remove uv modifier from bld_mesh.py and finish flatten uv and rail uv

This commit is contained in:
2023-10-23 10:57:29 +08:00
parent f7dd5f32ba
commit 9079bf1bb3
5 changed files with 308 additions and 153 deletions

View File

@ -1,4 +1,7 @@
import bpy, mathutils, bmesh
from . import UTIL_virtools_types
#region Param Struct
class _FlattenParamBySize():
mScaleSize: float
@ -30,6 +33,8 @@ class _FlattenParam():
def CreateByRefPoint(cls, ref_point: int, ref_point_uv: float):
return cls(True, _FlattenParamByRefPoint(ref_point, ref_point_uv))
#endregion
class BBP_OT_flatten_uv(bpy.types.Operator):
"""Flatten selected face UV. Only works for convex face"""
bl_idname = "bbp.flatten_uv"
@ -102,8 +107,15 @@ class BBP_OT_flatten_uv(bpy.types.Operator):
scale_data: _FlattenParam = _FlattenParam.CreateByRefPoint(self.reference_point, self.reference_uv)
# do flatten uv and report
no_processed_count = _real_flatten_uv(bpy.context.active_object.data,
self.reference_edge, scale_data)
# sync data first
# ref: https://blender.stackexchange.com/questions/218086/data-vertices-returns-an-empty-collection-in-edit-mode
this_obj: bpy.types.Object = bpy.context.active_object
this_obj.update_from_editmode()
no_processed_count = _real_flatten_uv(
this_obj.data,
self.reference_edge,
scale_data
)
if no_processed_count != 0:
print("[Flatten UV] {} faces are not be processed correctly because process failed."
.format(no_processed_count))
@ -127,39 +139,72 @@ class BBP_OT_flatten_uv(bpy.types.Operator):
layout.prop(self, "reference_point")
layout.prop(self, "reference_uv")
def _real_flatten_uv(mesh: bpy.types.Mesh, reference_edge: int,
scale_data: _FlattenParam) -> int:
#region Real Worker Functions
def _set_face_vertex_uv(face: bmesh.types.BMFace, uv_layer: bmesh.types.BMLayerItem, idx: int, uv: UTIL_virtools_types.ConstVxVector2) -> None:
"""
Help function to set UV data for face.
@param face[in] The face to be set.
@param uv_layer[in] The corresponding uv layer. Hint: it was gotten from BMesh.loops.layers.uv.verify()
@param idx[in] The index of trying setting vertex.
@param uv[in] The set UV data
"""
face.loops[idx][uv_layer].uv = uv
def _get_face_vertex_pos(face: bmesh.types.BMFace, idx: int) -> UTIL_virtools_types.ConstVxVector3:
"""
Help function to get vertex position from face by provided index.
No index overflow checker. Caller must make sure the provided index is not overflow.
@param face[in] Bmesh face struct.
@param idx[in] The index of trying getting vertex.
@return The gotten vertex position.
"""
v: mathutils.Vector = face.loops[idx].vert.co
return (v[0], v[1], v[2])
def _circular_clamp_index(v: int, vmax: int) -> int:
"""
Circular clamp face vertex index.
Used by _real_flatten_uv.
@param v[in] The index to clamp
@param vmax[in] The count of used face vertex. At least 3.
@return The circular clamped value ranging from 0 to vmax.
"""
return v % vmax
def _real_flatten_uv(mesh: bpy.types.Mesh, reference_edge: int, scale_data: _FlattenParam) -> int:
no_processed_count: int = 0
# if no uv, create it
if mesh.uv_layers.active is None:
mesh.uv_layers.new(do_init = False)
# create bmesh
# create bmesh modifier
bm: bmesh.types.BMesh = bmesh.from_edit_mesh(mesh)
# NOTE: Blender 3.5 change mesh underlying data struct.
# Originally this section also need to be update ad Blender 3.5 style
# But this is a part of bmesh. This struct is not changed so we don't need update it.
uv_lay: bmesh.types.BMLayerItem = bm.loops.layers.uv.active
# use verify() to make sure there is a uv layer to write data
# verify() will return existing one or create one if no layer existing.
uv_layers: bmesh.types.BMLayerCollection = bm.loops.layers.uv
uv_layer: bmesh.types.BMLayerItem = uv_layers.verify()
# process each face
face: bmesh.types.BMFace
for face in bm.faces:
# ========== only process selected face ==========
# ===== check requirement =====
# check whether face selected
# only process selected face
if not face.select:
continue
