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authorAdam Dominec <adominec@gmail.com>2019-06-26 23:14:52 +0300
committerAdam Dominec <adominec@gmail.com>2019-06-26 23:14:52 +0300
commit2ba08390b59e9874d505d8f2815467b7b726d7ed (patch)
treec83eeb16c81df9f6b56b4f7a439c6358e6ef5a96 /io_export_paper_model.py
parent4fe2c612f133640c0ab5d4bba3c0eb121bfe555d (diff)
Paper model exporter: update for Bl 2.8, upstream 414b27f
Diffstat (limited to 'io_export_paper_model.py')
-rw-r--r--io_export_paper_model.py1650
1 files changed, 771 insertions, 879 deletions
diff --git a/io_export_paper_model.py b/io_export_paper_model.py
index a5818339..39d6b508 100644
--- a/io_export_paper_model.py
+++ b/io_export_paper_model.py
@@ -1,41 +1,37 @@
# -*- coding: utf-8 -*-
-# ##### BEGIN GPL LICENSE BLOCK #####
-#
-# This program is free software: you can redistribute it and/or modify
-# it under the terms of the GNU General Public License as published by
-# the Free Software Foundation, either version 2 of the License, or
-# (at your option) any later version.
-#
-# This program is distributed in the hope that it will be useful,
-# but without any warranty; without even the implied warranty of
-# merchantability or fitness for a particular purpose. See the
-# GNU General Public License for more details.
-#
-# You should have received a copy of the GNU General Public License
-# along with this program. If not, see <http://www.gnu.org/licenses/>.
-#
-# ##### END GPL LICENSE BLOCK #####
+# This script is Free software. Please share and reuse.
+# ♡2010-2019 Adam Dominec <adominec@gmail.com>
+
+## Code structure
+# This file consists of several components, in this order:
+# * Unfolding and baking
+# * Export (SVG or PDF)
+# * User interface
+# During the unfold process, the mesh is mirrored into a 2D structure: UVFace, UVEdge, UVVertex.
bl_info = {
"name": "Export Paper Model",
"author": "Addam Dominec",
- "version": (0, 9),
- "blender": (2, 73, 0),
+ "version": (1, 0),
+ "blender": (2, 80, 0),
"location": "File > Export > Paper Model",
"warning": "",
"description": "Export printable net of the active mesh",
"category": "Import-Export",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
- "Scripts/Import-Export/Paper_Model",
- "tracker_url": "https://developer.blender.org/T38441"
+ "Scripts/Import-Export/Paper_Model"
}
+# Task: split into four files (SVG and PDF separately)
+ # does any portion of baking belong into the export module?
+ # sketch out the code for GCODE and two-sided export
+
# TODO:
# sanitize the constructors Edge, Face, UVFace so that they don't edit their parent object
# The Exporter classes should take parameters as a whole pack, and parse it themselves
# remember objects selected before baking (except selected to active)
# add 'estimated number of pages' to the export UI
-# profile QuickSweepline vs. BruteSweepline with/without blist: for which nets is it faster?
+# QuickSweepline is very much broken -- it throws GeometryError for all nets > ~15 faces
# rotate islands to minimize area -- and change that only if necessary to fill the page size
# Sticker.vertices should be of type Vector
@@ -43,30 +39,14 @@ bl_info = {
# * append a number to the conflicting names or
# * enumerate faces uniquely within all islands of the same name (requires a check that both label and abbr. equals)
-
-"""
-
-Additional links:
- e-mail: adominec {at} gmail {dot} com
-
-"""
import bpy
import bl_operators
-import bgl
+import bmesh
import mathutils as M
from re import compile as re_compile
-from itertools import chain, repeat
-from math import pi, ceil
-
-try:
- import os.path as os_path
-except ImportError:
- os_path = None
-
-try:
- from blist import blist
-except ImportError:
- blist = list
+from itertools import chain, repeat, product, combinations
+from math import pi, ceil, asin, atan2
+import os.path as os_path
default_priority_effect = {
'CONVEX': 0.5,
@@ -108,18 +88,6 @@ def pairs(sequence):
yield this, first
-def argmax_pair(array, key):
- """Find an (unordered) pair of indices that maximize the given function"""
- n = len(array)
- mi, mj, m = None, None, None
- for i in range(n):
- for j in range(i+1, n):
- k = key(array[i], array[j])
- if not m or k > m:
- mi, mj, m = i, j, k
- return mi, mj
-
-
def fitting_matrix(v1, v2):
"""Get a matrix that rotates v1 to the same direction as v2"""
return (1 / v1.length_squared) * M.Matrix((
@@ -146,6 +114,45 @@ def z_up_matrix(n):
))
+def cage_fit(points, aspect):
+ """Find rotation for a minimum bounding box with a given aspect ratio
+ returns a tuple: rotation angle, box height"""
+ def guesses(polygon):
+ """Yield all tentative extrema of the bounding box height wrt. polygon rotation"""
+ for a, b in pairs(polygon):
+ if a == b:
+ continue
+ direction = (b - a).normalized()
+ sinx, cosx = -direction.y, direction.x
+ rot = M.Matrix(((cosx, -sinx), (sinx, cosx)))
+ rot_polygon = [rot @ p for p in polygon]
+ left, right = [fn(rot_polygon, key=lambda p: p.to_tuple()) for fn in (min, max)]
+ bottom, top = [fn(rot_polygon, key=lambda p: p.yx.to_tuple()) for fn in (min, max)]
+ #print(f"{rot_polygon.index(left)}-{rot_polygon.index(right)}, {rot_polygon.index(bottom)}-{rot_polygon.index(top)}")
+ horz, vert = right - left, top - bottom
+ # solve (rot * a).y == (rot * b).y
+ yield max(aspect * horz.x, vert.y), sinx, cosx
+ # solve (rot * a).x == (rot * b).x
+ yield max(horz.x, aspect * vert.y), -cosx, sinx
+ # solve aspect * (rot * (right - left)).x == (rot * (top - bottom)).y
+ # using substitution t = tan(rot / 2)
+ q = aspect * horz.x - vert.y
+ r = vert.x + aspect * horz.y
+ t = ((r**2 + q**2)**0.5 - r) / q if q != 0 else 0
+ t = -1 / t if abs(t) > 1 else t # pick the positive solution
+ siny, cosy = 2 * t / (1 + t**2), (1 - t**2) / (1 + t**2)
+ rot = M.Matrix(((cosy, -siny), (siny, cosy)))
+ for p in rot_polygon:
+ p[:] = rot @ p # note: this also modifies left, right, bottom, top
+ #print(f"solve {aspect * (right - left).x} == {(top - bottom).y} with aspect = {aspect}")
+ if left.x < right.x and bottom.y < top.y and all(left.x <= p.x <= right.x and bottom.y <= p.y <= top.y for p in rot_polygon):
+ #print(f"yield {max(aspect * (right - left).x, (top - bottom).y)}")
+ yield max(aspect * (right - left).x, (top - bottom).y), sinx*cosy + cosx*siny, cosx*cosy - sinx*siny
+ polygon = [points[i] for i in M.geometry.convex_hull_2d(points)]
+ height, sinx, cosx = min(guesses(polygon))
+ return atan2(sinx, cosx), height
+
+
def create_blank_image(image_name, dimensions, alpha=1):
"""Create a new image and assign white color to all its pixels"""
image_name = image_name[:64]
@@ -160,79 +167,43 @@ def create_blank_image(image_name, dimensions, alpha=1):
return image
-def bake(face_indices, uvmap, image):
- import bpy
- is_cycles = (bpy.context.scene.render.engine == 'CYCLES')
- if is_cycles:
- # please excuse the following mess. Cycles baking API does not seem to allow better.
- ob = bpy.context.active_object
- me = ob.data
- # add a disconnected image node that defines the bake target
- temp_nodes = dict()
- for mat in me.materials:
- mat.use_nodes = True
- img = mat.node_tree.nodes.new('ShaderNodeTexImage')
- img.image = image
- temp_nodes[mat] = img
- mat.node_tree.nodes.active = img
- uvmap.active = True
- # move all excess faces to negative numbers (that is the only way to disable them)
- loop = me.uv_layers[me.uv_layers.active_index].data
- face_indices = set(face_indices)
- ignored_uvs = [
- face.loop_start + i
- for face in me.polygons if face.index not in face_indices
- for i, v in enumerate(face.vertices)]
- for vid in ignored_uvs:
- loop[vid].uv *= -1
- bake_type = bpy.context.scene.cycles.bake_type
- sta = bpy.context.scene.render.bake.use_selected_to_active
- try:
- bpy.ops.object.bake(type=bake_type, margin=0, use_selected_to_active=sta, cage_extrusion=100, use_clear=False)
- except RuntimeError as e:
- raise UnfoldError(*e.args)
- finally:
- for mat, node in temp_nodes.items():
- mat.node_tree.nodes.remove(node)
- for vid in ignored_uvs:
- loop[vid].uv *= -1
- else:
- texfaces = uvmap.data
- for fid in face_indices:
- texfaces[fid].image = image
- bpy.ops.object.bake_image()
- for fid in face_indices:
- texfaces[fid].image = None
-
-
class UnfoldError(ValueError):
- pass
+ def mesh_select(self):
+ if len(self.args) > 1:
+ elems, bm = self.args[1:3]
+ bpy.context.tool_settings.mesh_select_mode = [bool(elems[key]) for key in ("verts", "edges", "faces")]
+ for elem in chain(bm.verts, bm.edges, bm.faces):
+ elem.select = False
+ for elem in chain(*elems.values()):
+ elem.select_set(True)
+ bmesh.update_edit_mesh(bpy.context.object.data, False, False)
class Unfolder:
def __init__(self, ob):
- self.ob = ob
- self.mesh = Mesh(ob.data, ob.matrix_world)
+ self.do_create_uvmap = False
+ bm = bmesh.from_edit_mesh(ob.data)
+ self.mesh = Mesh(bm, ob.matrix_world)
+ self.mesh.copy_freestyle_marks(ob.data)
self.mesh.check_correct()
- self.tex = None
+
+ def __del__(self):
+ if not self.do_create_uvmap:
+ self.mesh.delete_uvmap()
- def prepare(self, cage_size=None, create_uvmap=False, mark_seams=False, priority_effect=default_priority_effect, scale=1):
+ def prepare(self, cage_size=None, priority_effect=default_priority_effect, scale=1, limit_by_page=False):
"""Create the islands of the net"""
- self.mesh.generate_cuts(cage_size / scale if cage_size else None, priority_effect)
- is_landscape = cage_size and cage_size.x > cage_size.y
- self.mesh.finalize_islands(is_landscape)
+ self.mesh.generate_cuts(cage_size / scale if limit_by_page and cage_size else None, priority_effect)
+ self.mesh.finalize_islands(cage_size or M.Vector((1, 1)))
self.mesh.enumerate_islands()
- if create_uvmap:
- self.tex = self.mesh.save_uv()
- if mark_seams:
- self.mesh.mark_cuts()
+ self.mesh.save_uv()
def copy_island_names(self, island_list):
"""Copy island label and abbreviation from the best matching island in the list"""
orig_islands = [{face.id for face in item.faces} for item in island_list]
matching = list()
for i, island in enumerate(self.mesh.islands):
- islfaces = {uvface.face.index for uvface in island.faces}
+ islfaces = {face.index for face in island.faces}
matching.extend((len(islfaces.intersection(item)), i, j) for j, item in enumerate(orig_islands))
matching.sort(reverse=True)
available_new = [True for island in self.mesh.islands]
@@ -245,7 +216,7 @@ class Unfolder:
def save(self, properties):
"""Export the document"""
- # Note about scale: input is directly in blender length
+ # Note about scale: input is direcly in blender length
# Mesh.scale_islands multiplies everything by a user-defined ratio
# exporters (SVG or PDF) multiply everything by 1000 (output in millimeters)
Exporter = SVG if properties.file_format == 'SVG' else PDF
@@ -267,54 +238,49 @@ class Unfolder:
self.mesh.generate_numbers_alone(properties.sticker_width)
text_height = properties.sticker_width if (properties.do_create_numbers and len(self.mesh.islands) > 1) else 0
- aspect_ratio = printable_size.x / printable_size.y
# title height must be somewhat larger that text size, glyphs go below the baseline
- self.mesh.finalize_islands(is_landscape=(printable_size.x > printable_size.y), title_height=text_height * 1.2)
- self.mesh.fit_islands(cage_size=printable_size)
+ self.mesh.finalize_islands(printable_size, title_height=text_height * 1.2)
+ self.mesh.fit_islands(printable_size)
if properties.output_type != 'NONE':
# bake an image and save it as a PNG to disk or into memory
image_packing = properties.image_packing if properties.file_format == 'SVG' else 'ISLAND_EMBED'
use_separate_images = image_packing in ('ISLAND_LINK', 'ISLAND_EMBED')
- tex = self.mesh.save_uv(cage_size=printable_size, separate_image=use_separate_images, tex=self.tex)
- if not tex:
- raise UnfoldError("The mesh has no UV Map slots left. Either delete a UV Map or export the net without textures.")
