blender/release/scripts/uvcalc_quad_clickproj.py
Campbell Barton ae15fc5e46 [#18082] make uvcalc_follow_active_coords.py bypass the gui and accept arguments when called from another script
from Bill N (slow67)

Also made uvcalc_quad_clickproj.py and uvcalc_follow_active_coords.py add UV's if they didn't exist.
2009-01-12 04:07:06 +00:00

272 lines
7.6 KiB
Python

#!BPY
""" Registration info for Blender menus: <- these words are ignored
Name: 'Click project from face'
Blender: 245
Group: 'UVCalculation'
Tooltip: '3 Clicks to project uvs onto selected faces.'
"""
__author__ = "Campbell Barton aka ideasman42"
__url__ = ["www.blender.org", "blenderartists.org", "www.python.org"]
__version__ = "0.1"
__bpydoc__=\
'''
http://mediawiki.blender.org/index.php/Scripts/Manual/UV_Calculate/Click_project_from_face
"
'''
# --------------------------------------------------------------------------
# Click project v0.1 by Campbell Barton (AKA Ideasman)
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
import Blender
import bpy
import BPyMesh
import BPyWindow
mouseViewRay= BPyWindow.mouseViewRay
from Blender import Mathutils, Window, Scene, Draw, sys
from Blender.Mathutils import CrossVecs, Vector, Matrix, LineIntersect, Intersect #, AngleBetweenVecs, Intersect
LMB= Window.MButs.L
RMB= Window.MButs.R
def using_modifier(ob):
for m in ob.modifiers:
if m[Blender.Modifier.Settings.REALTIME]:
return True
return False
def mouseup():
# Loop until click
mouse_buttons = Window.GetMouseButtons()
while not mouse_buttons & LMB:
sys.sleep(10)
mouse_buttons = Window.GetMouseButtons()
while mouse_buttons & LMB:
sys.sleep(10)
mouse_buttons = Window.GetMouseButtons()
def mousedown_wait():
# If the menu has just been pressed dont use its mousedown,
mouse_buttons = Window.GetMouseButtons()
while mouse_buttons & LMB:
mouse_buttons = Window.GetMouseButtons()
sys.sleep(10)
def main():
scn = bpy.data.scenes.active
ob = scn.objects.active
if not ob or ob.type!='Mesh':
return
is_editmode = Window.EditMode()
if is_editmode:
Window.EditMode(0)
mousedown_wait() # so the menu items clicking dosnt trigger the mouseclick
Window.DrawProgressBar (0.0, '')
Window.DrawProgressBar (0.1, '(1 of 3) Click on a face corner')
# wait for a click
mouse_buttons = Window.GetMouseButtons()
while not mouse_buttons & LMB:
sys.sleep(10)
mouse_buttons = Window.GetMouseButtons()
# Allow for RMB cancel
if mouse_buttons & RMB:
return
while mouse_buttons & LMB:
sys.sleep(10)
mouse_buttons = Window.GetMouseButtons()
Window.DrawProgressBar (0.2, '(2 of 3 ) Click confirms the U coords')
mousedown_wait()
obmat= ob.matrixWorld
screen_x, screen_y = Window.GetMouseCoords()
mouseInView, OriginA, DirectionA = mouseViewRay(screen_x, screen_y, obmat)
if not mouseInView or not OriginA:
return
me = ob.getData(mesh=1)
# Get the face under the mouse
face_click, isect, side = BPyMesh.pickMeshRayFace(me, OriginA, DirectionA)
if not face_click:
return
proj_z_component = face_click.no
if not face_click:
return
# Find the face vertex thats closest to the mouse,
# this vert will be used as the corner to map from.
best_v= None
best_length = 10000000
vi1 = None
for i, v in enumerate(face_click.v):
l = (v.co-isect).length
if l < best_length:
best_v = v
best_length = l
vi1 = i
# now get the 2 edges in the face that connect to v
# we can work it out fairly easerly
if len(face_click)==4:
if vi1==0: vi2, vi3= 3,1
elif vi1==1: vi2, vi3= 0,2
