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
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def uv_map_face(context, up_vector, right_vector, tile_xy, origin_xy,
                face_index, mesh):
    """UV map the given face"""
    if mesh is None:
        return None, None

    scene = context.scene
    obj = context.object
    data = scene.sprytile_data

    grid_id = obj.sprytile_gridid
    target_grid = sprytile_utils.get_grid(context, grid_id)

    uv_layer = mesh.loops.layers.uv.verify()
    mesh.faces.layers.tex.verify()

    if face_index >= len(mesh.faces):
        return None, None

    target_img = sprytile_utils.get_grid_texture(obj, target_grid)
    if target_img is None:
        return None, None

    face = mesh.faces[face_index]
    if face.hide:
        return None, None

    vert_origin = context.object.matrix_world * face.calc_center_bounds()
    verts = []
    for loop in face.loops:
        vert = loop.vert
        verts.append(context.object.matrix_world * vert.co)

    uv_verts = get_uv_positions(data, target_img.size, target_grid, up_vector,
                                right_vector, tile_xy, verts, vert_origin)

    if uv_verts is None:
        return None, None

    apply_uvs(context,
              face,
              uv_verts,
              target_grid,
              mesh,
              data,
              target_img,
              tile_xy,
              origin_xy=origin_xy,
              uv_layer=uv_layer)

    return face.index, target_grid
Beispiel #3
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    def build_preview(self, context, scene, ray_origin, ray_vector):
        obj = context.object
        data = scene.sprytile_data

        grid_id = obj.sprytile_gridid
        target_grid = sprytile_utils.get_grid(context, grid_id)

        target_img = sprytile_utils.get_grid_texture(obj, target_grid)
        if target_img is None:
            return

        up_vector, right_vector, plane_normal = sprytile_utils.get_current_grid_vectors(
            scene, False)

        # Raycast to the virtual grid
        face_position, x_vector, y_vector, plane_cursor = sprytile_utils.raycast_grid(
            scene, context, up_vector, right_vector, plane_normal, ray_origin,
            ray_vector)

        if face_position is None:
            return

        preview_verts = self.modal.get_build_vertices(face_position, x_vector,
                                                      y_vector, up_vector,
                                                      right_vector)

        # Get the center of the preview verts
        vtx_center = Vector((0, 0, 0))
        for vtx in preview_verts:
            vtx_center += vtx
        vtx_center /= len(preview_verts)

        rotate_normal = plane_normal

        rotation = Quaternion(rotate_normal, data.mesh_rotate)
        up_vector = rotation * up_vector
        right_vector = rotation * right_vector

        up_vector.normalize()
        right_vector.normalize()

        tile_xy = (target_grid.tile_selection[0],
                   target_grid.tile_selection[1])
        preview_uvs = sprytile_uv.get_uv_positions(data, target_img.size,
                                                   target_grid, up_vector,
                                                   right_vector, tile_xy,
                                                   preview_verts, vtx_center)

        self.modal.set_preview_data(preview_verts, preview_uvs)
Beispiel #4
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    def build_preview(self, context, scene, ray_origin, ray_vector):
        obj = context.object
        data = scene.sprytile_data

        grid_id = obj.sprytile_gridid
        target_grid = sprytile_utils.get_grid(context, grid_id)

        # Reset can build flag
        self.can_build = False

        target_img = sprytile_utils.get_grid_texture(obj, target_grid)
        if target_img is None:
            self.modal.clear_preview_data()
            return

        # If building on base layer, get from current virtual grid
        up_vector, right_vector, plane_normal = sprytile_utils.get_current_grid_vectors(
            scene, False)
        # Building on decal layer, get from face under mouse
        if data.work_layer == 'DECAL_1' and data.lock_normal is False:
            location, hit_normal, face_index, distance = self.modal.raycast_object(
                context.object, ray_origin, ray_vector)
            # For decals, if not hitting the object don't draw preview
            if hit_normal is None:
                self.modal.clear_preview_data()
                return

