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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 <nutti.metro@gmail.com>"
__status__ = "production"
from bpy.props import (
FloatProperty,
FloatVectorProperty,
from . import common
from .op.flip_rotate_uv import MUV_OT_FlipRotate
from .op.mirror_uv import MUV_OT_MirrorUV
from .op.move_uv import MUV_OT_MoveUV
from .op.unwrap_constraint import MUV_OT_UnwrapConstraint
from .op.pack_uv import MUV_OT_PackUV
from .op.smooth_uv import MUV_OT_SmoothUV
from .ui.VIEW3D_MT_uv_map import (
MUV_MT_CopyPasteUV,
MUV_MT_TransferUV,
MUV_MT_WorldScaleUV,
MUV_MT_PreserveUVAspect,
MUV_MT_TextureLock,
MUV_MT_TextureWrap,
MUV_MT_TextureProjection,
MUV_MT_UVW,
)
from .ui.VIEW3D_MT_object import MUV_MT_CopyPasteUV_Object
from .ui.IMAGE_MT_uvs import (
MUV_MT_CopyPasteUV_UVEdit,
MUV_MT_SelectUV,
MUV_MT_AlignUV,
MUV_MT_AlignUVCursor,
MUV_MT_UVInspection,
)
from .utils.bl_class_registry import BlClassRegistry
from .utils.addon_updator import AddonUpdatorManager
from .utils import compatibility as compat
def view3d_uvmap_menu_fn(self, context):
layout = self.layout
sc = context.scene
layout.separator()
layout.label(text="Copy/Paste UV", icon=compat.icon('IMAGE'))
layout.menu(MUV_MT_CopyPasteUV.bl_idname, text="Copy/Paste UV")
layout.menu(MUV_MT_TransferUV.bl_idname, text="Transfer UV")
layout.label(text="UV Manipulation", icon=compat.icon('IMAGE'))
ops = layout.operator(MUV_OT_FlipRotate.bl_idname, text="Flip/Rotate UV")
ops = layout.operator(MUV_OT_MirrorUV.bl_idname, text="Mirror UV")
layout.operator(MUV_OT_MoveUV.bl_idname, text="Move UV")
layout.menu(MUV_MT_WorldScaleUV.bl_idname, text="World Scale UV")
layout.menu(MUV_MT_PreserveUVAspect.bl_idname, text="Preserve UV")
layout.menu(MUV_MT_TextureLock.bl_idname, text="Texture Lock")
layout.menu(MUV_MT_TextureWrap.bl_idname, text="Texture Wrap")
# UV Sculpt
layout.prop(sc, "muv_uv_sculpt_enable", text="UV Sculpt")
layout.label(text="UV Mapping", icon=compat.icon('IMAGE'))
ops = layout.operator(MUV_OT_UnwrapConstraint.bl_idname,
text="Unwrap Constraint")
ops.u_const = sc.muv_unwrap_constraint_u_const
ops.v_const = sc.muv_unwrap_constraint_v_const
# Texture Projection
layout.menu(MUV_MT_TextureProjection.bl_idname, text="Texture Projection")
layout.menu(MUV_MT_UVW.bl_idname, text="UVW")
def view3d_object_menu_fn(self, _):
layout = self.layout
layout.separator()
layout.label(text="Copy/Paste UV", icon=compat.icon('IMAGE'))
layout.menu(MUV_MT_CopyPasteUV_Object.bl_idname, text="Copy/Paste UV")
def image_uvs_menu_fn(self, context):
layout.separator()
# Copy/Paste UV (on UV/Image Editor)
layout.label(text="Copy/Paste UV", icon=compat.icon('IMAGE'))
layout.menu(MUV_MT_CopyPasteUV_UVEdit.bl_idname, text="Copy/Paste UV")
layout.label(text="UV Manipulation", icon=compat.icon('IMAGE'))
ops = layout.operator(MUV_OT_PackUV.bl_idname, text="Pack UV")
ops.allowable_center_deviation = sc.muv_pack_uv_allowable_center_deviation
ops.allowable_size_deviation = sc.muv_pack_uv_allowable_size_deviation
# Select UV
layout.menu(MUV_MT_SelectUV.bl_idname, text="Select UV")
ops = layout.operator(MUV_OT_SmoothUV.bl_idname, text="Smooth")
ops.transmission = sc.muv_smooth_uv_transmission
ops.select = sc.muv_smooth_uv_select
ops.mesh_infl = sc.muv_smooth_uv_mesh_infl
# Align UV
layout.menu(MUV_MT_AlignUV.bl_idname, text="Align UV")
layout.separator()
# Align UV Cursor
layout.label(text="Editor Enhancement", icon=compat.icon('IMAGE'))
layout.menu(MUV_MT_AlignUVCursor.bl_idname, text="Align UV Cursor")
# UV Bounding Box
layout.prop(sc, "muv_uv_bounding_box_show", text="UV Bounding Box")