+ self.mesh.save_uv(cage_size=printable_size, separate_image=use_separate_images)
sce = bpy.context.scene
rd = sce.render
bk = rd.bake
- if rd.engine == 'CYCLES':
- recall = sce.cycles.bake_type, bk.use_selected_to_active, bk.margin, bk.cage_extrusion, bk.use_cage, bk.use_clear, bk.use_pass_direct, bk.use_pass_indirect
- # recall use_pass...
- lookup = {'TEXTURE': 'DIFFUSE', 'AMBIENT_OCCLUSION': 'AO', 'RENDER': 'COMBINED', 'SELECTED_TO_ACTIVE': 'COMBINED'}
- sce.cycles.bake_type = lookup[properties.output_type]
- bk.use_pass_direct = bk.use_pass_indirect = (properties.output_type != 'TEXTURE')
- bk.use_selected_to_active = (properties.output_type == 'SELECTED_TO_ACTIVE')
- bk.margin, bk.cage_extrusion, bk.use_cage, bk.use_clear = 0, 10, False, False
+ # TODO: do we really need all this recollection?
+ recall = rd.engine, sce.cycles.bake_type, sce.cycles.samples, bk.use_selected_to_active, bk.margin, bk.cage_extrusion, bk.use_cage, bk.use_clear
+ rd.engine = 'CYCLES'
+ recall_pass = {p: getattr(bk, f"use_pass_{p}") for p in ('ambient_occlusion', 'color', 'diffuse', 'direct', 'emit', 'glossy', 'indirect', 'subsurface', 'transmission')}
+ for p in recall_pass:
+ setattr(bk, f"use_pass_{p}", (properties.output_type != 'TEXTURE'))
+ lookup = {'TEXTURE': 'DIFFUSE', 'AMBIENT_OCCLUSION': 'AO', 'RENDER': 'COMBINED', 'SELECTED_TO_ACTIVE': 'COMBINED'}
+ sce.cycles.bake_type = lookup[properties.output_type]
+ bk.use_selected_to_active = (properties.output_type == 'SELECTED_TO_ACTIVE')
+ bk.margin, bk.cage_extrusion, bk.use_cage, bk.use_clear = 1, 10, False, False
+ if properties.output_type == 'TEXTURE':
+ bk.use_pass_direct, bk.use_pass_indirect, bk.use_pass_color = False, False, True
+ sce.cycles.samples = 1
else:
- recall = rd.engine, rd.bake_type, rd.use_bake_to_vertex_color, rd.use_bake_selected_to_active, rd.bake_distance, rd.bake_bias, rd.bake_margin, rd.use_bake_clear
- rd.engine = 'BLENDER_RENDER'
- lookup = {'TEXTURE': 'TEXTURE', 'AMBIENT_OCCLUSION': 'AO', 'RENDER': 'FULL', 'SELECTED_TO_ACTIVE': 'FULL'}
- rd.bake_type = lookup[properties.output_type]
- rd.use_bake_selected_to_active = (properties.output_type == 'SELECTED_TO_ACTIVE')
- rd.bake_margin, rd.bake_distance, rd.bake_bias, rd.use_bake_to_vertex_color, rd.use_bake_clear = 0, 0, 0.001, False, False
+ sce.cycles.samples = properties.bake_samples
+ if sce.cycles.bake_type == 'COMBINED':
+ bk.use_pass_direct, bk.use_pass_indirect = True, True
+ bk.use_pass_diffuse, bk.use_pass_glossy, bk.use_pass_transmission, bk.use_pass_subsurface, bk.use_pass_ambient_occlusion, bk.use_pass_emit = True, False, False, True, True, True
if image_packing == 'PAGE_LINK':
- self.mesh.save_image(tex, printable_size * ppm, filepath)
+ self.mesh.save_image(printable_size * ppm, filepath)
elif image_packing == 'ISLAND_LINK':
image_dir = filepath[:filepath.rfind(".")]
- self.mesh.save_separate_images(tex, ppm, image_dir)
+ self.mesh.save_separate_images(ppm, image_dir)
elif image_packing == 'ISLAND_EMBED':
- self.mesh.save_separate_images(tex, ppm, filepath, embed=Exporter.encode_image)
+ self.mesh.save_separate_images(ppm, filepath, embed=Exporter.encode_image)
- # revoke settings
- if rd.engine == 'CYCLES':
- sce.cycles.bake_type, bk.use_selected_to_active, bk.margin, bk.cage_extrusion, bk.use_cage, bk.use_clear, bk.use_pass_direct, bk.use_pass_indirect = recall
- else:
- rd.engine, rd.bake_type, rd.use_bake_to_vertex_color, rd.use_bake_selected_to_active, rd.bake_distance, rd.bake_bias, rd.bake_margin, rd.use_bake_clear = recall
- if not properties.do_create_uvmap:
- tex.active = True
- bpy.ops.mesh.uv_texture_remove()
+ rd.engine, sce.cycles.bake_type, sce.cycles.samples, bk.use_selected_to_active, bk.margin, bk.cage_extrusion, bk.use_cage, bk.use_clear = recall
+ for p, v in recall_pass.items():
+ setattr(bk, f"use_pass_{p}", v)
exporter = Exporter(page_size, properties.style, properties.output_margin, (properties.output_type == 'NONE'), properties.angle_epsilon)
exporter.do_create_stickers = properties.do_create_stickers
@@ -325,59 +291,68 @@ class Unfolder:
class Mesh:
"""Wrapper for Bpy Mesh"""
- def __init__(self, mesh, matrix):
- self.vertices = dict()
- self.edges = dict()
- self.edges_by_verts_indices = dict()
- self.faces = dict()
+ def __init__(self, bmesh, matrix):
+ self.data = bmesh
+ self.matrix = matrix.to_3x3()
+ self.looptex = bmesh.loops.layers.uv.new("Unfolded")
+ self.edges = {bmedge: Edge(bmedge) for bmedge in bmesh.edges}
self.islands = list()
- self.data = mesh
self.pages = list()
- for bpy_vertex in mesh.vertices:
- self.vertices[bpy_vertex.index] = Vertex(bpy_vertex, matrix)
- for bpy_edge in mesh.edges:
- edge = Edge(bpy_edge, self, matrix)
- self.edges[bpy_edge.index] = edge
- self.edges_by_verts_indices[(edge.va.index, edge.vb.index)] = edge
- self.edges_by_verts_indices[(edge.vb.index, edge.va.index)] = edge
- for bpy_face in mesh.polygons:
- face = Face(bpy_face, self)
- self.faces[bpy_face.index] = face
for edge in self.edges.values():
edge.choose_main_faces()
if edge.main_faces:
edge.calculate_angle()
+
+ def delete_uvmap(self):
+ self.data.loops.layers.uv.remove(self.looptex) if self.looptex else None
+
+ def copy_freestyle_marks(self, mesh):
+ for bmedge, edge in self.edges.items():
+ edge.freestyle = mesh.edges[bmedge.index].use_freestyle_mark
+
+ def mark_cuts(self):
+ for bmedge, edge in self.edges.items():
+ if edge.is_main_cut and not bmedge.is_boundary:
+ bmedge.seam = True
def check_correct(self, epsilon=1e-6):
"""Check for invalid geometry"""
- null_edges = {i for i, e in self.edges.items() if e.vector.length < epsilon and e.faces}
- null_faces = {i for i, f in self.faces.items() if f.normal.length_squared < epsilon}
- twisted_faces = {i for i, f in self.faces.items() if f.is_twisted()}
+ def is_twisted(face):
+ if len(face.verts) > 3:
+ center = sum((vertex.co for vertex in face.verts), M.Vector((0, 0, 0))) / len(face.verts)
+ plane_d = center.dot(face.normal)
+ diameter = max((center - vertex.co).length for vertex in face.verts)
+ for vertex in face.verts:
+ # check coplanarity
+ if abs(vertex.co.dot(face.normal) - plane_d) > diameter * 0.01:
+ return True
+ return False
+
+ null_edges = {e for e in self.edges.keys() if e.calc_length() < epsilon and e.link_faces}
+ null_faces = {f for f in self.data.faces if f.calc_area() < epsilon}
+ twisted_faces = {f for f in self.data.faces if is_twisted(f)}
if not (null_edges or null_faces or twisted_faces):
return
- bpy.context.tool_settings.mesh_select_mode = False, bool(null_edges), bool(null_faces or twisted_faces)
- for vertex in self.data.vertices:
- vertex.select = False
- for edge in self.data.edges:
- edge.select = (edge.index in null_edges)
- for face in self.data.polygons:
- face.select = (face.index in null_faces or face.index in twisted_faces)
- cure = ("Remove Doubles and Triangulate" if (null_edges or null_faces) and twisted_faces
- else "Triangulate" if twisted_faces
- else "Remove Doubles")
+ disease = [("Remove Doubles", null_edges or null_faces), ("Triangulate", twisted_faces)]
+ cure = " and ".join(s for s, k in disease if k)
raise UnfoldError(
"The model contains:\n" +
(" {} zero-length edge(s)\n".format(len(null_edges)) if null_edges else "") +
(" {} zero-area face(s)\n".format(len(null_faces)) if null_faces else "") +
(" {} twisted polygon(s)\n".format(len(twisted_faces)) if twisted_faces else "") +
- "The offenders are selected and you can use {} to fix them. Export failed.".format(cure))
+ "The offenders are selected and you can use {} to fix them. Export failed.".format(cure),
+ {"verts": set(), "edges": null_edges, "faces": null_faces | twisted_faces}, self.data)
def generate_cuts(self, page_size, priority_effect):
"""Cut the mesh so that it can be unfolded to a flat net."""
- # warning: this constructor modifies its parameter (face)
- islands = {Island(face) for face in self.faces.values()}
+ normal_matrix = self.matrix.inverted().transposed()
+ islands = {Island(self, face, self.matrix, normal_matrix) for face in self.data.faces}
+ uvfaces = {face: uvface for island in islands for face, uvface in island.faces.items()}
+ uvedges = {loop: uvedge for island in islands for loop, uvedge in island.edges.items()}
+ for loop, uvedge in uvedges.items():
+ self.edges[loop.edge].uvedges.append(uvedge)
# check for edges that are cut permanently
- edges = [edge for edge in self.edges.values() if not edge.force_cut and len(edge.faces) > 1]
+ edges = [edge for edge in self.edges.values() if not edge.force_cut and edge.main_faces]
if edges:
average_length = sum(edge.vector.length for edge in edges) / len(edges)
@@ -385,28 +360,25 @@ class Mesh:
edge.generate_priority(priority_effect, average_length)
edges.sort(reverse=False, key=lambda edge: edge.priority)
for edge in edges:
- if edge.vector.length_squared == 0:
+ if not edge.vector:
continue
- face_a, face_b = edge.main_faces
- island_a, island_b = face_a.uvface.island, face_b.uvface.island
- if island_a is not island_b:
- if len(island_b.faces) > len(island_a.faces):
- island_a, island_b = island_b, island_a
- if island_a.join(island_b, edge, size_limit=page_size):
- islands.remove(island_b)
+ edge_a, edge_b = (uvedges[l] for l in edge.main_faces)
+ old_island = join(edge_a, edge_b, size_limit=page_size)
+ if old_island:
+ islands.remove(old_island)
self.islands = sorted(islands, reverse=True, key=lambda island: len(island.faces))
for edge in self.edges.values():
# some edges did not know until now whether their angle is convex or concave
- if edge.main_faces and (edge.main_faces[0].uvface.flipped or edge.main_faces[1].uvface.flipped):
+ if edge.main_faces and (uvfaces[edge.main_faces[0].face].flipped or uvfaces[edge.main_faces[1].face].flipped):
edge.calculate_angle()
# ensure that the order of faces corresponds to the order of uvedges
if edge.main_faces:
reordered = [None, None]
for uvedge in edge.uvedges:
try:
- index = edge.main_faces.index(uvedge.uvface.face)
+ index = edge.main_faces.index(uvedge.loop)
reordered[index] = uvedge
except ValueError:
reordered.append(uvedge)
@@ -414,9 +386,9 @@ class Mesh:
for island in self.islands:
# if the normals are ambiguous, flip them so that there are more convex edges than concave ones
- if any(uvface.flipped for uvface in island.faces):
- island_edges = {uvedge.edge for uvedge in island.edges if not uvedge.edge.is_cut(uvedge.uvface.face)}
- balance = sum((+1 if edge.angle > 0 else -1) for edge in island_edges)
+ if any(uvface.flipped for uvface in island.faces.values()):
+ island_edges = {self.edges[uvedge.edge] for uvedge in island.edges}
+ balance = sum((+1 if edge.angle > 0 else -1) for edge in island_edges if not edge.is_cut(uvedge.uvface.face))
if balance < 0:
island.is_inside_out = True
@@ -463,54 +435,49 @@ class Mesh:
right.neighbor_left = left
return True
- def mark_cuts(self):
- """Mark cut edges in the original mesh so that the user can see"""
- for bpy_edge in self.data.edges:
- edge = self.edges[bpy_edge.index]
- bpy_edge.use_seam = len(edge.uvedges) > 1 and edge.is_main_cut
-
def generate_stickers(self, default_width, do_create_numbers=True):
"""Add sticker faces where they are needed."""
