try migrate first operator
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@ -142,7 +142,7 @@ i18n_comment=
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i18n_function_call=
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# Indent blank lines.
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indent_blank_lines=False
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indent_blank_lines=True
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# Put closing brackets on a separate line, indented, if the bracketed
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# expression can't fit in a single line. Applies to all kinds of brackets,
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@ -0,0 +1,273 @@
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import bpy, mathutils, bmesh
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class FlattenParamBySize():
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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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self.mUseRefPoint = use_ref_point
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self.mParamData = data
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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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@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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class BBP_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 = "bbp.flatten_uv"
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bl_label = "Flatten UV"
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bl_options = {'REGISTER', '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.\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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default = 0,
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)
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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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('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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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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default = 5.0,
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step = 0.1,
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precision = 1,
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)
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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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default = 2,
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)
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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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default = 0.5,
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step = 0.1,
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precision = 2,
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)
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@classmethod
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def poll(cls, context):
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obj = bpy.context.active_object
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if obj is 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 execute(self, context):
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# construct scale data
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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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else:
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scale_data: FlattenParam = FlattenParam.CreateByRefPoint(self.reference_point, self.reference_uv)
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# do flatten uv and report
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no_processed_count = real_flatten_uv(bpy.context.active_object.data,
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self.reference_edge, scale_data)
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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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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.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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layout.separator()
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layout.label(text = "Scale Config")
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if self.scale_mode == 'NUM':
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layout.prop(self, "scale_number")
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else:
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layout.prop(self, "reference_point")
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layout.prop(self, "reference_uv")
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def real_flatten_uv(mesh: bpy.types.Mesh, reference_edge: int,
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scale_data: FlattenParam) -> int:
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no_processed_count: int = 0
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# if no uv, create it
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if mesh.uv_layers.active is None:
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mesh.uv_layers.new(do_init = False)
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# create bmesh
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bm: bmesh.types.BMesh = bmesh.from_edit_mesh(mesh)
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# NOTE: Blender 3.5 change mesh underlying data struct.
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# Originally this section also need to be update ad Blender 3.5 style
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# But this is a part of bmesh. This struct is not changed so we don't need update it.
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uv_lay: bmesh.types.BMLayerItem = bm.loops.layers.uv.active
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face: bmesh.types.BMFace
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for face in bm.faces:
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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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allPoint: int = len(face.loops)
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if reference_edge >= allPoint: # 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
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>= allPoint)): # 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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p1Relative: int = reference_edge
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p2Relative: int = reference_edge + 1
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p3Relative: int = 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 = mathutils.Vector(
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tuple(face.loops[p1Relative].vert.co[x] for x in range(3)))
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p2: mathutils.Vector = mathutils.Vector(
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tuple(face.loops[p2Relative].vert.co[x] for x in range(3)))
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p3: mathutils.Vector = mathutils.Vector(
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tuple(face.loops[p3Relative].vert.co[x] for x in range(3)))
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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
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): # 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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if scale_data.mUseRefPoint:
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# ref point method
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# get reference point from loop
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refpRelative: int = p1Relative + scale_data.mParamData.mReferencePoint
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if refpRelative >= allPoint:
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refpRelative -= allPoint
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pRef: mathutils.Vector = mathutils.Vector(tuple(face.loops[refpRelative].vert.co[x] for x in range(3))) - 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: float = 1.0 # fallback. rescale = 1 will not affect anything
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else:
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rescale: float = 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: float = 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 loop_index in range(allPoint):
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pp: mathutils.Vector = mathutils.Vector(tuple(face.loops[loop_index].vert.co[x] for x in range(3))) - 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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face.loops[loop_index][uv_lay].uv = (abs(ppuv.x), ppuv.y)
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# sync the result to view port
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bmesh.update_edit_mesh(mesh)
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return no_processed_count
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0
bbp_ng/UTIL_virtools_types.py
Normal file
0
bbp_ng/UTIL_virtools_types.py
Normal file
@ -15,7 +15,7 @@ bl_info = {
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# import core lib
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import bpy
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import typing
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import typing, collections
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# reload if needed
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if "bpy" in locals():
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@ -23,13 +23,71 @@ if "bpy" in locals():
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#endregion
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from . import OP_UV_flatten_uv
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#region Menu
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# ===== Menu Defines =====
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class BBP_MT_View3DMenu(bpy.types.Menu):
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"""Ballance 3D operators"""
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bl_idname = "BBP_MT_View3DMenu"
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bl_label = "Ballance"
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def draw(self, context):
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layout = self.layout
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layout.operator(OP_UV_flatten_uv.BBP_OT_flatten_uv.bl_idname)
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# ===== Menu Drawer =====
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MenuDrawer_t = typing.Callable[[typing.Any, typing.Any], None]
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def menu_drawer_view3d(self, context):
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layout = self.layout
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layout.menu(BBP_MT_View3DMenu.bl_idname)
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#endregion
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#region Register and Unregister.
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g_Classes: tuple[typing.Any, ...] = (
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OP_UV_flatten_uv.BBP_OT_flatten_uv,
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BBP_MT_View3DMenu,
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)
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class MenuEntry():
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mContainerMenu: bpy.types.Menu
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mIsAppend: bool
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mMenuDrawer: MenuDrawer_t
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def __init__(self, cont: bpy.types.Menu, is_append: bool, menu_func: MenuDrawer_t):
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self.mContainerMenu = cont
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self.mIsAppend = is_append
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self.mMenuDrawer = menu_func
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g_Menus: tuple[MenuEntry, ...] = (
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MenuEntry(bpy.types.VIEW3D_MT_editor_menus, False, menu_drawer_view3d),
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)
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def register() -> None:
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pass
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# register all classes
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for cls in g_Classes:
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bpy.utils.register_class(cls)
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# add menu drawer
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for entry in g_Menus:
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if entry.mIsAppend:
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entry.mContainerMenu.append(entry.mMenuDrawer)
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else:
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entry.mContainerMenu.prepend(entry.mMenuDrawer)
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def unregister() -> None:
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pass
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# remove menu drawer
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for entry in g_Menus:
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entry.mContainerMenu.remove(entry.mMenuDrawer)
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# unregister classes
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for cls in g_Classes:
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bpy.utils.unregister_class(cls)
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if __name__ == "__main__":
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register()
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