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3 Commits
Author | SHA1 | Date | |
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dafb679780 | |||
f3663a4280 | |||
9c8d365ab6 |
@ -68,6 +68,10 @@ Note that only convex face is supported. Applying this for a concave face will c
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In the edit mode, select the surface, click Flatten UV, and then scroll the slider to select an edge as a reference.
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In the edit mode, select the surface, click Flatten UV, and then scroll the slider to select an edge as a reference.
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If the generated UV is not attached correctly, such as the FloorSide's band is pasted to the bottom, you can reselect the reference edge and redo the operation until it is correct.
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If the generated UV is not attached correctly, such as the FloorSide's band is pasted to the bottom, you can reselect the reference edge and redo the operation until it is correct.
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For the UV flatten by plugin, it must have a scale property. For example, the UV scale of normal floor is 5. However, the UV scale of sink floor is slightly larger than 5. Because the sink floor is "sink" in the floor block. There are 2 methods provided by plugin to getting this proper scale number. You can choose one from Scale Mode.
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The first method is that user specify a direct scale number. You just need select Scale Size in Scale Mode and fill with a proper scale number. This option is frequently used for fill a large borderless floor.
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The second method is reference point mode. You need specify a reference point and corresponding U component of its UV. Plugin will calculate the scale size automatically. This method is used for expanding a path of floor.
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### Quick Struct Adder
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### Quick Struct Adder
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In the add menu, we have added a set of commonly used objects. After adding, the object will move to the 3D cursor.
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In the add menu, we have added a set of commonly used objects. After adding, the object will move to the 3D cursor.
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@ -68,6 +68,10 @@ Ballance 3D是一套简单的用于制图3D相关的轻型工具集合,可以
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编辑模式下,选中面,点击Flatten UV,然后选中一个边作为参考。
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编辑模式下,选中面,点击Flatten UV,然后选中一个边作为参考。
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如果最后生成的边贴附不对,比如把路面花纹贴到了下部,可以重新选择参考边再进行操作,直到正确为止。
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如果最后生成的边贴附不对,比如把路面花纹贴到了下部,可以重新选择参考边再进行操作,直到正确为止。
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对于粘贴的贴图的UV,需要具有一定缩放,比如对于平路面,这个缩放比是5,而对于凹路面,则要比5大一些,因为凹路面由于凹进路面。为了方便确认这个缩放值,我们提供了两种方式,可以在Scale Mode种选择。
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一种是用户直接指定,选择Scale Mode为Scale Size并填写合适的缩放数值即可。此选项适合平谱无边框路面。
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另一种即为参考点模式。用户指定一个参考点,并指定此参考点在U轴上的位置,插件会自动计算缩放值应为多少。此选项适合展开路面路径的贴图。
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### 快速添加结构
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### 快速添加结构
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在添加菜单中我们添加了一系列较为常用的物体。添加后物体会移动到3D游标处。
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在添加菜单中我们添加了一系列较为常用的物体。添加后物体会移动到3D游标处。
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@ -3,32 +3,61 @@ import bmesh
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import math
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import math
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from . import UTILS_functions
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from . import UTILS_functions
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class ScaleDataUnion(object):
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def __init__(self):
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self.UseRefPoint: bool = None
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def SetAsScale(self, scale_num: float):
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self.UseRefPoint: bool = False
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self.ScaleSize: float = scale_num
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def SetAsRefPoint(self, ref_point: int, ref_point_uv: float):
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self.UseRefPoint: bool = True
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self.ReferencePoint: int = ref_point
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self.ReferenceUV: float = ref_point_uv
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class BALLANCE_OT_flatten_uv(bpy.types.Operator):
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class BALLANCE_OT_flatten_uv(bpy.types.Operator):
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"""Flatten selected face UV. Only works for convex face"""
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"""Flatten selected face UV. Only works for convex face"""
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bl_idname = "ballance.flatten_uv"
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bl_idname = "ballance.flatten_uv"
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bl_label = "Flatten UV"
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bl_label = "Flatten UV"
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bl_options = {'REGISTER', 'UNDO'}
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bl_options = {'REGISTER', 'UNDO'}
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normal_scale_correction = 5.0
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reference_edge : bpy.props.IntProperty(
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sink_scale_correction = 5.0 * (math.sqrt(2.5 ** 2 + 0.7 ** 2) / 2.5)
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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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scale_correction: bpy.props.EnumProperty(
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min=0,
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name="Scale Correction",
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soft_min=0, soft_max=3,
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description="Choose your UV scale.",
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default=0,
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items=(
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("NORMAL", "Normal Floor", "Normal floor scale, 5.0"),
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("SINK", "Sink Floor", "Sink floor scale, around 5.19")
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),
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default='NORMAL',
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)
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)
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reference_edge : bpy.props.IntProperty(
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scale_mode: bpy.props.EnumProperty(
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name="Reference edge",
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name="Scale Mode",
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description="The references edge of UV. It will be placed in V axis.",
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items=(('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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min=0,
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soft_min=0,
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soft_min=0, soft_max=5,
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soft_max=3,
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default=5.0,
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default=0,
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step=0.1, 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, 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, soft_max=1,
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default=0.5,
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step=0.1, precision=2,
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)
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)
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@classmethod
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@classmethod
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@ -42,26 +71,38 @@ class BALLANCE_OT_flatten_uv(bpy.types.Operator):
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return False
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return False
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return True
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return True
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def get_scale_correction(self):
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if self.scale_correction == 'NORMAL':
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return BALLANCE_OT_flatten_uv.normal_scale_correction
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elif self.scale_correction == 'SINK':
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return BALLANCE_OT_flatten_uv.sink_scale_correction
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else:
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raise Exception("Unknow scale correction.")
