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uv_inspection.py
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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 <[email protected]>"
__status__ = "production"
__version__ = "6.2"
__date__ = "31 Jul 2019"
import bpy
from bpy.props import BoolProperty, EnumProperty
import bmesh
from .. import common
from ..utils.bl_class_registry import BlClassRegistry
from ..utils.property_class_registry import PropertyClassRegistry
from ..utils import compatibility as compat
if compat.check_version(2, 80, 0) >= 0:
from ..lib import bglx as bgl
else:
import bgl
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
# 'IMAGE_EDITOR' and 'VIEW_3D' space is allowed to execute.
# If 'View_3D' space is not allowed, you can't find option in Tool-Shelf
# after the execution
for space in context.area.spaces:
if (space.type == 'IMAGE_EDITOR') or (space.type == 'VIEW_3D'):
break
else:
return False
return True
def _update_uvinsp_info(context):
sc = context.scene
props = sc.muv_props.uv_inspection
obj = context.active_object
bm = bmesh.from_edit_mesh(obj.data)
if common.check_version(2, 73, 0) >= 0:
bm.faces.ensure_lookup_table()
uv_layer = bm.loops.layers.uv.verify()
if context.tool_settings.use_uv_select_sync:
sel_faces = [f for f in bm.faces]
else:
sel_faces = [f for f in bm.faces if f.select]
props.overlapped_info = common.get_overlapped_uv_info(
bm, sel_faces, uv_layer, sc.muv_uv_inspection_show_mode)
props.flipped_info = common.get_flipped_uv_info(sel_faces, uv_layer)
@PropertyClassRegistry()
class _Properties:
idname = "uv_inspection"
@classmethod
def init_props(cls, scene):
class Props():
overlapped_info = []
flipped_info = []
scene.muv_props.uv_inspection = Props()
def get_func(_):
return MUV_OT_UVInspection_Render.is_running(bpy.context)
def set_func(_, __):
pass
def update_func(_, __):
bpy.ops.uv.muv_uv_inspection_render('INVOKE_REGION_WIN')
scene.muv_uv_inspection_enabled = BoolProperty(
name="UV Inspection Enabled",
description="UV Inspection is enabled",
default=False
)
scene.muv_uv_inspection_show = BoolProperty(
name="UV Inspection Showed",
description="UV Inspection is showed",
default=False,
get=get_func,
set=set_func,
update=update_func
)
scene.muv_uv_inspection_show_overlapped = BoolProperty(
name="Overlapped",
description="Show overlapped UVs",
default=False
)
scene.muv_uv_inspection_show_flipped = BoolProperty(
name="Flipped",
description="Show flipped UVs",
default=False
)
scene.muv_uv_inspection_show_mode = EnumProperty(
name="Mode",
description="Show mode",
items=[
('PART', "Part", "Show only overlapped/flipped part"),
('FACE', "Face", "Show overlapped/flipped face")
],
default='PART'
)
@classmethod
def del_props(cls, scene):
del scene.muv_props.uv_inspection
del scene.muv_uv_inspection_enabled
del scene.muv_uv_inspection_show
del scene.muv_uv_inspection_show_overlapped
del scene.muv_uv_inspection_show_flipped
del scene.muv_uv_inspection_show_mode
@BlClassRegistry()
class MUV_OT_UVInspection_Render(bpy.types.Operator):
"""
Operation class: Render UV Inspection
No operation (only rendering)
"""
bl_idname = "uv.muv_uv_inspection_render"
bl_description = "Render overlapped/flipped UVs"
bl_label = "Overlapped/Flipped UV 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):
sie = bpy.types.SpaceImageEditor
cls.__handle = sie.draw_handler_add(
MUV_OT_UVInspection_Render.draw, (obj, context),
'WINDOW', 'POST_PIXEL')
@classmethod
def handle_remove(cls):
if cls.__handle is not None:
bpy.types.SpaceImageEditor.draw_handler_remove(
cls.__handle, 'WINDOW')
cls.__handle = None
@staticmethod
def draw(_, context):
sc = context.scene
props = sc.muv_props.uv_inspection
user_prefs = compat.get_user_preferences(context)
prefs = user_prefs.addons["magic_uv"].preferences
if not MUV_OT_UVInspection_Render.is_running(context):
return
# OpenGL configuration
bgl.glEnable(bgl.GL_BLEND)
# render overlapped UV
if sc.muv_uv_inspection_show_overlapped:
color = prefs.uv_inspection_overlapped_color
for info in props.overlapped_info:
if sc.muv_uv_inspection_show_mode == 'PART':
for poly in info["polygons"]:
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
bgl.glColor4f(color[0], color[1], color[2], color[3])
for uv in poly:
x, y = context.region.view2d.view_to_region(
uv.x, uv.y)
bgl.glVertex2f(x, y)
bgl.glEnd()
elif sc.muv_uv_inspection_show_mode == 'FACE':
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
bgl.glColor4f(color[0], color[1], color[2], color[3])
for uv in info["subject_uvs"]:
x, y = context.region.view2d.view_to_region(uv.x, uv.y)
bgl.glVertex2f(x, y)
bgl.glEnd()
# render flipped UV
if sc.muv_uv_inspection_show_flipped:
color = prefs.uv_inspection_flipped_color
for info in props.flipped_info:
if sc.muv_uv_inspection_show_mode == 'PART':
for poly in info["polygons"]:
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
bgl.glColor4f(color[0], color[1], color[2], color[3])
for uv in poly:
x, y = context.region.view2d.view_to_region(
uv.x, uv.y)
bgl.glVertex2f(x, y)
bgl.glEnd()
elif sc.muv_uv_inspection_show_mode == 'FACE':
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
bgl.glColor4f(color[0], color[1], color[2], color[3])
for uv in info["uvs"]:
x, y = context.region.view2d.view_to_region(uv.x, uv.y)
bgl.glVertex2f(x, y)
bgl.glEnd()
bgl.glDisable(bgl.GL_BLEND)
def invoke(self, context, _):
if not MUV_OT_UVInspection_Render.is_running(context):
_update_uvinsp_info(context)
MUV_OT_UVInspection_Render.handle_add(self, context)
else:
MUV_OT_UVInspection_Render.handle_remove()
if context.area:
context.area.tag_redraw()
return {'FINISHED'}
@BlClassRegistry()
class MUV_OT_UVInspection_Update(bpy.types.Operator):
"""
Operation class: Update
"""
bl_idname = "uv.muv_uv_inspection_update"
bl_label = "Update UV Inspection"
bl_description = "Update UV Inspection"
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 MUV_OT_UVInspection_Render.is_running(context):
return False
return _is_valid_context(context)
def execute(self, context):
_update_uvinsp_info(context)
if context.area:
context.area.tag_redraw()
return {'FINISHED'}