            # Do a coplanar check between hit location and cursor
            grid_origin = scene.cursor_location.copy()
            grid_origin += hit_normal * data.mesh_decal_offset

            check_coplanar = distance_point_to_plane(location, grid_origin,
                                                     hit_normal)
            check_coplanar = abs(check_coplanar) < 0.05
            if check_coplanar is False:
                self.modal.clear_preview_data()
                return

            face_up, face_right = self.modal.get_face_up_vector(
                context, face_index, 0.4, bias_right=True)
            if face_up is not None and face_right is not None:
                plane_normal = hit_normal
                up_vector = face_up
                right_vector = face_right
            else:
                self.modal.clear_preview_data()
                return

        rotation = Quaternion(plane_normal, data.mesh_rotate)

        up_vector = rotation * up_vector
        right_vector = rotation * right_vector

        # Raycast to the virtual grid
        face_position, x_vector, y_vector, plane_cursor = sprytile_utils.raycast_grid(
            scene, context, up_vector, right_vector, plane_normal, ray_origin,
            ray_vector)

        if face_position is None:
            self.modal.clear_preview_data()
            return

        # Passed can build checks, set flag to true
        self.can_build = True

        offset_tile_id, offset_grid, coord_min, coord_max = sprytile_utils.get_grid_area(
            target_grid.tile_selection[2], target_grid.tile_selection[3],
            data.uv_flip_x, data.uv_flip_y)

        grid_no_spacing = sprytile_utils.grid_no_spacing(target_grid)
        # No spacing in grid, automatically join the preview together
        if grid_no_spacing:
            origin_coord = face_position + coord_min[0] * x_vector + coord_min[
                1] * y_vector

            size_x = (coord_max[0] - coord_min[0]) + 1
            size_y = (coord_max[1] - coord_min[1]) + 1

            size_x *= target_grid.grid[0]
            size_y *= target_grid.grid[1]

            x_vector *= size_x / target_grid.grid[0]
            y_vector *= size_y / target_grid.grid[1]

            preview_verts = self.modal.get_build_vertices(
                origin_coord, x_vector, y_vector, up_vector, right_vector)
            vtx_center = Vector((0, 0, 0))
            for vtx in preview_verts:
                vtx_center += vtx
            vtx_center /= len(preview_verts)

            origin_xy = (target_grid.tile_selection[0],
                         target_grid.tile_selection[1])

            preview_uvs = sprytile_uv.get_uv_pos_size(
                data, target_img.size, target_grid, origin_xy, size_x, size_y,
                up_vector, right_vector, preview_verts, vtx_center)
            self.modal.set_preview_data(preview_verts, preview_uvs)
            return

        # Spaced grids need to be tiled
        preview_verts = []
        preview_uvs = []
        for i in range(len(offset_tile_id)):
            grid_offset = offset_grid[i]
            tile_offset = offset_tile_id[i]

            x_offset = x_vector * grid_offset[0]
            y_offset = y_vector * grid_offset[1]

            coord_position = face_position + x_offset + y_offset
            coord_verts = self.modal.get_build_vertices(
                coord_position, x_vector, y_vector, up_vector, right_vector)
            # Get the center of the preview verts
            vtx_center = Vector((0, 0, 0))
            for vtx in coord_verts:
                vtx_center += vtx
            vtx_center /= len(coord_verts)

            # Calculate the tile with offset
            tile_xy = (target_grid.tile_selection[0] + tile_offset[0],
                       target_grid.tile_selection[1] + tile_offset[1])

            coord_uvs = sprytile_uv.get_uv_positions(data, target_img.size,
                                                     target_grid, up_vector,
                                                     right_vector, tile_xy,
                                                     coord_verts, vtx_center)

            preview_verts.extend(coord_verts)
            preview_uvs.extend(coord_uvs)

        self.modal.set_preview_data(preview_verts, preview_uvs)
Beispiel #5
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def uv_map_face(context, up_vector, right_vector, tile_xy, face_index, mesh):
    """UV map the given face"""
    if mesh is None:
        return None, None

    scene = context.scene
    obj = context.object
    data = scene.sprytile_data

    grid_id = obj.sprytile_gridid
    target_grid = sprytile_utils.get_grid(context, grid_id)

    uv_layer = mesh.loops.layers.uv.verify()
    mesh.faces.layers.tex.verify()

    if face_index >= len(mesh.faces):
        return None, None

    target_img = sprytile_utils.get_grid_texture(obj, target_grid)
    if target_img is None:
        return None, None

