281 lines
8.9 KiB
Python
281 lines
8.9 KiB
Python
# SPDX-FileCopyrightText: 2009-2023 Blender Authors
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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from bpy.types import Operator
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from bpy.props import (
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EnumProperty,
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)
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STATUS_OK = (1 << 0)
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STATUS_ERR_ACTIVE_FACE = (1 << 1)
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STATUS_ERR_NOT_SELECTED = (1 << 2)
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STATUS_ERR_NOT_QUAD = (1 << 3)
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STATUS_ERR_MISSING_UV_LAYER = (1 << 4)
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STATUS_ERR_NO_FACES_SELECTED = (1 << 5)
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def extend(obj, EXTEND_MODE, use_uv_selection):
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import bmesh
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from .uvcalc_transform import is_face_uv_selected
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me = obj.data
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bm = bmesh.from_edit_mesh(me)
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f_act = bm.faces.active
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if f_act is None:
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return STATUS_ERR_ACTIVE_FACE # Active face cannot be none.
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if not f_act.select:
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return STATUS_ERR_NOT_SELECTED # Active face is not selected.
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if len(f_act.verts) != 4:
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return STATUS_ERR_NOT_QUAD # Active face is not a quad
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if not me.uv_layers:
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return STATUS_ERR_MISSING_UV_LAYER # Object's mesh doesn't have any UV layers.
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uv_act = bm.loops.layers.uv.active # Always use the active UV layer.
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# Construct a set of selected quads.
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faces = {f for f in bm.faces if len(f.verts) == 4 and f.select}
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if use_uv_selection:
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# Filter `faces` to extract only UV selected quads.
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faces = {f for f in faces if is_face_uv_selected(f, uv_act, False)}
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if not faces:
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return STATUS_ERR_NO_FACES_SELECTED
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def walk_face():
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from collections import deque
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for f in bm.faces:
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f.tag = f not in faces
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faces_deque = deque()
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faces_deque.append(f_act)
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f_act.tag = True # Queued.
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while faces_deque: # Breadth first search.
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f = faces_deque.popleft()
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for l in f.loops:
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l_edge = l.edge
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if l_edge.seam:
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continue # Don't walk across seams.
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if not l_edge.is_manifold:
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continue # Don't walk across non-manifold.
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l_other = l.link_loop_radial_next # Manifold implies uniqueness.
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f_other = l_other.face
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if f_other.tag:
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continue # Either queued, visited, not selected, or not quad.
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yield (f, l, f_other)
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faces_deque.append(f_other)
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f_other.tag = True # Queued.
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def walk_edgeloop(l):
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"""
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Could make this a generic function
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"""
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e_first = l.edge
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e = None
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while True:
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e = l.edge
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yield e
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# Don't step past non-manifold edges.
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if e.is_manifold:
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# Walk around the quad and then onto the next face.
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l = l.link_loop_radial_next
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if len(l.face.verts) == 4:
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l = l.link_loop_next.link_loop_next
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if l.edge is e_first:
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break
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else:
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break
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else:
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break
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uv_updates = []
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def record_and_assign_uv(dest, source):
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from mathutils import Vector
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if dest[uv_act].uv == source:
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return # Already placed correctly, probably a nearby quad.
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dest_uv_copy = Vector(dest[uv_act].uv) # Make a copy to prevent aliasing.
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uv_updates.append([dest.vert, dest_uv_copy, source]) # Record changes.
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dest[uv_act].uv = source # Assign updated UV.
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def extrapolate_uv(fac, l_a_outer, l_a_inner, l_b_outer, l_b_inner):
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l_a_inner_uv = l_a_inner[uv_act].uv
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l_a_outer_uv = l_a_outer[uv_act].uv
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record_and_assign_uv(l_b_inner, l_a_inner_uv)
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record_and_assign_uv(l_b_outer, l_a_inner_uv * (1 + fac) - l_a_outer_uv * fac)
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def apply_uv(_f_prev, l_prev, _f_next):
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l_a = [None, None, None, None]
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l_b = [None, None, None, None]
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l_a[0] = l_prev
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l_a[1] = l_a[0].link_loop_next
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l_a[2] = l_a[1].link_loop_next
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l_a[3] = l_a[2].link_loop_next
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# l_b
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# +-----------+
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# |(3) |(2)
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# | |
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# |l_next(0) |(1)
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# +-----------+
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# ^
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# l_a |
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# +-----------+
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# |l_prev(0) |(1)
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# | (f) |
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# |(3) |(2)
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# +-----------+
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# Copy from this face to the one above.
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# Get the other loops.