# UV Inspection
layout.menu(MUV_MT_UVInspection.bl_idname, text="UV Inspection")
def add_builtin_menu():
bpy.types.VIEW3D_MT_uv_map.append(view3d_uvmap_menu_fn)
bpy.types.VIEW3D_MT_object.append(view3d_object_menu_fn)
bpy.types.IMAGE_MT_uvs.append(image_uvs_menu_fn)
def remove_builtin_menu():
bpy.types.IMAGE_MT_uvs.remove(image_uvs_menu_fn)
bpy.types.VIEW3D_MT_object.append(view3d_object_menu_fn)
bpy.types.VIEW3D_MT_uv_map.remove(view3d_uvmap_menu_fn)
def get_update_candidate_branches(_, __):
manager = AddonUpdatorManager.get_instance()
if not manager.candidate_checked():
return []
return [(name, name, "") for name in manager.get_candidate_branch_names()]
def set_debug_mode(self, value):
self['enable_debug_mode'] = value
def get_debug_mode(self):
enabled = self.get('enable_debug_mode', False)
if enabled:
common.enable_debugg_mode()
else:
common.disable_debug_mode()
return enabled
@compat.make_annotations
def update_enable_builtin_menu(self, _):
if self['enable_builtin_menu']:
add_builtin_menu()
else:
remove_builtin_menu()
# enable to add features to built-in menu
name="Built-in Menu",
description="Enable built-in menu",
default=True,
# enable debug mode
enable_debug_mode = BoolProperty(
name="Debug Mode",
description="Enable debugging mode",
default=False,
set=set_debug_mode,
get=get_debug_mode,
)
uv_sculpt_brush_color = FloatVectorProperty(
name="Color",
description="Color",
default=(1.0, 0.4, 0.4, 1.0),
min=0.0,
max=1.0,
size=4,
subtype='COLOR'
)
# for Overlapped UV
uv_inspection_overlapped_color = FloatVectorProperty(
name="Color",
description="Color",
default=(0.0, 0.0, 1.0, 0.3),
min=0.0,
max=1.0,
size=4,
subtype='COLOR'
)
# for Flipped UV
uv_inspection_flipped_color = FloatVectorProperty(
name="Color",
description="Color",
default=(1.0, 0.0, 0.0, 0.3),
min=0.0,
max=1.0,
size=4,
subtype='COLOR'
)
# for Texture Projection
texture_projection_canvas_padding = FloatVectorProperty(
name="Canvas Padding",
description="Canvas Padding",
size=2,
max=50.0,
min=0.0,
default=(20.0, 20.0))
# for UV Bounding Box
name="Size",
description="Control Point Size",
default=6.0,
min=3.0,
max=100.0)
uv_bounding_box_cp_react_size = FloatProperty(
name="React Size",
description="Size event fired",
default=10.0,
min=3.0,
max=100.0)
name="Category",
description="Preferences Category",
items=[
('INFO', "Information", "Information about this add-on"),
('CONFIG', "Configuration", "Configuration about this add-on"),
('UPDATE', "Update", "Update this add-on"),
],
default='INFO'
)
name="Description",
description="Description",
default=False
)
name="Location",
description="Location",
default=False
)
name="UV Sculpt",
description="UV Sculpt",
default=False
)
conf_uv_inspection_expanded = BoolProperty(
name="UV Inspection",
description="UV Inspection",
default=False
)
conf_texture_projection_expanded = BoolProperty(
name="Texture Projection",
description="Texture Projection",
default=False
)
conf_uv_bounding_box_expanded = BoolProperty(
name="UV Bounding Box",
description="UV Bounding Box",
default=False
)
# for add-on updater
name="branch",
description="Target branch to update add-on",
items=get_update_candidate_branches
layout.row().prop(self, "category", expand=True)
if self.category == 'INFO':
layout.prop(
self, "info_desc_expanded", text="Description",
icon='DISCLOSURE_TRI_DOWN' if self.info_desc_expanded
else 'DISCLOSURE_TRI_RIGHT')
if self.info_desc_expanded:
col = layout.column(align=True)
col.label(text="Magic UV is composed of many UV editing" +
col.label(text="See tutorial page if you are new to this" +
col.label(text="https://github.com/nutti/Magic-UV" +
layout.prop(
