mirror of
https://github.com/drewcassidy/TexTools-Blender
synced 2024-09-01 14:54:44 +00:00
drewcassidy
f6e4f11256
When getting/setting texel density, use currently open image if object has no image assigned to it
139 lines
4.3 KiB
Python
139 lines
4.3 KiB
Python
import bpy
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import bmesh
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import operator
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import math
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from . import utilities_texel
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class op(bpy.types.Operator):
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bl_idname = "uv.textools_texel_density_get"
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bl_label = "Get Texel size"
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bl_description = "Get Pixel per unit ratio or Texel density"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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#Only in UV editor mode
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if bpy.context.area.type != 'IMAGE_EDITOR':
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return False
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if not bpy.context.active_object:
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return False
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if len(bpy.context.selected_objects) == 0:
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return False
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if bpy.context.active_object.type != 'MESH':
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return False
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if not bpy.context.object.data.uv_layers:
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return False
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# if bpy.context.object.mode == 'EDIT':
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# # In edit mode requires face select mode
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# if bpy.context.scene.tool_settings.mesh_select_mode[2] == False:
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# return False
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return True
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def execute(self, context):
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get_texel_density(
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self,
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context
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)
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return {'FINISHED'}
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def get_texel_density(self, context):
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print("Get texel density")
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edit_mode = bpy.context.object.mode == 'EDIT'
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object_faces = utilities_texel.get_selected_object_faces()
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# Warning: No valid input objects
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if len(object_faces) == 0:
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self.report({'ERROR_INVALID_INPUT'}, "No UV maps or meshes selected" )
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return
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print("obj faces groups {}".format(len(object_faces)))
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# Collect Images / textures
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object_images = {}
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for obj in object_faces:
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image = utilities_texel.get_object_texture_image(obj)
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if image:
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object_images[obj] = image
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fallback_image = None
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for area in bpy.context.screen.areas:
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if area.type == 'IMAGE_EDITOR':
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fallback_image = area.spaces[0].image
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break
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sum_area_vt = 0
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sum_area_uv = 0
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# Get area for each triangle in view and UV
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for obj in object_faces:
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.select_all(action='DESELECT')
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bpy.context.view_layer.objects.active = obj
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obj.select_set( state = True, view_layer = None)
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# Find image of object
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if obj in object_images:
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image = object_images[obj]
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else:
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image = fallback_image
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if image:
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bpy.ops.object.mode_set(mode='EDIT')
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bm = bmesh.from_edit_mesh(obj.data)
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uv_layers = bm.loops.layers.uv.verify()
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bm.faces.ensure_lookup_table()
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for index in object_faces[obj]:
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face = bm.faces[index]
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# Triangle Verts
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triangle_uv = [loop[uv_layers].uv for loop in face.loops ]
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triangle_vt = [vert.co for vert in face.verts]
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#Triangle Areas
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face_area_vt = utilities_texel.get_area_triangle(
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triangle_vt[0],
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triangle_vt[1],
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triangle_vt[2]
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)
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face_area_uv = utilities_texel.get_area_triangle_uv(
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triangle_uv[0],
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triangle_uv[1],
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triangle_uv[2],
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image.size[0],
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image.size[1]
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)
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sum_area_vt+= math.sqrt( face_area_vt )
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sum_area_uv+= math.sqrt( face_area_uv ) * min(image.size[0], image.size[1])
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# Restore selection
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.select_all(action='DESELECT')
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for obj in object_faces:
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obj.select_set( state = True, view_layer = None)
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bpy.context.view_layer.objects.active = list(object_faces.keys())[0]
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if edit_mode:
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bpy.ops.object.mode_set(mode='EDIT')
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# print("Sum verts area {}".format(sum_area_vt))
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# print("Sum texture area {}".format(sum_area_uv))
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if sum_area_uv == 0 or sum_area_vt == 0:
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bpy.context.scene.texToolsSettings.texel_density = 0
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else:
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bpy.context.scene.texToolsSettings.texel_density = sum_area_uv / sum_area_vt
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bpy.utils.register_class(op)
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