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fix #5053. Node Find UV Coord on Surface has wrong object on UVMap out.
1. Now count of out sockets equals to count of input objects 2. Append Matrix socket of objects
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# ##### 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 ##### | ||
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import bpy | ||
import bmesh | ||
from mathutils.bvhtree import BVHTree | ||
from mathutils.geometry import barycentric_transform | ||
import numpy as np | ||
from bpy.props import BoolProperty, StringProperty, FloatVectorProperty, EnumProperty | ||
from sverchok.node_tree import SverchCustomTreeNode | ||
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from sverchok.data_structure import (updateNode) | ||
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def UV(self, bm, uv_layer): | ||
# makes UV from layout texture area to sverchok vertices and polygons. | ||
vertices_dict = {} | ||
polygons_new = [] | ||
polygons_new_append = polygons_new.append | ||
for fi in bm.faces: | ||
polygons_new_pol = [] | ||
polygons_new_pol_append = polygons_new_pol.append | ||
for loop in fi.loops: | ||
li = loop.index | ||
polygons_new_pol_append(li) | ||
uv = loop[uv_layer].uv | ||
vertices_dict[li] = [ uv.x, uv.y, 0.0] | ||
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polygons_new_append(polygons_new_pol) | ||
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vertices_new = list( vertices_dict.values() ) | ||
return [vertices_new, polygons_new] | ||
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class SvUVPointonMeshNodeMK2(SverchCustomTreeNode, bpy.types.Node): | ||
''' Transform vectors from UV space to Object space ''' | ||
bl_idname = 'SvUVPointonMeshNodeMK2' | ||
bl_label = 'Find UV Coord on Surface' | ||
bl_icon = 'GROUP_UVS' | ||
is_scene_dependent = True | ||
is_animation_dependent = True | ||
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object_ref: StringProperty(default='', update=updateNode) | ||
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apply_modifiers: BoolProperty( | ||
name="Apply Modifiers", description="Off: use original object from scene\nOn: Apply modifiers before select UV Map", | ||
default=False, update=updateNode) | ||
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uv_select_modes = [ | ||
('active_item', "Active Selected", "UV Map selected by an active elem in the list of UV Maps of object data", 0), | ||
('active_render', "Active Render", "UV Map selected by property active_render in the list of UV Maps of object data (actived photo icon)", 1) | ||
] | ||
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uv_select_mode : EnumProperty( | ||
name = "Select UV Map by", | ||
description = "UV Map select from object data property by", | ||
items = uv_select_modes, | ||
default = 'active_item', | ||
update = updateNode) | ||
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def sv_draw_buttons(self, context, layout): | ||
row = layout.row() | ||
col = row.column() | ||
col.label(text='Apply midifiers:') | ||
col = row.column() | ||
col.alignment = 'LEFT' | ||
col.prop(self, 'apply_modifiers', expand=True, text='') | ||
row = layout.row() | ||
row.column().label(text="Select UV Map by:") | ||
row.column().prop(self, 'uv_select_mode', expand=True ) #, text='') | ||
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def sv_init(self, context): | ||
si, so = self.inputs.new, self.outputs.new | ||
si('SvObjectSocket', 'Mesh Object') | ||
si('SvVerticesSocket', 'Point on UV') | ||
so('SvVerticesSocket', 'Point on mesh') | ||
so('SvVerticesSocket', 'UVMapVert') | ||
so('SvStringsSocket', 'UVMapPoly') | ||
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def process(self): | ||
Object, PointsUV = self.inputs | ||
Pom, uvV, uvP = self.outputs | ||
obj = Object.sv_get()[0] # triangulate faces | ||
if not obj.data.uv_layers: | ||
raise Exception(f"Object '{obj.data.name}' has no UV Maps. Open Properties->Data->UV Maps and check list of UV Maps.") | ||
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# get all UV Maps name in object UV Maps list | ||
uv_layer_active_render_name = obj.data.uv_layers[0].name | ||
for uv in obj.data.uv_layers: | ||
if uv.active_render==True: | ||
uv_layer_active_render_name = uv.name # get UV Map name active render (photo mark) | ||
break | ||
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bm = bmesh.new() | ||
if self.apply_modifiers: | ||
# apply modifiers and build mesh after it | ||
sv_depsgraph = bpy.context.evaluated_depsgraph_get() | ||
scene_object = sv_depsgraph.objects[ obj.name ] | ||
object_to_mesh = scene_object.to_mesh(preserve_all_data_layers=True, depsgraph=sv_depsgraph) | ||
bm.from_mesh(object_to_mesh) | ||
scene_object.to_mesh_clear() | ||
else: | ||
# get mesh of original object from scene | ||
bm.from_mesh(obj.data) | ||
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uv_layer_active = bm.loops.layers.uv.active | ||
uv_layer_active_render = obj.data.uv_layers[0] | ||
for uv in bm.loops.layers.uv: | ||
if uv.name==uv_layer_active_render_name: | ||
uv_layer_active_render = uv | ||
break | ||
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if self.uv_select_mode=='active_item': | ||
uv_layer = uv_layer_active | ||
else: #if self.uv_select_mode=='active_render': | ||
uv_layer = uv_layer_active_render | ||
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bm.verts.ensure_lookup_table() | ||
bm.faces.ensure_lookup_table() | ||
UVMAPV, UVMAPP = UV(self, bm, uv_layer) | ||
if Pom.is_linked: | ||
# resore UV to 3D | ||
pointuv = PointsUV.sv_get()[0] | ||
bvh = BVHTree.FromPolygons(UVMAPV, UVMAPP, all_triangles=False, epsilon=0.0) | ||
out = [] # result in 3D | ||
for Puv in pointuv: | ||
loc, norm, ind, dist = bvh.find_nearest(Puv) | ||
_found_poly = bm.faces[ind] | ||
_p1, _p2, _p3 = [v.co for v in bm.faces[ind].verts[0:3] ] | ||
_uv1, _uv2, _uv3 = [l[uv_layer].uv.to_3d() for l in _found_poly.loops[0:3] ] | ||
_V = barycentric_transform(Puv, _uv1, _uv2, _uv3, _p1, _p2, _p3) | ||
out.append(_V[:]) | ||
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Pom.sv_set([out]) | ||
bm.clear() | ||
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if uvV.is_linked: | ||
uvV.sv_set([UVMAPV]) | ||
uvP.sv_set([UVMAPP]) | ||
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def register(): | ||
bpy.utils.register_class(SvUVPointonMeshNodeMK2) | ||
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def unregister(): | ||
bpy.utils.unregister_class(SvUVPointonMeshNodeMK2) |