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Diffstat (limited to 'uv_magic_uv/op/texture_projection.py')
-rw-r--r--uv_magic_uv/op/texture_projection.py296
1 files changed, 296 insertions, 0 deletions
diff --git a/uv_magic_uv/op/texture_projection.py b/uv_magic_uv/op/texture_projection.py
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+++ b/uv_magic_uv/op/texture_projection.py
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+# <pep8-80 compliant>
+
+# ##### 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, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+__author__ = "Nutti <nutti.metro@gmail.com>"
+__status__ = "production"
+__version__ = "5.1"
+__date__ = "24 Feb 2018"
+
+from collections import namedtuple
+
+import bpy
+import bgl
+import bmesh
+import mathutils
+from bpy_extras import view3d_utils
+
+from .. import common
+
+
+Rect = namedtuple('Rect', 'x0 y0 x1 y1')
+Rect2 = namedtuple('Rect2', 'x y width height')
+
+
+def get_canvas(context, magnitude):
+ """
+ Get canvas to be renderred texture
+ """
+ sc = context.scene
+ prefs = context.user_preferences.addons["uv_magic_uv"].preferences
+
+ region_w = context.region.width
+ region_h = context.region.height
+ canvas_w = region_w - prefs.texproj_canvas_padding[0] * 2.0
+ canvas_h = region_h - prefs.texproj_canvas_padding[1] * 2.0
+
+ img = bpy.data.images[sc.muv_texproj_tex_image]
+ tex_w = img.size[0]
+ tex_h = img.size[1]
+
+ center_x = region_w * 0.5
+ center_y = region_h * 0.5
+
+ if sc.muv_texproj_adjust_window:
+ ratio_x = canvas_w / tex_w
+ ratio_y = canvas_h / tex_h
+ if sc.muv_texproj_apply_tex_aspect:
+ ratio = ratio_y if ratio_x > ratio_y else ratio_x
+ len_x = ratio * tex_w
+ len_y = ratio * tex_h
+ else:
+ len_x = canvas_w
+ len_y = canvas_h
+ else:
+ if sc.muv_texproj_apply_tex_aspect:
+ len_x = tex_w * magnitude
+ len_y = tex_h * magnitude
+ else:
+ len_x = region_w * magnitude
+ len_y = region_h * magnitude
+
+ x0 = int(center_x - len_x * 0.5)
+ y0 = int(center_y - len_y * 0.5)
+ x1 = int(center_x + len_x * 0.5)
+ y1 = int(center_y + len_y * 0.5)
+
+ return Rect(x0, y0, x1, y1)
+
+
+def rect_to_rect2(rect):
+ """
+ Convert Rect1 to Rect2
+ """
+
+ return Rect2(rect.x0, rect.y0, rect.x1 - rect.x0, rect.y1 - rect.y0)
+
+
+def region_to_canvas(rg_vec, canvas):
+ """
+ Convert screen region to canvas
+ """
+
+ cv_rect = rect_to_rect2(canvas)
+ cv_vec = mathutils.Vector()
+ cv_vec.x = (rg_vec.x - cv_rect.x) / cv_rect.width
+ cv_vec.y = (rg_vec.y - cv_rect.y) / cv_rect.height
+
+ return cv_vec
+
+
+class MUV_TexProjRenderer(bpy.types.Operator):
+ """
+ Operation class: Render selected texture
+ No operation (only rendering texture)
+ """
+
+ bl_idname = "uv.muv_texproj_renderer"
+ bl_description = "Render selected texture"
+ bl_label = "Texture renderer"
+
+ __handle = None
+
+ @staticmethod
+ def handle_add(obj, context):
+ MUV_TexProjRenderer.__handle = bpy.types.SpaceView3D.draw_handler_add(
+ MUV_TexProjRenderer.draw_texture,
+ (obj, context), 'WINDOW', 'POST_PIXEL')
+
+ @staticmethod
+ def handle_remove():
+ if MUV_TexProjRenderer.__handle is not None:
+ bpy.types.SpaceView3D.draw_handler_remove(
+ MUV_TexProjRenderer.__handle, 'WINDOW')
+ MUV_TexProjRenderer.__handle = None
+
+ @staticmethod
+ def draw_texture(_, context):
+ sc = context.scene
+
+ # no textures are selected
+ if sc.muv_texproj_tex_image == "None":
+ return
+
+ # get texture to be renderred
+ img = bpy.data.images[sc.muv_texproj_tex_image]
+
+ # setup rendering region
+ rect = get_canvas(context, sc.muv_texproj_tex_magnitude)
+ positions = [
+ [rect.x0, rect.y0],
+ [rect.x0, rect.y1],
+ [rect.x1, rect.y1],
