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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__ = "5.2"
__date__ = "17 Nov 2018"
from collections import namedtuple
import bpy
import bgl
import bmesh
import mathutils
from bpy_extras import view3d_utils
from bpy.props import (
BoolProperty,
EnumProperty,
FloatProperty,
)
from .. import common
__all__ = [
'Properties',
'Operator',
'OperatorProject',
]
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, 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.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 * 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
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
class Properties:
@classmethod
def init_props(cls, scene):
def get_func(_):
return Operator.is_running(bpy.context)
def set_func(_, __):
pass
def update_func(_, __):
bpy.ops.uv.muv_texture_projection_operator('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_magnitude = FloatProperty(
name="Magnitude",
description="Texture Magnitude",
default=0.5,
min=0.0,
max=100.0
)
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="Size 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_magnitude
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
class Operator(bpy.types.Operator):
"""
Operation class: Texture Projection
Render texture
"""
bl_idname = "uv.muv_texture_projection_operator"
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(
Operator.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, sc.muv_texture_projection_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_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 Operator.is_running(context):
Operator.handle_add(self, context)
else:
Operator.handle_remove()
if context.area:
context.area.tag_redraw()
return {'FINISHED'}
class OperatorProject(bpy.types.Operator):
"""
Operation class: Project texture
"""
bl_idname = "uv.muv_texture_projection_operator_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 Operator.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
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_texture_projection_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_texture_projection_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_texture_projection_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'}
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