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vcol_editor.py
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import bpy, bmesh, numpy, time
from mathutils import *
from bpy.props import *
from .common import *
class YSetActiveVcol(bpy.types.Operator):
bl_idname = "mesh.y_set_active_vcol"
bl_label = "Set Active Vertex Color"
bl_description = "Set active vertex color"
bl_options = {'REGISTER', 'UNDO'}
vcol_name : StringProperty(default='')
@classmethod
def poll(cls, context):
return context.object and context.object.type == 'MESH'
def execute(self, context):
obj = context.object
vcols = get_vertex_colors(obj)
vcol = vcols.get(self.vcol_name)
if vcol:
set_active_vertex_color(obj, vcol)
return {'FINISHED'}
self.report({'ERROR'}, "There's no vertex color named " + self.vcol_name + '!')
return {'CANCELLED'}
class YToggleEraser(bpy.types.Operator):
bl_idname = "paint.y_toggle_eraser"
bl_label = "Toggle Eraser Brush"
bl_description = "Toggle eraser brush"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return context.object and context.object.type == 'MESH' and context.object.mode in {'VERTEX_PAINT', 'TEXTURE_PAINT', 'SCULPT'}
def execute(self, context):
ve = context.scene.ve_edit
mode = context.object.mode
if mode == 'TEXTURE_PAINT':
brush = context.tool_settings.image_paint.brush
draw_brush_name = 'Paint Soft' if is_bl_newer_than(4, 3) else 'TexDraw'
draw_brush = bpy.data.brushes.get(draw_brush_name)
elif mode == 'VERTEX_PAINT' and is_bl_newer_than(2, 80):
brush = context.tool_settings.vertex_paint.brush
draw_brush_name = 'Paint Soft' if is_bl_newer_than(4, 3) else 'Draw'
draw_brush = bpy.data.brushes.get(draw_brush_name)
elif mode == 'SCULPT' and is_bl_newer_than(3, 2):
brush = context.tool_settings.sculpt.brush
draw_brush_name = 'Paint Blend' if is_bl_newer_than(4, 3) else 'Paint'
draw_brush = bpy.data.brushes.get(draw_brush_name)
# Sometime Blender 4.3+ need paint tool to be selected first
if not draw_brush and is_bl_newer_than(4, 3):
if ve.ori_sculpt_tool == '':
ve.ori_sculpt_tool = get_active_tool_idname()
bpy.ops.wm.tool_set_by_id(name="builtin_brush.paint")
draw_brush = bpy.data.brushes.get(draw_brush_name)
if not draw_brush:
draw_brushes = [d for d in bpy.data.brushes if d.use_paint_sculpt and d.sculpt_tool == 'PAINT']
if draw_brushes: draw_brush = draw_brushes[0]
else:
self.report({'ERROR'}, "Cannot find a paint brush!")
return {'CANCELLED'}
else:
self.report({'ERROR'}, "There's no need to use this operator in this blender version!")
return {'CANCELLED'}
# Get eraser brush
eraser_name = eraser_names[mode]
eraser_brush = bpy.data.brushes.get(eraser_name)
if not eraser_brush:
if mode == 'SCULPT':
eraser_brush = draw_brush.copy()
eraser_brush.name = eraser_name
else:
eraser_brush = bpy.data.brushes.new(eraser_name, mode=mode)
eraser_brush.blend = 'ERASE_ALPHA'
if brush == eraser_brush:
if mode == 'VERTEX_PAINT':
new_brush = bpy.data.brushes.get(ve.ori_brush)
elif mode == 'TEXTURE_PAINT':
new_brush = bpy.data.brushes.get(ve.ori_texpaint_brush)
elif mode == 'SCULPT':
new_brush = bpy.data.brushes.get(ve.ori_sculpt_brush)
if new_brush:
if mode == 'VERTEX_PAINT':
new_brush.blend = ve.ori_blending_mode
elif mode == 'TEXTURE_PAINT':
new_brush.blend = ve.ori_texpaint_blending_mode
elif mode == 'SCULPT':
new_brush.blend = ve.ori_sculpt_blending_mode
elif draw_brush:
new_brush = draw_brush
new_brush.blend = 'MIX'
if mode == 'VERTEX_PAINT':
ve.ori_brush = ''
ve.ori_blending_mode = ''
elif mode == 'TEXTURE_PAINT':
ve.ori_texpaint_brush = ''
ve.ori_texpaint_blending_mode = ''
