import bpy,mathutils import bmesh from . import UTILS_functions class BALLANCE_OT_flatten_uv(bpy.types.Operator): """Flatten selected face UV. Only works for convex face""" bl_idname = "ballance.flatten_uv" bl_label = "Flatten UV" bl_options = {'UNDO'} reference_edge : bpy.props.IntProperty( name="Reference edge", description="The references edge of UV. It will be placed in V axis.", min=0, soft_min=0, soft_max=3, default=0, ) @classmethod def poll(self, context): obj = bpy.context.active_object if obj == None: return False if obj.type != 'MESH': return False if obj.mode != 'EDIT': return False return True def invoke(self, context, event): wm = context.window_manager return wm.invoke_props_dialog(self) def execute(self, context): no_processed_count = _real_flatten_uv(bpy.context.active_object.data, self.reference_edge) if no_processed_count != 0: UTILS_functions.show_message_box( ("{} faces may not be processed correctly because they have problem.".format(no_processed_count), ), "Warning", 'ERROR' ) return {'FINISHED'} def draw(self, context): layout = self.layout layout.prop(self, "reference_edge") def _real_flatten_uv(mesh, reference_edge): no_processed_count = 0 if mesh.uv_layers.active is None: # if no uv, create it mesh.uv_layers.new(do_init=False) bm = bmesh.from_edit_mesh(mesh) uv_lay = bm.loops.layers.uv.active for face in bm.faces: if not face.select: continue allPoint = len(face.loops) if allPoint <= reference_edge: no_processed_count+=1 continue # get correct new corrdinate system p1Relative = reference_edge p2Relative = reference_edge + 1 p3Relative = reference_edge + 2 if p2Relative >= allPoint: p2Relative -= allPoint if p3Relative >= allPoint: p3Relative -= allPoint p1=mathutils.Vector(tuple(face.loops[p1Relative].vert.co[x] for x in range(3))) p2=mathutils.Vector(tuple(face.loops[p2Relative].vert.co[x] for x in range(3))) p3=mathutils.Vector(tuple(face.loops[p3Relative].vert.co[x] for x in range(3))) new_y_axis = p2 - p1 new_y_axis.normalize() vec1 = p3 - p2 vec1.normalize() new_z_axis = new_y_axis.cross(vec1) new_z_axis.normalize() new_x_axis = new_y_axis.cross(new_z_axis) new_x_axis.normalize() # construct rebase matrix origin_base = mathutils.Matrix(( (1.0, 0, 0), (0, 1.0, 0), (0, 0, 1.0) )) origin_base.invert() new_base = 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 = origin_base @ new_base transition_matrix.invert() # process each face for loop_index in range(allPoint): pp = mathutils.Vector(tuple(face.loops[loop_index].vert.co[x] for x in range(3))) vec = pp-p1 new_vec = transition_matrix @ vec face.loops[loop_index][uv_lay].uv = ( (new_vec.x if new_vec.x >=0 else -new_vec.x) / 5, (new_vec.y) / 5 ) # Show the updates in the viewport bmesh.update_edit_mesh(mesh) return no_processed_count