- sync PyBMap work. use different library name in different OS. - add BMap encoding default value according to different OS (Windows and non-Windows) because non-Windows OS, we use libiconv as encoding converter. - move all pointer properties to a single module and give corresponding visitor. - add shared importer exporter parameters module thus bmfile import/export also can ref it.
		
			
				
	
	
		
			189 lines
		
	
	
		
			6.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			189 lines
		
	
	
		
			6.5 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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| 
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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 = "Create Rail UV"
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|     bl_options = {'UNDO'}
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| 
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|     @classmethod
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|     def poll(self, context):
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|         return _check_rail_target()
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| 
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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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| 
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|     def execute(self, context):
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|         # check material
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|         mtl: bpy.types.Material = PROP_ptrprop_resolver.get_rail_uv_material()
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|         if mtl is None:
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|             UTIL_functions.message_box(
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|                 ("No specific material", ), 
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|                 "Lost Parameter", 
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|                 UTIL_icons_manager.BlenderPresetIcons.Error.value
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|             )
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|             return {'CANCELLED'}
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|         
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|         # apply rail uv
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|         _create_rail_uv(_get_rail_target(), mtl)
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|         return {'FINISHED'}
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| 
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|     def draw(self, context):
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|         layout: bpy.types.UILayout = self.layout
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|         PROP_ptrprop_resolver.draw_rail_uv_material(layout)
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| 
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| #region Real Worker Functions
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| 
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| def _check_rail_target() -> bool:
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|     for obj in bpy.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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| 
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| def _get_rail_target() -> 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 bpy.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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|         
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|         meshes.append(obj.data)
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|     
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|     # display warning window if necessary
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|     if len(error_objname) != 0:
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|         # show dialog
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|         UTIL_functions.message_box(
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|             ("Some objects is not processed, see Console for more infos.", ), 
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|             "Object Type Warning", 
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|             UTIL_icons_manager.BlenderPresetIcons.Warning.value
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|         )
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| 
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|         # output to console
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|         print('')
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|         print('=====')
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|         print('Following objects are not processed by Rail UV because they do not meet the requirements of Rail UV.')
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|         for objname in error_objname:
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|             print(objname)
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|         print('=====')
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|         print('')
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| 
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|     # return valid
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|     return meshes
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| 
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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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| 
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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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|     
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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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| 
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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|     Similar to _get_face_vertex_pos, just get normal, not position.
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| 
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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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| 
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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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| 
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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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| 
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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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|         
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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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| 
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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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| 
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| #endregion
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| 
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| def register() -> None:
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|     bpy.utils.register_class(BBP_OT_rail_uv)
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| 
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| def unregister() -> None:
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|     bpy.utils.unregister_class(BBP_OT_rail_uv)
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| 
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