elif mode == 'SCULPT':
if ve.ori_sculpt_tool != '':
bpy.ops.wm.tool_set_by_id(name=ve.ori_sculpt_tool)
ve.ori_sculpt_brush = ''
ve.ori_sculpt_blending_mode = ''
ve.ori_sculpt_tool = ''
else:
if mode == 'VERTEX_PAINT':
ve.ori_brush = brush.name
ve.ori_blending_mode = brush.blend
elif mode == 'TEXTURE_PAINT':
ve.ori_texpaint_brush = brush.name
ve.ori_texpaint_blending_mode = brush.blend
if mode == 'SCULPT':
ve.ori_sculpt_brush = brush.name
ve.ori_sculpt_blending_mode = brush.blend
if is_bl_newer_than(4, 3): # and ve.ori_sculpt_tool == '':
ve.ori_sculpt_tool = get_active_tool_idname()
new_brush = eraser_brush
if new_brush:
if mode == 'TEXTURE_PAINT':
context.tool_settings.image_paint.brush = new_brush
elif mode == 'VERTEX_PAINT':
context.tool_settings.vertex_paint.brush = new_brush
elif mode == 'SCULPT':
context.tool_settings.sculpt.brush = new_brush
return {'FINISHED'}
class YSelectFacesByVcol(bpy.types.Operator):
bl_idname = "mesh.y_select_faces_by_vcol"
bl_label = "Select Faces based on Vertex Color"
bl_description = "Select faces based on vertex color"
bl_options = {'REGISTER', 'UNDO'}
color : FloatVectorProperty(
name = 'Color',
size = 4,
subtype = 'COLOR',
default = (1.0, 0.0, 1.0, 1.0),
min=0.0, max=1.0,
)
#deselect : BoolProperty(
# name='Deselect Faces',
# description='Deselect faces with vertex color',
# default=False)
@classmethod
def poll(cls, context):
obj = context.object
if not obj or obj.type != 'MESH' or not any(get_vertex_colors(obj)): return False
if is_bl_newer_than(3, 2):
vcol = obj.data.color_attributes.active_color
if not vcol or vcol.domain != 'CORNER':
return False
return obj.mode == 'EDIT'
def execute(self, context):
threshold = .004
mat = context.object.active_material
vcol_name = get_active_vertex_color(context.object).name
target = Color((self.color[0], self.color[1], self.color[2]))
if not is_bl_newer_than(3, 2):
target = linear_to_srgb(target)
if mat.users > 1 and is_bl_newer_than(2, 80):
objs = get_all_objects_with_same_materials(mat, mesh_only=True)
else: objs = [context.object]
# Select object first
bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.select_all(action='DESELECT')
for obj in objs:
set_object_select(obj, True)
bpy.ops.object.mode_set(mode="EDIT")
bpy.context.tool_settings.mesh_select_mode = (False, False, True)
bpy.ops.mesh.reveal()
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode="OBJECT")
for obj in objs:
# Select vcol
vcols = get_vertex_colors(obj)
vcol = vcols.get(vcol_name)
if not vcol: continue
set_active_vertex_color(obj, vcol)
# Select polygons
for p in obj.data.polygons:
r = g = b = 0
for i in p.loop_indices:
c = vcol.data[i].color
r += c[0]
g += c[1]
b += c[2]
r /= p.loop_total
g /= p.loop_total
b /= p.loop_total
source = Color((r, g, b))
if (abs(source.r - target.r) < threshold and
abs(source.g - target.g) < threshold and
abs(source.b - target.b) < threshold):
p.select = True
#p.select = not self.deselect
bpy.ops.object.mode_set(mode="EDIT")
return {'FINISHED'}
class YVcolFillFaceCustom(bpy.types.Operator):
bl_idname = "mesh.y_vcol_fill_face_custom"
bl_label = "Vertex Color Fill Face with Custom Color"
bl_description = "Fill selected polygon with vertex color with custom color"
bl_options = {'REGISTER', 'UNDO'}
color : FloatVectorProperty(
name = 'Color ID',
size = 4,
subtype = 'COLOR',
default = (1.0, 0.0, 1.0, 1.0),
min=0.0, max=1.0,
)
@classmethod
def poll(cls, context):
obj = context.object
if not obj or obj.type != 'MESH' or not any(get_vertex_colors(obj)): return False
if is_bl_newer_than(3, 2):
