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# SPDX-License-Identifier: GPL-2.0-or-later
# <pep8-80 compliant>
__author__ = "Nutti <nutti.metro@gmail.com>"
__status__ = "production"
__version__ = "6.5"
__date__ = "6 Mar 2021"
from collections import namedtuple
from math import sin, cos
import bpy
import bmesh
from bpy_extras import view3d_utils
from bpy.props import (
BoolProperty,
EnumProperty,
FloatProperty,
FloatVectorProperty,
)
import mathutils
from .. import common
from ..utils.bl_class_registry import BlClassRegistry
from ..utils.property_class_registry import PropertyClassRegistry
from ..utils import compatibility as compat
if compat.check_version(2, 80, 0) >= 0:
from ..lib import bglx as bgl
else:
import bgl
_Rect = namedtuple('Rect', 'x0 y0 x1 y1')
_Rect2 = namedtuple('Rect2', 'x y width height')
def _get_loaded_texture_name(_, __):
items = [(key, key, "") for key in bpy.data.images.keys()]
items.append(("None", "None", ""))
return items
def _get_canvas(context):
"""
Get canvas to be renderred texture
"""
sc = context.scene
user_prefs = compat.get_user_preferences(context)
prefs = user_prefs.addons["magic_uv"].preferences
region_w = context.region.width
region_h = context.region.height
canvas_w = region_w - prefs.texture_projection_canvas_padding[0] * 2.0
canvas_h = region_h - prefs.texture_projection_canvas_padding[1] * 2.0
img = bpy.data.images[sc.muv_texture_projection_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_texture_projection_adjust_window:
ratio_x = canvas_w / tex_w
ratio_y = canvas_h / tex_h
if sc.muv_texture_projection_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_texture_projection_apply_tex_aspect:
len_x = tex_w
len_y = tex_h
else:
len_x = region_w
len_y = region_h
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
def _create_affine_matrix(identity, scale, rotate, translate):
if identity:
return mathutils.Matrix.Identity(3)
sx = scale[0]
sy = scale[1]
theta = rotate
tx = translate[0]
ty = translate[1]
mat_scale = mathutils.Matrix((
(sx, 0.0, 0.0),
(0.0, sy, 0.0),
(0.0, 0.0, 1.0)
))
mat_rotate = mathutils.Matrix((
(cos(theta), sin(theta), 0.0),
(-sin(theta), cos(theta), 0.0),
(0.0, 0.0, 1.0)
))
mat_translate = mathutils.Matrix((
(1.0, 0.0, tx),
(0.0, 1.0, ty),
(0.0, 0.0, 1.0)
))
return compat.matmul(compat.matmul(mat_translate, mat_rotate), mat_scale)
def _is_valid_context(context):
objs = common.get_uv_editable_objects(context)
if not objs:
return False
# only edit mode is allowed to execute
if context.object.mode != 'EDIT':
return False
# only 'VIEW_3D' space is allowed to execute
if not common.is_valid_space(context, ['VIEW_3D']):
return False
return True
@PropertyClassRegistry()
class _Properties:
idname = "texture_projection"
@classmethod
def init_props(cls, scene):
def get_func(_):
return MUV_OT_TextureProjection.is_running(bpy.context)
def set_func(_, __):
pass
def update_func(_, __):
bpy.ops.uv.muv_texture_projection('INVOKE_REGION_WIN')
scene.muv_texture_projection_enabled = BoolProperty(
name="Texture Projection Enabled",
description="Texture Projection is enabled",
default=False
