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()
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)
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