elif vi1==2: vi2, vi3= 1,3
elif vi1==3: vi2, vi3= 2,0
else:
if vi1==0: vi2, vi3= 2,1
elif vi1==1: vi2, vi3= 0,2
elif vi1==2: vi2, vi3= 1,0
face_corner_main =face_click.v[vi1].co
face_corner_a =face_click.v[vi2].co
face_corner_b =face_click.v[vi3].co
line_a_len = (face_corner_a-face_corner_main).length
line_b_len = (face_corner_b-face_corner_main).length
orig_cursor = Window.GetCursorPos()
Window.SetCursorPos(face_corner_main.x, face_corner_main.y, face_corner_main.z)
SHIFT = Window.Qual.SHIFT
MODE = 0 # firstclick, 1, secondclick
mouse_buttons = Window.GetMouseButtons()
project_mat = Matrix([0,0,0], [0,0,0], [0,0,0])
def get_face_coords(f):
f_uv = f.uv
return [(v.co-face_corner_main, f_uv[i]) for i,v in enumerate(f.v)]
if me.faceUV==False:
me.faceUV= True
coords = [ (co,uv) for f in me.faces if f.sel for co, uv in get_face_coords(f)]
coords_orig = [uv.copy() for co, uv in coords]
USE_MODIFIER = using_modifier(ob)
while 1:
if mouse_buttons & LMB:
if MODE == 0:
mousedown_wait()
Window.DrawProgressBar (0.8, '(3 of 3 ) Click confirms the V coords')
MODE = 1 # second click
# Se we cont continually set the length and get float error
proj_y_component_orig = proj_y_component.copy()
else:
break
elif mouse_buttons & RMB:
# Restore old uvs
for i, uv_orig in enumerate(coords_orig):
coords[i][1][:] = uv_orig
break
mouse_buttons = Window.GetMouseButtons()
screen_x, screen_y = Window.GetMouseCoords()
mouseInView, OriginA, DirectionA = mouseViewRay(screen_x, screen_y, obmat)
if not mouseInView:
continue
# Do a ray tri intersection, not clipped by the tri
new_isect = Intersect(face_corner_main, face_corner_a, face_corner_b, DirectionA, OriginA, False)
new_isect_alt = new_isect + DirectionA*0.0001
# The distance from the mouse cursor ray vector to the edge
line_isect_a_pair = LineIntersect(new_isect, new_isect_alt, face_corner_main, face_corner_a)
line_isect_b_pair = LineIntersect(new_isect, new_isect_alt, face_corner_main, face_corner_b)
# SHIFT to flip the axis.
is_shift = Window.GetKeyQualifiers() & SHIFT
if MODE == 0:
line_dist_a = (line_isect_a_pair[0]-line_isect_a_pair[1]).length
line_dist_b = (line_isect_b_pair[0]-line_isect_b_pair[1]).length
if line_dist_a < line_dist_b:
proj_x_component = face_corner_a - face_corner_main
y_axis_length = line_b_len
x_axis_length = (line_isect_a_pair[1]-face_corner_main).length
else:
proj_x_component = face_corner_b - face_corner_main
y_axis_length = line_a_len
x_axis_length = (line_isect_b_pair[1]-face_corner_main).length
proj_y_component = CrossVecs(proj_x_component, proj_z_component)
proj_y_component.length = 1/y_axis_length
proj_x_component.length = 1/x_axis_length
if is_shift: proj_x_component.negate()
else:
proj_y_component[:] = proj_y_component_orig
if line_dist_a < line_dist_b:
proj_y_component.length = 1/(line_isect_a_pair[1]-new_isect).length
else:
proj_y_component.length = 1/(line_isect_b_pair[1]-new_isect).length
if is_shift: proj_y_component.negate()
# Use the existing matrix to make a new 3x3 projecton matrix
project_mat[0][:] = -proj_y_component
project_mat[1][:] = -proj_x_component
project_mat[2][:] = proj_z_component
# Apply the projection matrix
for proj_co, uv in coords:
uv[:] = (project_mat * proj_co)[0:2]
if USE_MODIFIER:
me.update()
Window.Redraw(Window.Types.VIEW3D)
Window.SetCursorPos(*orig_cursor)
if is_editmode:
Window.EditMode(1)
Window.RedrawAll()
if __name__=='__main__':
main()
Window.DrawProgressBar(1.0, '')