)
scene.muv_texture_projection_enable = BoolProperty(
name="Texture Projection Enabled",
description="Texture Projection is enabled",
default=False,
get=get_func,
set=set_func,
update=update_func
)
scene.muv_texture_projection_tex_scaling = FloatVectorProperty(
name="Scaling",
description="Texture Scale",
default=(0.5, 0.5),
min=-100.0,
max=100.0,
size=2,
subtype='XYZ'
)
scene.muv_texture_projection_tex_rotation = FloatProperty(
name="Rotation",
description="Texture Rotate",
default=0.0,
min=-360.0,
max=360.0,
subtype='ANGLE'
)
scene.muv_texture_projection_tex_translation = FloatVectorProperty(
name="Translation",
description="Texture Translate",
default=(0.0, 0.0),
min=-2000.0,
max=2000.0,
size=2,
subtype='XYZ'
)
scene.muv_texture_projection_tex_image = EnumProperty(
name="Image",
description="Texture Image",
items=_get_loaded_texture_name
)
scene.muv_texture_projection_tex_transparency = FloatProperty(
name="Transparency",
description="Texture Transparency",
default=0.2,
min=0.0,
max=1.0
)
scene.muv_texture_projection_adjust_window = BoolProperty(
name="Adjust Window",
description="Scale of renderered texture is fitted to window",
default=True
)
scene.muv_texture_projection_apply_tex_aspect = BoolProperty(
name="Texture Aspect Ratio",
description="Apply Texture Aspect ratio to displayed texture",
default=True
)
scene.muv_texture_projection_assign_uvmap = BoolProperty(
name="Assign UVMap",
description="Assign UVMap when no UVmaps are available",
default=True
)
@classmethod
def del_props(cls, scene):
del scene.muv_texture_projection_enabled
del scene.muv_texture_projection_tex_scaling
del scene.muv_texture_projection_tex_rotation
del scene.muv_texture_projection_tex_translation
del scene.muv_texture_projection_tex_image
del scene.muv_texture_projection_tex_transparency
del scene.muv_texture_projection_adjust_window
del scene.muv_texture_projection_apply_tex_aspect
del scene.muv_texture_projection_assign_uvmap
@BlClassRegistry()
class MUV_OT_TextureProjection(bpy.types.Operator):
"""
Operation class: Texture Projection
Render texture
"""
bl_idname = "uv.muv_texture_projection"
bl_description = "Render selected texture"
bl_label = "Texture renderer"
__handle = None
@classmethod
def poll(cls, context):
# we can not get area/space/region from console
if common.is_console_mode():
return False
return _is_valid_context(context)
@classmethod
def is_running(cls, _):
return 1 if cls.__handle else 0
@classmethod
def handle_add(cls, obj, context):
cls.__handle = bpy.types.SpaceView3D.draw_handler_add(
MUV_OT_TextureProjection.draw_texture,
(obj, context), 'WINDOW', 'POST_PIXEL')
@classmethod
def handle_remove(cls):
if cls.__handle is not None:
bpy.types.SpaceView3D.draw_handler_remove(cls.__handle, 'WINDOW')
cls.__handle = None
@classmethod
def draw_texture(cls, _, context):
sc = context.scene
if not cls.is_running(context):
return
# no textures are selected
if sc.muv_texture_projection_tex_image == "None":
return
# get texture to be renderred
img = bpy.data.images[sc.muv_texture_projection_tex_image]
# setup rendering region
rect = _get_canvas(context)
