Campbell Barton
e8da6131fd
Move copyright text to SPDX-FileCopyrightText or set to the Blender Foundation so "make check_licenses" now runs without warnings.
492 lines
17 KiB
Python
492 lines
17 KiB
Python
# SPDX-FileCopyrightText: 2018-2022 Blender Foundation
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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__author__ = "Nutti <nutti.metro@gmail.com>"
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__status__ = "production"
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__version__ = "6.6"
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__date__ = "22 Apr 2022"
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import bpy
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from bpy.props import (
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FloatProperty,
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FloatVectorProperty,
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BoolProperty,
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EnumProperty,
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)
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from bpy.types import AddonPreferences
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from . import common
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from .op.clip_uv import MUV_OT_ClipUV
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from .op.flip_rotate_uv import MUV_OT_FlipRotateUV
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from .op.mirror_uv import MUV_OT_MirrorUV
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from .op.move_uv import MUV_OT_MoveUV
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from .op.unwrap_constraint import MUV_OT_UnwrapConstraint
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from .op.pack_uv import MUV_OT_PackUV
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from .op.smooth_uv import MUV_OT_SmoothUV
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from .ui.VIEW3D_MT_uv_map import (
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MUV_MT_CopyPasteUV,
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MUV_MT_TransferUV,
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MUV_MT_WorldScaleUV,
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MUV_MT_PreserveUVAspect,
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MUV_MT_TextureLock,
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MUV_MT_TextureWrap,
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MUV_MT_TextureProjection,
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MUV_MT_UVW,
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)
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from .ui.VIEW3D_MT_object import MUV_MT_CopyPasteUV_Object
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from .ui.IMAGE_MT_uvs import (
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MUV_MT_CopyPasteUV_UVEdit,
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MUV_MT_SelectUV,
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MUV_MT_AlignUV,
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MUV_MT_AlignUVCursor,
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MUV_MT_UVInspection,
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)
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from .utils.bl_class_registry import BlClassRegistry
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from .utils import compatibility as compat
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def view3d_uvmap_menu_fn(self, context):
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layout = self.layout
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sc = context.scene
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layout.separator()
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layout.label(text="Copy/Paste UV", icon=compat.icon('IMAGE'))
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# Copy/Paste UV
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layout.menu(MUV_MT_CopyPasteUV.bl_idname, text="Copy/Paste UV")
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# Transfer UV
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layout.menu(MUV_MT_TransferUV.bl_idname, text="Transfer UV")
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layout.separator()
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layout.label(text="UV Manipulation", icon=compat.icon('IMAGE'))
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# Flip/Rotate UV
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ops = layout.operator(MUV_OT_FlipRotateUV.bl_idname, text="Flip/Rotate UV")
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ops.seams = sc.muv_flip_rotate_uv_seams
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# Mirror UV
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ops = layout.operator(MUV_OT_MirrorUV.bl_idname, text="Mirror UV")
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ops.axis = sc.muv_mirror_uv_axis
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# Move UV
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layout.operator(MUV_OT_MoveUV.bl_idname, text="Move UV")
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# World Scale UV
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layout.menu(MUV_MT_WorldScaleUV.bl_idname, text="World Scale UV")
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# Preserve UV
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layout.menu(MUV_MT_PreserveUVAspect.bl_idname, text="Preserve UV")
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# Texture Lock
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layout.menu(MUV_MT_TextureLock.bl_idname, text="Texture Lock")
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# Texture Wrap
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layout.menu(MUV_MT_TextureWrap.bl_idname, text="Texture Wrap")
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# UV Sculpt
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layout.prop(sc, "muv_uv_sculpt_enable", text="UV Sculpt")
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layout.separator()
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layout.label(text="UV Mapping", icon=compat.icon('IMAGE'))
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# Unwrap Constraint
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ops = layout.operator(MUV_OT_UnwrapConstraint.bl_idname,
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text="Unwrap Constraint")
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ops.u_const = sc.muv_unwrap_constraint_u_const
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ops.v_const = sc.muv_unwrap_constraint_v_const
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# Texture Projection
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layout.menu(MUV_MT_TextureProjection.bl_idname, text="Texture Projection")
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# UVW
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layout.menu(MUV_MT_UVW.bl_idname, text="UVW")
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def view3d_object_menu_fn(self, _):
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layout = self.layout
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layout.separator()
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layout.label(text="Copy/Paste UV", icon=compat.icon('IMAGE'))
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# Copy/Paste UV (Among Object)
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layout.menu(MUV_MT_CopyPasteUV_Object.bl_idname, text="Copy/Paste UV")
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def image_uvs_menu_fn(self, context):
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layout = self.layout
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sc = context.scene
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layout.separator()
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layout.label(text="Copy/Paste UV", icon=compat.icon('IMAGE'))
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# Copy/Paste UV (on UV/Image Editor)
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layout.menu(MUV_MT_CopyPasteUV_UVEdit.bl_idname, text="Copy/Paste UV")
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layout.separator()
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layout.label(text="UV Manipulation", icon=compat.icon('IMAGE'))
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# Clip UV
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ops = layout.operator(MUV_OT_ClipUV.bl_idname, text="Clip UV")
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ops.clip_uv_range_max = sc.muv_clip_uv_range_max
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ops.clip_uv_range_min = sc.muv_clip_uv_range_min
