Beispiel #1
0
    def find_face_tile(self, context, event):
        if self.tree is None or context.scene.sprytile_ui.use_mouse is True:
            return

        # get the context arguments
        region = context.region
        rv3d = context.region_data
        coord = event.mouse_region_x, event.mouse_region_y

        # get the ray from the viewport and mouse
        ray_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
        ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)

        location, normal, face_index, distance = self.raycast_object(context.object, ray_origin, ray_vector)
        if location is None:
            return

        face = self.bmesh.faces[face_index]

        grid_id, tile_packed_id, width, height, origin_id = self.get_face_tiledata(face)
        if None in {grid_id, tile_packed_id}:
            return

        tilegrid = sprytile_utils.get_grid(context, grid_id)
        if tilegrid is None:
            return

        texture = sprytile_utils.get_grid_texture(context.object, tilegrid)
        if texture is None:
            return

        paint_setting_layer = self.bmesh.faces.layers.int.get('paint_settings')
        if paint_setting_layer is not None:
            paint_setting = face[paint_setting_layer]
            sprytile_utils.from_paint_settings(context.scene.sprytile_data, paint_setting)

        row_size = math.ceil(texture.size[0] / tilegrid.grid[0])
        tile_y = math.floor(tile_packed_id / row_size)
        tile_x = tile_packed_id % row_size
        if event.ctrl:
            width = 1
            height = 1
        elif origin_id > -1:
            origin_y = math.floor(origin_id / row_size)
            origin_x = origin_id % row_size
            tile_x = min(origin_x, tile_x)
            tile_y = min(origin_y, tile_y)

        if width == 0:
            width = 1
        if height == 0:
            height = 1

        context.object.sprytile_gridid = grid_id
        tilegrid.tile_selection[0] = tile_x
        tilegrid.tile_selection[1] = tile_y
        tilegrid.tile_selection[2] = width
        tilegrid.tile_selection[3] = height

        bpy.ops.sprytile.build_grid_list()
Beispiel #2
0
    def execute_fill(self, context, scene, ray_origin, ray_vector):
        up_vector, right_vector, plane_normal = sprytile_utils.get_current_grid_vectors(scene, with_rotation=False)

        # Intersect on the virtual plane
        plane_hit = intersect_line_plane(ray_origin, ray_origin + ray_vector, scene.cursor.location, plane_normal)
        # Didn't hit the plane exit
        if plane_hit is None:
            return
        grid = sprytile_utils.get_grid(context, context.object.sprytile_gridid)
        sprytile_data = scene.sprytile_data

        world_pixels = sprytile_data.world_pixels
        grid_x = grid.grid[0]
        grid_y = grid.grid[1]

        # Find the position of the plane hit, in terms of grid coordinates
        hit_coord, grid_right, grid_up = sprytile_utils.get_grid_pos(
            plane_hit, scene.cursor.location,
            right_vector.copy(), up_vector.copy(),
            world_pixels, grid_x, grid_y, as_coord=True
        )

        # Check hit_coord is inside the work plane grid
        plane_size = sprytile_data.fill_plane_size

        grid_min, grid_max = sprytile_utils.get_workplane_area(plane_size[0], plane_size[1])

        x_offset = 1
        if plane_size[0] % 2 == 1:
            grid_min[0] += x_offset
            grid_max[0] += x_offset

        if hit_coord.x < grid_min[0] or hit_coord.x >= grid_max[0]:
            return
        if hit_coord.y < grid_min[1] or hit_coord.y >= grid_max[1]:
            return

        # Build the fill map
        sel_coords, sel_size, sel_ids = sprytile_utils.get_grid_selection_ids(context, grid)
        fill_map, face_idx_array = self.build_fill_map(context, grid_up, grid_right, plane_normal,
                                                       plane_size, grid_min, grid_max, sel_ids)

        # Convert from grid coordinate to map coordinate
        hit_array_coord = [int(hit_coord.x) - grid_min[0],
                           int(hit_coord.y) - grid_min[1]]

        # For getting paint settings later
        paint_setting_layer = self.modal.bmesh.faces.layers.int.get(UvDataLayers.PAINT_SETTINGS)

        # Get vectors again, to apply tile rotations in UV stage
        up_vector, right_vector, plane_normal = sprytile_utils.get_current_grid_vectors(scene)

        # Get the content in hit coordinate
        hit_coord_content = int(fill_map[hit_array_coord[1]][hit_array_coord[0]])
        # Get the coordinates that would be flood filled
        fill_coords = self.flood_fill(fill_map, hit_array_coord, -2, hit_coord_content)