self, "info_loc_expanded", text="Location",
icon='DISCLOSURE_TRI_DOWN' if self.info_loc_expanded
else 'DISCLOSURE_TRI_RIGHT')
if self.info_loc_expanded:
row = layout.row(align=True)
sp = compat.layout_split(row, 0.5)
sp.label(text="3D View > Tool shelf > " +
sp = compat.layout_split(sp, 1.0)
col.label(text="Copy/Paste UV (Among objects)")
sp = compat.layout_split(row, 0.5)
sp.label(text="3D View > Tool shelf > " +
sp = compat.layout_split(sp, 1.0)
col.label(text="Copy/Paste UV (Among faces in 3D View)")
col.label(text="Transfer UV")
sp = compat.layout_split(row, 0.5)
sp.label(text="3D View > Tool shelf > " +
sp = compat.layout_split(sp, 1.0)
col.label(text="Flip/Rotate UV")
col.label(text="Mirror UV")
col.label(text="Move UV")
col.label(text="World Scale UV")
col.label(text="Preserve UV Aspect")
col.label(text="Texture Lock")
col.label(text="Texture Wrap")
col.label(text="UV Sculpt")
sp = compat.layout_split(row, 0.5)
sp.label(text="3D View > Tool shelf > " +
sp = compat.layout_split(sp, 1.0)
col.label(text="Unwrap Constraint")
col.label(text="Texture Projection")
col.label(text="UVW")
sp = compat.layout_split(row, 0.5)
sp.label(text="UV/Image Editor > Tool shelf > Copy/Paste UV")
sp = compat.layout_split(sp, 1.0)
col.label(text="Copy/Paste UV " +
"(Among faces in UV/Image Editor)")
sp = compat.layout_split(row, 0.5)
sp.label(text="UV/Image Editor > Tool shelf > UV Manipulation")
sp = compat.layout_split(sp, 1.0)
col.label(text="Align UV")
col.label(text="Smooth UV")
col.label(text="Select UV")
col.label(text="Pack UV (Extension)")
sp = compat.layout_split(row, 0.5)
sp.label(text="UV/Image Editor > Tool shelf > " +
sp = compat.layout_split(sp, 1.0)
col.label(text="Align UV Cursor")
col.label(text="UV Cursor Location")
col.label(text="UV Bounding Box")
col.label(text="UV Inspection")
layout.prop(self, "enable_builtin_menu", text="Built-in Menu")
layout.prop(self, "enable_debug_mode", text="Debug Mode")
layout.separator()
layout.prop(
self, "conf_uv_sculpt_expanded", text="UV Sculpt",
icon='DISCLOSURE_TRI_DOWN' if self.conf_uv_sculpt_expanded
else 'DISCLOSURE_TRI_RIGHT')
if self.conf_uv_sculpt_expanded:
sp = compat.layout_split(layout, 0.05)
sp = compat.layout_split(sp, 0.3)
col.prop(self, "uv_sculpt_brush_color", text="")
layout.separator()
layout.prop(
self, "conf_uv_inspection_expanded", text="UV Inspection",
icon='DISCLOSURE_TRI_DOWN' if self.conf_uv_inspection_expanded
else 'DISCLOSURE_TRI_RIGHT')
if self.conf_uv_inspection_expanded:
sp = compat.layout_split(layout, 0.05)
sp = compat.layout_split(sp, 0.3)
col.label(text="Overlapped UV Color:")
col.prop(self, "uv_inspection_overlapped_color", text="")
sp = compat.layout_split(sp, 0.45)
col.label(text="Flipped UV Color:")
col.prop(self, "uv_inspection_flipped_color", text="")
layout.separator()
layout.prop(
self, "conf_texture_projection_expanded",
text="Texture Projection",
icon='DISCLOSURE_TRI_DOWN'
if self.conf_texture_projection_expanded
else 'DISCLOSURE_TRI_RIGHT')
if self.conf_texture_projection_expanded:
sp = compat.layout_split(layout, 0.05)
sp = compat.layout_split(sp, 0.3)
col = sp.column()
col.prop(self, "texture_projection_canvas_padding")
layout.separator()
layout.prop(
self, "conf_uv_bounding_box_expanded", text="UV Bounding Box",
icon='DISCLOSURE_TRI_DOWN'
if self.conf_uv_bounding_box_expanded
else 'DISCLOSURE_TRI_RIGHT')
if self.conf_uv_bounding_box_expanded:
sp = compat.layout_split(layout, 0.05)
sp = compat.layout_split(sp, 0.3)
col.prop(self, "uv_bounding_box_cp_size")
col.prop(self, "uv_bounding_box_cp_react_size")
layout.separator()
elif self.category == 'UPDATE':