    face = mesh.faces[face_index]
    if face.hide:
        return None, None

    vert_origin = context.object.matrix_world * face.calc_center_bounds()
    verts = []
    for loop in face.loops:
        vert = loop.vert
        verts.append(context.object.matrix_world * vert.co)

    uv_verts = get_uv_positions(data, target_img.size, target_grid, up_vector,
                                right_vector, tile_xy, verts, vert_origin)

    if uv_verts is None:
        return None, None

    # Apply the UV positions on the face verts
    idx = 0
    for loop in face.loops:
        loop[uv_layer].uv = uv_verts[idx].xy
        idx += 1

    # Apply the correct material to the face
    mat_idx = context.object.material_slots.find(target_grid.mat_id)
    if mat_idx > -1:
        face.material_index = mat_idx

    # Save the grid and tile ID to the face
    grid_layer_id = mesh.faces.layers.int.get('grid_index')
    grid_layer_tileid = mesh.faces.layers.int.get('grid_tile_id')
    paint_settings_id = mesh.faces.layers.int.get('paint_settings')

    if grid_layer_id is None:
        grid_layer_id = mesh.faces.layers.int.new('grid_index')
    if grid_layer_tileid is None:
        grid_layer_tileid = mesh.faces.layers.int.new('grid_tile_id')
    if paint_settings_id is None:
        paint_settings_id = mesh.faces.layers.int.new('paint_settings')

    face = mesh.faces[face_index]
    row_size = math.ceil(target_img.size[0] / target_grid.grid[0])
    tile_id = (tile_xy[1] * row_size) + tile_xy[0]

    paint_settings = sprytile_utils.get_paint_settings(data)

    face[grid_layer_id] = grid_id
    face[grid_layer_tileid] = tile_id
    face[paint_settings_id] = paint_settings

    bmesh.update_edit_mesh(obj.data)
    mesh.faces.index_update()
    return face.index, target_grid
Beispiel #6
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    def execute(self, context, scene, ray_origin, ray_vector, is_start):
        data = scene.sprytile_data
        grid = sprytile_utils.get_grid(context, context.object.sprytile_gridid)
        tile_xy = (grid.tile_selection[0], grid.tile_selection[1])

        # Get vectors for grid, without rotation
        up_vector, right_vector, plane_normal = sprytile_utils.get_current_grid_vectors(
            scene,
            with_rotation=False
        )
        # Rotate the vectors
        rotation = Quaternion(plane_normal, data.mesh_rotate)
        up_vector = rotation * up_vector
        right_vector = rotation * right_vector

        # Used to move raycast slightly along ray vector
        shift_vec = ray_vector.normalized() * 0.001

        # raycast grid to get the grid position under the mouse
        grid_coord, grid_right, grid_up, plane_pos = sprytile_utils.raycast_grid(
            scene, context,
            up_vector, right_vector, plane_normal,
            ray_origin, ray_vector,
            as_coord=True
        )

        # Record starting position of stroke
        if is_start:
            self.start_coord = grid_coord
        # Not starting, filter out when can build
        elif self.start_coord is not None:
            tolerance_min = (floor(grid.tile_selection[2] * 0.25),
                             floor(grid.tile_selection[3] * 0.25))
            coord_offset = (
                (grid_coord[0] - self.start_coord[0]) % grid.tile_selection[2],
                (grid_coord[1] - self.start_coord[1]) % grid.tile_selection[3]
            )
            if coord_offset[0] > 0 or coord_offset[1] > 0:
                return

        # Get the area to build
        offset_tile_id, offset_grid, coord_min, coord_max = sprytile_utils.get_grid_area(
            grid.tile_selection[2],
            grid.tile_selection[3],
            data.uv_flip_x, data.uv_flip_y
        )

        # Check if joining multi tile faces
        grid_no_spacing = sprytile_utils.grid_no_spacing(grid)
        is_single_pixel = sprytile_utils.grid_is_single_pixel(grid)
        do_join = is_single_pixel
        if do_join is False:
            do_join = grid_no_spacing and data.auto_join

        # Raycast under mouse
        hit_loc, hit_normal, hit_face_idx, hit_dist = self.modal.raycast_object(
            context.object, ray_origin, ray_vector)

