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continue
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# process this face
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_flatten_face_uv(face, uv_layer, flatten_param, c_ZeroOffset)
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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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return 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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return 0
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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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# 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 exception
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# just a weird uv. user will notice this problem.
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# get point
|
||||
all_point: int = len(face.loops)
|
||||
pidx_start: int = _circular_clamp_index(flatten_param.mReferenceEdge, all_point)
|
||||
p1: mathutils.Vector = mathutils.Vector(_get_face_vertex_pos(face, pidx_start))
|
||||
p2: mathutils.Vector = mathutils.Vector(_get_face_vertex_pos(face, _circular_clamp_index(flatten_param.mReferenceEdge + 1, all_point)))
|
||||
p3: mathutils.Vector = mathutils.Vector(_get_face_vertex_pos(face, _circular_clamp_index(flatten_param.mReferenceEdge + 2, all_point)))
|
||||
|
||||
# get y axis
|
||||
new_y_axis: mathutils.Vector = p2 - p1
|
||||
new_y_axis.normalize()
|
||||
vec1: mathutils.Vector = p3 - p2
|
||||
vec1.normalize()
|
||||
|
||||
# get z axis
|
||||
new_z_axis: mathutils.Vector = new_y_axis.cross(vec1)
|
||||
new_z_axis.normalize()
|
||||
if not any(round(v, 7) for v in new_z_axis): # if z is a zero vector, use face normal instead
|
||||
new_z_axis = typing.cast(mathutils.Vector, face.normal).normalized()
|
||||
|
||||
# get x axis
|
||||
new_x_axis: mathutils.Vector = new_y_axis.cross(new_z_axis)
|
||||
new_x_axis.normalize()
|
||||
|
||||
# construct rebase matrix
|
||||
origin_base: mathutils.Matrix = mathutils.Matrix((
|
||||
(1.0, 0, 0),
|
||||
(0, 1.0, 0),
|
||||
(0, 0, 1.0)
|
||||
))
|
||||
origin_base.invert_safe()
|
||||
new_base: mathutils.Matrix = mathutils.Matrix((
|
||||
(new_x_axis.x, new_y_axis.x, new_z_axis.x),
|
||||
(new_x_axis.y, new_y_axis.y, new_z_axis.y),
|
||||
(new_x_axis.z, new_y_axis.z, new_z_axis.z)
|
||||
))
|
||||
transition_matrix: mathutils.Matrix = typing.cast(mathutils.Matrix, origin_base @ new_base)
|
||||
transition_matrix.invert_safe()
|
||||
|
||||
# ===== rescale correction =====
|
||||
rescale: float = 0.0
|
||||
if flatten_param.mUseRefPoint:
|
||||
# ref point method
|
||||
# get reference point from loop
|
||||
pidx_refp: int = _circular_clamp_index(pidx_start + flatten_param.mReferencePoint, all_point)
|
||||
pref: mathutils.Vector = mathutils.Vector(_get_face_vertex_pos(face, pidx_refp)) - p1
|
||||
|
||||
# calc its U component
|
||||
vec_u: float = abs(typing.cast(mathutils.Vector, transition_matrix @ pref).x)
|
||||
if round(vec_u, 7) == 0.0:
|
||||
rescale = 1.0 # fallback. rescale = 1 will not affect anything
|
||||
else:
|
||||
rescale = flatten_param.mReferenceUV / vec_u
|
||||
else:
|
||||
# scale size method
|
||||
# apply rescale directly
|
||||
rescale = 1.0 / flatten_param.mScaleSize
|
||||
|
||||
# construct matrix
|
||||
# we only rescale U component (X component)
|
||||
# and constant 5.0 scale for V component (Y component)
|
||||
scale_matrix: mathutils.Matrix = mathutils.Matrix((
|
||||
(rescale, 0, 0),
|
||||
(0, 1.0 / 5.0, 0),
|
||||
(0, 0, 1.0)
|
||||
))
|
||||
# order can not be changed. we order do transition first, then scale it.
|
||||
rescale_transition_matrix: mathutils.Matrix = typing.cast(mathutils.Matrix, scale_matrix @ transition_matrix)
|
||||
|
||||
# ========== process each face ==========
|
||||
for idx in range(all_point):
|
||||
# compute uv
|
||||
pp: mathutils.Vector = mathutils.Vector(_get_face_vertex_pos(face, idx)) - p1
|
||||
ppuv: mathutils.Vector = typing.cast(mathutils.Vector, rescale_transition_matrix @ pp)
|
||||
# u and v component has been calculated properly. no extra process needed.
|
||||
# just get abs for the u component
|
||||
ppuv.x = abs(ppuv.x)
|
||||
# add offset and assign to uv
|
||||
_set_face_vertex_uv(face, uv_layer, idx, (ppuv.x + offset.x, ppuv.y + offset.y))
|
||||
|
||||
#endregion
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user