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test2/scripts/startup/bl_operators/uvcalc_follow_active.py
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
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Copyright references to the "Blender Foundation" have been replaced with
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Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

282 lines
8.9 KiB
Python

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