# Apply affine transformation.
center = mathutils.Vector((
(rect.x1 + rect.x0) / 2.0,
(rect.y1 + rect.y0) / 2.0,
0.0,
))
p1 = mathutils.Vector((rect.x0 - center.x, rect.y0 - center.y, 1.0))
p2 = mathutils.Vector((rect.x0 - center.x, rect.y1 - center.y, 1.0))
p3 = mathutils.Vector((rect.x1 - center.x, rect.y1 - center.y, 1.0))
p4 = mathutils.Vector((rect.x1 - center.x, rect.y0 - center.y, 1.0))
mat_affine = _create_affine_matrix(
sc.muv_texture_projection_adjust_window,
sc.muv_texture_projection_tex_scaling,
sc.muv_texture_projection_tex_rotation,
sc.muv_texture_projection_tex_translation)
p1 = compat.matmul(mat_affine, p1) + center
p2 = compat.matmul(mat_affine, p2) + center
p3 = compat.matmul(mat_affine, p3) + center
p4 = compat.matmul(mat_affine, p4) + center
positions = [
[p1.x, p1.y],
[p2.x, p2.y],
[p3.x, p3.y],
[p4.x, p4.y]
]
tex_coords = [
[0.0, 0.0],
[0.0, 1.0],
[1.0, 1.0],
[1.0, 0.0]
]
# OpenGL configuration
if compat.check_version(2, 80, 0) >= 0:
bgl.glEnable(bgl.GL_BLEND)
bgl.glEnable(bgl.GL_TEXTURE_2D)
bgl.glActiveTexture(bgl.GL_TEXTURE0)
if img.bindcode:
bind = img.bindcode
bgl.glBindTexture(bgl.GL_TEXTURE_2D, bind)
else:
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_texture_projection_tex_transparency)
for (v1, v2), (u, v) in zip(positions, tex_coords):
bgl.glTexCoord2f(u, v)
bgl.glVertex2f(v1, v2)
bgl.glEnd()
def invoke(self, context, _):
if not MUV_OT_TextureProjection.is_running(context):
MUV_OT_TextureProjection.handle_add(self, context)
else:
MUV_OT_TextureProjection.handle_remove()
if context.area:
context.area.tag_redraw()
return {'FINISHED'}
@BlClassRegistry()
class MUV_OT_TextureProjection_Project(bpy.types.Operator):
"""
Operation class: Project texture
"""
bl_idname = "uv.muv_texture_projection_project"
bl_label = "Project Texture"
bl_description = "Project Texture"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
# we can not get area/space/region from console
if common.is_console_mode():
return True
if not MUV_OT_TextureProjection.is_running(context):
return False
return _is_valid_context(context)
def execute(self, context):
sc = context.scene
if sc.muv_texture_projection_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
objs = common.get_uv_editable_objects(context)
for obj in objs:
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_texture_projection_assign_uvmap:
bm.loops.layers.uv.new()
else:
self.report({'WARNING'},
"Object {} must have more than one UV map"
.format(obj.name))
return {'CANCELLED'}
uv_layer = bm.loops.layers.uv.verify()
if compat.check_version(2, 80, 0) < 0:
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,
compat.matmul(world_mat, l.vert.co))
for f in sel_faces for l in f.loops
]
# Apply affine transformation.
rect = _get_canvas(bpy.context)
center = mathutils.Vector((
(rect.x1 + rect.x0) / 2.0,
(rect.y1 + rect.y0) / 2.0,
0.0,
))
v_screen_transformed = []
for v in v_screen:
p1 = mathutils.Vector((v.x - center.x, v.y - center.y, 1.0))
mat_affine = _create_affine_matrix(
sc.muv_texture_projection_adjust_window,
sc.muv_texture_projection_tex_scaling,
sc.muv_texture_projection_tex_rotation,
sc.muv_texture_projection_tex_translation)
p1 = compat.matmul(mat_affine.inverted(), p1) + center
v_screen_transformed.append(p1)
# transform screen region to canvas
v_canvas = [
_region_to_canvas(
v,
rect
) for v in v_screen_transformed
]
# assign image
if compat.check_version(2, 80, 0) >= 0:
node_tree = obj.active_material.node_tree
output_node = node_tree.nodes["Material Output"]
nodes = common.find_texture_nodes_from_material(
obj.active_material)
if len(nodes) >= 1:
tex_node = nodes[0]
else:
tex_node = node_tree.nodes.new(type="ShaderNodeTexImage")
tex_node.image = \
bpy.data.images[sc.muv_texture_projection_tex_image]
node_tree.links.new(
output_node.inputs["Surface"], tex_node.outputs["Color"])
else:
for f in sel_faces:
f[tex_layer].image = \
bpy.data.images[sc.muv_texture_projection_tex_image]
# project texture to object
i = 0
for f in sel_faces:
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'}
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