        # Hit a face
        if hit_face_idx is not None:
            # Determine if face can be painted
            plane_hit = intersect_line_plane(ray_origin, ray_origin + ray_vector,
                                             scene.cursor_location, plane_normal)
            plane_dist = (plane_hit - ray_origin).magnitude
            difference = abs(hit_dist - plane_dist)
            # If valid for painting instead of creating…
            if difference < 0.01 or hit_dist < plane_dist:
                if do_join is False:
                    return
                check_dot = abs(plane_normal.dot(hit_normal))
                check_dot -= 1
                check_coplanar = distance_point_to_plane(hit_loc, scene.cursor_location, plane_normal)

                check_coplanar = abs(check_coplanar) < 0.05
                check_dot = abs(check_dot) < 0.05
                # Paint if coplanar and dot angle checks out
                if check_coplanar and check_dot:
                    face, verts, uvs, target_grid, data, target_img, tile_xy = tool_paint.ToolPaint.process_preview(
                                                    self.modal, context,
                                                    scene, hit_face_idx)
                    sprytile_uv.apply_uvs(context, face, uvs, target_grid,
                                          self.modal.bmesh, data, target_img,
                                          tile_xy, origin_xy=tile_xy)
                # Hit a face, that could have been painted, don't do anything else
                return

        # Build mode with auto join
        if do_join:
            origin_coord = scene.cursor_location + \
                           (grid_coord[0] + coord_min[0]) * grid_right + \
                           (grid_coord[1] + coord_min[1]) * grid_up
            self.modal.add_virtual_cursor(origin_coord)

            size_x = (coord_max[0] - coord_min[0]) + 1
            size_y = (coord_max[1] - coord_min[1]) + 1

            size_x *= grid.grid[0]
            size_y *= grid.grid[1]

            grid_right *= size_x / grid.grid[0]
            grid_up *= size_y / grid.grid[1]

            verts = self.modal.get_build_vertices(origin_coord,
                                                  grid_right, grid_up,
                                                  up_vector, right_vector)
            face_index = self.modal.create_face(context, verts)
            if face_index is None:
                return
            vtx_center = Vector((0, 0, 0))
            for vtx in verts:
                vtx_center += vtx
            vtx_center /= len(verts)

            origin_xy = (grid.tile_selection[0],
                         grid.tile_selection[1])

            target_img = sprytile_utils.get_grid_texture(context.object, grid)

            uvs = sprytile_uv.get_uv_pos_size(data, target_img.size, grid,
                                              origin_xy, size_x, size_y,
                                              up_vector, right_vector,
                                              verts, vtx_center)
            sprytile_uv.apply_uvs(context, self.modal.bmesh.faces[face_index],
                                  uvs, grid, self.modal.bmesh,
                                  data, target_img, origin_xy)

            if data.auto_merge:
                threshold = (1 / data.world_pixels) * min(2, grid.grid[0], grid.grid[1])
                face = self.modal.bmesh.faces[face_index]
                self.modal.merge_doubles(context, face, vtx_center, -plane_normal, threshold)
        # Build mode without auto join
        else:
            virtual_cursor = scene.cursor_location + \
                             (grid_coord[0] * grid_right) + \
                             (grid_coord[1] * grid_up)
            self.modal.add_virtual_cursor(virtual_cursor)
            # Loop through grid coordinates to build
            for i in range(len(offset_grid)):
                grid_offset = offset_grid[i]
                tile_offset = offset_tile_id[i]

                grid_pos = [grid_coord[0] + grid_offset[0], grid_coord[1] + grid_offset[1]]
                tile_pos = [tile_xy[0] + tile_offset[0], tile_xy[1] + tile_offset[1]]

                self.modal.construct_face(context, grid_pos,
                                          tile_pos, tile_xy,
                                          grid_up, grid_right,
                                          up_vector, right_vector, plane_normal,
                                          shift_vec=shift_vec)
Beispiel #7
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    def build_preview(self, context, scene, ray_origin, ray_vector):
        obj = context.object
        data = scene.sprytile_data

        grid_id = obj.sprytile_gridid
        target_grid = sprytile_utils.get_grid(context, grid_id)

