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authorCampbell Barton <ideasman42@gmail.com>2006-12-15 07:14:09 +0300
committerCampbell Barton <ideasman42@gmail.com>2006-12-15 07:14:09 +0300
commit0254065f3bfc36954ec23a09536d91e1c5a4066f (patch)
tree862382d2ee472a7621f853505fa4cab6dcb00a71 /release/scripts/uvcalc_quad_clickproj.py
parent0fbecfe9362aabe16e0c3a4d84d5e8672bc1a1f3 (diff)
Updated, optimizations and cleanup.
* accurate mouse to mapping using ray intersect, * right clicking cancels and returns original coords Doc is here http://mediawiki.blender.org/index.php/Scripts/Manual/UV_Calculate/Click_project_from_face
Diffstat (limited to 'release/scripts/uvcalc_quad_clickproj.py')
-rw-r--r--release/scripts/uvcalc_quad_clickproj.py190
1 files changed, 131 insertions, 59 deletions
diff --git a/release/scripts/uvcalc_quad_clickproj.py b/release/scripts/uvcalc_quad_clickproj.py
index 5c77d43c219..c30373c1d98 100644
--- a/release/scripts/uvcalc_quad_clickproj.py
+++ b/release/scripts/uvcalc_quad_clickproj.py
@@ -1,13 +1,43 @@
#!BPY
""" Registration info for Blender menus: <- these words are ignored
-Name: 'Click Project from face'
+Name: 'Click project from face'
Blender: 242
Group: 'UVCalculation'
-Tooltip: 'click'
+Tooltip: '3 Clicks to project uvs onto selected faces.'
"""
+__author__ = ["Campbell Barton"]
+__url__ = ("blender", "elysiun", "http://members.iinet.net.au/~cpbarton/ideasman/")
+__version__ = "0.1"
+__bpydoc__=\
+'''
+http://mediawiki.blender.org/index.php/Scripts/Manual/UV_Calculate/Click_project_from_face
+"
+'''
+
+# --------------------------------------------------------------------------
+# Click project v0.1 by Campbell Barton (AKA Ideasman)
+# --------------------------------------------------------------------------
+# ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+#
+# ***** END GPL LICENCE BLOCK *****
+# --------------------------------------------------------------------------
import Blender
import BPyMesh
@@ -15,8 +45,9 @@ import BPyWindow
mouseViewRay= BPyWindow.mouseViewRay
from Blender import Mathutils, Window, Scene, Draw, sys
-from Blender.Mathutils import CrossVecs, Vector, Intersect, LineIntersect, AngleBetweenVecs
+from Blender.Mathutils import CrossVecs, Vector, Matrix, LineIntersect, Intersect #, AngleBetweenVecs, Intersect
LMB= Window.MButs['L']
+RMB= Window.MButs['R']
def mouseup():
# Loop until click
@@ -33,7 +64,7 @@ def mousedown_wait():
mouse_buttons = Window.GetMouseButtons()
while mouse_buttons & LMB:
mouse_buttons = Window.GetMouseButtons()
-
+ sys.sleep(10)
def main():
@@ -42,13 +73,27 @@ def main():
if not ob or ob.type!='Mesh':
return
- mousedown_wait()
+ mousedown_wait() # so the menu items clicking dosnt trigger the mouseclick
Window.DrawProgressBar (0.0, '')
Window.DrawProgressBar (0.1, '(1 of 3) Click on a face corner')
# wait for a click
- mouseup()
+ mouse_buttons = Window.GetMouseButtons()
+ while not mouse_buttons & LMB:
+ sys.sleep(10)
+ mouse_buttons = Window.GetMouseButtons()
+
+ # Allow for RMB cancel
+ if mouse_buttons & RMB:
+ Window.DrawProgressBar (1.0, '')
+ return
+
+ while mouse_buttons & LMB:
+ sys.sleep(10)
+ mouse_buttons = Window.GetMouseButtons()
+
+
Window.DrawProgressBar (0.2, '(2 of 3 ) Click confirms the U coords')
@@ -65,55 +110,60 @@ def main():
me = ob.getData(mesh=1)
- SELECT_FLAG = Blender.Mesh.FaceFlags['SELECT']
- me_faces_sel = [ f for f in me.faces if f.flag & SELECT_FLAG ]
- del SELECT_FLAG
+ # Get the face under the mouse
+ face_click, isect, side = BPyMesh.pickMeshRayFace(me, OriginA, DirectionA)
- f, isect, side = BPyMesh.pickMeshRayFace(me, OriginA, DirectionA)
- f_no = f.no
- if not f:
+ proj_z_component = face_click.no
+ if not face_click:
Window.DrawProgressBar (1.0, '')
return
- # find the vertex thats closest
-
+ # Find the face vertex thats closest to the mouse,
+ # this vert will be used as the corner to map from.