vcol = obj.data.color_attributes.active_color
if not vcol or vcol.domain != 'CORNER':
return False
return obj.mode == 'EDIT'
def execute(self, context):
T = time.time()
# Experiment with numpy
use_numpy = True #is_bl_newer_than(2, 80)
if is_bl_newer_than(2, 80):
objs = context.objects_in_mode
# Set the same vertex color for all objects first
vcol = get_active_vertex_color(context.object)
for obj in objs:
vcols = get_vertex_colors(obj)
vc = vcols.get(vcol.name)
set_active_vertex_color(obj, vc)
else: objs = [context.object]
for obj in objs:
mesh = obj.data
bm = bmesh.from_edit_mesh(mesh)
bm.verts.ensure_lookup_table()
bm.edges.ensure_lookup_table()
bm.faces.ensure_lookup_table()
loop_indices = []
for face in bm.faces:
if face.select:
for loop in face.loops:
loop_indices.append(loop.index)
bpy.ops.object.mode_set(mode='OBJECT')
vcol = get_active_vertex_color(obj)
if not vcol:
bpy.ops.object.mode_set(mode='EDIT')
continue
color = Color((self.color[0], self.color[1], self.color[2]))
if not is_bl_newer_than(3, 2):
color = linear_to_srgb(color)
if is_bl_newer_than(2, 80):
color = (color[0], color[1], color[2], self.color[3])
# HACK: Sometimes color assigned are different so read the assigned color and write it back to mask color id
if len(loop_indices) > 0:
vcol.data[loop_indices[0]].color = color
if any([color[i] for i in range(3) if color[i] != vcol.data[loop_indices[0]].color[i]]) and hasattr(context, 'mask'):
written_col = vcol.data[loop_indices[0]].color
color = (written_col[0], written_col[1], written_col[2])
set_entity_prop_value(context.mask, 'color_id', Color(color))
if not is_bl_newer_than(3, 2):
set_entity_prop_value(context.mask, 'color_id', srgb_to_linear(get_mask_color_id_color(context.mask)))
if is_bl_newer_than(2, 80):
color = (written_col[0], written_col[1], written_col[2], written_col[3])
# Blender 2.80+ has alpha channel on vertex color
dimension = 4 if is_bl_newer_than(2, 80) else 3
if use_numpy:
nvcol = numpy.zeros(len(vcol.data) * dimension, dtype=numpy.float32)
vcol.data.foreach_get('color', nvcol)
nvcol2D = nvcol.reshape(-1, dimension)
nvcol2D[loop_indices]= color
vcol.data.foreach_set('color', nvcol)
else :
for i, loop_index in enumerate(loop_indices):
vcol.data[loop_index].color = color
bpy.ops.object.mode_set(mode='EDIT')
print('VCOL: Fill Color ID is done in', '{:0.2f}'.format(time.time() - T), 'seconds!')
return {'FINISHED'}
class YVcolFill(bpy.types.Operator):
bl_idname = "mesh.y_vcol_fill"
bl_label = "Vertex Color Fill"
bl_description = "Fill selected polygon with vertex color"
bl_options = {'REGISTER', 'UNDO'}
color_option : EnumProperty(
name = 'Color Option',
description = 'Color Option',
items = (
('WHITE', 'White', ''),
('BLACK', 'Black', ''),
#('TRANSPARENT', 'Transparent', ''),
('CUSTOM', 'Custom', ''),
),
default='WHITE'
)
@classmethod
def poll(cls, context):
obj = context.object
if not obj or obj.type != 'MESH' or not any(get_vertex_colors(obj)): return False
if is_bl_newer_than(3, 2):
vcol = obj.data.color_attributes.active_color
if not vcol or vcol.domain not in {'CORNER', 'POINT'}:
return False
return obj.mode == 'EDIT'
def execute(self, context):
T = time.time()
# Experiment with numpy
use_numpy = True #is_bl_newer_than(2, 80)
if is_bl_newer_than(2, 80):
objs = context.objects_in_mode
else: objs = [context.object]
if context.tool_settings.mesh_select_mode[0] or context.tool_settings.mesh_select_mode[1]:
fill_mode = 'VERTEX'
else: fill_mode = 'FACE'
for obj in objs:
mesh = obj.data
ve = context.scene.ve_edit
bm = bmesh.from_edit_mesh(mesh)
bm.verts.ensure_lookup_table()
