This commit implements described in the #104573. The goal is to fix the confusion of the submodule hashes change, which are not ideal for any of the supported git-module configuration (they are either always visible causing confusion, or silently staged and committed, also causing confusion). This commit replaces submodules with a checkout of addons and addons_contrib, covered by the .gitignore, and locale and developer tools are moved to the main repository. This also changes the paths: - /release/scripts are moved to the /scripts - /source/tools are moved to the /tools - /release/datafiles/locale is moved to /locale This is done to avoid conflicts when using bisect, and also allow buildbot to automatically "recover" wgen building older or newer branches/patches. Running `make update` will initialize the local checkout to the changed repository configuration. Another aspect of the change is that the make update will support Github style of remote organization (origin remote pointing to thy fork, upstream remote pointing to the upstream blender/blender.git). Pull Request #104755
465 lines
13 KiB
Python
465 lines
13 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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import math
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from bpy.types import Operator
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from mathutils import Matrix, Vector
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from bpy.props import (
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BoolProperty,
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EnumProperty,
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FloatProperty,
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FloatVectorProperty,
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IntProperty,
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)
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# ------------------------------------------------------------------------------
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# Local Utility Functions
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def is_face_uv_selected(face, uv_layer, any_edge):
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"""
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Returns True if the face is UV selected.
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:arg face: the face to query.
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:type face: :class:`BMFace`
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:arg uv_layer: the UV layer to source UVs from.
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:type bmesh: :class:`BMLayerItem`
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:arg any_edge: use edge selection instead of vertex selection.
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:type any_edge: bool
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:return: True if the face is UV selected.
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:rtype: bool
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"""
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if not face.select: # Geometry selection
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return False
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import bpy
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if bpy.context.tool_settings.use_uv_select_sync:
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# In sync selection mode, UV selection comes solely from geometry selection.
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return True
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if any_edge:
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for loop in face.loops:
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if loop[uv_layer].select_edge:
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return True
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return False
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for loop in face.loops:
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if not loop[uv_layer].select:
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return False
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return True
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def is_island_uv_selected(island, uv_layer, any_edge):
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"""
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Returns True if the island is UV selected.
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:arg island: list of faces to query.
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:type island: sequence of :class:`BMFace`.
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:arg uv_layer: the UV layer to source UVs from.
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:type bmesh: :class:`BMLayerItem`
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:arg any_edge: use edge selection instead of vertex selection.
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:type any_edge: bool
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:return: list of lists containing polygon indices.
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:rtype: bool
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"""
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for face in island:
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if is_face_uv_selected(face, uv_layer, any_edge):
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return True
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return False
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def island_uv_bounds(island, uv_layer):
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"""
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The UV bounds of UV island.
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:arg island: list of faces to query.
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:type island: sequence of :class:`BMFace`.
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:arg uv_layer: the UV layer to source UVs from.
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:return: U-min, V-min, U-max, V-max.
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:rtype: list
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"""
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minmax = [1e30, 1e30, -1e30, -1e30]
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for face in island:
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for loop in face.loops:
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u, v = loop[uv_layer].uv
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minmax[0] = min(minmax[0], u)
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minmax[1] = min(minmax[1], v)
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minmax[2] = max(minmax[2], u)
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minmax[3] = max(minmax[3], v)
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return minmax
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def island_uv_bounds_center(island, uv_layer):
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"""
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The UV bounds center of UV island.
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:arg island: list of faces to query.
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:type island: sequence of :class:`BMFace`.
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:arg uv_layer: the UV layer to source UVs from.
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:return: U, V center.
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:rtype: tuple
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"""
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minmax = island_uv_bounds(island, uv_layer)
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return (
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(minmax[0] + minmax[2]) / 2.0,
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(minmax[1] + minmax[3]) / 2.0,
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)
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# ------------------------------------------------------------------------------
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# Align UV Rotation Operator
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def find_rotation_auto(bm, uv_layer, faces):
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sum_u = 0.0
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sum_v = 0.0
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for face in faces:
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prev_uv = face.loops[-1][uv_layer].uv
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for loop in face.loops:
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uv = loop[uv_layer].uv
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du = uv[0] - prev_uv[0]
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dv = uv[1] - prev_uv[1]
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edge_angle = math.atan2(dv, du)
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edge_angle *= 4.0 # Wrap 4 times around the circle
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sum_u += math.cos(edge_angle)
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sum_v += math.sin(edge_angle)
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prev_uv = uv
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# Compute angle.
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return -math.atan2(sum_v, sum_u) / 4.0
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def find_rotation_edge(bm, uv_layer, faces):
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sum_u = 0.0
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sum_v = 0.0
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for face in faces:
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prev_uv = face.loops[-1][uv_layer].uv
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prev_select = face.loops[-1][uv_layer].select_edge
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for loop in face.loops:
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uv = loop[uv_layer].uv
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if prev_select:
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du = uv[0] - prev_uv[0]
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dv = uv[1] - prev_uv[1]
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edge_angle = math.atan2(dv, du)
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edge_angle *= 2.0 # Wrap 2 times around the circle
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sum_u += math.cos(edge_angle)
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sum_v += math.sin(edge_angle)
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prev_uv = uv
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prev_select = loop[uv_layer].select_edge
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# Add 90 degrees to align along V co-ordinate.
