Listing the "Blender Foundation" as copyright holder implied the Blender Foundation holds copyright to files which may include work from many developers. While keeping copyright on headers makes sense for isolated libraries, Blender's own code may be refactored or moved between files in a way that makes the per file copyright holders less meaningful. Copyright references to the "Blender Foundation" have been replaced with "Blender Authors", with the exception of `./extern/` since these this contains libraries which are more isolated, any changed to license headers there can be handled on a case-by-case basis. Some directories in `./intern/` have also been excluded: - `./intern/cycles/` it's own `AUTHORS` file is planned. - `./intern/opensubdiv/`. An "AUTHORS" file has been added, using the chromium projects authors file as a template. Design task: #110784 Ref !110783.
282 lines
8.9 KiB
Python
282 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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view = context.space_data
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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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