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 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
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 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 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
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 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
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
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)
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