import bpy import bmesh import operator from mathutils import Vector from collections import defaultdict from math import pi from . import utilities_color class op(bpy.types.Operator): bl_idname = "uv.textools_color_from_directions" bl_label = "Color Directions" bl_description = "Assign a color ID to different face directions" bl_options = {'REGISTER', 'UNDO'} directions: bpy.props.EnumProperty(items=[('2', '2', 'Top & Bottom, Sides'), ('3', '3', 'Top & Bottom, Left & Right, Front & Back'), ('4', '4', 'Top, Left & Right, Front & Back, Bottom'), ('6', '6', 'All sides')], name="Directions", default='3' ) def invoke(self, context, event): wm = context.window_manager return wm.invoke_props_dialog(self) # def draw(self, context): # layout = self.layout # layout.prop(self, "directions") @classmethod def poll(cls, context): if not bpy.context.active_object: return False if bpy.context.active_object not in bpy.context.selected_objects: return False if len(bpy.context.selected_objects) != 1: return False if bpy.context.active_object.type != 'MESH': return False # Only in UV editor mode if bpy.context.area.type != 'IMAGE_EDITOR': return False return True def execute(self, context): color_elements(self, context) return {'FINISHED'} def color_elements(self, context): obj = bpy.context.active_object # Setup Edit & Face mode if obj.mode != 'EDIT': bpy.ops.object.mode_set(mode='EDIT') bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE') # Collect groups bm = bmesh.from_edit_mesh(bpy.context.active_object.data) face_directions = { 'top': [], 'bottom': [], 'left': [], 'right': [], 'front': [], 'back': [] } print("Directions {}".format(self.directions)) for face in bm.faces: print("face {} n: {}".format(face.index, face.normal)) # Find dominant direction abs_x = abs(face.normal.x) abs_y = abs(face.normal.y) abs_z = abs(face.normal.z) max_xyz = max(abs_x, abs_y, abs_z) if max_xyz == abs_x: if face.normal.x > 0: face_directions['right'].append(face.index) else: face_directions['left'].append(face.index) elif max_xyz == abs_y: if face.normal.y > 0: face_directions['front'].append(face.index) else: face_directions['back'].append(face.index) elif max_xyz == abs_z: if face.normal.z > 0: face_directions['top'].append(face.index) else: face_directions['bottom'].append(face.index) count = int(self.directions) bpy.context.scene.texToolsSettings.color_ID_count = count groups = [] # for i in range(count): # groups.append([]) if self.directions == '2': groups.append(face_directions['top']+face_directions['bottom']) groups.append(face_directions['left']+face_directions['right'] + face_directions['front']+face_directions['back']) if self.directions == '3': groups.append(face_directions['top']+face_directions['bottom']) groups.append(face_directions['left']+face_directions['right']) groups.append(face_directions['front']+face_directions['back']) elif self.directions == '4': groups.append(face_directions['top']) groups.append(face_directions['left']+face_directions['right']) groups.append(face_directions['front']+face_directions['back']) groups.append(face_directions['bottom']) elif self.directions == '6': groups.append(face_directions['top']) groups.append(face_directions['right']) groups.append(face_directions['left']) groups.append(face_directions['front']) groups.append(face_directions['back']) groups.append(face_directions['bottom']) # Assign Groups to colors index_color = 0 for group in groups: # # rebuild bmesh data (e.g. left edit mode previous loop) bm = bmesh.from_edit_mesh(bpy.context.active_object.data) if hasattr(bm.faces, "ensure_lookup_table"): bm.faces.ensure_lookup_table() # Select group bpy.ops.mesh.select_all(action='DESELECT') for index_face in group: bm.faces[index_face].select = True # Assign to selection bpy.ops.uv.textools_color_assign(index=index_color) index_color = ( index_color+1) % bpy.context.scene.texToolsSettings.color_ID_count bpy.ops.object.mode_set(mode='OBJECT') utilities_color.validate_face_colors(obj) ''' faces_indices_processed = [] for face in bm.faces: if face.index not in faces_indices_processed: # Select face & extend bpy.ops.mesh.select_all(action='DESELECT') face.select = True bpy.ops.mesh.select_linked(delimit={'NORMAL'}) faces = [f.index for f in bm.faces if (f.select and f.index not in faces_indices_processed)] for f in faces: faces_indices_processed.append(f) groups.append(faces) # Assign color count (caps automatically e.g. max 20) bpy.context.scene.texToolsSettings.color_ID_count = len(groups) gamma = 2.2 for i in range(bpy.context.scene.texToolsSettings.color_ID_count): color = utilities_color.get_color_id(i, bpy.context.scene.texToolsSettings.color_ID_count) # Fix Gamma color[0] = pow(color[0] , gamma) color[1] = pow(color[1] , gamma) color[2] = pow(color[2], gamma) utilities_color.set_color(i, color) # Assign Groups to colors index_color = 0 for group in groups: # rebuild bmesh data (e.g. left edit mode previous loop) bm = bmesh.from_edit_mesh(bpy.context.active_object.data); if hasattr(bm.faces, "ensure_lookup_table"): bm.faces.ensure_lookup_table() # Select group bpy.ops.mesh.select_all(action='DESELECT') for index_face in group: bm.faces[index_face].select = True # Assign to selection bpy.ops.uv.textools_color_assign(index=index_color) index_color = (index_color+1) % bpy.context.scene.texToolsSettings.color_ID_count bpy.ops.object.mode_set(mode='OBJECT') utilities_color.validate_face_colors(obj) ''' bpy.utils.register_class(op)