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# Pack UV
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ops = layout.operator(MUV_OT_PackUV.bl_idname, text="Pack UV")
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ops.allowable_center_deviation = sc.muv_pack_uv_allowable_center_deviation
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ops.allowable_size_deviation = sc.muv_pack_uv_allowable_size_deviation
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ops.accurate_island_copy = sc.muv_pack_uv_accurate_island_copy
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ops.stride = sc.muv_pack_uv_stride
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ops.apply_pack_uv = sc.muv_pack_uv_apply_pack_uv
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# Select UV
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layout.menu(MUV_MT_SelectUV.bl_idname, text="Select UV")
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# Smooth UV
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ops = layout.operator(MUV_OT_SmoothUV.bl_idname, text="Smooth")
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ops.transmission = sc.muv_smooth_uv_transmission
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ops.select = sc.muv_smooth_uv_select
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ops.mesh_infl = sc.muv_smooth_uv_mesh_infl
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# Align UV
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layout.menu(MUV_MT_AlignUV.bl_idname, text="Align UV")
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layout.separator()
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layout.label(text="Editor Enhancement", icon=compat.icon('IMAGE'))
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# Align UV Cursor
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layout.menu(MUV_MT_AlignUVCursor.bl_idname, text="Align UV Cursor")
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# UV Bounding Box
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layout.prop(sc, "muv_uv_bounding_box_show", text="UV Bounding Box")
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# UV Inspection
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layout.menu(MUV_MT_UVInspection.bl_idname, text="UV Inspection")
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def add_builtin_menu():
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bpy.types.VIEW3D_MT_uv_map.append(view3d_uvmap_menu_fn)
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bpy.types.VIEW3D_MT_object.append(view3d_object_menu_fn)
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bpy.types.IMAGE_MT_uvs.append(image_uvs_menu_fn)
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def remove_builtin_menu():
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bpy.types.IMAGE_MT_uvs.remove(image_uvs_menu_fn)
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bpy.types.VIEW3D_MT_object.remove(view3d_object_menu_fn)
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bpy.types.VIEW3D_MT_uv_map.remove(view3d_uvmap_menu_fn)
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def set_debug_mode(self, value):
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self['enable_debug_mode'] = value
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def get_debug_mode(self):
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enabled = self.get('enable_debug_mode', False)
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if enabled:
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common.enable_debugg_mode()
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else:
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common.disable_debug_mode()
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return enabled
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@BlClassRegistry()
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@compat.make_annotations
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class MUV_Preferences(AddonPreferences):
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"""Preferences class: Preferences for this add-on"""
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bl_idname = "magic_uv"
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def update_enable_builtin_menu(self, _):
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if self['enable_builtin_menu']:
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add_builtin_menu()
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else:
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remove_builtin_menu()
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# enable to add features to built-in menu
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enable_builtin_menu = BoolProperty(
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name="Built-in Menu",
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description="Enable built-in menu",
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default=True,
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update=update_enable_builtin_menu,
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)
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# enable debug mode
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enable_debug_mode = BoolProperty(
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name="Debug Mode",
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description="Enable debugging mode",
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default=False,
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set=set_debug_mode,
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get=get_debug_mode,
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)
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# for UV Sculpt
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uv_sculpt_brush_color = FloatVectorProperty(
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name="Color",
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description="Color",
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default=(1.0, 0.4, 0.4, 1.0),
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min=0.0,
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max=1.0,
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size=4,
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subtype='COLOR'
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)
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# for Overlapped UV
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uv_inspection_overlapped_color = FloatVectorProperty(
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name="Color",
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description="Color",
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default=(0.0, 0.0, 1.0, 0.3),
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min=0.0,
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max=1.0,
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size=4,
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subtype='COLOR'
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)
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uv_inspection_overlapped_color_for_v3d = FloatVectorProperty(
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name="Color (View3D)",
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description="Color in View3D",
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default=(0.0, 0.0, 1.0, 0.5),
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min=0.0,
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max=1.0,
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size=4,
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subtype='COLOR'
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)
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# for Flipped UV
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uv_inspection_flipped_color = FloatVectorProperty(
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name="Color",
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description="Color",
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default=(1.0, 0.0, 0.0, 0.3),
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min=0.0,
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max=1.0,
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size=4,
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subtype='COLOR'
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)
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uv_inspection_flipped_color_for_v3d = FloatVectorProperty(
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name="Color (View3D)",
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description="Color in View3D",
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default=(1.0, 0.0, 0.0, 0.5),