def uvedge_priority(uvedge):
- """Returns whether it is a good idea to stick something on this edge's face"""
+ """Retuns whether it is a good idea to stick something on this edge's face"""
# TODO: it should take into account overlaps with faces and with other stickers
- return uvedge.uvface.face.area / sum((vb.co - va.co).length for (va, vb) in pairs(uvedge.uvface.vertices))
-
- def add_sticker(uvedge, index, target_island):
- uvedge.sticker = Sticker(uvedge, default_width, index, target_island)
- uvedge.island.add_marker(uvedge.sticker)
+ face = uvedge.uvface.face
+ return face.calc_area() / face.calc_perimeter()
+
+ def add_sticker(uvedge, index, target_uvedge):
+ uvedge.sticker = Sticker(uvedge, default_width, index, target_uvedge)
+ uvedge.uvface.island.add_marker(uvedge.sticker)
+
+ def is_index_obvious(uvedge, target):
+ if uvedge in (target.neighbor_left, target.neighbor_right):
+ return True
+ if uvedge.neighbor_left.loop.edge is target.neighbor_right.loop.edge and uvedge.neighbor_right.loop.edge is target.neighbor_left.loop.edge:
+ return True
+ return False
for edge in self.edges.values():
+ index = None
if edge.is_main_cut and len(edge.uvedges) >= 2 and edge.vector.length_squared > 0:
- uvedge_a, uvedge_b = edge.uvedges[:2]
- if uvedge_priority(uvedge_a) < uvedge_priority(uvedge_b):
- uvedge_a, uvedge_b = uvedge_b, uvedge_a
- target_island = uvedge_a.island
- left_edge, right_edge = uvedge_a.neighbor_left.edge, uvedge_a.neighbor_right.edge
+ target, source = edge.uvedges[:2]
+ if uvedge_priority(target) < uvedge_priority(source):
+ target, source = source, target
+ target_island = target.uvface.island
if do_create_numbers:
- for uvedge in [uvedge_b] + edge.uvedges[2:]:
- if ((uvedge.neighbor_left.edge is not right_edge or uvedge.neighbor_right.edge is not left_edge) and
- uvedge not in (uvedge_a.neighbor_left, uvedge_a.neighbor_right)):
+ for uvedge in [source] + edge.uvedges[2:]:
+ if not is_index_obvious(uvedge, target):
# it will not be clear to see that these uvedges should be sticked together
# So, create an arrow and put the index on all stickers
target_island.sticker_numbering += 1
index = str(target_island.sticker_numbering)
if is_upsidedown_wrong(index):
index += "."
- target_island.add_marker(Arrow(uvedge_a, default_width, index))
+ target_island.add_marker(Arrow(target, default_width, index))
break
- else:
- # if all uvedges to be sticked are easy to see, create no numbers
- index = None
- else:
- index = None
- add_sticker(uvedge_b, index, target_island)
+ add_sticker(source, index, target)
elif len(edge.uvedges) > 2:
- index = None
- target_island = edge.uvedges[0].island
+ target = edge.uvedges[0]
if len(edge.uvedges) > 2:
- for uvedge in edge.uvedges[2:]:
- add_sticker(uvedge, index, target_island)
+ for source in edge.uvedges[2:]:
+ add_sticker(source, index, target)
def generate_numbers_alone(self, size):
global_numbering = 0
@@ -521,7 +488,7 @@ class Mesh:
if is_upsidedown_wrong(index):
index += "."
for uvedge in edge.uvedges:
- uvedge.island.add_marker(NumberAlone(uvedge, index, size))
+ uvedge.uvface.island.add_marker(NumberAlone(uvedge, index, size))
def enumerate_islands(self):
for num, island in enumerate(self.islands, 1):
@@ -530,37 +497,37 @@ class Mesh:
def scale_islands(self, scale):
for island in self.islands:
- for point in chain((vertex.co for vertex in island.vertices), island.fake_vertices):
+ vertices = set(island.vertices.values())
+ for point in chain((vertex.co for vertex in vertices), island.fake_vertices):
point *= scale
- def finalize_islands(self, is_landscape=False, title_height=0):
+ def finalize_islands(self, cage_size, title_height=0):
for island in self.islands:
if title_height:
island.title = "[{}] {}".format(island.abbreviation, island.label)
- points = list(vertex.co for vertex in island.vertices) + island.fake_vertices
- angle = M.geometry.box_fit_2d(points)
+ points = [vertex.co for vertex in set(island.vertices.values())] + island.fake_vertices
+ angle, _ = cage_fit(points, (cage_size.y - title_height) / cage_size.x)
rot = M.Matrix.Rotation(angle, 2)
- # ensure that the island matches page orientation (portrait/landscape)
- dimensions = M.Vector(max(r * v for v in points) - min(r * v for v in points) for r in rot)
- if dimensions.x > dimensions.y != is_landscape:
- rot = M.Matrix.Rotation(angle + pi / 2, 2)
for point in points:
# note: we need an in-place operation, and Vector.rotate() seems to work for 3d vectors only
- point[:] = rot * point
+ point[:] = rot @ point
for marker in island.markers:
- marker.rot = rot * marker.rot
+ marker.rot = rot @ marker.rot
bottom_left = M.Vector((min(v.x for v in points), min(v.y for v in points) - title_height))
+ #DEBUG
+ top_right = M.Vector((max(v.x for v in points), max(v.y for v in points) - title_height))
+ #print(f"fitted aspect: {(top_right.y - bottom_left.y) / (top_right.x - bottom_left.x)}")
for point in points:
point -= bottom_left
island.bounding_box = M.Vector((max(v.x for v in points), max(v.y for v in points)))
- def largest_island_ratio(self, page_size):
- return max(i / p for island in self.islands for (i, p) in zip(island.bounding_box, page_size))
+ def largest_island_ratio(self, cage_size):
+ return max(i / p for island in self.islands for (i, p) in zip(island.bounding_box, cage_size))
def fit_islands(self, cage_size):
"""Move islands so that they fit onto pages, based on their bounding boxes"""
- def try_emplace(island, page_islands, cage_size, stops_x, stops_y, occupied_cache):
+ def try_emplace(island, page_islands, stops_x, stops_y, occupied_cache):
"""Tries to put island to each pair from stops_x, stops_y
and checks if it overlaps with any islands present on the page.
Returns True and positions the given island on success."""
@@ -607,7 +574,7 @@ class Mesh:
"Export failed, sorry.")
# sort islands by their diagonal... just a guess
remaining_islands = sorted(self.islands, reverse=True, key=lambda island: island.bounding_box.length_squared)
- page_num = 1
+ page_num = 1 # TODO delete me
while remaining_islands:
# create a new page and try to fit as many islands onto it as possible
@@ -616,7 +583,7 @@ class Mesh:
occupied_cache = set()
stops_x, stops_y = [0], [0]
for island in remaining_islands:
- try_emplace(island, page.islands, cage_size, stops_x, stops_y, occupied_cache)
+ try_emplace(island, page.islands, stops_x, stops_y, occupied_cache)
# if overwhelmed with stops, drop a quarter of them
if len(stops_x)**2 > 4 * len(self.islands) + 100:
stops_x = drop_portion(stops_x, cage_size.x, 4)
@@ -624,45 +591,29 @@ class Mesh:
remaining_islands = [island for island in remaining_islands if island not in page.islands]
self.pages.append(page)
- def save_uv(self, cage_size=M.Vector((1, 1)), separate_image=False, tex=None):
- # TODO: mode switching should be handled by higher-level code
- bpy.ops.object.mode_set()
- # note: assuming that the active object's data is self.mesh
- if not tex:
- tex = self.data.uv_textures.new()
- if not tex:
- return None
- tex.name = "Unfolded"
- tex.active = True
- # TODO: this is somewhat dirty, but I do not see a nicer way in the API
- loop = self.data.uv_layers[self.data.uv_layers.active_index]
+ def save_uv(self, cage_size=M.Vector((1, 1)), separate_image=False):
if separate_image:
for island in self.islands:
- island.save_uv_separate(loop)
+ island.save_uv_separate(self.looptex)
else:
for island in self.islands:
- island.save_uv(loop, cage_size)
- return tex
+ island.save_uv(self.looptex, cage_size)
- def save_image(self, tex, page_size_pixels: M.Vector, filename):
+ def save_image(self, page_size_pixels: M.Vector, filename):
for page in self.pages:
- image = create_blank_image("{} {} Unfolded".format(self.data.name[:14], page.name), page_size_pixels, alpha=1)
+ image = create_blank_image("Page {}".format(page.name), page_size_pixels, alpha=1)
image.filepath_raw = page.image_path = "{}_{}.png".format(filename, page.name)
- faces = [uvface.face.index for island in page.islands for uvface in island.faces]
- bake(faces, tex, image)
+ faces = [face for island in page.islands for face in island.faces]
+ self.bake(faces, image)
image.save()
image.user_clear()
bpy.data.images.remove(image)
- def save_separate_images(self, tex, scale, filepath, embed=None):
- # omitting this may cause a "Circular reference in texture stack" error
- recall = {texface: texface.image for texface in tex.data}
- for texface in tex.data:
- texface.image = None
- for i, island in enumerate(self.islands, 1):
- image_name = "{} isl{}".format(self.data.name[:15], i)
+ def save_separate_images(self, scale, filepath, embed=None):
+ for i, island in enumerate(self.islands):
+ image_name = "Island {}".format(i)
image = create_blank_image(image_name, island.bounding_box * scale, alpha=0)
- bake([uvface.face.index for uvface in island.faces], tex, image)
+ self.bake(island.faces.keys(), image)
if embed:
island.embedded_image = embed(image)
else:
@@ -675,88 +626,86 @@ class Mesh:
island.image_path = image_path
image.user_clear()
bpy.data.images.remove(image)
- for texface, img in recall.items():
- texface.image = img
-
-
-class Vertex:
- """BPy Vertex wrapper"""
- __slots__ = ('index', 'co', 'edges', 'uvs')
-
- def __init__(self, bpy_vertex, matrix):
- self.index = bpy_vertex.index
- self.co = matrix * bpy_vertex.co
- self.edges = list()
- self.uvs = list()
-
- def __hash__(self):
- return hash(self.index)
-
- def __eq__(self, other):
- return self.index == other.index
+
+ def bake(self, faces, image):
+ if not self.looptex:
+ raise UnfoldError("The mesh has no UV Map slots left. Either delete a UV Map or export the net without textures.")
