import bpy, mathutils, bmesh from . import UTIL_virtools_types #region Param Struct class _FlattenParamBySize(): mScaleSize: float def __init__(self, scale_size: float) -> None: self.mScaleSize = scale_size class _FlattenParamByRefPoint(): mReferencePoint: int mReferenceUV: float def __init__(self, ref_point: int, ref_point_uv: float) -> None: self.mReferencePoint = ref_point self.mReferenceUV = ref_point_uv class _FlattenParam(): mUseRefPoint: bool mParamData: _FlattenParamBySize | _FlattenParamByRefPoint def __init__(self, use_ref_point: bool, data: _FlattenParamBySize | _FlattenParamByRefPoint) -> None: self.mUseRefPoint = use_ref_point self.mParamData = data @classmethod def CreateByScaleSize(cls, scale_num: float): return cls(False, _FlattenParamBySize(scale_num)) @classmethod 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" bl_label = "Flatten UV" bl_options = {'REGISTER', 'UNDO'} reference_edge: bpy.props.IntProperty( name = "Reference Edge", description = "The references edge of UV.\nIt will be placed in V axis.", min = 0, soft_min = 0, soft_max = 3, default = 0, ) scale_mode: bpy.props.EnumProperty( name = "Scale Mode", items = ( ('NUM', "Scale Size", "Scale UV with specific number."), ('REF', "Ref. Point", "Scale UV with Reference Point feature."), ), ) scale_number: bpy.props.FloatProperty( name = "Scale Size", description = "The size which will be applied for scale.", min = 0, soft_min = 0, soft_max = 5, default = 5.0, step = 0.1, precision = 1, ) reference_point: bpy.props.IntProperty( name = "Reference Point", 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.", min = 2, # 0 and 1 is invalid. we can not order the reference edge to be set on the outside of uv axis soft_min = 2, soft_max = 3, default = 2, ) reference_uv: bpy.props.FloatProperty( name = "Reference Point UV", description = "The U component which should be applied to references point in UV.", soft_min = 0, soft_max = 1, default = 0.5, step = 0.1, precision = 2, ) @classmethod def poll(cls, context): obj = bpy.context.active_object if obj is None: return False if obj.type != 'MESH': return False if obj.mode != 'EDIT': return False return True def execute(self, context): # construct scale data if self.scale_mode == 'NUM': scale_data: _FlattenParam = _FlattenParam.CreateByScaleSize(self.scale_number) else: scale_data: _FlattenParam = _FlattenParam.CreateByRefPoint(self.reference_point, self.reference_uv) # do flatten uv and report # 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)) return {'FINISHED'} def draw(self, context): layout = self.layout layout.emboss = 'NORMAL' layout.prop(self, "reference_edge") layout.separator() layout.label(text = "Scale Mode") layout.prop(self, "scale_mode", expand = True) layout.separator() layout.label(text = "Scale Config") if self.scale_mode == 'NUM': layout.prop(self, "scale_number") else: layout.prop(self, "reference_point") layout.prop(self, "reference_uv") #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 # create bmesh modifier bm: bmesh.types.BMesh = bmesh.from_edit_mesh(mesh) # 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: # ===== check requirement ===== # check whether face selected # only process selected face if not face.select: continue # ===== resolve reference edge and point ===== # check reference validation 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 >= all_point)): # reference point overflow no_processed_count += 1 continue else: if round(scale_data.mParamData.mScaleSize, 7) == 0.0: # invalid scale size no_processed_count += 1 continue # ========== get correct new corrdinate system ========== # yyc mark: # we use 3 points located in this face to calc # the base of this local uv corredinate system. # however if this 3 points are set in a line, # this method will cause a error, zero vector error. # # if z axis is zero vector, we will try using face normal instead # to try getting correct data. # # zero base is not important. because it will not raise any math exception # just a weird uv. user will notice this problem. # get point 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 new_y_axis.normalize() vec1: mathutils.Vector = p3 - p2 vec1.normalize() # 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 new_z_axis = face.normal.normalized() # get x axis new_x_axis: mathutils.Vector = new_y_axis.cross(new_z_axis) new_x_axis.normalize() # construct rebase matrix origin_base: mathutils.Matrix = mathutils.Matrix(( (1.0, 0, 0), (0, 1.0, 0), (0, 0, 1.0) )) origin_base.invert_safe() new_base: mathutils.Matrix = 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: mathutils.Matrix = origin_base @ new_base transition_matrix.invert_safe() # ===== rescale correction ===== rescale: float = 0.0 if scale_data.mUseRefPoint: # ref point method # get reference point from loop 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) if round(vec_u, 7) == 0.0: rescale = 1.0 # fallback. rescale = 1 will not affect anything else: rescale = scale_data.mParamData.mReferenceUV / vec_u else: # scale size method # apply rescale directly rescale = 1.0 / scale_data.mParamData.mScaleSize # construct matrix # we only rescale U component (X component) # and constant 5.0 scale for V component (Y component) scale_matrix: mathutils.Matrix = mathutils.Matrix(( (rescale, 0, 0), (0, 1.0 / 5.0, 0), (0, 0, 1.0) )) # order can not be changed. we order do transition first, then scale it. rescale_transition_matrix: mathutils.Matrix = scale_matrix @ transition_matrix # ========== process each face ========== 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 _set_face_vertex_uv(face, uv_layer, idx, (abs(ppuv.x), ppuv.y)) # return process result return no_processed_count #endregion def register() -> None: bpy.utils.register_class(BBP_OT_flatten_uv) def unregister() -> None: bpy.utils.unregister_class(BBP_OT_flatten_uv)