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def execute(self, context):
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def execute(self, context):
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no_processed_count = _real_flatten_uv(bpy.context.active_object.data, self.reference_edge, self.get_scale_correction())
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# construct scale data
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scale_data: ScaleDataUnion = ScaleDataUnion()
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if self.scale_mode == 'NUM':
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scale_data.SetAsScale(self.scale_number)
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else:
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scale_data.SetAsRefPoint(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, self.reference_edge, scale_data)
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if no_processed_count != 0:
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if no_processed_count != 0:
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print("[Flatten UV] {} faces may not be processed correctly because they have problem.".format(no_processed_count))
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print("[Flatten UV] {} faces may not be processed correctly because they have problem.".format(no_processed_count))
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return {'FINISHED'}
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return {'FINISHED'}
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def draw(self, context):
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def draw(self, context):
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layout = self.layout
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layout = self.layout
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layout.prop(self, "scale_correction")
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layout.emboss = 'NORMAL'
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layout.prop(self, "reference_edge")
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layout.prop(self, "reference_edge")
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def _real_flatten_uv(mesh, reference_edge, scale_correction):
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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, reference_edge, scale_data: ScaleDataUnion):
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no_processed_count = 0
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no_processed_count = 0
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if mesh.uv_layers.active is None:
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if mesh.uv_layers.active is None:
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@ -71,16 +112,29 @@ def _real_flatten_uv(mesh, reference_edge, scale_correction):
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bm = bmesh.from_edit_mesh(mesh)
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bm = bmesh.from_edit_mesh(mesh)
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uv_lay = bm.loops.layers.uv.active
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uv_lay = bm.loops.layers.uv.active
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for face in bm.faces:
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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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if not face.select:
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continue
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continue
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# check whether ref edge is legal
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# ========== resolve reference edge and point ==========
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# check reference validation
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allPoint = len(face.loops)
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allPoint = len(face.loops)
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if allPoint <= reference_edge:
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if reference_edge >= allPoint: # reference edge overflow
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no_processed_count += 1
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no_processed_count += 1
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continue
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continue
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# get correct new corrdinate system
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# check scale validation
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if scale_data.UseRefPoint:
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if ((scale_data.ReferencePoint <= 1) # reference point too low
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or (scale_data.ReferencePoint >= 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.ScaleSize, 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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# yyc mark:
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# we use 3 points located in this face to calc
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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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# the base of this local uv corredinate system.
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@ -90,7 +144,7 @@ def _real_flatten_uv(mesh, reference_edge, scale_correction):
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# if z axis is zero vector, we will try using face normal instead
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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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# to try getting correct data.
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#
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#
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# zero base is not important. because it will not raise any math exceptio
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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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# just a weird uv. user will notice this problem.
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# get point
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# get point
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@ -115,7 +169,7 @@ def _real_flatten_uv(mesh, reference_edge, scale_correction):
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# get z axis
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# get z axis
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new_z_axis = new_y_axis.cross(vec1)
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new_z_axis = new_y_axis.cross(vec1)
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new_z_axis.normalize()
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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 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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new_z_axis = face.normal.normalized()
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# get x axis
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# get x axis
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@ -137,21 +191,50 @@ def _real_flatten_uv(mesh, reference_edge, scale_correction):
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transition_matrix = origin_base @ new_base
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transition_matrix = origin_base @ new_base
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transition_matrix.invert_safe()
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transition_matrix.invert_safe()
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# process each face
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# ========== rescale correction ==========
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if scale_data.UseRefPoint:
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# ref point method
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# get reference point from loop
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refpRelative = p1Relative + scale_data.ReferencePoint
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if refpRelative >= allPoint:
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refpRelative -= allPoint
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pRef = 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 = abs((transition_matrix @ pRef).x)
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if round(vec_u, 7) == 0.0:
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rescale = 1 # fallback. rescale = 1 will not affect anything
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else:
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rescale = scale_data.ReferenceUV / 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.ScaleSize
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# construct matrix
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# we only rescale U component (X component)
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# and 5.0 scale for V component (Y component)
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scale_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 = 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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for loop_index in range(allPoint):
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pp = mathutils.Vector(tuple(face.loops[loop_index].vert.co[x] for x in range(3)))
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pp = mathutils.Vector(tuple(face.loops[loop_index].vert.co[x] for x in range(3))) - p1
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vec = pp-p1
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ppuv = rescale_transition_matrix @ pp
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new_vec = transition_matrix @ vec
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# y axis always use 5.0 to scale
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# y axis always use 5.0 to scale
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# however, x need use custom scale correction.
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# however, x need use custom scale correction which has been calculated by our matrix.
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face.loops[loop_index][uv_lay].uv = (
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face.loops[loop_index][uv_lay].uv = (
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(new_vec.x if new_vec.x >=0 else -new_vec.x) / scale_correction,
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abs(ppuv.x),
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(new_vec.y) / 5.0
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ppuv.y
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)
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)
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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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return no_processed_count
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return no_processed_count
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@ -2,7 +2,7 @@ bl_info={
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"name":"Ballance Blender Plugin",
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"name":"Ballance Blender Plugin",
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"description":"Ballance mapping tools for Blender",
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"description":"Ballance mapping tools for Blender",
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"author":"yyc12345",
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"author":"yyc12345",
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"version":(3,1),
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"version":(3,2),
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"blender":(3,3,0),
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"blender":(3,3,0),
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"category":"Object",
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"category":"Object",
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"support":"TESTING",
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"support":"TESTING",
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Reference in New Issue
Block a user