191 lines
6.8 KiB
Python
191 lines
6.8 KiB
Python
import bpy, bmesh, mathutils
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import typing
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from . import PROP_ptrprop_resolver
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from . import UTIL_virtools_types, UTIL_icons_manager, UTIL_functions
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class BBP_OT_rail_uv(bpy.types.Operator):
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"""Create UV for Rail as Ballance Showen (TT_ReflectionMapping)"""
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bl_idname = "bbp.rail_uv"
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bl_label = "Rail UV"
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bl_options = {'UNDO'}
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bl_translation_context = 'BBP_OT_rail_uv'
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@classmethod
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def poll(cls, context):
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return _check_rail_target(context)
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def invoke(self, context, event):
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wm: bpy.types.WindowManager = context.window_manager
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return wm.invoke_props_dialog(self)
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def execute(self, context):
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# check material
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ptrprops = PROP_ptrprop_resolver.PropsVisitor(context.scene)
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mtl: bpy.types.Material = ptrprops.get_rail_uv_material()
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if mtl is None:
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self.report({'ERROR'}, "Specified material is empty.")
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return {'CANCELLED'}
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# apply rail uv
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(has_invalid_objs, meshes) = _get_rail_target(context)
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_create_rail_uv(meshes, mtl)
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# show warning if there is invalid objects
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if has_invalid_objs:
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self.report({'WARNING'}, 'Some objects are invalid for this operation. See Console for more details.')
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return {'FINISHED'}
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def draw(self, context):
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layout: bpy.types.UILayout = self.layout
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ptrprops = PROP_ptrprop_resolver.PropsVisitor(context.scene)
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ptrprops.draw_rail_uv_material(layout)
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#region Real Worker Functions
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def _check_rail_target(context: bpy.types.Context) -> bool:
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for obj in context.selected_objects:
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if obj.type != 'MESH':
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continue
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if obj.mode != 'OBJECT':
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continue
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if obj.data is None:
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continue
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return True
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return False
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def _get_rail_target(context: bpy.types.Context) -> tuple[bool, typing.Iterable[bpy.types.Mesh]]:
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# collect objects
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meshes: list[bpy.types.Mesh] = []
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error_objname: list[str] = []
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for obj in context.selected_objects:
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if obj.type != 'MESH':
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error_objname.append(obj.name)
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continue
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if obj.mode != 'OBJECT':
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error_objname.append(obj.name)
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continue
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if obj.data is None:
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error_objname.append(obj.name)
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continue
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meshes.append(typing.cast(bpy.types.Mesh, obj.data))
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# display warning window if necessary
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has_invalid_objs = len(error_objname) != 0
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if has_invalid_objs:
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# output to console
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print('')
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tr_text: str = bpy.app.translations.pgettext_rpt('Rail UV Report', 'BBP_OT_rail_uv/execute')
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print(f'========== {tr_text} ==========')
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print(bpy.app.translations.pgettext_rpt(
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'Following objects are not processed by Rail UV because they do not meet the requirements of Rail UV.',
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'BBP_OT_rail_uv/execute'
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))
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for objname in error_objname:
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print(objname)
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print('')
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# return valid
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return (has_invalid_objs, meshes)
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def _tt_reflection_mapping_compute(
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point_: UTIL_virtools_types.ConstVxVector3,
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nml_: UTIL_virtools_types.ConstVxVector3,
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refobj_: UTIL_virtools_types.ConstVxVector3) -> UTIL_virtools_types.ConstVxVector2:
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# switch blender coord to virtools coord for convenient calc
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point: mathutils.Vector = mathutils.Vector((point_[0], point_[2], point_[1]))
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nml: mathutils.Vector = mathutils.Vector((nml_[0], nml_[2], nml_[1])).normalized()
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refobj: mathutils.Vector = mathutils.Vector((refobj_[0], refobj_[2], refobj_[1]))
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p: mathutils.Vector = (refobj - point).normalized()
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b: mathutils.Vector = (((2 * (p * nml)) * nml) - p)
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b.normalize()
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# convert back to blender coord
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return ((b.x + 1.0) / 2.0, -(b.z + 1.0) / 2.0)
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def _set_face_vertex_uv(face: bpy.types.MeshPolygon, uv_layer: bpy.types.MeshUVLoopLayer, idx: int, uv: UTIL_virtools_types.ConstVxVector2) -> None:
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"""
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Help function to set face vertex uv by index.
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@param face[in] The face to be set.
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@param uv_layer[in] The uv layer to be set gotten from `Mesh.uv_layers.active`
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@param idx[in] The index related to face to set uv.
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@param uv[in] The uv data.
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"""
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uv_layer.uv[face.loop_start + idx].vector = uv
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def _get_face_vertex_pos(face: bpy.types.MeshPolygon, loops: bpy.types.MeshLoops, vecs: bpy.types.MeshVertices, idx: int) -> UTIL_virtools_types.ConstVxVector3:
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"""
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Help function. Get face referenced vertex position data by index
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@param face[in] The face to be set.
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@param loops[in] Mesh loops gotten from `Mesh.loops`
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@param vecs[in] Mesh vertices gotten from `Mesh.vertices`
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@param idx[in] The index related to face to get position.
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"""
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v: mathutils.Vector = vecs[loops[face.loop_start + idx].vertex_index].co
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return (v[0], v[1], v[2])
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def _get_face_vertex_nml(face: bpy.types.MeshPolygon, loops: bpy.types.MeshLoops, idx: int) -> UTIL_virtools_types.ConstVxVector3:
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"""
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Help function to get face vertex normal.
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Similar to _get_face_vertex_pos, just get normal, not position.
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@param face[in] The face to be set.
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@param loops[in] Mesh loops gotten from `Mesh.loops`
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@param idx[in] The index related to face to get normal.
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"""
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v: mathutils.Vector = loops[face.loop_start + idx].normal
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return (v[0], v[1], v[2])
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def _get_face_vertex_count(face: bpy.types.MeshPolygon) -> int:
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"""
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Help function to get how many vertex used by this face.
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@return The count of used vertex. At least 3.
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"""
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return face.loop_total
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def _create_rail_uv(meshes: typing.Iterable[bpy.types.Mesh], mtl: bpy.types.Material):
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for mesh in meshes:
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# clean it material and set rail first
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mesh.materials.clear()
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mesh.materials.append(mtl)
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# and validate face mtl idx ref
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mesh.validate_material_indices()
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# get uv and make sure at least one uv
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if mesh.uv_layers.active is None:
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mesh.uv_layers.new(do_init = False)
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uv_layer: bpy.types.MeshUVLoopLayer = mesh.uv_layers.active
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# get other useful data
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loops: bpy.types.MeshLoops = mesh.loops
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vecs: bpy.types.MeshVertices = mesh.vertices
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refobj: UTIL_virtools_types.ConstVxVector3 = (0.0, 0.0, 0.0)
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for face in mesh.polygons:
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for idx in range(_get_face_vertex_count(face)):
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_set_face_vertex_uv(
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face,
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uv_layer,
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idx,
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_tt_reflection_mapping_compute(
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_get_face_vertex_pos(face, loops, vecs, idx),
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_get_face_vertex_nml(face, loops, idx),
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refobj
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)
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)
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#endregion
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def register() -> None:
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bpy.utils.register_class(BBP_OT_rail_uv)
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def unregister() -> None:
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bpy.utils.unregister_class(BBP_OT_rail_uv)
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