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# Twice, because we divide by two.
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sum_u, sum_v = -sum_u, -sum_v
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# Compute angle.
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return -math.atan2(sum_v, sum_u) / 2.0
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def find_rotation_geometry(bm, uv_layer, faces, method, axis):
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sum_u_co = Vector((0.0, 0.0, 0.0))
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sum_v_co = Vector((0.0, 0.0, 0.0))
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for face in faces:
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# Triangulate.
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for fan in range(2, len(face.loops)):
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delta_uv0 = face.loops[fan - 1][uv_layer].uv - face.loops[0][uv_layer].uv
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delta_uv1 = face.loops[fan][uv_layer].uv - face.loops[0][uv_layer].uv
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mat = Matrix((delta_uv0, delta_uv1))
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mat.invert_safe()
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delta_co0 = face.loops[fan - 1].vert.co - face.loops[0].vert.co
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delta_co1 = face.loops[fan].vert.co - face.loops[0].vert.co
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w = delta_co0.cross(delta_co1).length
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# U direction in geometry co-ordinates.
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sum_u_co += (delta_co0 * mat[0][0] + delta_co1 * mat[0][1]) * w
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# V direction in geometry co-ordinates.
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sum_v_co += (delta_co0 * mat[1][0] + delta_co1 * mat[1][1]) * w
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if axis == 'X':
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axis_index = 0
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elif axis == 'Y':
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axis_index = 1
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elif axis == 'Z':
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axis_index = 2
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# Compute angle.
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return math.atan2(sum_u_co[axis_index], sum_v_co[axis_index])
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def align_uv_rotation_island(bm, uv_layer, faces, method, axis):
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angle = 0.0
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if method == 'AUTO':
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angle = find_rotation_auto(bm, uv_layer, faces)
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elif method == 'EDGE':
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angle = find_rotation_edge(bm, uv_layer, faces)
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elif method == 'GEOMETRY':
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angle = find_rotation_geometry(bm, uv_layer, faces, method, axis)
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if angle == 0.0:
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return False # No change.
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# Find bounding box center.
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mid_u, mid_v = island_uv_bounds_center(faces, uv_layer)
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cos_angle = math.cos(angle)
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sin_angle = math.sin(angle)
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delta_u = mid_u - cos_angle * mid_u + sin_angle * mid_v
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delta_v = mid_v - sin_angle * mid_u - cos_angle * mid_v
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# Apply transform.
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for face in faces:
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for loop in face.loops:
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pre_uv = loop[uv_layer].uv
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u = cos_angle * pre_uv[0] - sin_angle * pre_uv[1] + delta_u
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v = sin_angle * pre_uv[0] + cos_angle * pre_uv[1] + delta_v
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loop[uv_layer].uv = u, v
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return True
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def align_uv_rotation_bmesh(mesh, bm, method, axis):
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import bpy_extras.bmesh_utils
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uv_layer = bm.loops.layers.uv.active
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if not uv_layer:
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return False
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islands = bpy_extras.bmesh_utils.bmesh_linked_uv_islands(bm, uv_layer)
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changed = False
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for island in islands:
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if is_island_uv_selected(island, uv_layer, method == 'EDGE'):
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if align_uv_rotation_island(bm, uv_layer, island, method, axis):
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changed = True
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return changed
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def align_uv_rotation(context, method, axis):
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import bmesh
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ob_list = context.objects_in_mode_unique_data
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for ob in ob_list:
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bm = bmesh.from_edit_mesh(ob.data)
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if bm.loops.layers.uv:
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if align_uv_rotation_bmesh(ob.data, bm, method, axis):
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bmesh.update_edit_mesh(ob.data)
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return {'FINISHED'}
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class AlignUVRotation(Operator):
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"""Align uv island's rotation"""
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bl_idname = "uv.align_rotation"
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bl_label = "Align Rotation"
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bl_options = {'REGISTER', 'UNDO'}
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method: EnumProperty(
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name="Method", description="Method to calculate rotation angle",
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items=(
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('AUTO', "Auto", "Align from all edges"),
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('EDGE', "Edge", "Only selected edges"),
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('GEOMETRY', "Geometry", "Align to Geometry axis"),
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),
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)
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axis: EnumProperty(
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name="Axis", description="Axis to align to",
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items=(
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('X', "X", "X axis"),
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('Y', "Y", "Y axis"),
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('Z', "Z", "Z axis"),
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),
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)
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def execute(self, context):
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return align_uv_rotation(context, self.method, self.axis)
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def draw(self, _context):
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layout = self.layout
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layout.prop(self, "method")
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if self.method == 'GEOMETRY':
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layout.prop(self, "axis")
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@classmethod
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def poll(cls, context):
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return context.mode == 'EDIT_MESH'
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# ------------------------------------------------------------------------------
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# Randomize UV Operator
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def get_random_transform(transform_params, entropy):
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from random import uniform
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from random import seed as random_seed
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(seed, loc, rot, scale, scale_even) = transform_params
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# First, seed the RNG.