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min=0.0,
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max=1.0,
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size=4,
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subtype='COLOR'
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)
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# for Texture Projection
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texture_projection_canvas_padding = FloatVectorProperty(
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name="Canvas Padding",
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description="Canvas Padding",
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size=2,
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max=50.0,
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min=0.0,
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default=(20.0, 20.0))
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# for UV Bounding Box
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uv_bounding_box_cp_size = FloatProperty(
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name="Size",
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description="Control Point Size",
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default=6.0,
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min=3.0,
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max=100.0)
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uv_bounding_box_cp_react_size = FloatProperty(
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name="React Size",
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description="Size event fired",
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default=10.0,
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min=3.0,
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max=100.0)
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# for UI
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category = EnumProperty(
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name="Category",
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description="Preferences Category",
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items=[
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('INFO', "Information", "Information about this add-on"),
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('CONFIG', "Configuration", "Configuration about this add-on"),
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],
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default='INFO'
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)
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info_desc_expanded = BoolProperty(
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name="Description",
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description="Description",
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default=False
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)
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info_loc_expanded = BoolProperty(
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name="Location",
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description="Location",
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default=False
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)
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conf_uv_sculpt_expanded = BoolProperty(
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name="UV Sculpt",
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description="UV Sculpt",
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default=False
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)
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conf_uv_inspection_expanded = BoolProperty(
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name="UV Inspection",
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description="UV Inspection",
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default=False
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)
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conf_texture_projection_expanded = BoolProperty(
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name="Texture Projection",
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description="Texture Projection",
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default=False
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)
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conf_uv_bounding_box_expanded = BoolProperty(
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name="UV Bounding Box",
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description="UV Bounding Box",
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default=False
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)
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def draw(self, _):
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layout = self.layout
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layout.row().prop(self, "category", expand=True)
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if self.category == 'INFO':
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layout.separator()
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layout.prop(
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self, "info_desc_expanded", text="Description",
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icon='DISCLOSURE_TRI_DOWN' if self.info_desc_expanded
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else 'DISCLOSURE_TRI_RIGHT')
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if self.info_desc_expanded:
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col = layout.column(align=True)
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col.label(text="Magic UV is composed of many UV editing" +
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" features.")
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col.label(text="See tutorial page if you are new to this" +
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" add-on.")
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col.label(text="https://github.com/nutti/Magic-UV" +
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"/wiki/Tutorial")
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layout.prop(
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self, "info_loc_expanded", text="Location",
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icon='DISCLOSURE_TRI_DOWN' if self.info_loc_expanded
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else 'DISCLOSURE_TRI_RIGHT')
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if self.info_loc_expanded:
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row = layout.row(align=True)
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sp = compat.layout_split(row, 0.5)
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sp.label(text="3D View > Sidebar > " +
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"Copy/Paste UV (Object mode)")
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sp = compat.layout_split(sp, 1.0)
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col = sp.column(align=True)
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col.label(text="Copy/Paste UV (Among objects)")
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row = layout.row(align=True)
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sp = compat.layout_split(row, 0.5)
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sp.label(text="3D View > Sidebar > " +
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"Copy/Paste UV (Edit mode)")
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sp = compat.layout_split(sp, 1.0)
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col = sp.column(align=True)
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col.label(text="Copy/Paste UV (Among faces in 3D View)")
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col.label(text="Transfer UV")
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row = layout.row(align=True)
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sp = compat.layout_split(row, 0.5)
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sp.label(text="3D View > Sidebar > " +
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"UV Manipulation (Edit mode)")
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sp = compat.layout_split(sp, 1.0)
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col = sp.column(align=True)
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col.label(text="Flip/Rotate UV")
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col.label(text="Mirror UV")
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col.label(text="Move UV")
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col.label(text="World Scale UV")
