removing uvcalc_from_adjacent for review on Sunday's meeting.
image_dump2path is a stopgap util. We need to look into making Pack/Unpack use filenames, not IDnames. or have some other datamanagement utility.
This commit is contained in:
@@ -1,255 +0,0 @@
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#!BPY
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""" Registration info for Blender menus: <- these words are ignored
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Name: 'Click project from face'
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Blender: 242
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Group: 'UVCalculation'
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Tooltip: '3 Clicks to project uvs onto selected faces.'
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"""
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__author__ = ["Campbell Barton"]
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__url__ = ("blender", "elysiun", "http://members.iinet.net.au/~cpbarton/ideasman/")
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__version__ = "0.1"
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__bpydoc__=\
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'''
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http://mediawiki.blender.org/index.php/Scripts/Manual/UV_Calculate/Click_project_from_face
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"
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'''
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# --------------------------------------------------------------------------
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# Click project v0.1 by Campbell Barton (AKA Ideasman)
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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# --------------------------------------------------------------------------
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import Blender
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import BPyMesh
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import BPyWindow
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mouseViewRay= BPyWindow.mouseViewRay
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from Blender import Mathutils, Window, Scene, Draw, sys
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from Blender.Mathutils import CrossVecs, Vector, Matrix, LineIntersect, Intersect #, AngleBetweenVecs, Intersect
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LMB= Window.MButs['L']
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RMB= Window.MButs['R']
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def mouseup():
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# Loop until click
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mouse_buttons = Window.GetMouseButtons()
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while not mouse_buttons & LMB:
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sys.sleep(10)
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mouse_buttons = Window.GetMouseButtons()
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while mouse_buttons & LMB:
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sys.sleep(10)
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mouse_buttons = Window.GetMouseButtons()
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def mousedown_wait():
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# If the menu has just been pressed dont use its mousedown,
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mouse_buttons = Window.GetMouseButtons()
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while mouse_buttons & LMB:
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mouse_buttons = Window.GetMouseButtons()
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sys.sleep(10)
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def main():
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scn = Scene.GetCurrent()
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ob = scn.objects.active
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if not ob or ob.type!='Mesh':
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return
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mousedown_wait() # so the menu items clicking dosnt trigger the mouseclick
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Window.DrawProgressBar (0.0, '')
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Window.DrawProgressBar (0.1, '(1 of 3) Click on a face corner')
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# wait for a click
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mouse_buttons = Window.GetMouseButtons()
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while not mouse_buttons & LMB:
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sys.sleep(10)
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mouse_buttons = Window.GetMouseButtons()
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# Allow for RMB cancel
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if mouse_buttons & RMB:
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Window.DrawProgressBar (1.0, '')
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return
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while mouse_buttons & LMB:
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sys.sleep(10)
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mouse_buttons = Window.GetMouseButtons()
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Window.DrawProgressBar (0.2, '(2 of 3 ) Click confirms the U coords')
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mousedown_wait()
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obmat= ob.matrixWorld
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screen_x, screen_y = Window.GetMouseCoords()
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mouseInView, OriginA, DirectionA = mouseViewRay(screen_x, screen_y, obmat)
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if not mouseInView or not OriginA:
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Window.DrawProgressBar (1.0, '')
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return
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me = ob.getData(mesh=1)
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# Get the face under the mouse
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face_click, isect, side = BPyMesh.pickMeshRayFace(me, OriginA, DirectionA)
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proj_z_component = face_click.no
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if not face_click:
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Window.DrawProgressBar (1.0, '')
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return
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# Find the face vertex thats closest to the mouse,
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# this vert will be used as the corner to map from.