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random_seed(seed + entropy)
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# Next, call uniform a known number of times.
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offset_u = uniform(0.0, 1.0)
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offset_v = uniform(0.0, 1.0)
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angle = uniform(0.0, 1.0)
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scale_u = uniform(0.0, 1.0)
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scale_v = uniform(0.0, 1.0)
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# Apply the transform_params.
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if loc:
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offset_u *= loc[0]
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offset_v *= loc[1]
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else:
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offset_u = 0.0
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offset_v = 0.0
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if rot:
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angle *= rot
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else:
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angle = 0.0
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if scale:
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scale_u = scale_u * (2.0 * scale[0] - 2.0) + 2.0 - scale[0]
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scale_v = scale_v * (2.0 * scale[1] - 2.0) + 2.0 - scale[1]
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else:
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scale_u = 1.0
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scale_v = 1.0
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if scale_even:
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scale_v = scale_u
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# Results in homogenous co-ordinates.
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return [[scale_u * math.cos(angle), -scale_v * math.sin(angle), offset_u],
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[scale_u * math.sin(angle), scale_v * math.cos(angle), offset_v]]
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def randomize_uv_transform_island(bm, uv_layer, faces, transform_params):
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# Ensure consistent random values for island, regardless of selection etc.
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entropy = min(f.index for f in faces)
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transform = get_random_transform(transform_params, entropy)
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# Find bounding box center.
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mid_u, mid_v = island_uv_bounds_center(faces, uv_layer)
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del_u = transform[0][2] + mid_u - transform[0][0] * mid_u - transform[0][1] * mid_v
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del_v = transform[1][2] + mid_v - transform[1][0] * mid_u - transform[1][1] * mid_v
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# Apply transform.
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for face in faces:
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for loop in face.loops:
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pre_uv = loop[uv_layer].uv
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u = transform[0][0] * pre_uv[0] + transform[0][1] * pre_uv[1] + del_u
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v = transform[1][0] * pre_uv[0] + transform[1][1] * pre_uv[1] + del_v
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loop[uv_layer].uv = (u, v)
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def randomize_uv_transform_bmesh(mesh, bm, transform_params):
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import bpy_extras.bmesh_utils
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uv_layer = bm.loops.layers.uv.verify()
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islands = bpy_extras.bmesh_utils.bmesh_linked_uv_islands(bm, uv_layer)
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for island in islands:
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if is_island_uv_selected(island, uv_layer, False):
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randomize_uv_transform_island(bm, uv_layer, island, transform_params)
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def randomize_uv_transform(context, transform_params):
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import bmesh
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ob_list = context.objects_in_mode_unique_data
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for ob in ob_list:
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bm = bmesh.from_edit_mesh(ob.data)
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if not bm.loops.layers.uv:
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continue
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# Only needed to access the minimum face index of each island.
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bm.faces.index_update()
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randomize_uv_transform_bmesh(ob.data, bm, transform_params)
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for ob in ob_list:
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bmesh.update_edit_mesh(ob.data)
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return {'FINISHED'}
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class RandomizeUVTransform(Operator):
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"""Randomize uv island's location, rotation, and scale"""
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bl_idname = "uv.randomize_uv_transform"
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bl_label = "Randomize"
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bl_options = {'REGISTER', 'UNDO'}
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random_seed: IntProperty(
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name="Random Seed",
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description="Seed value for the random generator",
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min=0,
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max=10000,
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default=0,
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)
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use_loc: BoolProperty(
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name="Randomize Location",
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description="Randomize the location values",
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default=True,
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)
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loc: FloatVectorProperty(
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name="Location",
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description=("Maximum distance the objects "
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"can spread over each axis"),
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min=-100.0,
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max=100.0,
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size=2,
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subtype='TRANSLATION',
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default=(0.0, 0.0),
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)
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use_rot: BoolProperty(
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name="Randomize Rotation",
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description="Randomize the rotation value",
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default=True,
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)
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rot: FloatProperty(
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name="Rotation",
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description="Maximum rotation",
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min=-2.0 * math.pi,
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max=2.0 * math.pi,
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subtype='ANGLE',
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default=0.0,
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)
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use_scale: BoolProperty(
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name="Randomize Scale",
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description="Randomize the scale values",
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default=True,
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)
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scale_even: BoolProperty(
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name="Scale Even",
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description="Use the same scale value for both axes",
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default=False,
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)
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scale: FloatVectorProperty(
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name="Scale",
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description="Maximum scale randomization over each axis",
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min=-100.0,
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max=100.0,
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default=(1.0, 1.0),
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size=2,
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)
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@classmethod
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def poll(cls, context):
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return context.mode == 'EDIT_MESH'
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def execute(self, context):
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seed = self.random_seed
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loc = [0.0, 0.0] if not self.use_loc else self.loc
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rot = 0.0 if not self.use_rot else self.rot
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scale = None if not self.use_scale else self.scale
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scale_even = self.scale_even
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transformParams = [seed, loc, rot, scale, scale_even]
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return randomize_uv_transform(context, transformParams)
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classes = (
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AlignUVRotation,
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RandomizeUVTransform,
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)
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