+ [rect.x1, rect.y0]
+ ]
+ tex_coords = [
+ [0.0, 0.0],
+ [0.0, 1.0],
+ [1.0, 1.0],
+ [1.0, 0.0]
+ ]
+
+ # OpenGL configuration
+ bgl.glEnable(bgl.GL_BLEND)
+ bgl.glEnable(bgl.GL_TEXTURE_2D)
+ if img.bindcode:
+ bind = img.bindcode[0]
+ bgl.glBindTexture(bgl.GL_TEXTURE_2D, bind)
+ bgl.glTexParameteri(
+ bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_LINEAR)
+ bgl.glTexParameteri(
+ bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_LINEAR)
+ bgl.glTexEnvi(
+ bgl.GL_TEXTURE_ENV, bgl.GL_TEXTURE_ENV_MODE, bgl.GL_MODULATE)
+
+ # render texture
+ bgl.glBegin(bgl.GL_QUADS)
+ bgl.glColor4f(1.0, 1.0, 1.0, sc.muv_texproj_tex_transparency)
+ for (v1, v2), (u, v) in zip(positions, tex_coords):
+ bgl.glTexCoord2f(u, v)
+ bgl.glVertex2f(v1, v2)
+ bgl.glEnd()
+
+
+class MUV_TexProjStart(bpy.types.Operator):
+ """
+ Operation class: Start Texture Projection
+ """
+
+ bl_idname = "uv.muv_texproj_start"
+ bl_label = "Start Texture Projection"
+ bl_description = "Start Texture Projection"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ def execute(self, context):
+ props = context.scene.muv_props.texproj
+ if props.running is False:
+ MUV_TexProjRenderer.handle_add(self, context)
+ props.running = True
+ if context.area:
+ context.area.tag_redraw()
+
+ return {'FINISHED'}
+
+
+class MUV_TexProjStop(bpy.types.Operator):
+ """
+ Operation class: Stop Texture Projection
+ """
+
+ bl_idname = "uv.muv_texproj_stop"
+ bl_label = "Stop Texture Projection"
+ bl_description = "Stop Texture Projection"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ def execute(self, context):
+ props = context.scene.muv_props.texproj
+ if props.running is True:
+ MUV_TexProjRenderer.handle_remove()
+ props.running = False
+ if context.area:
+ context.area.tag_redraw()
+
+ return {'FINISHED'}
+
+
+class MUV_TexProjProject(bpy.types.Operator):
+ """
+ Operation class: Project texture
+ """
+
+ bl_idname = "uv.muv_texproj_project"
+ bl_label = "Project Texture"
+ bl_description = "Project Texture"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ def poll(cls, context):
+ obj = context.active_object
+ return obj is not None and obj.type == "MESH"
+
+ def execute(self, context):
+ sc = context.scene
+
+ if sc.muv_texproj_tex_image == "None":
+ self.report({'WARNING'}, "No textures are selected")
+ return {'CANCELLED'}
+
+ _, region, space = common.get_space(
+ 'VIEW_3D', 'WINDOW', 'VIEW_3D')
+
+ # get faces to be texture projected
+ obj = context.active_object
+ world_mat = obj.matrix_world
+ bm = bmesh.from_edit_mesh(obj.data)
+ if common.check_version(2, 73, 0) >= 0:
+ bm.faces.ensure_lookup_table()
+
+ # get UV and texture layer
+ if not bm.loops.layers.uv:
+ if sc.muv_texproj_assign_uvmap:
+ bm.loops.layers.uv.new()
+ else:
+ self.report({'WARNING'},
+ "Object must have more than one UV map")
+ return {'CANCELLED'}
+
+ uv_layer = bm.loops.layers.uv.verify()
+ tex_layer = bm.faces.layers.tex.verify()
+
+ sel_faces = [f for f in bm.faces if f.select]
+
+ # transform 3d space to screen region
+ v_screen = [
+ view3d_utils.location_3d_to_region_2d(
+ region,
+ space.region_3d,
+ world_mat * l.vert.co)
+ for f in sel_faces for l in f.loops
+ ]
+
+ # transform screen region to canvas
+ v_canvas = [
+ region_to_canvas(
+ v,
+ get_canvas(bpy.context, sc.muv_texproj_tex_magnitude))
+ for v in v_screen
+ ]
+
+ # project texture to object
+ i = 0
+ for f in sel_faces:
+ f[tex_layer].image = bpy.data.images[sc.muv_texproj_tex_image]
+ for l in f.loops:
+ l[uv_layer].uv = v_canvas[i].to_2d()
+ i = i + 1
+
+ common.redraw_all_areas()
+ bmesh.update_edit_mesh(obj.data)
+
+ return {'FINISHED'}