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op_meshtex_wrap.py
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op_meshtex_wrap.py
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import bpy
import bmesh
import operator
from mathutils import Vector
from collections import defaultdict
from math import pi
import math
from . import utilities_meshtex
class op(bpy.types.Operator):
bl_idname = "uv.textools_meshtex_wrap"
bl_label = "Wrap Mesh Texture"
bl_description = "Swap UV to XYZ coordinates"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
if not bpy.context.active_object or bpy.context.active_object.mode != 'OBJECT':
return False
# Wrap texture mesh around UV mesh
if len(bpy.context.selected_objects) >= 1:
# Find a UV mesh
if utilities_meshtex.find_uv_mesh(bpy.context.selected_objects):
# Find 1 or more meshes to wrap
if len( utilities_meshtex.find_texture_meshes(bpy.context.selected_objects)) > 0:
return True
return False
def execute(self, context):
wrap_meshtex(self)
return {'FINISHED'}
def wrap_meshtex(self):
# Wrap the mesh texture around the
print("Wrap Mesh Texture :)")
# Collect UV mesh
obj_uv = utilities_meshtex.find_uv_mesh(bpy.context.selected_objects)
if not obj_uv:
self.report({'ERROR_INVALID_INPUT'}, "No UV mesh found" )
return
# Collect texture meshes
obj_textures = utilities_meshtex.find_texture_meshes( bpy.context.selected_objects )
if len(obj_textures) == 0:
self.report({'ERROR_INVALID_INPUT'}, "No meshes found for mesh textures" )
return
print("Wrap {} texture meshes".format(len(obj_textures)))
# Undo wrapping
if bpy.context.scene.texToolsSettings.meshtexture_wrap > 0:
bpy.context.scene.texToolsSettings.meshtexture_wrap = 0
# Clear modifiers
utilities_meshtex.uv_mesh_clear(obj_uv)
return
# Setup Thickness
utilities_meshtex.uv_mesh_fit(obj_uv, obj_textures)
for obj in obj_textures:
# Delete previous modifiers
for modifier in obj.modifiers:
if modifier.type == 'SURFACE_DEFORM':
obj.modifiers.remove(modifier)
break
# Add mesh modifier
modifier_deform = obj.modifiers.new(name="SurfaceDeform", type='SURFACE_DEFORM')
modifier_deform.target = obj_uv
obj.select_set( state = True, view_layer = None)
bpy.context.view_layer.objects.active = obj
bpy.ops.object.surfacedeform_bind(modifier="SurfaceDeform")
# Apply wrapped morph state
bpy.context.scene.texToolsSettings.meshtexture_wrap = 1
bpy.utils.register_class(op)