        # If lock transform on, cache the paint settings before doing any operations
        paint_setting_cache = None
        if sprytile_data.fill_lock_transform and paint_setting_layer is not None:
            paint_setting_cache = [len(fill_coords)]
            for idx, cell_coord in fill_coords:
                face_index = face_idx_array[cell_coord[1]][cell_coord[0]]
                if face_index > -1:
                    face = self.modal.faces[face_index]
                    paint_setting_cache[idx] = face[paint_setting_layer]

        # Get the work layer filter, based on layer settings
        work_layer_mask = sprytile_utils.get_work_layer_data(sprytile_data)
        require_base_layer = sprytile_data.work_layer != 'BASE'

        origin_xy = (grid.tile_selection[0], grid.tile_selection[1])
        data = scene.sprytile_data
        # Loop through list of coords to be filled
        for idx, cell_coord in enumerate(fill_coords):
            # Fetch the paint settings from cache
            if paint_setting_cache is not None:
                paint_setting = paint_setting_cache[idx]
                sprytile_utils.from_paint_settings(data, paint_setting)

            # Convert map coord to grid coord
            grid_coord = [grid_min[0] + cell_coord[0],
                          grid_min[1] + cell_coord[1]]

            sub_x = (grid_coord[0] - int(hit_coord.x)) % sel_size[0]
            sub_y = (grid_coord[1] - int(hit_coord.y)) % sel_size[1]
            sub_xy = sel_coords[(sub_y * sel_size[0]) + sub_x]
            self.modal.construct_face(context, grid_coord, [1,1],
                                      sub_xy, origin_xy,
                                      grid_up, grid_right,
                                      up_vector, right_vector,
                                      plane_normal,
                                      require_base_layer=require_base_layer,
                                      work_layer_mask=work_layer_mask)
Beispiel #3
0
    def construct_fill(self, context, scene, sprytile_data, cell_coord,
                       plane_size, face_idx_array, paint_setting_layer,
                       tile_xy, ray_vector, shift_vec, threshold, up_vector,
                       right_vector, plane_normal, grid_up, grid_right):

        grid_coord = [
            -plane_size[0] + cell_coord[0], plane_size[1] - 1 - cell_coord[1]
        ]

        # Check face index array, if -1, create face
        face_index = face_idx_array[cell_coord[1]][cell_coord[0]]
        did_build = False
        # If no existing face, build it
        if face_index < 0:
            did_build = True
            face_position = scene.cursor_location + grid_coord[
                0] * grid_right + grid_coord[1] * grid_up
            face_verts = self.modal.get_build_vertices(face_position,
                                                       grid_right, grid_up,
                                                       up_vector, right_vector)
            face_index = self.modal.create_face(context, face_verts)
        # Face existing...
        else:
            # Raycast to get the face index of the face, could have changed
            hit_loc, hit_normal, face_index, hit_dist = self.modal.raycast_grid_coord(
                context, context.object, grid_coord[0], grid_coord[1], grid_up,
                grid_right, plane_normal)

            # use the face paint settings for the UV map step
            face = self.modal.bmesh.faces[face_index]
            if sprytile_data.fill_lock_transform and paint_setting_layer is not None:
                paint_setting = face[paint_setting_layer]
                sprytile_utils.from_paint_settings(context.scene.sprytile_data,
                                                   paint_setting)

        face_up, face_right = self.modal.get_face_up_vector(
            context, face_index)
        if face_up is not None and face_up.dot(up_vector) < 0.95:
            data = context.scene.sprytile_data
            rotate_matrix = Matrix.Rotation(data.mesh_rotate, 4, plane_normal)
            up_vector = rotate_matrix * face_up
            right_vector = rotate_matrix * face_right

        sprytile_uv.uv_map_face(context, up_vector, right_vector, tile_xy,
                                face_index, self.modal.bmesh)

        if did_build and sprytile_data.auto_merge:
            face = self.bmesh.faces[face_index]
            face.select = True
            # Find the face center, to raycast from later
            face_center = context.object.matrix_world * face.calc_center_bounds(
            )
            # Move face center back a little for ray casting
            face_center += shift_vec

            bpy.ops.mesh.remove_doubles(threshold=threshold,
                                        use_unselected=True)

            for el in [
                    self.modal.bmesh.faces, self.modal.bmesh.verts,
                    self.modal.bmesh.edges
            ]:
                el.index_update()
                el.ensure_lookup_table()

            # Modified the mesh, refresh and raycast to find the new face index
            self.modal.update_bmesh_tree(context)
            loc, norm, new_face_idx, hit_dist = self.modal.raycast_object(
                context.object, face_center, ray_vector, 0.1)
            if new_face_idx is not None:
                self.modal.bmesh.faces[new_face_idx].select = False