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update.py
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import time
import bmesh
import bpy
import numpy as np
from bpy.app.handlers import persistent
from .render import tag_redraw_all_views, Renderer_UV, Renderer_3DView
class Modal_settings():
def __init__(self):
pass
self.mouse_update = False
self.init = None
modal_settings = Modal_settings()
class Update_Operator(bpy.types.Operator):
""" Mouse capture, update selected UV vertices while in UV view.
"""
bl_idname = "uv.uv_mouse_position"
bl_label = "UV Mouse location"
bl_options = {"REGISTER", "INTERNAL"}
last_mouse_move_time = 0.0
cooldown = 0.2
_is_running = True
is_start = False
@classmethod
def stop(cls):
cls._is_running = False
@classmethod
def start(cls):
cls._is_running = True
def modal(self, context, event):
# print(self._is_running,'正在运行模态')
if not self._is_running:
'''关闭之后要重新初始化模态'''
modal_settings.init=False
return {'FINISHED'}
if event.type == 'MOUSEMOVE':
current_time = time.time()
if current_time - self.last_mouse_move_time > self.cooldown:
self.last_mouse_move_time = current_time
modal_settings.UV_MOUSE = None
for area in context.screen.areas:
if area.type == "IMAGE_EDITOR":
for region in area.regions:
if region.type == "WINDOW":
width = region.width
height = region.height
region_x = region.x
region_y = region.y
mouse_region_x = event.mouse_x - region_x
mouse_region_y = event.mouse_y - region_y
if (mouse_region_x > 0 and mouse_region_y > 0 and
mouse_region_x < region_x + width and
mouse_region_y < region_y + height):
updater.update()
return {'PASS_THROUGH'}
def execute(self, context):
self.last_mouse_move_time = time.time() - self.cooldown #
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
class Updater():
def __init__(self):
self.objs_bm = {}
self.mul_objs = []
self.initial_refresh = False
self.previous_mode = None
self.renderer_3DView = Renderer_3DView()
self.renderer_UV = Renderer_UV()
self.subscribed = False
self.selected_objs = None
self.last_update = 0
self.scene_update = False
self.uv_select_mode = None
self.uv_select_count = 0
self.selected_verts = []
self.selected_edges = []
self.selected_faces = []
self.uv_lines = []
def start(self):
'''场景发生变化就执行deps handler'''
try:
bpy.app.handlers.depsgraph_update_post.remove(depsgraph_handler)
except:
pass
updater.initial_refresh = True
bpy.app.handlers.depsgraph_update_post.append(depsgraph_handler)
def stop(self):
self.renderer_3DView.disable()
self.renderer_UV.disable()
try:
bpy.app.handlers.depsgraph_update_post.remove(depsgraph_handler)
except:
pass
def handle_uveditor(self):
for window in bpy.context.window_manager.windows:
for area in window.screen.areas:
if area.type == "IMAGE_EDITOR" and area.ui_type == "UV":
return True
return False
def isEditingUVs(self):
context = bpy.context
obj = context.active_object
if obj == None or obj.mode != "EDIT":
return False
return True
def update(self):
settings = bpy.context.scene.uv_drawuv_switch
if not self.handle_uveditor():
self.renderer_3DView.disable()
self.renderer_UV.disable()
tag_redraw_all_views()
return