+ ob = bpy.context.active_object
+ me = ob.data
+ # in Cycles, the image for baking is defined by the active Image Node
+ temp_nodes = dict()
+ for mat in me.materials:
+ mat.use_nodes = True
+ img = mat.node_tree.nodes.new('ShaderNodeTexImage')
+ img.image = image
+ temp_nodes[mat] = img
+ mat.node_tree.nodes.active = img
+ # move all excess faces to negative numbers (that is the only way to disable them)
+ ignored_uvs = [loop[self.looptex].uv for f in self.data.faces if f not in faces for loop in f.loops]
+ for uv in ignored_uvs:
+ uv *= -1
+ bake_type = bpy.context.scene.cycles.bake_type
+ sta = bpy.context.scene.render.bake.use_selected_to_active
+ try:
+ ob.update_from_editmode()
+ me.uv_layers.active = me.uv_layers[self.looptex.name]
+ bpy.ops.object.bake(type=bake_type, margin=1, use_selected_to_active=sta, cage_extrusion=100, use_clear=False)
+ except RuntimeError as e:
+ raise UnfoldError(*e.args)
+ finally:
+ for mat, node in temp_nodes.items():
+ mat.node_tree.nodes.remove(node)
+ for uv in ignored_uvs:
+ uv *= -1
class Edge:
"""Wrapper for BPy Edge"""
- __slots__ = ('va', 'vb', 'faces', 'main_faces', 'uvedges',
+ __slots__ = ('data', 'va', 'vb', 'main_faces', 'uvedges',
'vector', 'angle',
'is_main_cut', 'force_cut', 'priority', 'freestyle')
- def __init__(self, edge, mesh, matrix=1):
- self.va = mesh.vertices[edge.vertices[0]]
- self.vb = mesh.vertices[edge.vertices[1]]
+ def __init__(self, edge):
+ self.data = edge
+ self.va, self.vb = edge.verts
self.vector = self.vb.co - self.va.co
- self.faces = list()
# if self.main_faces is set, then self.uvedges[:2] must correspond to self.main_faces, in their order
# this constraint is assured at the time of finishing mesh.generate_cuts
self.uvedges = list()
- self.force_cut = edge.use_seam # such edges will always be cut
+ self.force_cut = edge.seam # such edges will always be cut
self.main_faces = None # two faces that may be connected in the island
# is_main_cut defines whether the two main faces are connected
# all the others will be assumed to be cut
self.is_main_cut = True
self.priority = None
self.angle = None
- self.freestyle = getattr(edge, "use_freestyle_mark", False) # freestyle edges will be highlighted
- self.va.edges.append(self) # FIXME: editing foreign attribute
- self.vb.edges.append(self) # FIXME: editing foreign attribute
+ self.freestyle = False
def choose_main_faces(self):
"""Choose two main faces that might get connected in an island"""
- if len(self.faces) == 2:
- self.main_faces = self.faces
- elif len(self.faces) > 2:
- # find (with brute force) the pair of indices whose faces have the most similar normals
- i, j = argmax_pair(self.faces, key=lambda a, b: abs(a.normal.dot(b.normal)))
- self.main_faces = [self.faces[i], self.faces[j]]
+ from itertools import combinations
+ loops = self.data.link_loops
+ def score(pair):
+ return abs(pair[0].face.normal.dot(pair[1].face.normal))
+ if len(loops) == 2:
+ self.main_faces = list(loops)
+ elif len(loops) > 2:
+ # find (with brute force) the pair of indices whose loops have the most similar normals
+ self.main_faces = max(combinations(loops, 2), key=score)
+ if self.main_faces and self.main_faces[1].vert == self.va:
+ self.main_faces = self.main_faces[::-1]
def calculate_angle(self):
"""Calculate the angle between the main faces"""
- face_a, face_b = self.main_faces
- if face_a.normal.length_squared == 0 or face_b.normal.length_squared == 0:
+ loop_a, loop_b = self.main_faces
+ normal_a, normal_b = (l.face.normal for l in self.main_faces)
+ if not normal_a or not normal_b:
self.angle = -3 # just a very sharp angle
- return
- # correction if normals are flipped
- a_is_clockwise = ((face_a.vertices.index(self.va) - face_a.vertices.index(self.vb)) % len(face_a.vertices) == 1)
- b_is_clockwise = ((face_b.vertices.index(self.va) - face_b.vertices.index(self.vb)) % len(face_b.vertices) == 1)
- is_equal_flip = True
- if face_a.uvface and face_b.uvface:
- a_is_clockwise ^= face_a.uvface.flipped
- b_is_clockwise ^= face_b.uvface.flipped
- is_equal_flip = (face_a.uvface.flipped == face_b.uvface.flipped)
- # TODO: maybe this need not be true in _really_ ugly cases: assert(a_is_clockwise != b_is_clockwise)
- if a_is_clockwise != b_is_clockwise:
- if (a_is_clockwise == (face_b.normal.cross(face_a.normal).dot(self.vector) > 0)) == is_equal_flip:
- # the angle is convex
- self.angle = face_a.normal.angle(face_b.normal)
- else:
- # the angle is concave
- self.angle = -face_a.normal.angle(face_b.normal)
else:
- # normals are flipped, so we know nothing
- # so let us assume the angle be convex
- self.angle = face_a.normal.angle(-face_b.normal)
+ self.angle = asin(normal_a.cross(normal_b).dot(self.vector.normalized()))
+ if loop_a.link_loop_next.vert != loop_b.vert or loop_b.link_loop_next.vert != loop_a.vert:
+ self.angle = abs(self.angle)
def generate_priority(self, priority_effect, average_length):
"""Calculate the priority value for cutting"""
@@ -771,7 +720,7 @@ class Edge:
"""Return False if this edge will the given face to another one in the resulting net
(useful for edges with more than two faces connected)"""
# Return whether there is a cut between the two main faces
- if self.main_faces and face in self.main_faces:
+ if self.main_faces and face in {loop.face for loop in self.main_faces}:
return self.is_main_cut
# All other faces (third and more) are automatically treated as cut
else:
@@ -783,53 +732,21 @@ class Edge:
return self.uvedges[1] if this is self.uvedges[0] else self.uvedges[0]
-class Face:
- """Wrapper for BPy Face"""
- __slots__ = ('index', 'edges', 'vertices', 'uvface',
- 'loop_start', 'area', 'normal')
-
- def __init__(self, bpy_face, mesh):
- self.index = bpy_face.index
- self.edges = list()
- self.vertices = [mesh.vertices[i] for i in bpy_face.vertices]
- self.loop_start = bpy_face.loop_start
- self.area = bpy_face.area
- self.uvface = None
- self.normal = M.geometry.normal(v.co for v in self.vertices)
- for verts_indices in bpy_face.edge_keys:
- edge = mesh.edges_by_verts_indices[verts_indices]
- self.edges.append(edge)
- edge.faces.append(self) # FIXME: editing foreign attribute
-
- def is_twisted(self):
- if len(self.vertices) > 3:
- center = sum((vertex.co for vertex in self.vertices), M.Vector((0, 0, 0))) / len(self.vertices)
- plane_d = center.dot(self.normal)
- diameter = max((center - vertex.co).length for vertex in self.vertices)
- for vertex in self.vertices:
- # check coplanarity
- if abs(vertex.co.dot(self.normal) - plane_d) > diameter * 0.01:
- return True
- return False
-
- def __hash__(self):
- return hash(self.index)
-
-
class Island:
"""Part of the net to be exported"""
- __slots__ = ('faces', 'edges', 'vertices', 'fake_vertices', 'uvverts_by_id', 'boundary', 'markers',
+ __slots__ = ('mesh', 'faces', 'edges', 'vertices', 'fake_vertices', 'boundary', 'markers',
'pos', 'bounding_box',
'image_path', 'embedded_image',
'number', 'label', 'abbreviation', 'title',
'has_safe_geometry', 'is_inside_out',
'sticker_numbering')
- def __init__(self, face):
+ def __init__(self, mesh, face, matrix, normal_matrix):
"""Create an Island from a single Face"""
- self.faces = list()
- self.edges = set()
- self.vertices = set()
+ self.mesh = mesh
+ self.faces = dict() # face -> uvface
+ self.edges = dict() # loop -> uvedge
+ self.vertices = dict() # loop -> uvvertex
self.fake_vertices = list()
self.markers = list()
self.label = None
@@ -841,315 +758,14 @@ class Island:
self.is_inside_out = False # swaps concave <-> convex edges
self.has_safe_geometry = True
self.sticker_numbering = 0
- uvface = UVFace(face, self)
+
+ uvface = UVFace(face, self, matrix, normal_matrix)
self.vertices.update(uvface.vertices)
self.edges.update(uvface.edges)
- self.faces.append(uvface)
- # speedup for Island.join
- self.uvverts_by_id = {uvvertex.vertex.index: [uvvertex] for uvvertex in self.vertices}
+ self.faces[face] = uvface
# UVEdges on the boundary
- self.boundary = list(self.edges)
-
- def join(self, other, edge: Edge, size_limit=None, epsilon=1e-6) -> bool:
- """
- Try to join other island on given edge
- Returns False if they would overlap
- """
-
- class Intersection(Exception):
- pass
-
- class GeometryError(Exception):
- pass
-
- def is_below(self, other, correct_geometry=True):
- if self is other:
- return False
- if self.top < other.bottom:
- return True
- if other.top < self.bottom:
- return False
- if self.max.tup <= other.min.tup:
- return True
- if other.max.tup <= self.min.tup:
- return False
- self_vector = self.max.co - self.min.co
- min_to_min = other.min.co - self.min.co
- cross_b1 = self_vector.cross(min_to_min)
- cross_b2 = self_vector.cross(other.max.co - self.min.co)
- if cross_b2 < cross_b1:
- cross_b1, cross_b2 = cross_b2, cross_b1
- if cross_b2 > 0 and (cross_b1 > 0 or (cross_b1 == 0 and not self.is_uvface_upwards())):
- return True
- if cross_b1 < 0 and (cross_b2 < 0 or (cross_b2 == 0 and self.is_uvface_upwards())):
- return False
- other_vector = other.max.co - other.min.co
- cross_a1 = other_vector.cross(-min_to_min)
- cross_a2 = other_vector.cross(self.max.co - other.min.co)
- if cross_a2 < cross_a1:
- cross_a1, cross_a2 = cross_a2, cross_a1
- if cross_a2 > 0 and (cross_a1 > 0 or (cross_a1 == 0 and not other.is_uvface_upwards())):
- return False
- if cross_a1 < 0 and (cross_a2 < 0 or (cross_a2 == 0 and other.is_uvface_upwards())):
- return True
- if cross_a1 == cross_b1 == cross_a2 == cross_b2 == 0:
- if correct_geometry:
- raise GeometryError
- elif self.is_uvface_upwards() == other.is_uvface_upwards():
- raise Intersection
- return False
- if self.min.tup == other.min.tup or self.max.tup == other.max.tup:
- return cross_a2 > cross_b2
- raise Intersection
-
- class QuickSweepline:
- """Efficient sweepline based on binary search, checking neighbors only"""
- def __init__(self):
- self.children = blist()
-
- def add(self, item, cmp=is_below):
- low, high = 0, len(self.children)
- while low < high:
- mid = (low + high) // 2
- if cmp(self.children[mid], item):
- low = mid + 1
- else:
- high = mid
- self.children.insert(low, item)
-
- def remove(self, item, cmp=is_below):
- index = self.children.index(item)
- self.children.pop(index)
- if index > 0 and index < len(self.children):
- # check for intersection
- if cmp(self.children[index], self.children[index-1]):
- raise GeometryError
-
- class BruteSweepline:
- """Safe sweepline which checks all its members pairwise"""
- def __init__(self):
- self.children = set()
- self.last_min = None, []
- self.last_max = None, []
-
- def add(self, item, cmp=is_below):
- for child in self.children:
- if child.min is not item.min and child.max is not item.max:
- cmp(item, child, False)
- self.children.add(item)
-
- def remove(self, item):
- self.children.remove(item)
-
- def sweep(sweepline, segments):
- """Sweep across the segments and raise an exception if necessary"""
- # careful, 'segments' may be a use-once iterator
- events_add = sorted(segments, reverse=True, key=lambda uvedge: uvedge.min.tup)
- events_remove = sorted(events_add, reverse=True, key=lambda uvedge: uvedge.max.tup)
- while events_remove:
- while events_add and events_add[-1].min.tup <= events_remove[-1].max.tup:
- sweepline.add(events_add.pop())
- sweepline.remove(events_remove.pop())
-
- def root_find(value, tree):
- """Find the root of a given value in a forest-like dictionary
- also updates the dictionary using path compression"""
- parent, relink = tree.get(value), list()
- while parent is not None:
- relink.append(value)
- value, parent = parent, tree.get(parent)
- tree.update(dict.fromkeys(relink, value))
- return value
-
- def slope_from(position):
- def slope(uvedge):
- vec = (uvedge.vb.co - uvedge.va.co) if uvedge.va.tup == position else (uvedge.va.co - uvedge.vb.co)
- return (vec.y / vec.length + 1) if ((vec.x, vec.y) > (0, 0)) else (-1 - vec.y / vec.length)
- return slope
-
- # find edge in other and in self
- for uvedge in edge.uvedges:
- if uvedge.uvface.face in uvedge.edge.main_faces:
- if uvedge.uvface.island is self and uvedge in self.boundary:
- uvedge_a = uvedge
- elif uvedge.uvface.island is other and uvedge in other.boundary:
- uvedge_b = uvedge
- else:
- return False
-
- # check if vertices and normals are aligned correctly
- verts_flipped = uvedge_b.va.vertex is uvedge_a.va.vertex
- flipped = verts_flipped ^ uvedge_a.uvface.flipped ^ uvedge_b.uvface.flipped
- # determine rotation
- # NOTE: if the edges differ in length, the matrix will involve uniform scaling.
- # Such situation may occur in the case of twisted n-gons
- first_b, second_b = (uvedge_b.va, uvedge_b.vb) if not verts_flipped else (uvedge_b.vb, uvedge_b.va)
- if not flipped:
- rot = fitting_matrix(first_b.co - second_b.co, uvedge_a.vb.co - uvedge_a.va.co)
- else:
- flip = M.Matrix(((-1, 0), (0, 1)))
- rot = fitting_matrix(flip * (first_b.co - second_b.co), uvedge_a.vb.co - uvedge_a.va.co) * flip
- trans = uvedge_a.vb.co - rot * first_b.co
- # extract and transform island_b's boundary
- phantoms = {uvvertex: UVVertex(rot*uvvertex.co + trans, uvvertex.vertex) for uvvertex in other.vertices}
-
- # check the size of the resulting island
- if size_limit:
- # first check: bounding box
- left = min(min(seg.min.co.x for seg in self.boundary), min(vertex.co.x for vertex in phantoms))
- right = max(max(seg.max.co.x for seg in self.boundary), max(vertex.co.x for vertex in phantoms))
- bottom = min(min(seg.bottom for seg in self.boundary), min(vertex.co.y for vertex in phantoms))
- top = max(max(seg.top for seg in self.boundary), max(vertex.co.y for vertex in phantoms))
- bbox_width = right - left
- bbox_height = top - bottom
- if min(bbox_width, bbox_height)**2 > size_limit.x**2 + size_limit.y**2:
- return False
- if (bbox_width > size_limit.x or bbox_height > size_limit.y) and (bbox_height > size_limit.x or bbox_width > size_limit.y):
- # further checks (TODO!)