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col.label(text="Preserve UV Aspect")
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col.label(text="Texture Lock")
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col.label(text="Texture Wrap")
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col.label(text="UV Sculpt")
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row = layout.row(align=True)
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sp = compat.layout_split(row, 0.5)
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sp.label(text="3D View > Sidebar > " +
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"UV Manipulation (Edit mode)")
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sp = compat.layout_split(sp, 1.0)
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col = sp.column(align=True)
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col.label(text="Unwrap Constraint")
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col.label(text="Texture Projection")
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col.label(text="UVW")
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row = layout.row(align=True)
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sp = compat.layout_split(row, 0.5)
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sp.label(text="UV/Image Editor > Sidebar > Copy/Paste UV")
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sp = compat.layout_split(sp, 1.0)
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col = sp.column(align=True)
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col.label(text="Copy/Paste UV " +
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"(Among faces in UV/Image Editor)")
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row = layout.row(align=True)
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sp = compat.layout_split(row, 0.5)
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sp.label(text="UV/Image Editor > Sidebar > UV Manipulation")
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sp = compat.layout_split(sp, 1.0)
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col = sp.column(align=True)
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col.label(text="Align UV")
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col.label(text="Smooth UV")
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col.label(text="Select UV")
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col.label(text="Pack UV (Extension)")
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row = layout.row(align=True)
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sp = compat.layout_split(row, 0.5)
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sp.label(text="UV/Image Editor > Sidebar > " +
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"Editor Enhancement")
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sp = compat.layout_split(sp, 1.0)
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col = sp.column(align=True)
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col.label(text="Align UV Cursor")
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col.label(text="UV Cursor Location")
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col.label(text="UV Bounding Box")
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col.label(text="UV Inspection")
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elif self.category == 'CONFIG':
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layout.separator()
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layout.prop(self, "enable_builtin_menu", text="Built-in Menu")
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layout.prop(self, "enable_debug_mode", text="Debug Mode")
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layout.separator()
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layout.prop(
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self, "conf_uv_sculpt_expanded", text="UV Sculpt",
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icon='DISCLOSURE_TRI_DOWN' if self.conf_uv_sculpt_expanded
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else 'DISCLOSURE_TRI_RIGHT')
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if self.conf_uv_sculpt_expanded:
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sp = compat.layout_split(layout, 0.05)
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col = sp.column() # spacer
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sp = compat.layout_split(sp, 0.3)
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col = sp.column()
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col.label(text="Brush Color:")
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col.prop(self, "uv_sculpt_brush_color", text="")
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layout.separator()
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layout.prop(
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self, "conf_uv_inspection_expanded", text="UV Inspection",
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icon='DISCLOSURE_TRI_DOWN' if self.conf_uv_inspection_expanded
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else 'DISCLOSURE_TRI_RIGHT')
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if self.conf_uv_inspection_expanded:
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sp = compat.layout_split(layout, 0.05)
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col = sp.column() # spacer
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sp = compat.layout_split(sp, 0.3)
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col = sp.column()
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col.label(text="Overlapped UV Color:")
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col.prop(self, "uv_inspection_overlapped_color", text="")
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sp = compat.layout_split(sp, 0.45)
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col = sp.column()
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col.label(text="Flipped UV Color:")
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col.prop(self, "uv_inspection_flipped_color", text="")
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sp = compat.layout_split(layout, 0.05)
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col = sp.column() # spacer
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sp = compat.layout_split(sp, 0.3)
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col = sp.column()
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col.label(text="Overlapped UV Color (View3D):")
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col.prop(self, "uv_inspection_overlapped_color_for_v3d",
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text="")
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sp = compat.layout_split(sp, 0.45)
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col = sp.column()
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col.label(text="Flipped UV Color (View3D):")
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col.prop(self, "uv_inspection_flipped_color_for_v3d",
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text="")
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layout.separator()
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layout.prop(
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self, "conf_texture_projection_expanded",
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text="Texture Projection",
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icon='DISCLOSURE_TRI_DOWN'
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if self.conf_texture_projection_expanded
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else 'DISCLOSURE_TRI_RIGHT')
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if self.conf_texture_projection_expanded:
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sp = compat.layout_split(layout, 0.05)
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col = sp.column() # spacer
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sp = compat.layout_split(sp, 0.3)
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col = sp.column()
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col.prop(self, "texture_projection_canvas_padding")
|
|
layout.separator()
|
|
|
|
layout.prop(
|
|
self, "conf_uv_bounding_box_expanded", text="UV Bounding Box",
|
|
icon='DISCLOSURE_TRI_DOWN'
|
|
if self.conf_uv_bounding_box_expanded
|
|
else 'DISCLOSURE_TRI_RIGHT')
|
|
if self.conf_uv_bounding_box_expanded:
|
|
sp = compat.layout_split(layout, 0.05)
|
|
col = sp.column() # spacer
|
|
sp = compat.layout_split(sp, 0.3)
|
|
col = sp.column()
|
|
col.label(text="Control Point:")
|
|
col.prop(self, "uv_bounding_box_cp_size")
|
|
col.prop(self, "uv_bounding_box_cp_react_size")
|
|
layout.separator()
|