moved code from root to /src

This commit is contained in:
Michel Fedde 2024-01-29 21:33:51 +01:00
parent 46363150d0
commit 8984e75bee
7 changed files with 2 additions and 2 deletions

View file

@ -0,0 +1,123 @@
import colorsys
import math
import bpy
class BakeToIDMapOperator(bpy.types.Operator):
bl_idname = "object.bake_to_id_map"
bl_label = "Bake ID Mask"
def execute(self, context):
old_mode = bpy.context.object.mode
if old_mode != "OBJECT":
bpy.ops.object.mode_set(mode='OBJECT', toggle=False)
props = context.scene.bake_to_id_props
self.paint_id_mask(context, props)
if old_mode != "OBJECT":
bpy.ops.object.mode_set(mode=old_mode, toggle=False)
return {'FINISHED'}
@staticmethod
def count_ids(context, props):
count = 0
if props.source == 'MATERIAL_INDEX':
for obj in context.selected_objects:
count += len(obj.material_slots)
return count
def paint_id_mask(self, context, props):
targets = self.get_targets(context, props)
if len(targets) < 1:
return
totalTargets = len(targets)
colors = []
total_hues = props.adv_total_hues
total_satuations = props.adv_total_satuations
total_brightnesses = props.adv_total_brightnesses
satuations_break_point = math.pow(total_brightnesses, total_hues)
for i in range(totalTargets):
h = (i / total_hues) % 1
l = (math.ceil(i / total_hues) % total_brightnesses) / total_brightnesses
s = math.ceil(i / satuations_break_point) / total_satuations
colors.append(colorsys.hls_to_rgb(h, l, s))
self.paint_targets(props, targets, colors)
self.after_painting(context, props)
def get_targets(self, context, props):
if props.source == 'MATERIAL_INDEX':
return self.get_material_targets(context)
return []
def get_material_targets(self, context):
targets = []
for obj in context.selected_objects:
if not obj.material_slots: continue
mesh = obj.data
if len(obj.material_slots) < 2:
targets.append((mesh, mesh.polygons))
continue
polygonMaterials = {}
for poly in mesh.polygons:
if poly.material_index not in polygonMaterials:
polygonMaterials[poly.material_index] = []
polygonMaterials[poly.material_index].append(poly)
for polygons in polygonMaterials.values():
targets.append((mesh, polygons))
return targets
def paint_targets(self, props, targets, colors):
if props.target == 'VERTEX_COLORS':
self.paint_targets_vertex_colors(props, targets, colors)
def paint_targets_vertex_colors(self, props, targets, colors):
sortedTargets = {}
for i in range(len(targets)):
target = targets[i]
obj = target[0]
indecies = target[1]
if obj not in sortedTargets:
sortedTargets[obj] = []
sortedTargets[obj].append((indecies, colors[i]))
layer_name = props.target_vertex_color_attribute_name
for mesh in sortedTargets:
if layer_name in mesh.vertex_colors:
mesh.vertex_colors.remove(mesh.vertex_colors[layer_name])
vertex_color_layer = mesh.vertex_colors.new(name=layer_name)
for (indecies, color) in sortedTargets[mesh]:
for polygon in indecies:
for idx in polygon.loop_indices:
vertex_color_layer.data[idx].color = (color[0], color[1], color[2], 1.0)
def after_painting(self, context, props):
if props.source == 'MATERIAL_INDEX':
self.after_painting_source_material_index(props, context)
return
def after_painting_source_material_index(self, props, context):
if props.source_materials_remove_all:
for obj in context.selected_objects:
obj.data.materials.clear()