if bpy.context.scene.tool_settings.use_uv_select_sync and self.isEditingUVs():
self.renderer_3DView.disable()
tag_redraw_all_views()
return
prefs = bpy.context.preferences.addons[__package__].preferences
if not self.isEditingUVs():
self.renderer_3DView.disable()
tag_redraw_all_views()
if not settings.draw_uv_in_objmode:
return
for o in bpy.context.selected_objects:
if o.type == 'MESH':
if len(o.data.vertices) > prefs.max_verts:
return
if self.renderer_UV.uv_edited or self.renderer_UV.obj_changed:
self.collect_uv_elements()
self.renderer_UV.enable()
else:
self.renderer_UV.disable()
tag_redraw_all_views()
if not settings.draw_selected_in_3dview:
return
prefs = bpy.context.preferences.addons[__package__].preferences
self.mul_objs.clear()
for o in bpy.context.selected_objects:
if o.type == 'MESH':
self.mul_objs.append(o.name)
if self.handle_uv_select_mode():
for o in self.mul_objs:
self.objs_bm[o] = bmesh.from_edit_mesh(bpy.data.objects[o].data)
if len(self.objs_bm[o].verts) > prefs.max_verts:
return
self.reset_3dview()
uv_layer = self.objs_bm[o].loops.layers.uv.verify()
self.collect_selected_elements(o, self.objs_bm[o], uv_layer)
self.objs_bm[o].free()
return
uv_selection_changed = None
for o in self.mul_objs:
self.objs_bm[o] = bmesh.from_edit_mesh(bpy.data.objects[o].data)
if len(self.objs_bm[o].verts) > prefs.max_verts:
return
uv_layer = self.objs_bm[o].loops.layers.uv.verify()
uv_selection_changed = self.detect_mesh_changes(self.objs_bm[o], uv_layer)
self.objs_bm[o].free()
if uv_selection_changed:
break
if uv_selection_changed:
for o in self.mul_objs:
self.objs_bm[o] = bmesh.from_edit_mesh(bpy.data.objects[o].data)
# print(self.objs_bm[o])
if uv_selection_changed or self.handle_uv_select_mode(): # 或者uv 选择变了
# self.uv_select_mode defined in init.py post_load_handler
self.reset_3dview()
uv_layer = self.objs_bm[o].loops.layers.uv.verify()
self.collect_selected_elements(o, self.objs_bm[o], uv_layer)
self.objs_bm[o].free()
self.renderer_3DView.enable()
return
def handle_uv_select_mode(self):
if self.uv_select_mode != bpy.context.scene.tool_settings.uv_select_mode:
self.uv_select_mode = bpy.context.scene.tool_settings.uv_select_mode
return True
return False
def detect_mesh_changes(self, bm, uv_layer):
uv_selection_changed = 0
uv_count = 0
for f in bm.faces:
if f.select:
for l in f.loops:
if l[uv_layer].select:
uv_count += l.index
if self.uv_select_count != uv_count:
self.uv_select_count = uv_count
uv_selection_changed = True
# print('[draw uv]uv_selection_changed', uv_selection_changed)
# return (verts_selection_changed, uv_selection_changed)
return uv_selection_changed
def collect_selected_elements(self, name, bm, uv_layer):
mode = bpy.context.scene.tool_settings.uv_select_mode
if mode == 'VERTEX':
for v in bm.verts:
if v.select:
for loop in v.link_loops:
if loop[uv_layer].select:
self.selected_verts.append(v.co)
elif mode == 'EDGE':
verts = bpy.data.objects[name].data.vertices
verts_num = len(verts)
if verts_num > 5000:
# Rough version has low cost, low precision
self.selected_edges = [
v.co.to_tuple()
for e in bm.edges if e.select
if e.link_loops[0][uv_layer].select
for v in e.verts]
else:
# The precise version has a higher cost.
# when the number of vertices is less than 5000
selected_uv_edges = set()
for face in bm.faces:
for loop in face.loops:
next_loop = loop.link_loop_next
if loop[uv_layer].select and next_loop[uv_layer].select:
edge_key = tuple(sorted([loop.vert.index, next_loop.vert.index]))
selected_uv_edges.add(edge_key)
for edge_key in selected_uv_edges:
self.selected_edges.extend([verts[i].co for i in edge_key])
else:
for face in bm.faces:
if face.select:
verts = [v.co for v in face.verts]
if all(loop[uv_layer].select for loop in face.loops):
if len(verts) == 3:
self.selected_faces.extend([verts[0], verts[1], verts[2]])
elif len(verts) == 4:
self.selected_faces.extend(
[face.verts[0].co, face.verts[1].co, face.verts[2].co,
face.verts[0].co,
face.verts[2].co, face.verts[3].co])
else:
new_verts = []
for i in range(1, len(verts) - 1):
new_verts.extend([face.verts[0].co, face.verts[i].co,
face.verts[i + 1].co])
self.selected_faces.extend(new_verts)
self.renderer_3DView.selected_verts[name] = np.array(self.selected_verts, dtype=np.float32)
self.renderer_3DView.selected_edges[name] = np.array(self.selected_edges, dtype=np.float32)
self.renderer_3DView.selected_faces[name] = np.array(self.selected_faces, dtype=np.float32)
def reset_3dview(self):
self.selected_verts.clear()
self.selected_edges.clear()
self.selected_faces.clear()
def start_mouse_op(self):
'''启动模态'''
# print(f'[draw uv]:启动鼠标事件器中...', Update_Operator._is_running)
# print('init',modal_settings.init,'如果为真,已经启动过')
if modal_settings.init:
'''防止多次启动'''
return
else:
if Update_Operator._is_running:
modal_settings.init = True
# Update_Operator._is_running=True
bpy.ops.uv.uv_mouse_position('INVOKE_DEFAULT')
def collect_uv_elements(self):
objs = bpy.context.selected_objects
a = time.time()
for obj in objs:
if obj.type != 'MESH':
continue
uv_layers = obj.data.uv_layers
if not uv_layers.active:
continue
uv_data_np = np.zeros(len(uv_layers.active.data) * 2)
uv_layers.active.data.foreach_get("uv", uv_data_np)
for poly in obj.data.polygons:
loop_indices = poly.loop_indices
loop_len = len(loop_indices)
for i in range(loop_len):
start_index = loop_indices[i]
end_index = loop_indices[(i + 1) % loop_len]
start_uv = uv_data_np[2 * start_index:2 * start_index + 2]
end_uv = uv_data_np[2 * end_index:2 * end_index + 2]
self.uv_lines.extend([start_uv, end_uv])
#
#
self.renderer_UV.obj_uv = np.array(self.uv_lines, dtype=np.float32)
self.uv_lines.clear()
self.renderer_UV.uv_edited = False
updater = Updater()
def switch_obj_callback(context):
updater.renderer_UV.obj_changed = True
# global previous_mode
bpy.msgbus.clear_by_owner("mode_callback_owner")
if bpy.context.object:
rna_path = bpy.context.object.path_resolve("mode", False)
bpy.msgbus.subscribe_rna(
key=rna_path,
owner="mode_callback_owner",
args=(),
notify=toggle_mode_callback,
options={"PERSISTENT"}
)
if bpy.context.object.type == 'MESH':
updater.update()
updater.obj_changed = False
else:
print('[draw uv]当前没有激活物体')
updater.previous_mode = bpy.context.object.mode if bpy.context.object else None
def switch_obj_msgbus():
subscribe_to_switch_obj_msgbus = bpy.types.LayerObjects, "active"
bpy.msgbus.subscribe_rna(
key=subscribe_to_switch_obj_msgbus,
owner='switch_obj_owner',
args=(bpy.context,),
notify=switch_obj_callback,
options={"PERSISTENT"}
)
def toggle_mode_callback():
current_mode = bpy.context.object.mode
if current_mode != updater.previous_mode:
updater.previous_mode = current_mode
if bpy.context.active_object.type == 'MESH':
updater.update()
updater.renderer_UV.uv_edited = True
@persistent
def depsgraph_handler(dummy):
if not updater.subscribed:
switch_obj_msgbus()
updater.subscribed = True
try:
obj = bpy.context.active_object
if updater.initial_refresh:
if obj is not None and obj.type == 'MESH' and obj.mode == 'OBJECT':
updater.update()
updater.initial_refresh = False
delta = (time.perf_counter() - updater.last_update)
if delta > 0.31 and updater.scene_update:
updater.scene_update = False
updater.update()
return
depsgraph = bpy.context.evaluated_depsgraph_get()
if obj is not None:
for update in depsgraph.updates:
if update.id.name == obj.name and update.is_updated_geometry:
updater.last_update = time.perf_counter()
updater.scene_update = True
except:
pass