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l_next = l_prev.link_loop_radial_next
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if l_next.vert != l_prev.vert:
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l_b[1] = l_next
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l_b[0] = l_b[1].link_loop_next
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l_b[3] = l_b[0].link_loop_next
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l_b[2] = l_b[3].link_loop_next
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else:
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l_b[0] = l_next
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l_b[1] = l_b[0].link_loop_next
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l_b[2] = l_b[1].link_loop_next
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l_b[3] = l_b[2].link_loop_next
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if EXTEND_MODE == 'LENGTH_AVERAGE':
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d1 = edge_lengths[l_a[1].edge.index][0]
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d2 = edge_lengths[l_b[2].edge.index][0]
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try:
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fac = d2 / d1
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except ZeroDivisionError:
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fac = 1.0
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elif EXTEND_MODE == 'LENGTH':
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a0, b0, c0 = l_a[3].vert.co, l_a[0].vert.co, l_b[3].vert.co
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a1, b1, c1 = l_a[2].vert.co, l_a[1].vert.co, l_b[2].vert.co
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d1 = (a0 - b0).length + (a1 - b1).length
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d2 = (b0 - c0).length + (b1 - c1).length
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try:
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fac = d2 / d1
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except ZeroDivisionError:
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fac = 1.0
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else:
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fac = 1.0
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extrapolate_uv(fac, l_a[3], l_a[0], l_b[3], l_b[0])
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extrapolate_uv(fac, l_a[2], l_a[1], l_b[2], l_b[1])
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# -------------------------------------------
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# Calculate average length per loop if needed.
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if EXTEND_MODE == 'LENGTH_AVERAGE':
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bm.edges.index_update()
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edge_lengths = [None] * len(bm.edges)
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for f in faces:
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# We know it's a quad.
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l_quad = f.loops[:]
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l_pair_a = (l_quad[0], l_quad[2])
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l_pair_b = (l_quad[1], l_quad[3])
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for l_pair in (l_pair_a, l_pair_b):
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if edge_lengths[l_pair[0].edge.index] is None:
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edge_length_store = [-1.0]
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edge_length_accum = 0.0
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edge_length_total = 0
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for l in l_pair:
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if edge_lengths[l.edge.index] is None:
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for e in walk_edgeloop(l):
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if edge_lengths[e.index] is None:
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edge_lengths[e.index] = edge_length_store
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edge_length_accum += e.calc_length()
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edge_length_total += 1
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edge_length_store[0] = edge_length_accum / edge_length_total
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for f_triple in walk_face():
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apply_uv(*f_triple)
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# Propagate UV changes across boundary of selection.
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for (v, original_uv, source) in uv_updates:
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# Visit all loops associated with our vertex.
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for loop in v.link_loops:
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# If the loop's UV matches the original, assign the new UV.
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if loop[uv_act].uv == original_uv:
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loop[uv_act].uv = source
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bmesh.update_edit_mesh(me, loop_triangles=False)
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return STATUS_OK
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def main(context, operator):
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use_uv_selection = True
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if context.space_data and context.space_data.type == 'VIEW_3D':
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use_uv_selection = False # When called from the 3D editor, UV selection is ignored.
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num_meshes = 0
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num_errors = 0
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status = 0
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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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num_meshes += 1
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ret = extend(ob, operator.properties.mode, use_uv_selection)
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if ret != STATUS_OK:
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num_errors += 1
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status |= ret
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if num_errors == num_meshes:
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if status & STATUS_ERR_NOT_QUAD:
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operator.report({'ERROR'}, "Active face must be a quad")
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elif status & STATUS_ERR_NOT_SELECTED:
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operator.report({'ERROR'}, "Active face not selected")
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else:
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assert status & STATUS_ERR_ACTIVE_FACE != 0
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operator.report({'ERROR'}, "No active face")
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class FollowActiveQuads(Operator):
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"""Follow UVs from active quads along continuous face loops"""
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bl_idname = "uv.follow_active_quads"
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bl_label = "Follow Active Quads"
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bl_options = {'REGISTER', 'UNDO'}
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mode: EnumProperty(
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name="Edge Length Mode",
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description="Method to space UV edge loops",
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items=(
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('EVEN', "Even", "Space all UVs evenly"),
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('LENGTH', "Length", "Average space UVs edge length of each loop"),
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('LENGTH_AVERAGE', "Length Average", "Average space UVs edge length of each loop"),
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),
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default='LENGTH_AVERAGE',
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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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main(context, self)
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return {'FINISHED'}
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def invoke(self, context, _event):
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wm = context.window_manager
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return wm.invoke_props_dialog(self)
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classes = (
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FollowActiveQuads,
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)
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