bm.edges.ensure_lookup_table()
bm.faces.ensure_lookup_table()
loop_indices = []
for face in bm.faces:
if face.select:
for loop in face.loops:
loop_indices.append(loop.index)
vert_indices = []
for vert in bm.verts:
if vert.select:
vert_indices.append(vert.index)
bpy.ops.object.mode_set(mode='OBJECT')
vcol = get_active_vertex_color(obj)
if not vcol:
bpy.ops.object.mode_set(mode='EDIT')
continue
color = Color((ve.color[0], ve.color[1], ve.color[2]))
alpha = context.scene.ve_edit.color[3]
if self.color_option == 'WHITE':
color = (1, 1, 1)
alpha = 1.0
elif self.color_option == 'BLACK':
color = (0, 0, 0)
alpha = 1.0
elif not is_bl_newer_than(3, 2):
color = linear_to_srgb(color)
# Blender 2.80+ has alpha channel on vertex color
dimension = 4 if is_bl_newer_than(2, 80) else 3
if is_bl_newer_than(2, 80):
color = (color[0], color[1], color[2], alpha)
if is_bl_newer_than(3, 2) and vcol.domain == 'POINT':
if use_numpy:
nvcol = numpy.zeros(len(vcol.data) * dimension, dtype=numpy.float32)
vcol.data.foreach_get('color', nvcol)
nvcol2D = nvcol.reshape(-1, dimension)
nvcol2D[vert_indices]= color
vcol.data.foreach_set('color', nvcol)
else:
for vert_index in vert_indices:
vcol.data[vert_index].color = color
else:
if fill_mode == 'FACE':
if use_numpy:
nvcol = numpy.zeros(len(vcol.data) * dimension, dtype=numpy.float32)
vcol.data.foreach_get('color', nvcol)
nvcol2D = nvcol.reshape(-1, dimension)
nvcol2D[loop_indices]= color
vcol.data.foreach_set('color', nvcol)
else:
for loop_index in loop_indices:
vcol.data[loop_index].color = color
else:
if use_numpy:
loop_to_vert = numpy.zeros(len(mesh.loops), dtype=numpy.uint32)
mesh.loops.foreach_get('vertex_index', loop_to_vert)
loop_indices = (numpy.in1d(loop_to_vert, vert_indices)).nonzero()[0]
nvcol = numpy.zeros(len(vcol.data) * dimension, dtype=numpy.float32)
vcol.data.foreach_get('color', nvcol)
nvcol2D = nvcol.reshape(-1, dimension)
nvcol2D[loop_indices] = color
vcol.data.foreach_set('color', nvcol)
else:
for poly in mesh.polygons:
for loop_index in poly.loop_indices:
loop_vert_index = mesh.loops[loop_index].vertex_index
if loop_vert_index in vert_indices:
vcol.data[loop_index].color = color
bpy.ops.object.mode_set(mode='EDIT')
print('VCOL: Fill vertex color is done in', '{:0.2f}'.format(time.time() - T), 'seconds!')
return {'FINISHED'}
def vcol_editor_draw(self, context):
obj = context.object
mesh = obj.data
ve = context.scene.ve_edit
col = self.layout.column() #align=True)
vcols = get_vertex_colors(obj)
vcol = get_active_vertex_color(obj)
#if len(vcols) == 0:
# col.label(text='No vertex color found!', icon='GROUP_VCOL')
# return
row = col.row(align=True)
if not ve.show_vcol_list:
row.prop(ve, 'show_vcol_list', text='', emboss=False, icon='TRIA_RIGHT')
if vcol: row.label(text='Active: ' + vcol.name)
else: row.label(text='Active: -')
else:
row.prop(ve, 'show_vcol_list', text='', emboss=False, icon='TRIA_DOWN')
row.label(text='Vertex Colors')
row = col.row()
rcol = row.column()
if is_bl_newer_than(3, 2):
rcol.template_list("MESH_UL_color_attributes", "vcols", mesh,
"color_attributes", vcols, "active_color_index", rows=2)
rcol = row.column(align=True)
rcol.operator("geometry.color_attribute_add", icon='ADD', text="")
rcol.operator("geometry.color_attribute_remove", icon='REMOVE', text="")
else:
if is_bl_newer_than(2, 80):
rcol.template_list("MESH_UL_vcols", "vcols", mesh,
"vertex_colors", vcols, "active_index", rows=3)
rcol = row.column(align=True)
rcol.operator("mesh.vertex_color_add", icon='ADD', text="")
rcol.operator("mesh.vertex_color_remove", icon='REMOVE', text="")