- # for the time being, just throw this piece away
- return False
-
- distance_limit = edge.vector.length_squared * epsilon
- # try and merge UVVertices closer than sqrt(distance_limit)
- merged_uvedges = set()
- merged_uvedge_pairs = list()
-
- # merge all uvvertices that are close enough using a union-find structure
- # uvvertices will be merged only in cases other->self and self->self
- # all resulting groups are merged together to a uvvertex of self
- is_merged_mine = False
- shared_vertices = self.uvverts_by_id.keys() & other.uvverts_by_id.keys()
- for vertex_id in shared_vertices:
- uvs = self.uvverts_by_id[vertex_id] + other.uvverts_by_id[vertex_id]
- len_mine = len(self.uvverts_by_id[vertex_id])
- merged = dict()
- for i, a in enumerate(uvs[:len_mine]):
- i = root_find(i, merged)
- for j, b in enumerate(uvs[i+1:], i+1):
- b = b if j < len_mine else phantoms[b]
- j = root_find(j, merged)
- if i == j:
- continue
- i, j = (j, i) if j < i else (i, j)
- if (a.co - b.co).length_squared < distance_limit:
- merged[j] = i
- for source, target in merged.items():
- target = root_find(target, merged)
- phantoms[uvs[source]] = uvs[target]
- is_merged_mine |= (source < len_mine) # remember that a vertex of this island has been merged
-
- for uvedge in (chain(self.boundary, other.boundary) if is_merged_mine else other.boundary):
- for partner in uvedge.edge.uvedges:
- if partner is not uvedge:
- paired_a, paired_b = phantoms.get(partner.vb, partner.vb), phantoms.get(partner.va, partner.va)
- if (partner.uvface.flipped ^ flipped) != uvedge.uvface.flipped:
- paired_a, paired_b = paired_b, paired_a
- if phantoms.get(uvedge.va, uvedge.va) is paired_a and phantoms.get(uvedge.vb, uvedge.vb) is paired_b:
- # if these two edges will get merged, add them both to the set
- merged_uvedges.update((uvedge, partner))
- merged_uvedge_pairs.append((uvedge, partner))
- break
-
- if uvedge_b not in merged_uvedges:
- raise UnfoldError("Export failed. Please report this error, including the model if you can.")
-
- boundary_other = [
- PhantomUVEdge(phantoms[uvedge.va], phantoms[uvedge.vb], flipped ^ uvedge.uvface.flipped)
- for uvedge in other.boundary if uvedge not in merged_uvedges]
- # TODO: if is_merged_mine, it might make sense to create a similar list from self.boundary as well
-
- incidence = {vertex.tup for vertex in phantoms.values()}.intersection(vertex.tup for vertex in self.vertices)
- incidence = {position: list() for position in incidence} # from now on, 'incidence' is a dict
- for uvedge in chain(boundary_other, self.boundary):
- if uvedge.va.co == uvedge.vb.co:
- continue
- for vertex in (uvedge.va, uvedge.vb):
- site = incidence.get(vertex.tup)
- if site is not None:
- site.append(uvedge)
- for position, segments in incidence.items():
- if len(segments) <= 2:
- continue
- segments.sort(key=slope_from(position))
- for right, left in pairs(segments):
- is_left_ccw = left.is_uvface_upwards() ^ (left.max.tup == position)
- is_right_ccw = right.is_uvface_upwards() ^ (right.max.tup == position)
- if is_right_ccw and not is_left_ccw and type(right) is not type(left) and right not in merged_uvedges and left not in merged_uvedges:
- return False
- if (not is_right_ccw and right not in merged_uvedges) ^ (is_left_ccw and left not in merged_uvedges):
- return False
-
- # check for self-intersections
- try:
- try:
- sweepline = QuickSweepline() if self.has_safe_geometry and other.has_safe_geometry else BruteSweepline()
- sweep(sweepline, (uvedge for uvedge in chain(boundary_other, self.boundary)))
- self.has_safe_geometry &= other.has_safe_geometry
- except GeometryError:
- sweep(BruteSweepline(), (uvedge for uvedge in chain(boundary_other, self.boundary)))
- self.has_safe_geometry = False
- except Intersection:
- return False
-
- # mark all edges that connect the islands as not cut
- for uvedge in merged_uvedges:
- uvedge.edge.is_main_cut = False
-
- # include all trasformed vertices as mine
- self.vertices.update(phantoms.values())
-
- # update the uvverts_by_id dictionary
- for source, target in phantoms.items():
- present = self.uvverts_by_id.get(target.vertex.index)
- if not present:
- self.uvverts_by_id[target.vertex.index] = [target]
- else:
- # emulation of set behavior... sorry, it is faster
- if source in present:
- present.remove(source)
- if target not in present:
- present.append(target)
-
- # re-link uvedges and uvfaces to their transformed locations
- for uvedge in other.edges:
- uvedge.island = self
- uvedge.va = phantoms[uvedge.va]
- uvedge.vb = phantoms[uvedge.vb]
- uvedge.update()
- if is_merged_mine:
- for uvedge in self.edges:
- uvedge.va = phantoms.get(uvedge.va, uvedge.va)
- uvedge.vb = phantoms.get(uvedge.vb, uvedge.vb)
- self.edges.update(other.edges)
-
- for uvface in other.faces:
- uvface.island = self
- uvface.vertices = [phantoms[uvvertex] for uvvertex in uvface.vertices]
- uvface.uvvertex_by_id = {
- index: phantoms[uvvertex]
- for index, uvvertex in uvface.uvvertex_by_id.items()}
- uvface.flipped ^= flipped
- if is_merged_mine:
- # there may be own uvvertices that need to be replaced by phantoms
- for uvface in self.faces:
- if any(uvvertex in phantoms for uvvertex in uvface.vertices):
- uvface.vertices = [phantoms.get(uvvertex, uvvertex) for uvvertex in uvface.vertices]
- uvface.uvvertex_by_id = {
- index: phantoms.get(uvvertex, uvvertex)
- for index, uvvertex in uvface.uvvertex_by_id.items()}
- self.faces.extend(other.faces)
-
- self.boundary = [
- uvedge for uvedge in chain(self.boundary, other.boundary)
- if uvedge not in merged_uvedges]
-
- for uvedge, partner in merged_uvedge_pairs:
- # make sure that main faces are the ones actually merged (this changes nothing in most cases)
- uvedge.edge.main_faces[:] = uvedge.uvface.face, partner.uvface.face
-
- # everything seems to be OK
- return True
-
+ self.boundary = list(self.edges.values())
+
def add_marker(self, marker):
self.fake_vertices.extend(marker.bounds)
self.markers.append(marker)
@@ -1165,25 +781,291 @@ class Island:
def save_uv(self, tex, cage_size):
"""Save UV Coordinates of all UVFaces to a given UV texture
- tex: UV Texture layer to use (BPy MeshUVLoopLayer struct)
+ tex: UV Texture layer to use (BMLayerItem)
page_size: size of the page in pixels (vector)"""
- texface = tex.data
- for uvface in self.faces:
- for i, uvvertex in enumerate(uvface.vertices):
- uv = uvvertex.co + self.pos
- texface[uvface.face.loop_start + i].uv[0] = uv.x / cage_size.x
- texface[uvface.face.loop_start + i].uv[1] = uv.y / cage_size.y
+ scale_x, scale_y = 1 / cage_size.x, 1 / cage_size.y
+ for loop, uvvertex in self.vertices.items():
+ uv = uvvertex.co + self.pos
+ loop[tex].uv = uv.x * scale_x, uv.y * scale_y
def save_uv_separate(self, tex):
"""Save UV Coordinates of all UVFaces to a given UV texture, spanning from 0 to 1
- tex: UV Texture layer to use (BPy MeshUVLoopLayer struct)
+ tex: UV Texture layer to use (BMLayerItem)
page_size: size of the page in pixels (vector)"""
- texface = tex.data
scale_x, scale_y = 1 / self.bounding_box.x, 1 / self.bounding_box.y
- for uvface in self.faces:
- for i, uvvertex in enumerate(uvface.vertices):
- texface[uvface.face.loop_start + i].uv[0] = uvvertex.co.x * scale_x
- texface[uvface.face.loop_start + i].uv[1] = uvvertex.co.y * scale_y
+ for loop, uvvertex in self.vertices.items():
+ loop[tex].uv = uvvertex.co.x * scale_x, uvvertex.co.y * scale_y
+
+def join(uvedge_a, uvedge_b, size_limit=None, epsilon=1e-6):
+ """
+ Try to join other island on given edge
+ Returns False if they would overlap
+ """
+
+ class Intersection(Exception):
+ pass
+
+ class GeometryError(Exception):
+ pass
+
+ def is_below(self, other, correct_geometry=True):
+ if self is other:
+ return False
+ if self.top < other.bottom:
+ return True
+ if other.top < self.bottom:
+ return False
+ if self.max.tup <= other.min.tup:
+ return True
+ if other.max.tup <= self.min.tup:
+ return False
+ self_vector = self.max.co - self.min.co
+ min_to_min = other.min.co - self.min.co
+ cross_b1 = self_vector.cross(min_to_min)
+ cross_b2 = self_vector.cross(other.max.co - self.min.co)
+ if cross_b2 < cross_b1:
+ cross_b1, cross_b2 = cross_b2, cross_b1
+ if cross_b2 > 0 and (cross_b1 > 0 or (cross_b1 == 0 and not self.is_uvface_upwards())):
+ return True
+ if cross_b1 < 0 and (cross_b2 < 0 or (cross_b2 == 0 and self.is_uvface_upwards())):
+ return False
+ other_vector = other.max.co - other.min.co
+ cross_a1 = other_vector.cross(-min_to_min)
+ cross_a2 = other_vector.cross(self.max.co - other.min.co)
+ if cross_a2 < cross_a1:
+ cross_a1, cross_a2 = cross_a2, cross_a1
+ if cross_a2 > 0 and (cross_a1 > 0 or (cross_a1 == 0 and not other.is_uvface_upwards())):
+ return False
+ if cross_a1 < 0 and (cross_a2 < 0 or (cross_a2 == 0 and other.is_uvface_upwards())):
+ return True
+ if cross_a1 == cross_b1 == cross_a2 == cross_b2 == 0:
+ if correct_geometry:
+ raise GeometryError
+ elif self.is_uvface_upwards() == other.is_uvface_upwards():
+ raise Intersection
+ return False
+ if self.min.tup == other.min.tup or self.max.tup == other.max.tup:
+ return cross_a2 > cross_b2
+ raise Intersection
+
+ class QuickSweepline:
+ """Efficient sweepline based on binary search, checking neighbors only"""
+ def __init__(self):
+ self.children = list()
+
+ def add(self, item, cmp=is_below):
+ low, high = 0, len(self.children)
+ while low < high:
+ mid = (low + high) // 2
+ if cmp(self.children[mid], item):
+ low = mid + 1
+ else:
+ high = mid
+ self.children.insert(low, item)
+
+ def remove(self, item, cmp=is_below):
+ index = self.children.index(item)
+ self.children.pop(index)
+ if index > 0 and index < len(self.children):
+ # check for intersection
+ if cmp(self.children[index], self.children[index-1]):
+ raise GeometryError
+
+ class BruteSweepline:
+ """Safe sweepline which checks all its members pairwise"""
+ def __init__(self):
+ self.children = set()
+
+ def add(self, item, cmp=is_below):
+ for child in self.children:
+ if child.min is not item.min and child.max is not item.max:
+ cmp(item, child, False)
+ self.children.add(item)
+
+ def remove(self, item):
+ self.children.remove(item)
+
+ def sweep(sweepline, segments):
+ """Sweep across the segments and raise an exception if necessary"""
+ # careful, 'segments' may be a use-once iterator
+ events_add = sorted(segments, reverse=True, key=lambda uvedge: uvedge.min.tup)
+ events_remove = sorted(events_add, reverse=True, key=lambda uvedge: uvedge.max.tup)
+ while events_remove:
+ while events_add and events_add[-1].min.tup <= events_remove[-1].max.tup:
+ sweepline.add(events_add.pop())
+ sweepline.remove(events_remove.pop())
+
+ def root_find(value, tree):
+ """Find the root of a given value in a forest-like dictionary
+ also updates the dictionary using path compression"""
+ parent, relink = tree.get(value), list()
+ while parent is not None:
+ relink.append(value)
+ value, parent = parent, tree.get(parent)
+ tree.update(dict.fromkeys(relink, value))
+ return value
+
+ def slope_from(position):
+ def slope(uvedge):
+ vec = (uvedge.vb.co - uvedge.va.co) if uvedge.va.tup == position else (uvedge.va.co - uvedge.vb.co)
+ return (vec.y / vec.length + 1) if ((vec.x, vec.y) > (0, 0)) else (-1 - vec.y / vec.length)
+ return slope
+
+ island_a, island_b = (e.uvface.island for e in (uvedge_a, uvedge_b))
+ if island_a is island_b:
+ return False
+ elif len(island_b.faces) > len(island_a.faces):
+ uvedge_a, uvedge_b = uvedge_b, uvedge_a
+ island_a, island_b = island_b, island_a
+ # check if vertices and normals are aligned correctly
+ verts_flipped = uvedge_b.loop.vert is uvedge_a.loop.vert
+ flipped = verts_flipped ^ uvedge_a.uvface.flipped ^ uvedge_b.uvface.flipped
+ # determine rotation
+ # NOTE: if the edges differ in length, the matrix will involve uniform scaling.
