BallanceBlenderHelper/bbp_ng/OP_UV_flatten_uv.py
yyc12345 20aba6c273 fix issue. add feat.
- add ignored bmesh update function in flatten uv
- finish select by group, add, rm, clear group functions.
2023-12-30 22:17:42 +08:00

316 lines
11 KiB
Python

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))
# show the updates in the viewport
bmesh.update_edit_mesh(mesh)
# 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)