        target_img = sprytile_utils.get_grid_texture(obj, target_grid)
        if target_img is None:
            return

        up_vector, right_vector, plane_normal = sprytile_utils.get_current_grid_vectors(scene, False)

        rotation = Quaternion(plane_normal, data.mesh_rotate)

        up_vector = rotation * up_vector
        right_vector = rotation * right_vector

        # Raycast to the virtual grid
        face_position, x_vector, y_vector, plane_cursor = sprytile_utils.raycast_grid(
            scene, context,
            up_vector, right_vector, plane_normal,
            ray_origin, ray_vector
        )

        if face_position is None:
            return

        offset_tile_id, offset_grid, coord_min, coord_max = sprytile_utils.get_grid_area(
                                                                    target_grid.tile_selection[2],
                                                                    target_grid.tile_selection[3],
                                                                    data.uv_flip_x,
                                                                    data.uv_flip_y)

        grid_no_spacing = sprytile_utils.grid_no_spacing(target_grid)
        # No spacing in grid, automatically join the preview together
        if grid_no_spacing:
            origin_coord = face_position + coord_min[0] * x_vector + coord_min[1] * y_vector

            size_x = (coord_max[0] - coord_min[0]) + 1
            size_y = (coord_max[1] - coord_min[1]) + 1

            size_x *= target_grid.grid[0]
            size_y *= target_grid.grid[1]

            x_vector *= size_x / target_grid.grid[0]
            y_vector *= size_y / target_grid.grid[1]

            preview_verts = self.modal.get_build_vertices(origin_coord,
                                                          x_vector, y_vector,
                                                          up_vector, right_vector)
            vtx_center = Vector((0, 0, 0))
            for vtx in preview_verts:
                vtx_center += vtx
            vtx_center /= len(preview_verts)

            origin_xy = (target_grid.tile_selection[0],
                         target_grid.tile_selection[1])

            preview_uvs = sprytile_uv.get_uv_pos_size(data, target_img.size, target_grid,
                                                      origin_xy, size_x, size_y,
                                                      up_vector, right_vector,
                                                      preview_verts, vtx_center)
            self.modal.set_preview_data(preview_verts, preview_uvs)
            return

        # Spaced grids need to be tiled
        preview_verts = []
        preview_uvs = []
        for i in range(len(offset_tile_id)):
            grid_offset = offset_grid[i]
            tile_offset = offset_tile_id[i]

            x_offset = x_vector * grid_offset[0]
            y_offset = y_vector * grid_offset[1]

            coord_position = face_position + x_offset + y_offset
            coord_verts = self.modal.get_build_vertices(coord_position, x_vector, y_vector,
                                                        up_vector, right_vector)
            # Get the center of the preview verts
            vtx_center = Vector((0, 0, 0))
            for vtx in coord_verts:
                vtx_center += vtx
            vtx_center /= len(coord_verts)

            # Calculate the tile with offset
            tile_xy = (target_grid.tile_selection[0] + tile_offset[0],
                       target_grid.tile_selection[1] + tile_offset[1])

            coord_uvs = sprytile_uv.get_uv_positions(data, target_img.size, target_grid,
                                                     up_vector, right_vector, tile_xy,
                                                     coord_verts, vtx_center)

            preview_verts.extend(coord_verts)
            preview_uvs.extend(coord_uvs)

        self.modal.set_preview_data(preview_verts, preview_uvs)
Beispiel #8
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    def process_preview(context, scene, face_index):
        obj = context.object
        data = scene.sprytile_data

        grid_id = obj.sprytile_gridid
        target_grid = sprytile_utils.get_grid(context, grid_id)

        if target_grid is None:
            return None, None, None, None, None, None, None

        target_img = sprytile_utils.get_grid_texture(obj, target_grid)
        if target_img is None:
            return None, None, None, None, None, None, None

        up_vector, right_vector, plane_normal = sprytile_utils.get_current_grid_vectors(scene, False)

        face_verts = []
        mesh = bmesh.from_edit_mesh(context.object.data)

        face = mesh.faces[face_index]
        for loop in face.loops:
            vert = loop.vert
            face_verts.append(context.object.matrix_world @ vert.co)

