# # ##### 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 " __status__ = "production" __version__ = "6.3" __date__ = "10 Aug 2020" import bpy from bpy.props import StringProperty, EnumProperty, BoolProperty import bmesh from mathutils import Vector from .. import common from ..utils.bl_class_registry import BlClassRegistry from ..utils.property_class_registry import PropertyClassRegistry from ..utils import compatibility as compat def _is_valid_context(context): obj = context.object # only edit mode is allowed to execute if obj is None: return False if obj.type != 'MESH': return False if context.object.mode != 'EDIT': return False # only 'VIEW_3D' space is allowed to execute for space in context.area.spaces: if space.type == 'VIEW_3D': break else: return False return True @PropertyClassRegistry() class _Properties: idname = "preserve_uv_aspect" @classmethod def init_props(cls, scene): def get_loaded_texture_name(_, __): items = [(key, key, "") for key in bpy.data.images.keys()] items.append(("None", "None", "")) return items scene.muv_preserve_uv_aspect_enabled = BoolProperty( name="Preserve UV Aspect Enabled", description="Preserve UV Aspect is enabled", default=False ) scene.muv_preserve_uv_aspect_tex_image = EnumProperty( name="Image", description="Texture Image", items=get_loaded_texture_name ) scene.muv_preserve_uv_aspect_origin = EnumProperty( name="Origin", description="Aspect Origin", items=[ ('CENTER', 'Center', 'Center'), ('LEFT_TOP', 'Left Top', 'Left Bottom'), ('LEFT_CENTER', 'Left Center', 'Left Center'), ('LEFT_BOTTOM', 'Left Bottom', 'Left Bottom'), ('CENTER_TOP', 'Center Top', 'Center Top'), ('CENTER_BOTTOM', 'Center Bottom', 'Center Bottom'), ('RIGHT_TOP', 'Right Top', 'Right Top'), ('RIGHT_CENTER', 'Right Center', 'Right Center'), ('RIGHT_BOTTOM', 'Right Bottom', 'Right Bottom') ], default="CENTER" ) @classmethod def del_props(cls, scene): del scene.muv_preserve_uv_aspect_enabled del scene.muv_preserve_uv_aspect_tex_image del scene.muv_preserve_uv_aspect_origin @BlClassRegistry() @compat.make_annotations class MUV_OT_PreserveUVAspect(bpy.types.Operator): """ Operation class: Preserve UV Aspect """ bl_idname = "uv.muv_preserve_uv_aspect" bl_label = "Preserve UV Aspect" bl_description = "Choose Image" bl_options = {'REGISTER', 'UNDO'} dest_img_name = StringProperty(options={'HIDDEN'}) origin = EnumProperty( name="Origin", description="Aspect Origin", items=[ ('CENTER', 'Center', 'Center'), ('LEFT_TOP', 'Left Top', 'Left Bottom'), ('LEFT_CENTER', 'Left Center', 'Left Center'), ('LEFT_BOTTOM', 'Left Bottom', 'Left Bottom'), ('CENTER_TOP', 'Center Top', 'Center Top'), ('CENTER_BOTTOM', 'Center Bottom', 'Center Bottom'), ('RIGHT_TOP', 'Right Top', 'Right Top'), ('RIGHT_CENTER', 'Right Center', 'Right Center'), ('RIGHT_BOTTOM', 'Right Bottom', 'Right Bottom') ], default="CENTER" ) @classmethod def poll(cls, context): # we can not get area/space/region from console if common.is_console_mode(): return True return _is_valid_context(context) def execute(self, context): # Note: the current system only works if the # f[tex_layer].image doesn't return None # which will happen in certain cases obj = context.active_object bm = bmesh.from_edit_mesh(obj.data) if common.check_version(2, 73, 0) >= 0: bm.faces.ensure_lookup_table() if not bm.loops.layers.uv: self.report({'WARNING'}, "Object must have more than one UV map") return {'CANCELLED'} uv_layer = bm.loops.layers.uv.verify() sel_faces = [f for f in bm.faces if f.select] dest_img = bpy.data.images[self.dest_img_name] info = {} if compat.check_version(2, 80, 0) >= 0: tex_image = common.find_image(obj) for f in sel_faces: if tex_image not in info.keys(): info[tex_image] = {} info[tex_image]['faces'] = [] info[tex_image]['faces'].append(f) else: tex_layer = bm.faces.layers.tex.verify() for f in sel_faces: if not f[tex_layer].image in info.keys(): info[f[tex_layer].image] = {} info[f[tex_layer].image]['faces'] = [] info[f[tex_layer].image]['faces'].append(f) for img in info: if img is None: continue src_img = img ratio = Vector(( dest_img.size[0] / src_img.size[0], dest_img.size[1] / src_img.size[1])) if self.origin == 'CENTER': origin = Vector((0.0, 0.0)) num = 0 for f in info[img]['faces']: for l in f.loops: uv = l[uv_layer].uv origin = origin + uv num = num + 1 origin = origin / num elif self.origin == 'LEFT_TOP': origin = Vector((100000.0, -100000.0)) for f in info[img]['faces']: for l in f.loops: uv = l[uv_layer].uv origin.x = min(origin.x, uv.x) origin.y = max(origin.y, uv.y) elif self.origin == 'LEFT_CENTER': origin = Vector((100000.0, 0.0)) num = 0 for f in info[img]['faces']: for l in f.loops: uv = l[uv_layer].uv origin.x = min(origin.x, uv.x) origin.y = origin.y + uv.y num = num + 1 origin.y = origin.y / num elif self.origin == 'LEFT_BOTTOM': origin = Vector((100000.0, 100000.0)) for f in info[img]['faces']: for l in f.loops: uv = l[uv_layer].uv origin.x = min(origin.x, uv.x) origin.y = min(origin.y, uv.y) elif self.origin == 'CENTER_TOP': origin = Vector((0.0, -100000.0)) num = 0 for f in info[img]['faces']: for l in f.loops: uv = l[uv_layer].uv origin.x = origin.x + uv.x origin.y = max(origin.y, uv.y) num = num + 1 origin.x = origin.x / num elif self.origin == 'CENTER_BOTTOM': origin = Vector((0.0, 100000.0)) num = 0 for f in info[img]['faces']: for l in f.loops: uv = l[uv_layer].uv origin.x = origin.x + uv.x origin.y = min(origin.y, uv.y) num = num + 1 origin.x = origin.x / num elif self.origin == 'RIGHT_TOP': origin = Vector((-100000.0, -100000.0)) for f in info[img]['faces']: for l in f.loops: uv = l[uv_layer].uv origin.x = max(origin.x, uv.x) origin.y = max(origin.y, uv.y) elif self.origin == 'RIGHT_CENTER': origin = Vector((-100000.0, 0.0)) num = 0 for f in info[img]['faces']: for l in f.loops: uv = l[uv_layer].uv origin.x = max(origin.x, uv.x) origin.y = origin.y + uv.y num = num + 1 origin.y = origin.y / num elif self.origin == 'RIGHT_BOTTOM': origin = Vector((-100000.0, 100000.0)) for f in info[img]['faces']: for l in f.loops: uv = l[uv_layer].uv origin.x = max(origin.x, uv.x) origin.y = min(origin.y, uv.y) else: self.report({'ERROR'}, "Unknown Operation") return {'CANCELLED'} info[img]['ratio'] = ratio info[img]['origin'] = origin for img in info: if img is None: continue if compat.check_version(2, 80, 0) >= 0: nodes = common.find_texture_nodes(obj) nodes[0].image = dest_img for f in info[img]['faces']: if compat.check_version(2, 80, 0) < 0: tex_layer = bm.faces.layers.tex.verify() f[tex_layer].image = dest_img for l in f.loops: uv = l[uv_layer].uv origin = info[img]['origin'] ratio = info[img]['ratio'] diff = uv - origin diff.x = diff.x / ratio.x diff.y = diff.y / ratio.y uv.x = origin.x + diff.x uv.y = origin.y + diff.y l[uv_layer].uv = uv bmesh.update_edit_mesh(obj.data) return {'FINISHED'}