Shift flips the current axis your draging.

uv's and mocified vertex coords are now in a big list rather then stored be faces, should be faster
This commit is contained in:
2006-12-15 04:49:06 +00:00
parent 0254065f3b
commit e4340d1b58

View File

@@ -152,6 +152,7 @@ def main():
orig_cursor = Window.GetCursorPos()
Window.SetCursorPos(face_corner_main.x, face_corner_main.y, face_corner_main.z)
SHIFT = Window.Qual.SHIFT
MODE = 0 # firstclick, 1, secondclick
mouse_buttons = Window.GetMouseButtons()
@@ -159,10 +160,15 @@ def main():
SELECT_FLAG = Blender.Mesh.FaceFlags['SELECT']
me_faces_sel = [ ([v.co-face_corner_main for v in f], f.uv) for f in me.faces if f.flag & SELECT_FLAG ]
def get_face_coords(f):
f_uv = f.uv
return [(v.co-face_corner_main, f_uv[i]) for i,v in enumerate(f.v)]
coords = [ (co,uv) for f in me.faces if f.flag & SELECT_FLAG for co, uv in get_face_coords(f)]
del SELECT_FLAG
me_faces_sel_uvs = [uv.copy() for f in me_faces_sel for uv in f[1]]
coords_orig = [uv.copy() for co, uv in coords]
while 1:
if mouse_buttons & LMB:
@@ -170,18 +176,18 @@ def main():
mousedown_wait()
Window.DrawProgressBar (0.8, '(3 of 3 ) Click confirms the V coords')
MODE = 1 # second click
# Se we cont continually set the length and get float error
proj_y_component_orig = proj_y_component.copy()
else:
break
elif mouse_buttons & RMB:
# Restore old uvs
i= 0
for f in me_faces_sel:
for uv in f[1]:
uv[:] = me_faces_sel_uvs[i]
i+=1
for i, uv_orig in enumerate(coords_orig):
coords[i][1][:] = uv_orig
break
mouse_buttons = Window.GetMouseButtons()
screen_x, screen_y = Window.GetMouseCoords()
mouseInView, OriginA, DirectionA = mouseViewRay(screen_x, screen_y, obmat)
@@ -189,7 +195,6 @@ def main():
if not mouseInView:
continue
# Do a ray tri intersection, not clipped by the tri
new_isect = Intersect(face_corner_main, face_corner_a, face_corner_b, DirectionA, OriginA, False)
new_isect_alt = new_isect + DirectionA*0.0001
@@ -199,7 +204,10 @@ def main():
line_isect_a_pair = LineIntersect(new_isect, new_isect_alt, face_corner_main, face_corner_a)
line_isect_b_pair = LineIntersect(new_isect, new_isect_alt, face_corner_main, face_corner_b)
if MODE == 0:
# SHIFT to flip the axis.
is_shift = Window.GetKeyQualifiers() & SHIFT
if MODE == 0:
line_dist_a = (line_isect_a_pair[0]-line_isect_a_pair[1]).length
line_dist_b = (line_isect_b_pair[0]-line_isect_b_pair[1]).length
@@ -216,22 +224,26 @@ def main():
proj_y_component.length = 1/y_axis_length
proj_x_component.length = 1/x_axis_length
if is_shift: proj_x_component.negate()
else:
proj_y_component[:] = proj_y_component_orig
if line_dist_a < line_dist_b:
proj_y_component.length = 1/(line_isect_a_pair[1]-new_isect).length
else:
proj_y_component.length = 1/(line_isect_b_pair[1]-new_isect).length
if is_shift: proj_y_component.negate()
# Use the existing matrix to make a new 3x3 projecton matrix
project_mat[0][:] = proj_x_component
project_mat[1][:] = proj_y_component
project_mat[0][:] = -proj_y_component
project_mat[1][:] = -proj_x_component
project_mat[2][:] = proj_z_component
# Apply the projection matrix
for f_proj_co, f_uv in me_faces_sel:
for i, uv in enumerate(f_uv):
uv[:] = (project_mat * f_proj_co[i])[0:2]
for proj_co, uv in coords:
uv[:] = (project_mat * proj_co)[0:2]
Window.Redraw(Window.Types.VIEW3D)