# ========== resolve reference edge and point ==========
# ===== resolve reference edge and point =====
# check reference validation
allPoint: int = len(face.loops)
if reference_edge >= allPoint: # reference edge overflow
all_point: int = len(face.loops)
if reference_edge >= all_point: # reference edge overflow
no_processed_count += 1
continue
# check scale validation
if scale_data.mUseRefPoint:
if ((scale_data.mParamData.mReferencePoint <= 1) # reference point too low
or (scale_data.mParamData.mReferencePoint
>= allPoint)): # reference point overflow
or (scale_data.mParamData.mReferencePoint >= all_point)): # reference point overflow
no_processed_count += 1
continue
else:
@ -181,20 +226,10 @@ def _real_flatten_uv(mesh: bpy.types.Mesh, reference_edge: int,
# just a weird uv. user will notice this problem.
# get point
p1Relative: int = reference_edge
p2Relative: int = reference_edge + 1
p3Relative: int = reference_edge + 2
if p2Relative >= allPoint:
p2Relative -= allPoint
if p3Relative >= allPoint:
p3Relative -= allPoint
p1: mathutils.Vector = mathutils.Vector(
tuple(face.loops[p1Relative].vert.co[x] for x in range(3)))
p2: mathutils.Vector = mathutils.Vector(
tuple(face.loops[p2Relative].vert.co[x] for x in range(3)))
p3: mathutils.Vector = mathutils.Vector(
tuple(face.loops[p3Relative].vert.co[x] for x in range(3)))
pidx_start: int = _circular_clamp_index(reference_edge, 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(reference_edge + 1, all_point)))
p3: mathutils.Vector = mathutils.Vector(_get_face_vertex_pos(face, _circular_clamp_index(reference_edge + 2, all_point)))
# get y axis
new_y_axis: mathutils.Vector = p2 - p1
@ -205,8 +240,7 @@ def _real_flatten_uv(mesh: bpy.types.Mesh, reference_edge: int,
# 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
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 = face.normal.normalized()
# get x axis
@ -228,25 +262,24 @@ def _real_flatten_uv(mesh: bpy.types.Mesh, reference_edge: int,
transition_matrix: mathutils.Matrix = origin_base @ new_base
transition_matrix.invert_safe()
# ========== rescale correction ==========
# ===== rescale correction =====
rescale: float = 0.0
if scale_data.mUseRefPoint:
# ref point method
# get reference point from loop
refpRelative: int = p1Relative + scale_data.mParamData.mReferencePoint
if refpRelative >= allPoint:
refpRelative -= allPoint
pRef: mathutils.Vector = mathutils.Vector(tuple(face.loops[refpRelative].vert.co[x] for x in range(3))) - p1
pidx_refp: int = _circular_clamp_index(pidx_start + scale_data.mParamData.mReferencePoint, all_point)
pref: mathutils.Vector = mathutils.Vector(_get_face_vertex_pos(face, pidx_refp)) - p1
# calc its U component
vec_u: float = abs((transition_matrix @ pRef).x)
vec_u: float = abs((transition_matrix @ pref).x)
if round(vec_u, 7) == 0.0:
rescale: float = 1.0 # fallback. rescale = 1 will not affect anything
rescale = 1.0 # fallback. rescale = 1 will not affect anything
else:
rescale: float = scale_data.mParamData.mReferenceUV / vec_u
rescale = scale_data.mParamData.mReferenceUV / vec_u
else:
# scale size method
# apply rescale directly
rescale: float = 1.0 / scale_data.mParamData.mScaleSize
rescale = 1.0 / scale_data.mParamData.mScaleSize
# construct matrix
# we only rescale U component (X component)
@ -260,18 +293,19 @@ def _real_flatten_uv(mesh: bpy.types.Mesh, reference_edge: int,
rescale_transition_matrix: mathutils.Matrix = scale_matrix @ transition_matrix
# ========== process each face ==========
for loop_index in range(allPoint):
pp: mathutils.Vector = mathutils.Vector(tuple(face.loops[loop_index].vert.co[x] for x in range(3))) - p1
for idx in range(all_point):
pp: mathutils.Vector = mathutils.Vector(_get_face_vertex_pos(face, idx)) - p1
ppuv: 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
face.loops[loop_index][uv_lay].uv = (abs(ppuv.x), ppuv.y)
_set_face_vertex_uv(face, uv_layer, idx, (abs(ppuv.x), ppuv.y))
# sync the result to view port
bmesh.update_edit_mesh(mesh)
# return process result
return no_processed_count
#endregion
def register() -> None:
bpy.utils.register_class(BBP_OT_flatten_uv)