        # Get the center of the preview verts
        vtx_min = Vector((float('inf'), float('inf'), float('inf')))
        vtx_max = Vector((float('-inf'), float('-inf'), float('-inf')))
        for vtx in face_verts:
            vtx_min.x = min(vtx.x, vtx_min.x)
            vtx_min.y = min(vtx.y, vtx_min.y)
            vtx_min.z = min(vtx.z, vtx_min.z)
            vtx_max.x = max(vtx.x, vtx_max.x)
            vtx_max.y = max(vtx.y, vtx_max.y)
            vtx_max.z = max(vtx.z, vtx_max.z)
        vtx_center = (vtx_min + vtx_max) / 2

        rotate_normal = plane_normal

        # Recalculate the rotation normal
        face_up, face_right = sprytile_modal.VIEW3D_OP_SprytileModalTool.get_face_up_vector(context.object, context, face_index)

        if face_up is not None and face_right is not None:
            rotate_normal = face_right.cross(face_up)

        if face_up is not None:
            up_vector = face_up
        if face_right is not None:
            right_vector = face_right

        rotation = Quaternion(rotate_normal, data.mesh_rotate)
        up_vector = rotation @ up_vector
        right_vector = rotation @ right_vector

        up_vector.normalize()
        right_vector.normalize()

        tile_xy = (target_grid.tile_selection[0], target_grid.tile_selection[1])

        offset_tile_id, offset_grid, coord_min, coord_max = sprytile_utils.get_grid_area(
            target_grid.tile_selection[2],
            target_grid.tile_selection[3],
            data.uv_flip_x,
            data.uv_flip_y)

        size_x = (coord_max[0] - coord_min[0]) + 1
        size_y = (coord_max[1] - coord_min[1]) + 1
        size_x *= target_grid.grid[0]
        size_y *= target_grid.grid[1]

        uvs = sprytile_uv.get_uv_pos_size(data, target_img.size, target_grid,
                                          tile_xy, size_x, size_y,
                                          up_vector, right_vector,
                                          face_verts, vtx_center)
        return face, face_verts, uvs, target_grid, data, target_img, tile_xy
Beispiel #9
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def uv_map_face(context,
                up_vector,
                right_vector,
                tile_xy,
                origin_xy,
                face_index,
                mesh,
                tile_size=(1, 1)):
    """
    UV map the given face
    :param context:
    :param up_vector: World up vector
    :param right_vector: World right vector
    :param tile_xy: Tile placement XY coordinates
    :param origin_xy: Origin XY of tile placement
    :param face_index: Face index to UV map
    :param mesh:
    :param tile_size: Tile units being UV mapped
    :return:
    """
    if mesh is None:
        return None, None

    scene = context.scene
    obj = context.object
    data = scene.sprytile_data

    grid_id = obj.sprytile_gridid
    target_grid = sprytile_utils.get_grid(context, grid_id)

    uv_layer = mesh.loops.layers.uv.verify()

    if face_index >= len(mesh.faces):
        return None, None

    target_img = sprytile_utils.get_grid_texture(obj, target_grid)
    if target_img is None:
        return None, None

    face = mesh.faces[face_index]
    if face.hide_viewport:
        return None, None

    vert_origin = context.object.matrix_world @ face.calc_center_bounds()
    verts = []
    for loop in face.loops:
        vert = loop.vert
        verts.append(context.object.matrix_world @ vert.co)

    tile_start = [tile_xy[0], tile_xy[1]]
    if tile_size[0] > 1 or tile_size[1] > 1:
        tile_start[0] -= tile_size[0]
        tile_start[1] -= tile_size[1]

    size_x = tile_size[0] * target_grid.grid[0]
    size_y = tile_size[1] * target_grid.grid[1]

    uv_verts = get_uv_pos_size(data, target_img.size, target_grid, tile_start,
                               size_x, size_y, up_vector, right_vector, verts,
                               vert_origin)

    if uv_verts is None:
        return None, None

    apply_uvs(context,
              face,
              uv_verts,
              target_grid,
              mesh,
              data,
              target_img,
              tile_xy,
              origin_xy=origin_xy,
              uv_layer=uv_layer)

    return face.index, target_grid
Beispiel #10
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    def build_preview(self, context, scene, ray_origin, ray_vector):
        obj = context.object
        data = scene.sprytile_data

        grid_id = obj.sprytile_gridid
        target_grid = sprytile_utils.get_grid(context, grid_id)

        target_img = sprytile_utils.get_grid_texture(obj, target_grid)
        if target_img is None:
            return

        up_vector, right_vector, plane_normal = sprytile_utils.get_current_grid_vectors(
            scene, False)

