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)
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) # If building on decal layer, modify plane normal to the one 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) if hit_normal is not None: 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 # Rotate the vectors rotation = Quaternion(plane_normal, data.mesh_rotate) up_vector = rotation * up_vector right_vector = rotation * right_vector # 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 grid position of stroke if is_start: self.start_coord = grid_coord # Not starting stroke, filter out when can build elif self.start_coord is not None: start_offset = (grid_coord[0] - self.start_coord[0], grid_coord[1] - self.start_coord[1]) coord_mod = (start_offset[0] % grid.tile_selection[2], start_offset[1] % grid.tile_selection[3]) # Isn't at exact position for grid made by tile selection, with start_coord as origin if coord_mod[0] > 0 or coord_mod[1] > 0: # Try to snap grid_coord tolerance_min = (floor(grid.tile_selection[2] * 0.25), floor(grid.tile_selection[3] * 0.25)) tolerance_max = (grid.tile_selection[2] - tolerance_min[0], grid.tile_selection[3] - tolerance_min[1]) allow_snap_x = tolerance_min[0] <= coord_mod[ 0] <= tolerance_max[0] allow_snap_y = tolerance_min[1] <= coord_mod[ 1] <= tolerance_max[1] # If neither x or y can be snapped, return if not allow_snap_x and not allow_snap_y: return coord_frac = [ start_offset[0] / grid.tile_selection[2], start_offset[1] / grid.tile_selection[3] ] if coord_mod[0] > (grid.tile_selection[2] / 2.0): coord_frac[0] = ceil(coord_frac[0]) else: coord_frac[0] = floor(coord_frac[0]) if coord_mod[1] > (grid.tile_selection[3] / 2.0): coord_frac[1] = ceil(coord_frac[1]) else: coord_frac[1] = floor(coord_frac[1]) grid_coord = (self.start_coord[0] + (coord_frac[0] * grid.tile_selection[2]), self.start_coord[1] + (coord_frac[1] * grid.tile_selection[3])) # 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 # 1x1 tile selections cannot be auto joined tile_area = grid.tile_selection[2] * grid.tile_selection[3] if do_join and tile_area == 1: do_join = False # Store vertices of constructed faces for cursor flow faces_verts = [] require_base_layer = data.work_layer != 'BASE' # Get the work layer filter, based on layer settings work_layer_mask = sprytile_utils.get_work_layer_data(data) # Build mode with join multi if do_join: origin_coord = ((grid_coord[0] + coord_min[0]), (grid_coord[1] + coord_min[1])) size_x = (coord_max[0] - coord_min[0]) + 1 size_y = (coord_max[1] - coord_min[1]) + 1 tile_origin = (grid.tile_selection[0], grid.tile_selection[1]) tile_coord = (tile_origin[0] + grid.tile_selection[2], tile_origin[1] + grid.tile_selection[3]) face_index = self.modal.construct_face( context, origin_coord, [size_x, size_y], tile_coord, tile_origin, grid_up, grid_right, up_vector, right_vector, plane_normal, require_base_layer=require_base_layer, work_layer_mask=work_layer_mask) if face_index is not None: face_verts = self.modal.face_to_world_verts( context, face_index) faces_verts.extend(face_verts) # Build mode without auto join, try operation on each build coordinate 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] ] face_index = self.modal.construct_face( context, grid_pos, [1, 1], tile_pos, tile_xy, grid_up, grid_right, up_vector, right_vector, plane_normal, require_base_layer=require_base_layer, work_layer_mask=work_layer_mask) if face_index is not None: face_verts = self.modal.face_to_world_verts( context, face_index) faces_verts.extend(face_verts) if plane_pos is not None: self.modal.add_virtual_cursor(plane_pos) if data.cursor_flow and data.work_layer == "BASE" and len( faces_verts) > 0: # Find which vertex the cursor should flow to new_cursor_pos = self.modal.flow_cursor_verts( context, faces_verts, plane_pos) if new_cursor_pos is not None: # Not base layer, move position back by offset if data.work_layer != 'BASE': new_cursor_pos -= plane_normal * data.mesh_decal_offset # Calculate the world position of old start_coord old_start_pos = scene.cursor_location + ( self.start_coord[0] * grid_right) + (self.start_coord[1] * grid_up) # find the offset of the old start position from the new cursor position new_start_offset = old_start_pos - new_cursor_pos # get how much the grid x/y vectors need to scale by to normalize scale_right = 1.0 / grid_right.magnitude scale_up = 1.0 / grid_up.magnitude # scale the offset by grid x/y, so can use normalized dot product to # find the grid coordinates the start position is from new cursor pos new_start_coord = Vector( ((new_start_offset * scale_right).dot( grid_right.normalized()), (new_start_offset * scale_up).dot(grid_up.normalized()))) # Record the new offset starting coord, # for the nice painting snap self.start_coord = new_start_coord scene.cursor_location = new_cursor_pos
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)
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)
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)
def execute(self, context, scene, ray_origin, ray_vector): grid = sprytile_utils.get_grid(context, context.object.sprytile_gridid) tile_xy = (grid.tile_selection[0], grid.tile_selection[1]) up_vector, right_vector, plane_normal = sprytile_utils.get_current_grid_vectors( scene) hit_loc, hit_normal, face_index, hit_dist = self.modal.raycast_object( context.object, ray_origin, ray_vector) # Used to move raycast slightly along ray vector shift_vec = ray_vector.normalized() * 0.001 # If raycast hit the mesh... if face_index is not None: # The face is valid for painting if hit face # is facing same way as plane normal and is coplanar to target plane 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 # Hit a face that is valid for painting if check_dot and check_coplanar: self.modal.add_virtual_cursor(hit_loc) # Change UV of this face instead 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, hit_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 scene.sprytile_data.cursor_flow: self.modal.flow_cursor(context, face_index, hit_loc) return # Raycast did not hit the mesh, 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) # Failed to hit the grid if face_position is None: return # If raycast hit mesh, compare distance of grid hit and mesh hit if hit_loc is not None: grid_hit_dist = (face_position - ray_origin).magnitude # Mesh hit closer than grid hit, don't do anything if hit_dist < grid_hit_dist: return # store plane_cursor, for deciding where to move actual cursor if auto cursor mode is on self.modal.add_virtual_cursor(plane_cursor) # Build face and UV map it face_vertices = self.modal.get_build_vertices(face_position, x_vector, y_vector, up_vector, right_vector) face_index = self.modal.create_face(context, face_vertices) 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 scene.sprytile_data.auto_merge: face = self.modal.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 threshold = (1 / context.scene.sprytile_data.world_pixels) * 2 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) if new_face_idx is not None: self.modal.bmesh.faces[new_face_idx].select = False face_index = new_face_idx else: face_index = -1 # Auto merge refreshes the mesh automatically self.modal.refresh_mesh = not scene.sprytile_data.auto_merge if scene.sprytile_data.cursor_flow and face_index is not None and face_index > -1: self.modal.flow_cursor(context, face_index, plane_cursor)