update MeshUVModifier
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@ -103,6 +103,58 @@ class TemporaryMesh():
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raise UTIL_functions.BBPException('try calling invalid TemporaryMesh.')
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return self.__mTempMesh
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class FaceForModifyingUV():
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"""
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This class do not have invalid mesh exception checker.
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Because MeshUVModifier will make sure this sub class will not throw any error
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"""
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__mMeshVertices: bpy.types.MeshVertices
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__mMeshUVs: bpy.types.MeshUVLoopLayer
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__mMeshLoops: bpy.types.MeshLoops
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__mMeshPolygon: bpy.types.MeshPolygon
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def __init__(self, mesh: bpy.types.Mesh):
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self.__mMeshVertices = mesh.vertices
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self.__mMeshUVs = mesh.uv_layers.active
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self.__mMeshLoops = mesh.loops
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def _set_face(self, poly: bpy.types.MeshPolygon) -> None:
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"""
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Only should be called by MeshUVModifier
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"""
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self.__mMeshPolygon = poly
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def is_face_selected(self) -> bool:
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return self.__mMeshPolygon.select
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def get_face_normal(self) -> UTIL_virtools_types.ConstVxVector3:
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nml: mathutils.Vector = self.__mMeshPolygon.normal
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return (nml.x, nml.y, nml.z)
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def get_face_vertex_count(self) -> int:
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return self.__mMeshPolygon.loop_total
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def get_face_vertex_pos_by_index(self, index: int) -> UTIL_virtools_types.ConstVxVector3:
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if index < 0 or index >= self.__mMeshPolygon.loop_total:
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raise UTIL_functions.BBPException('invalid index for getting face vertex position.')
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v: mathutils.Vector = self.__mMeshVertices[self.__mMeshPolygon.loop_start + index].co
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return (v.x, v.y, v.z)
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def get_face_vertex_nml_by_index(self, index: int) -> UTIL_virtools_types.ConstVxVector3:
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if index < 0 or index >= self.__mMeshPolygon.loop_total:
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raise UTIL_functions.BBPException('invalid index for getting face vertex position.')
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v: mathutils.Vector = self.__mMeshLoops[self.__mMeshPolygon.loop_start + index].normal
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return (v.x, v.y, v.z)
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def set_face_vertex_uv_by_index(self, index: int, v: UTIL_virtools_types.ConstVxVector2) -> None:
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if index < 0 or index >= self.__mMeshPolygon.loop_total:
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raise UTIL_functions.BBPException('invalid index for getting face vertex position.')
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self.__mMeshUVs.uv[self.__mMeshPolygon.loop_start + index].vector = (v[0], v[1])
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#endregion
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class MeshReader():
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@ -490,28 +542,22 @@ class MeshWriter():
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self.__mAssocMesh.materials.clear()
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class MeshUVModifier():
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"""
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"""
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__mMeshFromEdit: bool ##< Decide how we get BMesh
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__mAssocMesh: bpy.types.Mesh | None
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__mBMesh: bmesh.types.BMesh
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__mBMeshUVLayers: bmesh.types.BMLayerItem
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def __init__(self, mesh: bpy.types.Mesh, is_from_edit: bool):
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self.__mMeshFromEdit = is_from_edit
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def __init__(self, mesh: bpy.types.Mesh):
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self.__mAssocMesh = mesh
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if self.is_valid():
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# load mesh with different strategy
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if self.__mMeshFromEdit:
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self.__mBMesh = bmesh.from_edit_mesh(self.__mAssocMesh)
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else:
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self.__mBMesh = bmesh.new()
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self.__mBMesh.from_mesh(self.__mAssocMesh)
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# make sure there is a exist uv layer for editing
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if self.__mAssocMesh.uv_layers.active is None:
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self.__mAssocMesh.uv_layers.new(do_init = False)
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# load uv layer
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# verify() will return existing one or create new one if not existing.
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uv_layers: bmesh.types.BMLayerCollection = self.__mBMesh.loops.layers.uv
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self.__mBMeshUVLayers = uv_layers.verify()
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# split face normal
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self.__mAssocMesh.calc_normals_split()
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def is_valid(self) -> bool:
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return self.__mAssocMesh is not None
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@ -524,51 +570,22 @@ class MeshUVModifier():
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def dispose(self) -> None:
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if self.is_valid():
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# sync mesh with different strategy
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if self.__mMeshFromEdit:
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bmesh.update_edit_mesh(self.__mAssocMesh, False, False)
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else:
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self.__mBMesh.to_mesh(self.__mAssocMesh)
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# free split normal
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self.__mAssocMesh.free_normals_split()
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# free variable
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self.__mBMesh.free()
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self.__mAssocMesh = None
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def get_face_count(self) -> int:
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if not self.is_valid():
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raise UTIL_functions.BBPException('try to call an invalid MeshUVModifier.')
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return len(self.__mBMesh.faces)
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return len(self.__mAssocMesh.polygons)
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def get_face(self) -> typing.Iterator[bmesh.types.BMFace]:
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def get_face(self) -> typing.Iterator[FaceForModifyingUV]:
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if not self.is_valid():
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raise UTIL_functions.BBPException('try to call an invalid MeshUVModifier.')
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for face in self.__mBMesh.faces:
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yield face
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# we don't need check any validation for following face functions
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# functions will only failed when providing invalid face.
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def is_face_selected(self, face: bmesh.types.BMFace) -> bool:
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return face.select
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def get_face_normal(self, face: bmesh.types.BMFace) -> UTIL_virtools_types.ConstVxVector3:
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return (face.normal.x, face.normal.y, face.normal.z)
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def get_face_vertex_count(self, face: bmesh.types.BMFace) -> int:
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return len(face.loops)
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def get_face_vertex_pos_by_index(self, face: bmesh.types.BMFace, index: int) -> UTIL_virtools_types.ConstVxVector3:
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if index < 0 or index >= len(face.loops):
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raise UTIL_functions.BBPException('invalid index for getting face vertex position.')
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v: mathutils = face.verts[index].co
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return (v.x, v.y, v.z)
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def set_face_vertex_uv_by_index(self, face: bmesh.types.BMFace, index: int, v: UTIL_virtools_types.ConstVxVector2) -> None:
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if index < 0 or index >= len(face.loops):
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raise UTIL_functions.BBPException('invalid index for getting face vertex position.')
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face.loops[index][self.__mBMeshUVLayers].uv = (v[0], v[1])
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cache: FaceForModifyingUV = FaceForModifyingUV(self.__mAssocMesh)
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for poly in self.__mAssocMesh.polygons:
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cache._set_face(poly)
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yield cache
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