        # Raycast the object
        hit_loc, hit_normal, face_index, hit_dist = self.modal.raycast_object(
            obj, ray_origin, ray_vector)
        # Didn't hit a face, do nothing
        if face_index is None:
            self.modal.set_preview_data(None, None)
            return

        preview_verts = []

        face = self.modal.bmesh.faces[face_index]
        for loop in face.loops:
            vert = loop.vert
            preview_verts.append(context.object.matrix_world * vert.co)

        # Get the center of the preview verts
        vtx_center = Vector((0, 0, 0))
        for vtx in preview_verts:
            vtx_center += vtx
        vtx_center /= len(preview_verts)

        rotate_normal = plane_normal

        # Recalculate the rotation normal
        face_up, face_right = self.modal.get_face_up_vector(
            context, face_index)

        if face_up is not None and face_right is not None:
            rotate_normal = face_right.cross(face_up)

        if face_up is not None:
            up_vector = face_up
        if face_right is not None:
            right_vector = face_right

        rotation = Quaternion(rotate_normal, data.mesh_rotate)
        up_vector = rotation * up_vector
        right_vector = rotation * right_vector

        up_vector.normalize()
        right_vector.normalize()

        tile_xy = (target_grid.tile_selection[0],
                   target_grid.tile_selection[1])
        preview_uvs = sprytile_uv.get_uv_positions(data, target_img.size,
                                                   target_grid, up_vector,
                                                   right_vector, tile_xy,
                                                   preview_verts, vtx_center)

        self.modal.set_preview_data(preview_verts, preview_uvs)
Beispiel #11
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    def process_preview(modal, context, scene, face_index):
        obj = context.object
        data = scene.sprytile_data

        grid_id = obj.sprytile_gridid
        target_grid = sprytile_utils.get_grid(context, grid_id)

        target_img = sprytile_utils.get_grid_texture(obj, target_grid)
        if target_img is None:
            return None, None, None, None, None, None, None

        up_vector, right_vector, plane_normal = sprytile_utils.get_current_grid_vectors(scene, False)

        face_verts = []

        face = modal.bmesh.faces[face_index]
        for loop in face.loops:
            vert = loop.vert
            face_verts.append(context.object.matrix_world * vert.co)

        # Get the center of the preview verts
        vtx_center = Vector((0, 0, 0))
        for vtx in face_verts:
            vtx_center += vtx
        vtx_center /= len(face_verts)

        rotate_normal = plane_normal

        # Recalculate the rotation normal
        face_up, face_right = modal.get_face_up_vector(context, face_index)

        if face_up is not None and face_right is not None:
            rotate_normal = face_right.cross(face_up)

        if face_up is not None:
            up_vector = face_up
        if face_right is not None:
            right_vector = face_right

        rotation = Quaternion(rotate_normal, data.mesh_rotate)
        up_vector = rotation * up_vector
        right_vector = rotation * right_vector

        up_vector.normalize()
        right_vector.normalize()

        tile_xy = (target_grid.tile_selection[0], target_grid.tile_selection[1])

        offset_tile_id, offset_grid, coord_min, coord_max = sprytile_utils.get_grid_area(
            target_grid.tile_selection[2],
            target_grid.tile_selection[3],
            data.uv_flip_x,
            data.uv_flip_y)

        size_x = (coord_max[0] - coord_min[0]) + 1
        size_y = (coord_max[1] - coord_min[1]) + 1
        size_x *= target_grid.grid[0]
        size_y *= target_grid.grid[1]

        uvs = sprytile_uv.get_uv_pos_size(data, target_img.size, target_grid,
                                          tile_xy, size_x, size_y,
                                          up_vector, right_vector,
                                          face_verts, vtx_center)
        return face, face_verts, uvs, target_grid, data, target_img, tile_xy