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op_meshtex_create.py
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op_meshtex_create.py
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import bpy
import bmesh
from . import utilities_uv
from . import op_select_islands_outline
class op(bpy.types.Operator):
bl_idname = "uv.textools_meshtex_create"
bl_label = "UV Mesh"
bl_description = "Create a new Mesh from the selected UVs of the active Object"
bl_options = {'REGISTER', 'UNDO'}
#apply_scale : bpy.props.BoolProperty(name="Scale to Object", default=True, description="Apply scale to the UV Mesh for its extent to be similar to the Object dimensions.")
@classmethod
def poll(cls, context):
if not bpy.context.active_object:
return False
if bpy.context.active_object.type != 'MESH':
return False
if not bpy.context.object.data.uv_layers:
return False
return True
def execute(self, context):
return create_uv_mesh(self, context, bpy.context.active_object)
def create_uv_mesh(self, context, obj, sk_create=True, bool_scale=True, delete_unselected=True, restore_selected=False):
# New object management
mode = bpy.context.active_object.mode
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
mesh_obj = obj.copy()
mesh_obj.data = obj.data.copy()
obj.users_collection[0].objects.link(mesh_obj)
mesh_obj.select_set( state = True, view_layer = None)
bpy.context.view_layer.objects.active = mesh_obj
obj_name = mesh_obj.name = obj.name + "_UV_Mesh"
# Shape Keys management
if mesh_obj.data.shape_keys:
if len(mesh_obj.data.shape_keys.key_blocks) > 1:
for i in range(len(mesh_obj.data.shape_keys.key_blocks)):
bpy.context.object.active_shape_key_index = 0
bpy.ops.object.shape_key_remove(all=False)
if sk_create:
mesh_obj.shape_key_add(name="model", from_mix=True)
mesh_obj.shape_key_add(name="uv", from_mix=True)
mesh_obj.active_shape_key_index = 1
bpy.context.active_object.active_shape_key.value = 1
bpy.ops.object.mode_set(mode='EDIT')
selection_mode = bpy.context.scene.tool_settings.uv_select_mode
pre_sync = bpy.context.scene.tool_settings.use_uv_select_sync
if pre_sync == True:
bpy.context.scene.tool_settings.use_uv_select_sync = False
bpy.ops.uv.select_all(action='SELECT')
# Select all if OBJECT mode
if mode == 'OBJECT':
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.uv.select_all(action='SELECT')
# Select only UV faces
bpy.ops.uv.select_split()
bm = bmesh.from_edit_mesh(mesh_obj.data)
uv_layers = bm.loops.layers.uv.verify()
faces_by_island = utilities_uv.getSelectionIslands(bm, uv_layers, need_faces_selected=False)
if not faces_by_island:
bpy.data.objects.remove(bpy.data.objects[obj_name], do_unlink=True)
obj.select_set( state = True, view_layer = None)
bpy.context.view_layer.objects.active = obj
bpy.context.scene.tool_settings.use_uv_select_sync = pre_sync
bpy.ops.object.mode_set(mode=mode)
if not restore_selected:
return {'CANCELLED'}
else: # For the Relax operator
return {'CANCELLED'}, None, None
if delete_unselected:
if mode != 'OBJECT':
delete_faces = list({face for faces in faces_by_island for face in faces}.symmetric_difference(bm.faces))
if delete_faces:
bmesh.ops.delete(bm, geom=delete_faces, context='FACES')
else: # Needed for the Relax operator
#for face in {face for faces in faces_by_island for face in faces}.symmetric_difference(bm.faces):
# if face.select:
# face.select_set(False)
#bpy.ops.mesh.split()
bpy.ops.mesh.select_all(action='DESELECT')
selection_loops = {loop for faces in faces_by_island for face in faces for loop in face.loops}
for faces in faces_by_island:
for face in faces:
for edge in face.edges:
if not set(edge.link_loops).issubset(selection_loops):
edge.select_set(True)
bpy.ops.mesh.edge_split(type='EDGE')
bmesh.update_edit_mesh(mesh_obj.data)
bpy.ops.mesh.select_all(action='SELECT') #TODO REFINE
bpy.context.scene.tool_settings.use_uv_select_sync = True
op_select_islands_outline.select_outline(self, context, bm, uv_layers)
bpy.ops.mesh.edge_split(type='EDGE')
bmesh.update_edit_mesh(mesh_obj.data)
bpy.context.scene.tool_settings.use_uv_select_sync = False
bpy.ops.mesh.select_all(action='SELECT') #TODO REFINE
if pre_sync == True:
bpy.ops.uv.select_all(action='SELECT')
if bool_scale:
length_view = 0
length_uv = 0
for faces in faces_by_island:
for face in faces:
length_uv += (face.loops[0].link_loop_next[uv_layers].uv - face.loops[0][uv_layers].uv).length
length_view += face.loops[0].edge.calc_length()
# Reshape mesh to mimic UVs
for faces in faces_by_island:
for face in faces:
for loop in face.loops:
loop.vert.co = (loop[uv_layers].uv.x, loop[uv_layers].uv.y, 0)
#Scale
if bool_scale:
if length_uv > 0 and length_view > 0:
scale = length_view / length_uv
else:
scale = 1
scaled_verts = set()
for faces in faces_by_island:
for face in faces:
for loop in face.loops:
if loop.vert not in scaled_verts:
loop.vert.co *= scale
scaled_verts.add(loop.vert)
#bm.select_flush(True)
bpy.context.scene.tool_settings.use_uv_select_sync = pre_sync
if restore_selected: # For the Relax operator
bpy.ops.uv.select_all(action='DESELECT')
for faces in faces_by_island:
for face in faces:
for loop in face.loops:
loop[uv_layers].select = True
if mode == 'EDIT' and not restore_selected:
# Workaround for selection not flushing properly from loops to EDGE Selection Mode, apparently since UV edge selection support was added to the UV space
bpy.ops.uv.select_mode(type='VERTEX')
bpy.context.scene.tool_settings.uv_select_mode = selection_mode
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode=mode)
else:
bpy.ops.object.mode_set(mode=mode)
if not restore_selected:
return {'FINISHED'}
else: # For the Relax operator
return bm, uv_layers, faces_by_island