+ # Such situation may occur in the case of twisted n-gons
+ first_b, second_b = (uvedge_b.va, uvedge_b.vb) if not verts_flipped else (uvedge_b.vb, uvedge_b.va)
+ if not flipped:
+ rot = fitting_matrix(first_b.co - second_b.co, uvedge_a.vb.co - uvedge_a.va.co)
+ else:
+ flip = M.Matrix(((-1, 0), (0, 1)))
+ rot = fitting_matrix(flip @ (first_b.co - second_b.co), uvedge_a.vb.co - uvedge_a.va.co) @ flip
+ trans = uvedge_a.vb.co - rot @ first_b.co
+ # preview of island_b's vertices after the join operation
+ phantoms = {uvvertex: UVVertex(rot @ uvvertex.co + trans) for uvvertex in island_b.vertices.values()}
+
+ # check the size of the resulting island
+ if size_limit:
+ points = [vert.co for vert in chain(island_a.vertices.values(), phantoms.values())]
+ left, right, bottom, top = (fn(co[i] for co in points) for i in (0, 1) for fn in (min, max))
+ bbox_width = right - left
+ bbox_height = top - bottom
+ if min(bbox_width, bbox_height)**2 > size_limit.x**2 + size_limit.y**2:
+ return False
+ if (bbox_width > size_limit.x or bbox_height > size_limit.y) and (bbox_height > size_limit.x or bbox_width > size_limit.y):
+ _, height = cage_fit(points, size_limit.y / size_limit.x)
+ if height > size_limit.y:
+ return False
+
+ distance_limit = uvedge_a.loop.edge.calc_length() * epsilon
+ # try and merge UVVertices closer than sqrt(distance_limit)
+ merged_uvedges = set()
+ merged_uvedge_pairs = list()
+
+ # merge all uvvertices that are close enough using a union-find structure
+ # uvvertices will be merged only in cases island_b->island_a and island_a->island_a
+ # all resulting groups are merged together to a uvvertex of island_a
+ is_merged_mine = False
+ shared_vertices = {loop.vert for loop in chain(island_a.vertices, island_b.vertices)}
+ for vertex in shared_vertices:
+ uvs_a = {island_a.vertices.get(loop) for loop in vertex.link_loops} - {None}
+ uvs_b = {island_b.vertices.get(loop) for loop in vertex.link_loops} - {None}
+ for a, b in product(uvs_a, uvs_b):
+ if (a.co - phantoms[b].co).length_squared < distance_limit:
+ phantoms[b] = root_find(a, phantoms)
+ for a1, a2 in combinations(uvs_a, 2):
+ if (a1.co - a2.co).length_squared < distance_limit:
+ a1, a2 = (root_find(a, phantoms) for a in (a1, a2))
+ if a1 is not a2:
+ phantoms[a2] = a1
+ is_merged_mine = True
+ for source, target in phantoms.items():
+ target = root_find(target, phantoms)
+ phantoms[source] = target
+
+ for uvedge in (chain(island_a.boundary, island_b.boundary) if is_merged_mine else island_b.boundary):
+ for loop in uvedge.loop.link_loops:
+ partner = island_b.edges.get(loop) or island_a.edges.get(loop)
+ if partner is not None and partner is not uvedge:
+ paired_a, paired_b = phantoms.get(partner.vb, partner.vb), phantoms.get(partner.va, partner.va)
+ if (partner.uvface.flipped ^ flipped) != uvedge.uvface.flipped:
+ paired_a, paired_b = paired_b, paired_a
+ if phantoms.get(uvedge.va, uvedge.va) is paired_a and phantoms.get(uvedge.vb, uvedge.vb) is paired_b:
+ # if these two edges will get merged, add them both to the set
+ merged_uvedges.update((uvedge, partner))
+ merged_uvedge_pairs.append((uvedge, partner))
+ break
+
+ if uvedge_b not in merged_uvedges:
+ raise UnfoldError("Export failed. Please report this error, including the model if you can.")
+
+ boundary_other = [
+ PhantomUVEdge(phantoms[uvedge.va], phantoms[uvedge.vb], flipped ^ uvedge.uvface.flipped)
+ for uvedge in island_b.boundary if uvedge not in merged_uvedges]
+ # TODO: if is_merged_mine, it might make sense to create a similar list from island_a.boundary as well
+
+ incidence = {vertex.tup for vertex in phantoms.values()}.intersection(vertex.tup for vertex in island_a.vertices.values())
+ incidence = {position: list() for position in incidence} # from now on, 'incidence' is a dict
+ for uvedge in chain(boundary_other, island_a.boundary):
+ if uvedge.va.co == uvedge.vb.co:
+ continue
+ for vertex in (uvedge.va, uvedge.vb):
+ site = incidence.get(vertex.tup)
+ if site is not None:
+ site.append(uvedge)
+ for position, segments in incidence.items():
+ if len(segments) <= 2:
+ continue
+ segments.sort(key=slope_from(position))
+ for right, left in pairs(segments):
+ is_left_ccw = left.is_uvface_upwards() ^ (left.max.tup == position)
+ is_right_ccw = right.is_uvface_upwards() ^ (right.max.tup == position)
+ if is_right_ccw and not is_left_ccw and type(right) is not type(left) and right not in merged_uvedges and left not in merged_uvedges:
+ return False
+ if (not is_right_ccw and right not in merged_uvedges) ^ (is_left_ccw and left not in merged_uvedges):
+ return False
+
+ # check for self-intersections
+ try:
+ try:
+ sweepline = QuickSweepline() if island_a.has_safe_geometry and island_b.has_safe_geometry else BruteSweepline()
+ sweep(sweepline, (uvedge for uvedge in chain(boundary_other, island_a.boundary)))
+ island_a.has_safe_geometry &= island_b.has_safe_geometry
+ except GeometryError:
+ sweep(BruteSweepline(), (uvedge for uvedge in chain(boundary_other, island_a.boundary)))
+ island_a.has_safe_geometry = False
+ except Intersection:
+ return False
+
+ # mark all edges that connect the islands as not cut
+ for uvedge in merged_uvedges:
+ island_a.mesh.edges[uvedge.loop.edge].is_main_cut = False
+
+ # include all trasformed vertices as mine
+ island_a.vertices.update({loop: phantoms[uvvertex] for loop, uvvertex in island_b.vertices.items()})
+
+ # re-link uvedges and uvfaces to their transformed locations
+ for uvedge in island_b.edges.values():
+ uvedge.va = phantoms[uvedge.va]
+ uvedge.vb = phantoms[uvedge.vb]
+ uvedge.update()
+ if is_merged_mine:
+ for uvedge in island_a.edges:
+ uvedge.va = phantoms.get(uvedge.va, uvedge.va)
+ uvedge.vb = phantoms.get(uvedge.vb, uvedge.vb)
+ island_a.edges.update(island_b.edges)
+
+ for uvface in island_b.faces.values():
+ uvface.island = island_a
+ uvface.vertices = {loop: phantoms[uvvertex] for loop, uvvertex in uvface.vertices.items()}
+ uvface.flipped ^= flipped
+ if is_merged_mine:
+ # there may be own uvvertices that need to be replaced by phantoms
+ for uvface in island_a.faces.values():
+ if any(uvvertex in phantoms for uvvertex in uvface.vertices):
+ uvface.vertices = {loop: phantoms.get(uvvertex, uvvertex) for loop, uvvertex in uvface.vertices.items()}
+ island_a.faces.update(island_b.faces)
+
+ island_a.boundary = [
+ uvedge for uvedge in chain(island_a.boundary, island_b.boundary)
+ if uvedge not in merged_uvedges]
+
+ for uvedge, partner in merged_uvedge_pairs:
+ # make sure that main faces are the ones actually merged (this changes nothing in most cases)
+ edge = island_a.mesh.edges[uvedge.loop.edge]
+ edge.main_faces = uvedge.loop, partner.loop
+
+ # everything seems to be OK
+ return island_b
class Page:
@@ -1192,42 +1074,34 @@ class Page:
def __init__(self, num=1):
self.islands = list()
- self.name = "page{}".format(num)
+ self.name = "page{}".format(num) # TODO delete me
self.image_path = None
class UVVertex:
"""Vertex in 2D"""
- __slots__ = ('co', 'vertex', 'tup')
+ __slots__ = ('co', 'tup')
- def __init__(self, vector, vertex=None):
+ def __init__(self, vector):
self.co = vector.xy
- self.vertex = vertex
self.tup = tuple(self.co)
- def __repr__(self):
- if self.vertex:
- return "UV {} [{:.3f}, {:.3f}]".format(self.vertex.index, self.co.x, self.co.y)
- else:
- return "UV * [{:.3f}, {:.3f}]".format(self.co.x, self.co.y)
-
class UVEdge:
"""Edge in 2D"""
# Every UVEdge is attached to only one UVFace
# UVEdges are doubled as needed because they both have to point clockwise around their faces
- __slots__ = ('va', 'vb', 'island', 'uvface', 'edge',
+ __slots__ = ('va', 'vb', 'uvface', 'loop',
'min', 'max', 'bottom', 'top',
'neighbor_left', 'neighbor_right', 'sticker')
- def __init__(self, vertex1: UVVertex, vertex2: UVVertex, island: Island, uvface, edge):
+ def __init__(self, vertex1: UVVertex, vertex2: UVVertex, uvface, loop):
self.va = vertex1
self.vb = vertex2
self.update()
- self.island = island
self.uvface = uvface
self.sticker = None
- self.edge = edge
+ self.loop = loop
def update(self):
"""Update data if UVVertices have moved"""
@@ -1261,35 +1135,16 @@ class PhantomUVEdge:
class UVFace:
"""Face in 2D"""
- __slots__ = ('vertices', 'edges', 'face', 'island', 'flipped', 'uvvertex_by_id')
-
- def __init__(self, face: Face, island: Island):
- """Creace an UVFace from a Face and a fixed edge.
- face: Face to take coordinates from
- island: Island to register itself in
- fixed_edge: Edge to connect to (that already has UV coordinates)"""
- self.vertices = list()
+ __slots__ = ('vertices', 'edges', 'face', 'island', 'flipped')
+
+ def __init__(self, face: bmesh.types.BMFace, island: Island, matrix=1, normal_matrix=1):
self.face = face
- face.uvface = self
self.island = island
self.flipped = False # a flipped UVFace has edges clockwise
- rot = z_up_matrix(face.normal)
- self.uvvertex_by_id = dict() # link vertex id -> UVVertex
- for vertex in face.vertices:
- uvvertex = UVVertex(rot * vertex.co, vertex)
- self.vertices.append(uvvertex)
- self.uvvertex_by_id[vertex.index] = uvvertex
- self.edges = list()
- edge_by_verts = dict()
- for edge in face.edges:
- edge_by_verts[(edge.va.index, edge.vb.index)] = edge
- edge_by_verts[(edge.vb.index, edge.va.index)] = edge
- for va, vb in pairs(self.vertices):
- edge = edge_by_verts[(va.vertex.index, vb.vertex.index)]
- uvedge = UVEdge(va, vb, island, self, edge)
- self.edges.append(uvedge)
- edge.uvedges.append(uvedge) # FIXME: editing foreign attribute
+ flatten = z_up_matrix(normal_matrix @ face.normal) @ matrix
+ self.vertices = {loop: UVVertex(flatten @ loop.vert.co) for loop in face.loops}
+ self.edges = {loop: UVEdge(self.vertices[loop], self.vertices[loop.link_loop_next], self, loop) for loop in face.loops}
class Arrow:
@@ -1305,20 +1160,18 @@ class Arrow:
cos, sin = tangent
self.rot = M.Matrix(((cos, -sin), (sin, cos)))
normal = M.Vector((sin, -cos))
- self.bounds = [self.center, self.center + (1.2*normal + tangent)*size, self.center + (1.2*normal - tangent)*size]
+ self.bounds = [self.center, self.center + (1.2 * normal + tangent) * size, self.center + (1.2 * normal - tangent) * size]
class Sticker:
"""Mark in the document: sticker tab"""
__slots__ = ('bounds', 'center', 'rot', 'text', 'width', 'vertices')
- def __init__(self, uvedge, default_width=0.005, index=None, target_island=None):
+ def __init__(self, uvedge, default_width, index, other: UVEdge):
"""Sticker is directly attached to the given UVEdge"""
first_vertex, second_vertex = (uvedge.va, uvedge.vb) if not uvedge.uvface.flipped else (uvedge.vb, uvedge.va)
edge = first_vertex.co - second_vertex.co
sticker_width = min(default_width, edge.length / 2)
- other = uvedge.edge.other_uvedge(uvedge) # This is the other uvedge - the sticking target
-
other_first, other_second = (other.va, other.vb) if not other.uvface.flipped else (other.vb, other.va)
other_edge = other_second.co - other_first.co
@@ -1330,21 +1183,23 @@ class Sticker:
# fix overlaps with the most often neighbour - its sticking target
if first_vertex == other_second:
- cos_a = max(cos_a, (edge*other_edge) / (edge.length**2)) # angles between pi/3 and 0
+ cos_a = max(cos_a, edge.dot(other_edge) / (edge.length_squared)) # angles between pi/3 and 0
elif second_vertex == other_first:
- cos_b = max(cos_b, (edge*other_edge) / (edge.length**2)) # angles between pi/3 and 0
+ cos_b = max(cos_b, edge.dot(other_edge) / (edge.length_squared)) # angles between pi/3 and 0
# Fix tabs for sticking targets with small angles
- # Index of other uvedge in its face (not in its island)
