mirror of
https://github.com/drewcassidy/TexTools-Blender
synced 2024-09-01 14:54:44 +00:00
206 lines
5.9 KiB
Python
206 lines
5.9 KiB
Python
import bpy
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import bmesh
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import operator
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from mathutils import Vector
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from collections import defaultdict
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from math import pi
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from . import utilities_color
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class op(bpy.types.Operator):
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bl_idname = "uv.textools_color_from_directions"
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bl_label = "Color Directions"
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bl_description = "Assign a color ID to different face directions"
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bl_options = {'REGISTER', 'UNDO'}
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directions : bpy.props.EnumProperty(items=
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[('2', '2', 'Top & Bottom, Sides'),
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('3', '3', 'Top & Bottom, Left & Right, Front & Back'),
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('4', '4', 'Top, Left & Right, Front & Back, Bottom'),
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('6', '6', 'All sides')],
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name = "Directions",
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default = '3'
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)
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def invoke(self, context, event):
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wm = context.window_manager
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return wm.invoke_props_dialog(self)
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# def draw(self, context):
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# layout = self.layout
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# layout.prop(self, "directions")
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@classmethod
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def poll(cls, context):
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if not bpy.context.active_object:
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return False
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if bpy.context.active_object not in bpy.context.selected_objects:
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return False
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if len(bpy.context.selected_objects) != 1:
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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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#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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return True
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def execute(self, context):
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color_elements(self, context)
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return {'FINISHED'}
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def color_elements(self, context):
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obj = bpy.context.active_object
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# Setup Edit & Face mode
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if obj.mode != 'EDIT':
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='FACE')
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# Collect groups
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bm = bmesh.from_edit_mesh(bpy.context.active_object.data);
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face_directions = {
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'top':[],
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'bottom':[],
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'left':[],
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'right':[],
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'front':[],
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'back':[]
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}
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print("Directions {}".format(self.directions))
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for face in bm.faces:
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print("face {} n: {}".format(face.index, face.normal))
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# Find dominant direction
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abs_x = abs(face.normal.x)
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abs_y = abs(face.normal.y)
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abs_z = abs(face.normal.z)
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max_xyz = max(abs_x, abs_y, abs_z)
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if max_xyz == abs_x:
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if face.normal.x > 0:
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face_directions['right'].append(face.index)
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else:
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face_directions['left'].append(face.index)
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elif max_xyz == abs_y:
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if face.normal.y > 0:
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face_directions['front'].append(face.index)
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else:
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face_directions['back'].append(face.index)
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elif max_xyz == abs_z:
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if face.normal.z > 0:
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face_directions['top'].append(face.index)
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else:
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face_directions['bottom'].append(face.index)
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count = int(self.directions)
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bpy.context.scene.texToolsSettings.color_ID_count = count
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groups = []
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# for i in range(count):
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# groups.append([])
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if self.directions == '2':
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groups.append(face_directions['top']+face_directions['bottom'])
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groups.append(face_directions['left']+face_directions['right']+face_directions['front']+face_directions['back'])
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if self.directions == '3':
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groups.append(face_directions['top']+face_directions['bottom'])
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groups.append(face_directions['left']+face_directions['right'])
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groups.append(face_directions['front']+face_directions['back'])
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elif self.directions == '4':
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groups.append(face_directions['top'])
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groups.append(face_directions['left']+face_directions['right'])
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groups.append(face_directions['front']+face_directions['back'])
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groups.append(face_directions['bottom'])
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elif self.directions == '6':
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groups.append(face_directions['top'])
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groups.append(face_directions['right'])
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groups.append(face_directions['left'])
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groups.append(face_directions['front'])
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groups.append(face_directions['back'])
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groups.append(face_directions['bottom'])
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# Assign Groups to colors
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index_color = 0
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for group in groups:
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# # rebuild bmesh data (e.g. left edit mode previous loop)
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bm = bmesh.from_edit_mesh(bpy.context.active_object.data);
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if hasattr(bm.faces, "ensure_lookup_table"):
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bm.faces.ensure_lookup_table()
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# Select group
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bpy.ops.mesh.select_all(action='DESELECT')
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for index_face in group:
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bm.faces[index_face].select = True
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# Assign to selection
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bpy.ops.uv.textools_color_assign(index=index_color)
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index_color = (index_color+1) % bpy.context.scene.texToolsSettings.color_ID_count
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bpy.ops.object.mode_set(mode='OBJECT')
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utilities_color.validate_face_colors(obj)
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'''
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faces_indices_processed = []
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for face in bm.faces:
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if face.index not in faces_indices_processed:
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# Select face & extend
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bpy.ops.mesh.select_all(action='DESELECT')
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face.select = True
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bpy.ops.mesh.select_linked(delimit={'NORMAL'})
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faces = [f.index for f in bm.faces if (f.select and f.index not in faces_indices_processed)]
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for f in faces:
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faces_indices_processed.append(f)
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groups.append(faces)
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# Assign color count (caps automatically e.g. max 20)
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bpy.context.scene.texToolsSettings.color_ID_count = len(groups)
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gamma = 2.2
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for i in range(bpy.context.scene.texToolsSettings.color_ID_count):
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color = utilities_color.get_color_id(i, bpy.context.scene.texToolsSettings.color_ID_count)
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# Fix Gamma
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color[0] = pow(color[0] , gamma)
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color[1] = pow(color[1] , gamma)
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color[2] = pow(color[2], gamma)
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utilities_color.set_color(i, color)
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# Assign Groups to colors
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index_color = 0
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for group in groups:
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# rebuild bmesh data (e.g. left edit mode previous loop)
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bm = bmesh.from_edit_mesh(bpy.context.active_object.data);
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if hasattr(bm.faces, "ensure_lookup_table"):
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bm.faces.ensure_lookup_table()
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# Select group
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bpy.ops.mesh.select_all(action='DESELECT')
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for index_face in group:
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bm.faces[index_face].select = True
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# Assign to selection
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bpy.ops.uv.textools_color_assign(index=index_color)
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index_color = (index_color+1) % bpy.context.scene.texToolsSettings.color_ID_count
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bpy.ops.object.mode_set(mode='OBJECT')
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utilities_color.validate_face_colors(obj)
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'''
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bpy.utils.register_class(op) |