best_v= None
best_length = 10000000
vi1 = None
- for i, v in enumerate(f.v):
+ for i, v in enumerate(face_click.v):
l = (v.co-isect).length
if l < best_length:
best_v = v
best_length = l
vi1 = i
- # now find the 2 edges in the face that connect to v
- if len(f)==4:
- if vi1==0: vi2, vi3= 3,1
- if vi1==1: vi2, vi3= 0,2
- if vi1==2: vi2, vi3= 1,3
- if vi1==3: vi2, vi3= 2,0
+ # now get the 2 edges in the face that connect to v
+ # we can work it out fairly easerly
+ if len(face_click)==4:
+ if vi1==0: vi2, vi3= 3,1
+ elif vi1==1: vi2, vi3= 0,2
+ elif vi1==2: vi2, vi3= 1,3
+ elif vi1==3: vi2, vi3= 2,0
else:
- if vi1==0: vi2, vi3= 2,1
- if vi1==1: vi2, vi3= 0,2
- if vi1==2: vi2, vi3= 1,0
+ if vi1==0: vi2, vi3= 2,1
+ elif vi1==1: vi2, vi3= 0,2
+ elif vi1==2: vi2, vi3= 1,0
+ face_corner_main =face_click.v[vi1].co
+ face_corner_a =face_click.v[vi2].co
+ face_corner_b =face_click.v[vi3].co
- loc1 =f.v[vi1].co
- loc2 =f.v[vi2].co
- loc3 =f.v[vi3].co
+ line_a_len = (face_corner_a-face_corner_main).length
+ line_b_len = (face_corner_b-face_corner_main).length
- line1_len = (loc2-loc1).length
- line2_len = (loc3-loc1).length
+ orig_cursor = Window.GetCursorPos()
+ Window.SetCursorPos(face_corner_main.x, face_corner_main.y, face_corner_main.z)
+ MODE = 0 # firstclick, 1, secondclick
+ mouse_buttons = Window.GetMouseButtons()
- # tmat = Mathutils.TranslationMatrix(-loc1)
+ project_mat = Matrix([0,0,0], [0,0,0], [0,0,0])
- Window.SetCursorPos(loc1.x, loc1.y, loc1.z)
- MODE = 0 # firstclick, 1, secondclick
- mouse_buttons = Window.GetMouseButtons()
- Window.SetCursorPos(loc1.x, loc1.y, loc1.z)
+ SELECT_FLAG = Blender.Mesh.FaceFlags['SELECT']
+ me_faces_sel = [ ([v.co-face_corner_main for v in f], f.uv) for f in me.faces if f.flag & SELECT_FLAG ]
+ del SELECT_FLAG
+
+ me_faces_sel_uvs = [uv.copy() for f in me_faces_sel for uv in f[1]]
+
while 1:
if mouse_buttons & LMB:
if MODE == 0:
@@ -122,7 +172,16 @@ def main():
MODE = 1 # second click
else:
break
-
+ elif mouse_buttons & RMB:
+
+ # Restore old uvs
+ i= 0
+ for f in me_faces_sel:
+ for uv in f[1]:
+ uv[:] = me_faces_sel_uvs[i]
+ i+=1
+ break
+
mouse_buttons = Window.GetMouseButtons()
screen_x, screen_y = Window.GetMouseCoords()
mouseInView, OriginA, DirectionA = mouseViewRay(screen_x, screen_y, obmat)
@@ -130,42 +189,55 @@ def main():
if not mouseInView:
continue
- d1_pair = Mathutils.LineIntersect(OriginA, OriginA+DirectionA, loc1, loc2)
- d2_pair = Mathutils.LineIntersect(OriginA, OriginA+DirectionA, loc1, loc3)