- other_idx = other.uvface.edges.index(other)
- # Left and right neighbors in the face
- other_face_neighbor_left = other.uvface.edges[(other_idx+1) % len(other.uvface.edges)]
- other_face_neighbor_right = other.uvface.edges[(other_idx-1) % len(other.uvface.edges)]
- other_edge_neighbor_a = other_face_neighbor_left.vb.co - other.vb.co
- other_edge_neighbor_b = other_face_neighbor_right.va.co - other.va.co
- # Adjacent angles in the face
- cos_a = max(cos_a, (-other_edge*other_edge_neighbor_a) / (other_edge.length*other_edge_neighbor_a.length))
- cos_b = max(cos_b, (other_edge*other_edge_neighbor_b) / (other_edge.length*other_edge_neighbor_b.length))
+ try:
+ other_face_neighbor_left = other.neighbor_left
+ other_face_neighbor_right = other.neighbor_right
+ other_edge_neighbor_a = other_face_neighbor_left.vb.co - other.vb.co
+ other_edge_neighbor_b = other_face_neighbor_right.va.co - other.va.co
+ # Adjacent angles in the face
+ cos_a = max(cos_a, -other_edge.dot(other_edge_neighbor_a) / (other_edge.length*other_edge_neighbor_a.length))
+ cos_b = max(cos_b, other_edge.dot(other_edge_neighbor_b) / (other_edge.length*other_edge_neighbor_b.length))
+ except AttributeError: # neighbor data may be missing for edges with 3+ faces
+ pass
+ except ZeroDivisionError:
+ pass
# Calculate the lengths of the glue tab edges using the possibly smaller angles
sin_a = abs(1 - cos_a**2)**0.5
@@ -1355,8 +1210,8 @@ class Sticker:
len_a = min(len_a, (edge.length * sin_b) / (sin_a * cos_b + sin_b * cos_a))
len_b = 0 if sin_b == 0 else min(sticker_width / sin_b, (edge.length - len_a * cos_a) / cos_b)
- v3 = UVVertex(second_vertex.co + M.Matrix(((cos_b, -sin_b), (sin_b, cos_b))) * edge * len_b / edge.length)
- v4 = UVVertex(first_vertex.co + M.Matrix(((-cos_a, -sin_a), (sin_a, -cos_a))) * edge * len_a / edge.length)
+ v3 = UVVertex(second_vertex.co + M.Matrix(((cos_b, -sin_b), (sin_b, cos_b))) @ edge * len_b / edge.length)
+ v4 = UVVertex(first_vertex.co + M.Matrix(((-cos_a, -sin_a), (sin_a, -cos_a))) @ edge * len_a / edge.length)
if v3.co != v4.co:
self.vertices = [second_vertex, v3, v4, first_vertex]
else:
@@ -1365,11 +1220,11 @@ class Sticker:
sin, cos = edge.y / edge.length, edge.x / edge.length
self.rot = M.Matrix(((cos, -sin), (sin, cos)))
self.width = sticker_width * 0.9
- if index and target_island is not uvedge.island:
- self.text = "{}:{}".format(target_island.abbreviation, index)
+ if index and uvedge.uvface.island is not other.uvface.island:
+ self.text = "{}:{}".format(other.uvface.island.abbreviation, index)
else:
self.text = index
- self.center = (uvedge.va.co + uvedge.vb.co) / 2 + self.rot*M.Vector((0, self.width*0.2))
+ self.center = (uvedge.va.co + uvedge.vb.co) / 2 + self.rot @ M.Vector((0, self.width * 0.2))
self.bounds = [v3.co, v4.co, self.center] if v3.co != v4.co else [v3.co, self.center]
@@ -1385,7 +1240,7 @@ class NumberAlone:
sin, cos = edge.y / edge.length, edge.x / edge.length
self.rot = M.Matrix(((cos, -sin), (sin, cos)))
self.text = index
- self.center = (uvedge.va.co + uvedge.vb.co) / 2 - self.rot*M.Vector((0, self.size*1.2))
+ self.center = (uvedge.va.co + uvedge.vb.co) / 2 - self.rot @ M.Vector((0, self.size * 1.2))
self.bounds = [self.center]
@@ -1515,7 +1370,7 @@ class SVG:
size=marker.width * 1000))
elif isinstance(marker, Arrow):
size = marker.size * 1000
- position = marker.center + marker.rot*marker.size*M.Vector((0, -0.9))
+ position = marker.center + marker.size * marker.rot @ M.Vector((0, -0.9))
data_markers.append(self.arrow_marker_tag.format(
index=marker.text,
arrow_pos=self.format_vertex(marker.center, island.pos),
@@ -1548,8 +1403,9 @@ class SVG:
break
data_outer.append("M {} Z".format(line_through(data_loop)))
- for uvedge in island.edges:
- edge = uvedge.edge
+ visited_edges = set()
+ for loop, uvedge in island.edges.items():
+ edge = mesh.edges[loop.edge]
if edge.is_cut(uvedge.uvface.face) and not uvedge.sticker:
continue
data_uvedge = "M {}".format(
@@ -1557,7 +1413,9 @@ class SVG:
if edge.freestyle:
data_freestyle.append(data_uvedge)
# each uvedge is in two opposite-oriented variants; we want to add each only once
- if uvedge.sticker or uvedge.uvface.flipped != (uvedge.va.vertex.index > uvedge.vb.vertex.index):
+ vertex_pair = frozenset((uvedge.va, uvedge.vb))
+ if vertex_pair not in visited_edges:
+ visited_edges.add(vertex_pair)
if edge.angle > self.angle_epsilon:
data_convex.append(data_uvedge)
elif edge.angle < -self.angle_epsilon:
@@ -1647,7 +1505,7 @@ class SVG:
fill-opacity: {sticker_alpha:.2};
}}
path.arrow {{
- fill: #000;
+ fill: {text_color};
}}
text {{
font-style: normal;
@@ -1799,7 +1657,7 @@ class PDF:
size=1000*marker.width))
elif isinstance(marker, Arrow):
size = 1000 * marker.size
- position = 1000 * (marker.center + marker.rot*marker.size*M.Vector((0, -0.9)))
+ position = 1000 * (marker.center + marker.size * marker.rot @ M.Vector((0, -0.9)))
data_markers.append(self.command_arrow.format(
index=marker.text,
arrow_pos=1000 * marker.center,
@@ -1830,15 +1688,15 @@ class PDF:
break
data_outer.append(line_through(data_loop) + "s")
- for uvedge in island.edges:
- edge = uvedge.edge
+ for loop, uvedge in island.edges.items():
+ edge = mesh.edges[loop.edge]
if edge.is_cut(uvedge.uvface.face) and not uvedge.sticker:
continue
data_uvedge = line_through((uvedge.va, uvedge.vb)) + "S"
if edge.freestyle:
data_freestyle.append(data_uvedge)
- # each uvedge is in two opposite-oriented variants; we want to add each only once
- if uvedge.sticker or uvedge.uvface.flipped != (uvedge.va.vertex.index > uvedge.vb.vertex.index):
+ # each uvedge exists in two opposite-oriented variants; we want to add each only once
+ if uvedge.sticker or uvedge.uvface.flipped != (id(uvedge.va) > id(uvedge.vb)):
if edge.angle > self.angle_epsilon:
data_convex.append(data_uvedge)
elif edge.angle < -self.angle_epsilon:
@@ -1926,7 +1784,7 @@ class Unfold(bpy.types.Operator):
def draw(self, context):
layout = self.layout
col = layout.column()
- col.active = not self.object or len(self.object.data.uv_textures) < 8
+ col.active = not self.object or len(self.object.data.uv_layers) < 8
col.prop(self.properties, "do_create_uvmap")
layout.label(text="Edge Cutting Factors:")
col = layout.column(align=True)
@@ -1939,30 +1797,30 @@ class Unfold(bpy.types.Operator):
sce = bpy.context.scene
settings = sce.paper_model
recall_mode = context.object.mode
- bpy.ops.object.mode_set(mode='OBJECT')
- recall_display_islands, sce.paper_model.display_islands = sce.paper_model.display_islands, False
+ bpy.ops.object.mode_set(mode='EDIT')
- self.object = context.active_object
- mesh = self.object.data
+ self.object = context.object
- cage_size = M.Vector((settings.output_size_x, settings.output_size_y)) if settings.limit_by_page else None
+ cage_size = M.Vector((settings.output_size_x, settings.output_size_y))
priority_effect = {
'CONVEX': self.priority_effect_convex,
'CONCAVE': self.priority_effect_concave,
'LENGTH': self.priority_effect_length}
try:
unfolder = Unfolder(self.object)
- unfolder.prepare(
- cage_size, self.do_create_uvmap, mark_seams=True,
- priority_effect=priority_effect, scale=sce.unit_settings.scale_length/settings.scale)
+ unfolder.do_create_uvmap = self.do_create_uvmap
+ scale = sce.unit_settings.scale_length / settings.scale
+ unfolder.prepare(cage_size, priority_effect, scale, settings.limit_by_page)
+ unfolder.mesh.mark_cuts()
except UnfoldError as error:
self.report(type={'ERROR_INVALID_INPUT'}, message=error.args[0])
+ error.mesh_select()
bpy.ops.object.mode_set(mode=recall_mode)
- sce.paper_model.display_islands = recall_display_islands
return {'CANCELLED'}
+ mesh = self.object.data
+ mesh.update()
if mesh.paper_island_list:
unfolder.copy_island_names(mesh.paper_island_list)
-
island_list = mesh.paper_island_list
attributes = {item.label: (item.abbreviation, item.auto_label, item.auto_abbrev) for item in island_list}
island_list.clear() # remove previously defined islands
@@ -1970,21 +1828,18 @@ class Unfold(bpy.types.Operator):
# add islands to UI list and set default descriptions
list_item = island_list.add()
# add faces' IDs to the island
- for uvface in island.faces:
+ for face in island.faces:
lface = list_item.faces.add()
- lface.id = uvface.face.index
-
+ lface.id = face.index
list_item["label"] = island.label
list_item["abbreviation"], list_item["auto_label"], list_item["auto_abbrev"] = attributes.get(
island.label,
(island.abbreviation, True, True))
island_item_changed(list_item, context)
+ mesh.paper_island_index = -1
- mesh.paper_island_index = -1
- mesh.show_edge_seams = True
-
+ del unfolder
bpy.ops.object.mode_set(mode=recall_mode)
- sce.paper_model.display_islands = recall_display_islands
return {'FINISHED'}
@@ -2152,6 +2007,9 @@ class ExportPaperModel(bpy.types.Operator):
output_dpi: bpy.props.FloatProperty(
name="Resolution (DPI)", description="Resolution of images in pixels per inch",
default=90, min=1, soft_min=30, soft_max=600, subtype="UNSIGNED")
+ bake_samples: bpy.props.IntProperty(
+ name="Samples", description="Number of samples to render for each pixel",
+ default=64, min=1, subtype="UNSIGNED")
file_format: bpy.props.EnumProperty(
name="Document Format", description="File format of the exported net",
default='PDF', items=[
@@ -2180,13 +2038,45 @@ class ExportPaperModel(bpy.types.Operator):
style: bpy.props.PointerProperty(type=PaperModelStyle)
unfolder = None
- largest_island_ratio = 0
@classmethod
def poll(cls, context):
return context.active_object and context.active_object.type == 'MESH'
+
+ def prepare(self, context):
+ sce = context.scene
+ self.recall_mode = context.object.mode
+ bpy.ops.object.mode_set(mode='EDIT')
+
+ self.object = context.active_object
+ self.unfolder = Unfolder(self.object)
+ cage_size = M.Vector((sce.paper_model.output_size_x, sce.paper_model.output_size_y))
+ self.unfolder.prepare(cage_size, scale=sce.unit_settings.scale_length/self.scale, limit_by_page=sce.paper_model.limit_by_page)
+ if self.scale == 1:
+ self.scale = ceil(self.get_scale_ratio(sce))
+
+ def recall(self):
+ if self.unfolder:
+ del self.unfolder
+ bpy.ops.object.mode_set(mode=self.recall_mode)
+
+ def invoke(self, context, event):
+ self.scale = context.scene.paper_model.scale
+ try:
+ self.prepare(context)
+ except UnfoldError as error:
+ self.report(type={'ERROR_INVALID_INPUT'}, message=error.args[0])
+ error.mesh_select()
+ self.recall()
+ return {'CANCELLED'}
+ wm = context.window_manager
+ wm.fileselect_add(self)
+ return {'RUNNING_MODAL'}
def execute(self, context):
+ if not self.unfolder:
+ self.prepare(context)
+ self.unfolder.do_create_uvmap = self.do_create_uvmap
try:
if self.object.data.paper_island_list:
self.unfolder.copy_island_names(self.object.data.paper_island_list)
@@ -2196,41 +2086,17 @@ class ExportPaperModel(bpy.types.Operator):
except UnfoldError as error:
self.report(type={'ERROR_INVALID_INPUT'}, message=error.args[0])
return {'CANCELLED'}
+ finally:
+ self.recall()
def get_scale_ratio(self, sce):
- margin = self.output_margin + self.sticker_width + 1e-5
+ margin = self.output_margin + self.sticker_width
if min(self.output_size_x, self.output_size_y) <= 2 * margin:
return False
output_inner_size = M.Vector((self.output_size_x - 2*margin, self.output_size_y - 2*margin))
ratio = self.unfolder.mesh.largest_island_ratio(output_inner_size)
return ratio * sce.unit_settings.scale_length / self.scale
- def invoke(self, context, event):
- sce = context.scene
- recall_mode = context.object.mode
- bpy.ops.object.mode_set(mode='OBJECT')