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best_v= None
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best_length = 10000000
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vi1 = None
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for i, v in enumerate(face_click.v):
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l = (v.co-isect).length
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if l < best_length:
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best_v = v
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best_length = l
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vi1 = i
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# now get the 2 edges in the face that connect to v
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# we can work it out fairly easerly
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if len(face_click)==4:
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if vi1==0: vi2, vi3= 3,1
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elif vi1==1: vi2, vi3= 0,2
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elif vi1==2: vi2, vi3= 1,3
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elif vi1==3: vi2, vi3= 2,0
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else:
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if vi1==0: vi2, vi3= 2,1
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elif vi1==1: vi2, vi3= 0,2
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elif vi1==2: vi2, vi3= 1,0
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face_corner_main =face_click.v[vi1].co
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face_corner_a =face_click.v[vi2].co
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face_corner_b =face_click.v[vi3].co
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line_a_len = (face_corner_a-face_corner_main).length
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line_b_len = (face_corner_b-face_corner_main).length
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orig_cursor = Window.GetCursorPos()
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Window.SetCursorPos(face_corner_main.x, face_corner_main.y, face_corner_main.z)
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SHIFT = Window.Qual.SHIFT
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MODE = 0 # firstclick, 1, secondclick
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mouse_buttons = Window.GetMouseButtons()
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project_mat = Matrix([0,0,0], [0,0,0], [0,0,0])
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SELECT_FLAG = Blender.Mesh.FaceFlags['SELECT']
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def get_face_coords(f):
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f_uv = f.uv
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return [(v.co-face_corner_main, f_uv[i]) for i,v in enumerate(f.v)]
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coords = [ (co,uv) for f in me.faces if f.flag & SELECT_FLAG for co, uv in get_face_coords(f)]
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del SELECT_FLAG
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coords_orig = [uv.copy() for co, uv in coords]
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while 1:
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if mouse_buttons & LMB:
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if MODE == 0:
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mousedown_wait()
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Window.DrawProgressBar (0.8, '(3 of 3 ) Click confirms the V coords')
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MODE = 1 # second click
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# Se we cont continually set the length and get float error
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proj_y_component_orig = proj_y_component.copy()
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else:
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break
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elif mouse_buttons & RMB:
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# Restore old uvs
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for i, uv_orig in enumerate(coords_orig):
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coords[i][1][:] = uv_orig
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break
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mouse_buttons = Window.GetMouseButtons()
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screen_x, screen_y = Window.GetMouseCoords()
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mouseInView, OriginA, DirectionA = mouseViewRay(screen_x, screen_y, obmat)
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if not mouseInView:
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continue
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# Do a ray tri intersection, not clipped by the tri
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new_isect = Intersect(face_corner_main, face_corner_a, face_corner_b, DirectionA, OriginA, False)
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new_isect_alt = new_isect + DirectionA*0.0001
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# The distance from the mouse cursor ray vector to the edge
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line_isect_a_pair = LineIntersect(new_isect, new_isect_alt, face_corner_main, face_corner_a)
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line_isect_b_pair = LineIntersect(new_isect, new_isect_alt, face_corner_main, face_corner_b)
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# SHIFT to flip the axis.
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is_shift = Window.GetKeyQualifiers() & SHIFT
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if MODE == 0:
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line_dist_a = (line_isect_a_pair[0]-line_isect_a_pair[1]).length
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line_dist_b = (line_isect_b_pair[0]-line_isect_b_pair[1]).length
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if line_dist_a < line_dist_b:
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proj_x_component = face_corner_a - face_corner_main
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y_axis_length = line_b_len
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x_axis_length = (line_isect_a_pair[1]-face_corner_main).length
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else:
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proj_x_component = face_corner_b - face_corner_main
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y_axis_length = line_a_len
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x_axis_length = (line_isect_b_pair[1]-face_corner_main).length
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proj_y_component = CrossVecs(proj_x_component, proj_z_component)
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proj_y_component.length = 1/y_axis_length
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proj_x_component.length = 1/x_axis_length
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if is_shift: proj_x_component.negate()
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else:
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proj_y_component[:] = proj_y_component_orig
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if line_dist_a < line_dist_b:
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proj_y_component.length = 1/(line_isect_a_pair[1]-new_isect).length
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else:
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proj_y_component.length = 1/(line_isect_b_pair[1]-new_isect).length
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if is_shift: proj_y_component.negate()
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# Use the existing matrix to make a new 3x3 projecton matrix
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project_mat[0][:] = -proj_y_component
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project_mat[1][:] = -proj_x_component
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project_mat[2][:] = proj_z_component
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# Apply the projection matrix
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for proj_co, uv in coords:
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uv[:] = (project_mat * proj_co)[0:2]
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Window.Redraw(Window.Types.VIEW3D)
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Window.DrawProgressBar (1.0, '')
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Window.SetCursorPos(*orig_cursor)
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Window.RedrawAll()
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if __name__=='__main__':
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main()
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