else:
rcol.template_list("MESH_UL_uvmaps_vcols", "vcols", mesh,
"vertex_colors", vcols, "active_index", rows=3)
rcol = row.column(align=True)
rcol.operator("mesh.vertex_color_add", icon='ZOOMIN', text="")
rcol.operator("mesh.vertex_color_remove", icon='ZOOMOUT', text="")
col.separator()
ccol = col.column(align=True)
ccol.operator("mesh.y_vcol_fill", icon='BRUSH_DATA', text='Fill with White').color_option = 'WHITE'
ccol.operator("mesh.y_vcol_fill", icon='BRUSH_DATA', text='Fill with Black').color_option = 'BLACK'
#if is_bl_newer_than(2, 80):
# ccol.operator("mesh.y_vcol_fill", icon='BRUSH_DATA', text='Fill with Black').color_option = 'TRANSPARENT'
col.separator()
ccol = col.column(align=True)
ccol.operator("mesh.y_vcol_fill", icon='BRUSH_DATA', text='Fill with Color').color_option = 'CUSTOM'
#col.separator()
#col.template_color_picker(ve, 'color', value_slider=True)
ccol.prop(ve, "color", text="")
#col.separator()
#row = col.row(align=True)
#row.label(text='Mode:')
#row.prop(ve, 'fill_mode', expand=True)
#col.template_palette(ve, "palette", color=True)
class VIEW3D_PT_y_vcol_editor_ui(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_label = "Vertex Color Editor"
bl_context = "mesh_edit"
bl_region_type = 'UI'
bl_category = 'VCol Edit'
#bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ypup = get_user_preferences()
return ypup and (not hasattr(ypup, 'show_experimental') or ypup.show_experimental) and context.object and context.object.type == 'MESH'
def draw(self, context):
vcol_editor_draw(self, context)
class VIEW3D_PT_y_vcol_editor_tools(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_label = "Vertex Color Editor"
bl_context = "mesh_edit"
bl_region_type = 'TOOLS'
@classmethod
def poll(cls, context):
ypup = get_user_preferences()
return ypup and (not hasattr(ypup, 'show_experimental') or ypup.show_experimental) and context.object and context.object.type == 'MESH'
def draw(self, context):
vcol_editor_draw(self, context)
class YVcolEditorProps(bpy.types.PropertyGroup):
color : FloatVectorProperty(name='Color', size=4, subtype='COLOR', default=(1.0, 1.0, 1.0, 1.0), min=0.0, max=1.0)
#palette : PointerProperty(type=bpy.types.Palette)
show_vcol_list : BoolProperty(
name = 'Show Vertex Color List',
description = 'Show vertex color list',
default = True
)
ori_blending_mode : StringProperty(default='')
ori_brush : StringProperty(default='')
ori_texpaint_blending_mode : StringProperty(default='')
ori_texpaint_brush : StringProperty(default='')
ori_sculpt_blending_mode : StringProperty(default='')
ori_sculpt_brush : StringProperty(default='')
ori_sculpt_tool : StringProperty(default='')
def register():
bpy.utils.register_class(VIEW3D_PT_y_vcol_editor_ui)
if not is_bl_newer_than(2, 80):
bpy.utils.register_class(VIEW3D_PT_y_vcol_editor_tools)
bpy.utils.register_class(YVcolEditorProps)
bpy.types.Scene.ve_edit = PointerProperty(type=YVcolEditorProps)
bpy.utils.register_class(YVcolFill)
bpy.utils.register_class(YSelectFacesByVcol)
bpy.utils.register_class(YVcolFillFaceCustom)
bpy.utils.register_class(YToggleEraser)
bpy.utils.register_class(YSetActiveVcol)
def unregister():
bpy.utils.unregister_class(VIEW3D_PT_y_vcol_editor_ui)
if not is_bl_newer_than(2, 80):
bpy.utils.unregister_class(VIEW3D_PT_y_vcol_editor_tools)
bpy.utils.unregister_class(YVcolEditorProps)
bpy.utils.unregister_class(YVcolFill)
bpy.utils.unregister_class(YSelectFacesByVcol)
bpy.utils.unregister_class(YVcolFillFaceCustom)
bpy.utils.unregister_class(YToggleEraser)
bpy.utils.unregister_class(YSetActiveVcol)