BallanceBlenderHelper/ballance_blender_plugin/MODS_rail_uv.py
yyc12345 6fe856fa8e [fix] migrate to blender 3.6 LTS
- change bl_info["support"] to COMMUNITY. because Blender do not support TESTINg anymore.
- now plugin should be installed in addons folder, not addons_contrib, due to blender changes.
- remove the reference about mesh.polypons.loop_total. because it is readonly now. (blender 3.6 changed)
- change uv assign method. use new properties instead. (MeshUVLoop is deprecated in blender 3.5 and removed in blender 4.0)
2023-07-01 12:56:07 +08:00

193 lines
7.0 KiB
Python

import bpy,bmesh
import mathutils
import bpy.types
from . import UTILS_functions, UTILS_icons_manager
class BALLANCE_OT_rail_uv(bpy.types.Operator):
"""Create a UV for rail"""
bl_idname = "ballance.rail_uv"
bl_label = "Create Rail UV"
bl_options = {'UNDO'}
uv_type: bpy.props.EnumProperty(
name="Type",
description="Define how to create UV",
items=(
("POINT", "Point", "All UV will be created in a specific point"),
("UNIFORM", "Uniform", "All UV will be created within 1x1"),
("SCALE", "Scale", "Give a scale number to scale UV"),
("TT", "TT_ReflectionMapping", "The real internal process of Ballance rail")
),
)
projection_axis: bpy.props.EnumProperty(
name="Projection axis",
description="Projection axis",
items=(
("X", "X axis", "X axis"),
("Y", "Y axis", "Y axis"),
("Z", "Z axis", "Z axis")
),
)
uv_scale : bpy.props.FloatProperty(
name="Scale",
description="The scale of UV",
min=0.0,
default=1.0,
)
@classmethod
def poll(self, context):
return _check_rail_target()
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def execute(self, context):
if context.scene.BallanceBlenderPluginProperty.material_picker == None:
UTILS_functions.show_message_box(("No specific material", ), "Lost parameter", UTILS_icons_manager.blender_error_icon)
else:
_create_rail_uv(self.uv_type, context.scene.BallanceBlenderPluginProperty.material_picker, self.uv_scale, self.projection_axis)
return {'FINISHED'}
def draw(self, context):
layout = self.layout
layout.prop(self, "uv_type")
layout.prop(context.scene.BallanceBlenderPluginProperty, "material_picker")
if self.uv_type == 'SCALE' or self.uv_type == 'UNIFORM':
layout.prop(self, "projection_axis")
if self.uv_type == 'SCALE':
layout.prop(self, "uv_scale")
# ====================== method
def _check_rail_target():
for obj in bpy.context.selected_objects:
if obj.type != 'MESH':
continue
if obj.mode != 'OBJECT':
continue
return True
return False
def _get_distance(iterator):
is_first_min = True
is_first_max = True
max_value = 0.0
min_value = 0.0
for item in iterator:
if is_first_max:
is_first_max = False
max_value = item
else:
if item > max_value:
max_value = item
if is_first_min:
is_first_min = False
min_value = item
else:
if item < min_value:
min_value = item
return max_value - min_value
def _create_rail_uv(rail_type, material_pointer, scale_size, projection_axis):
objList = []
ignoredObj = []
for obj in bpy.context.selected_objects:
if obj.type != 'MESH':
ignoredObj.append(obj.name)
continue
if obj.mode != 'OBJECT':
ignoredObj.append(obj.name)
continue
if obj.data.uv_layers.active is None:
# create a empty uv for it.
obj.data.uv_layers.new(do_init=False)
objList.append(obj)
for obj in objList:
mesh = obj.data
# clean it material and set rail first
obj.data.materials.clear()
obj.data.materials.append(material_pointer)
# copy mesh vec for scale or uniform mode
vecList = mesh.vertices[:]
real_scale = 1.0
if rail_type == 'SCALE':
real_scale = scale_size
elif rail_type == 'UNIFORM':
# calc proper scale
if projection_axis == 'X':
maxLength = max(
_get_distance(vec.co[1] for vec in vecList),
_get_distance(vec.co[2] for vec in vecList)
)
elif projection_axis == 'Y':
maxLength = max(
_get_distance(vec.co[0] for vec in vecList),
_get_distance(vec.co[2] for vec in vecList)
)
elif projection_axis == 'Z':
maxLength = max(
_get_distance(vec.co[0] for vec in vecList),
_get_distance(vec.co[1] for vec in vecList)
)
real_scale = 1.0 / maxLength
# Blender 3.5 CHANGED: mesh.uv_layers.active.data -> mesh.uv_layers.active.uv
# .uv -> .vector
uv_layer = mesh.uv_layers.active.uv
for poly in mesh.polygons:
for loop_index in range(poly.loop_start, poly.loop_start + poly.loop_total):
# get correspond vec index
index = mesh.loops[loop_index].vertex_index
if rail_type == 'POINT':
# set to 1 point
uv_layer[loop_index].vector[0] = 0
uv_layer[loop_index].vector[1] = 1
elif rail_type == 'SCALE' or rail_type == 'UNIFORM':
# following xy -> uv scale
#
# use Z axis: X->U Y->V
# use X axis: Y->U Z->V
# use Y axis: X->U Z->V
if projection_axis == 'X':
uv_layer[loop_index].vector[0] = vecList[index].co[1] * real_scale
uv_layer[loop_index].vector[1] = vecList[index].co[2] * real_scale
elif projection_axis == 'Y':
uv_layer[loop_index].vector[0] = vecList[index].co[0] * real_scale
uv_layer[loop_index].vector[1] = vecList[index].co[2] * real_scale
elif projection_axis == 'Z':
uv_layer[loop_index].vector[0] = vecList[index].co[0] * real_scale
uv_layer[loop_index].vector[1] = vecList[index].co[1] * real_scale
elif rail_type == 'TT':
(uv_layer[loop_index].vector[0], uv_layer[loop_index].vector[1]) = _tt_reflection_mapping_compute(
vecList[index].co,
mesh.loops[loop_index].normal,
(0.0, 0.0, 0.0)
)
if len(ignoredObj) != 0:
UTILS_functions.show_message_box(
("Following objects are not processed due to they are not suit for this function now: ", ) + tuple(ignoredObj),
"Execution result", UTILS_icons_manager.blender_info_icon
)
def _tt_reflection_mapping_compute(_point, _n, _refobj):
# switch blender coord to virtools coord for convenient calc
point = mathutils.Vector((_point[0], _point[2], _point[1]))
n = mathutils.Vector((_n[0], _n[2], _n[1])).normalized()
refobj = mathutils.Vector((_refobj[0], _refobj[2], _refobj[1]))
p = (refobj - point).normalized()
b=(((2*(p*n))*n)-p).normalized()
# convert back to blender coord
return ((b.x + 1.0) / 2.0, -(b.z + 1.0) / 2.0)