+
+ # Do a ray tri intersection, not clipped by the tri
+ new_isect = Intersect(face_corner_main, face_corner_a, face_corner_b, DirectionA, OriginA, False)
+ new_isect_alt = new_isect + DirectionA*0.0001
+
+
+ # The distance from the mouse cursor ray vector to the edge
+ line_isect_a_pair = LineIntersect(new_isect, new_isect_alt, face_corner_main, face_corner_a)
+ line_isect_b_pair = LineIntersect(new_isect, new_isect_alt, face_corner_main, face_corner_b)
+
if MODE == 0:
- d1 = (d1_pair[0]-d1_pair[1]).length
- d2 = (d2_pair[0]-d2_pair[1]).length
+ line_dist_a = (line_isect_a_pair[0]-line_isect_a_pair[1]).length
+ line_dist_b = (line_isect_b_pair[0]-line_isect_b_pair[1]).length
- if d1<d2:
- loc_to_use = loc2
- y_dist = line2_len
- x_dist = (d1_pair[1]-loc1).length
+ if line_dist_a < line_dist_b:
+ proj_x_component = face_corner_a - face_corner_main
+ y_axis_length = line_b_len
+ x_axis_length = (line_isect_a_pair[1]-face_corner_main).length
else:
- loc_to_use = loc3
- y_dist = line1_len
- x_dist = (d2_pair[1]-loc1).length
+ proj_x_component = face_corner_b - face_corner_main
+ y_axis_length = line_a_len
+ x_axis_length = (line_isect_b_pair[1]-face_corner_main).length
- line_x = loc_to_use - loc1
+ proj_y_component = CrossVecs(proj_x_component, proj_z_component)
- line_y = Mathutils.CrossVecs(line_x, f_no)
- line_x.length = 1/x_dist
- line_y.length = 1/y_dist
-
- else:
- if d1<d2: line_y.length = 1/(d2_pair[1]-loc1).length
- else: line_y.length = 1/(d1_pair[1]-loc1).length
+ proj_y_component.length = 1/y_axis_length
+ proj_x_component.length = 1/x_axis_length
- # Make a matrix
- project_mat = Mathutils.Matrix(line_x, line_y, f_no)
- project_mat.resize4x4()
+ else:
+ if line_dist_a < line_dist_b:
+ proj_y_component.length = 1/(line_isect_a_pair[1]-new_isect).length
+ else:
+ proj_y_component.length = 1/(line_isect_b_pair[1]-new_isect).length
+ # Use the existing matrix to make a new 3x3 projecton matrix
+ project_mat[0][:] = proj_x_component
+ project_mat[1][:] = proj_y_component
+ project_mat[2][:] = proj_z_component
- for f in me_faces_sel:
- f.uv = [project_mat * (v.co-loc1) for v in f]
+ # Apply the projection matrix
+ for f_proj_co, f_uv in me_faces_sel:
+ for i, uv in enumerate(f_uv):
+ uv[:] = (project_mat * f_proj_co[i])[0:2]
Window.Redraw(Window.Types.VIEW3D)
Window.DrawProgressBar (1.0, '')
+ Window.SetCursorPos(*orig_cursor)
+ Window.RedrawAll()
if __name__=='__main__':
main() \ No newline at end of file