-
- self.scale = sce.paper_model.scale
- self.object = context.active_object
- cage_size = M.Vector((sce.paper_model.output_size_x, sce.paper_model.output_size_y)) if sce.paper_model.limit_by_page else None
- try:
- self.unfolder = Unfolder(self.object)
- self.unfolder.prepare(
- cage_size, create_uvmap=self.do_create_uvmap,
- scale=sce.unit_settings.scale_length/self.scale)
- except UnfoldError as error:
- self.report(type={'ERROR_INVALID_INPUT'}, message=error.args[0])
- bpy.ops.object.mode_set(mode=recall_mode)
- return {'CANCELLED'}
- scale_ratio = self.get_scale_ratio(sce)
- if scale_ratio > 1:
- self.scale = ceil(self.scale * scale_ratio)
- wm = context.window_manager
- wm.fileselect_add(self)
-
- bpy.ops.object.mode_set(mode=recall_mode)
- return {'RUNNING_MODAL'}
-
def draw(self, context):
layout = self.layout
@@ -2281,10 +2147,13 @@ class ExportPaperModel(bpy.types.Operator):
box.prop(self.properties, "output_type")
col = box.column()
col.active = (self.output_type != 'NONE')
- if len(self.object.data.uv_textures) == 8:
+ if len(self.object.data.uv_layers) == 8:
col.label(text="No UV slots left, No Texture is the only option.", icon='ERROR')
- elif context.scene.render.engine not in ('BLENDER_RENDER', 'CYCLES') and self.output_type != 'NONE':
- col.label(text="Blender Internal engine will be used for texture baking.", icon='ERROR')
+ elif context.scene.render.engine != 'CYCLES' and self.output_type != 'NONE':
+ col.label(text="Cycles will be used for texture baking.", icon='ERROR')
+ row = col.row()
+ row.active = self.output_type in ('AMBIENT_OCCLUSION', 'RENDER', 'SELECTED_TO_ACTIVE')
+ row.prop(self.properties, "bake_samples")
col.prop(self.properties, "output_dpi")
row = col.row()
row.active = self.file_format == 'SVG'
@@ -2335,8 +2204,65 @@ class ExportPaperModel(bpy.types.Operator):
box.prop(self.style, "text_color")
-def menu_func(self, context):
- self.layout.operator("export_mesh.paper_model", text="Paper Model (.svg)")
+def menu_func_export(self, context):
+ self.layout.operator("export_mesh.paper_model", text="Paper Model (.pdf/.svg)")
+
+
+def menu_func_unfold(self, context):
+ self.layout.operator("mesh.unfold", text="Unfold")
+
+
+class SelectIsland(bpy.types.Operator):
+ """Blender Operator: select all faces of the active island"""
+
+ bl_idname = "mesh.select_paper_island"
+ bl_label = "Select Island"
+ bl_description = "Select an island of the paper model net"
+
+ operation: bpy.props.EnumProperty(
+ name="Operation", description="Operation with the current selection",
+ default='ADD', items=[
+ ('ADD', "Add", "Add to current selection"),
+ ('REMOVE', "Remove", "Remove from selection"),
+ ('REPLACE', "Replace", "Select only the ")
+ ])
+
+ @classmethod
+ def poll(cls, context):
+ return context.active_object and context.active_object.type == 'MESH' and context.mode == 'EDIT_MESH'
+
+ def execute(self, context):
+ ob = context.active_object
+ me = ob.data
+ bm = bmesh.from_edit_mesh(me)
+ island = me.paper_island_list[me.paper_island_index]
+ faces = {face.id for face in island.faces}
+ edges = set()
+ verts = set()
+ if self.operation == 'REPLACE':
+ for face in bm.faces:
+ selected = face.index in faces
+ face.select = selected
+ if selected:
+ edges.update(face.edges)
+ verts.update(face.verts)
+ for edge in bm.edges:
+ edge.select = edge in edges
+ for vert in bm.verts:
+ vert.select = vert in verts
+ else:
+ selected = (self.operation == 'ADD')
+ for index in faces:
+ face = bm.faces[index]
+ face.select = selected
+ edges.update(face.edges)
+ verts.update(face.verts)
+ for edge in edges:
+ edge.select = any(face.select for face in edge.link_faces)
+ for vert in verts:
+ vert.select = any(edge.select for edge in vert.link_edges)
+ bmesh.update_edit_mesh(me, False, False)
+ return {'FINISHED'}
class VIEW3D_MT_paper_model_presets(bpy.types.Menu):
@@ -2357,7 +2283,7 @@ class AddPresetPaperModel(bl_operators.presets.AddPresetBase, bpy.types.Operator
@property
def preset_values(self):
op = bpy.ops.export_mesh.paper_model
- properties = op.get_rna_type().properties.items()
+ properties = op.get_rna().bl_rna.properties.items()
blacklist = bpy.types.Operator.bl_rna.properties.keys()
return [
"op.{}".format(prop_id) for (prop_id, prop) in properties
@@ -2402,11 +2328,12 @@ class VIEW3D_PT_paper_model_tools(bpy.types.Panel):
sub.prop(props, "output_size_y")
-class VIEW3D_PT_paper_model_islands(bpy.types.Panel):
- bl_label = "Islands"
- bl_space_type = "VIEW_3D"
- bl_region_type = "TOOLS"
- bl_category = "Paper Model"
+class DATA_PT_paper_model_islands(bpy.types.Panel):
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "data"
+ bl_label = "Paper Model Islands"
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
def draw(self, context):
layout = self.layout
@@ -2414,6 +2341,7 @@ class VIEW3D_PT_paper_model_islands(bpy.types.Panel):
obj = context.active_object
mesh = obj.data if obj and obj.type == 'MESH' else None
+ layout.operator("mesh.unfold", icon='FILE_REFRESH')
if mesh and mesh.paper_island_list:
layout.label(
text="1 island:" if len(mesh.paper_island_list) == 1 else
@@ -2421,6 +2349,10 @@ class VIEW3D_PT_paper_model_islands(bpy.types.Panel):
layout.template_list(
'UI_UL_list', 'paper_model_island_list', mesh,
'paper_island_list', mesh, 'paper_island_index', rows=1, maxrows=5)
+ sub = layout.split(align=True)
+ sub.operator("mesh.select_paper_island", text="Select").operation = 'ADD'
+ sub.operator("mesh.select_paper_island", text="Deselect").operation = 'REMOVE'
+ sub.prop(sce.paper_model, "sync_island", icon='UV_SYNC_SELECT', toggle=True)
if mesh.paper_island_index >= 0:
list_item = mesh.paper_island_list[mesh.paper_island_index]
sub = layout.column(align=True)
@@ -2431,62 +2363,7 @@ class VIEW3D_PT_paper_model_islands(bpy.types.Panel):
row.active = not list_item.auto_abbrev
row.prop(list_item, "abbreviation")
else:
- layout.label(text="Not unfolded")
- layout.box().label(text="Use the 'Unfold' tool")
- sub = layout.column(align=True)
- sub.active = bool(mesh and mesh.paper_island_list)
- sub.prop(sce.paper_model, "display_islands", icon='RESTRICT_VIEW_OFF')
- row = sub.row(align=True)
- row.active = bool(sce.paper_model.display_islands and mesh and mesh.paper_island_list)
- row.prop(sce.paper_model, "islands_alpha", slider=True)
-
-
-def display_islands(self, context):
- # TODO: save the vertex positions and don't recalculate them always?
- ob = context.active_object
- if not ob or ob.type != 'MESH':
- return
- mesh = ob.data
- if not mesh.paper_island_list or mesh.paper_island_index == -1:
- return
-
- bgl.glMatrixMode(bgl.GL_PROJECTION)
- perspMatrix = context.space_data.region_3d.perspective_matrix
- perspBuff = bgl.Buffer(bgl.GL_FLOAT, (4, 4), perspMatrix.transposed())
- bgl.glLoadMatrixf(perspBuff)
- bgl.glMatrixMode(bgl.GL_MODELVIEW)
- objectBuff = bgl.Buffer(bgl.GL_FLOAT, (4, 4), ob.matrix_world.transposed())
- bgl.glLoadMatrixf(objectBuff)
- bgl.glEnable(bgl.GL_BLEND)
- bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)
- bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
- bgl.glPolygonOffset(0, -10) # offset in Zbuffer to remove flicker
- bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_FILL)
- bgl.glColor4f(1.0, 0.4, 0.0, self.islands_alpha)
- island = mesh.paper_island_list[mesh.paper_island_index]
- for lface in island.faces:
- face = mesh.polygons[lface.id]
- bgl.glBegin(bgl.GL_POLYGON)
- for vertex_id in face.vertices:
- vertex = mesh.vertices[vertex_id]
- bgl.glVertex4f(*vertex.co.to_4d())
- bgl.glEnd()
- bgl.glPolygonOffset(0.0, 0.0)
- bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL)
- bgl.glLoadIdentity()
-display_islands.handle = None
-
-
-def display_islands_changed(self, context):
- """Switch highlighting islands on/off"""
- if self.display_islands:
- if not display_islands.handle:
- display_islands.handle = bpy.types.SpaceView3D.draw_handler_add(
- display_islands, (self, context), 'WINDOW', 'POST_VIEW')
- else:
- if display_islands.handle:
- bpy.types.SpaceView3D.draw_handler_remove(display_islands.handle, 'WINDOW')
- display_islands.handle = None
+ layout.box().label(text="Not unfolded")
def label_changed(self, context):
@@ -2523,9 +2400,14 @@ def island_item_changed(self, context):
self.abbreviation, self.label, len(self.faces), "faces" if len(self.faces) > 1 else "face")
+def island_index_changed(self, context):
+ """The active island was changed"""
+ if context.scene.paper_model.sync_island and SelectIsland.poll(context):
+ bpy.ops.mesh.select_paper_island(operation='REPLACE')
+
+
class FaceList(bpy.types.PropertyGroup):
id: bpy.props.IntProperty(name="Face ID")
-bpy.utils.register_class(FaceList)
class IslandList(bpy.types.PropertyGroup):
@@ -2543,16 +2425,12 @@ class IslandList(bpy.types.PropertyGroup):
auto_abbrev: bpy.props.BoolProperty(
name="Auto Abbreviation", description="Generate the abbreviation automatically",
default=True, update=island_item_changed)
-bpy.utils.register_class(IslandList)
class PaperModelSettings(bpy.types.PropertyGroup):
- display_islands: bpy.props.BoolProperty(
- name="Highlight selected island", description="Highlight faces corresponding to the selected island in the 3D View",
- options={'SKIP_SAVE'}, update=display_islands_changed)
- islands_alpha: bpy.props.FloatProperty(
- name="Opacity", description="Opacity of island highlighting",
- min=0.0, max=1.0, default=0.3)
+ sync_island: bpy.props.BoolProperty(
+ name="Sync", description="Keep faces of the active island selected",
+ default=False, update=island_index_changed)
limit_by_page: bpy.props.BoolProperty(
name="Limit Island Size", description="Do not create islands larger than given dimensions",
default=False, update=page_size_preset_changed)
@@ -2568,12 +2446,26 @@ class PaperModelSettings(bpy.types.PropertyGroup):
scale: bpy.props.FloatProperty(
name="Scale", description="Divisor of all dimensions when exporting",
default=1, soft_min=1.0, soft_max=10000.0, step=100, subtype='UNSIGNED', precision=1)
-bpy.utils.register_class(PaperModelSettings)
-def register():
- bpy.utils.register_module(__name__)
+module_classes = (
+ Unfold,
+ ExportPaperModel,
+ ClearAllSeams,
+ SelectIsland,
+ AddPresetPaperModel,
+ FaceList,
+ IslandList,
+ PaperModelSettings,
+ VIEW3D_MT_paper_model_presets,
+ DATA_PT_paper_model_islands,
+ #VIEW3D_PT_paper_model_tools,
+)
+
+def register():
+ for cls in module_classes:
+ bpy.utils.register_class(cls)
bpy.types.Scene.paper_model = bpy.props.PointerProperty(
name="Paper Model", description="Settings of the Export Paper Model script",
type=PaperModelSettings, options={'SKIP_SAVE'})
@@ -2581,16 +2473,16 @@ def register():
name="Island List", type=IslandList)
bpy.types.Mesh.paper_island_index = bpy.props.IntProperty(
name="Island List Index",
- default=-1, min=-1, max=100, options={'SKIP_SAVE'})
- bpy.types.TOPBAR_MT_file_export.append(menu_func)
+ default=-1, min=-1, max=100, options={'SKIP_SAVE'}, update=island_index_changed)
+ bpy.types.TOPBAR_MT_file_export.append(menu_func_export)
+ bpy.types.VIEW3D_MT_edit_mesh.prepend(menu_func_unfold)
def unregister():
- bpy.utils.unregister_module(__name__)
- bpy.types.TOPBAR_MT_file_export.remove(menu_func)
- if display_islands.handle:
- bpy.types.SpaceView3D.draw_handler_remove(display_islands.handle, 'WINDOW')
- display_islands.handle = None
+ bpy.types.TOPBAR_MT_file_export.remove(menu_func_export)
+ bpy.types.VIEW3D_MT_edit_mesh.remove(menu_func_unfold)
+ for cls in reversed(module_classes):
+ bpy.utils.unregister_class(cls)
if __name__ == "__main__":