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op_bake_explode.py
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op_bake_explode.py
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import bpy
import operator
from mathutils import Vector
from . import settings
frame_range = 50
class op(bpy.types.Operator):
bl_idname = "uv.textools_bake_explode"
bl_label = "Explode"
bl_description = "Explode selected bake pairs with animation keyframes"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
if len(settings.sets) <= 1:
return False
return True
def execute(self, context):
explode(self)
return {'FINISHED'}
def explode(self):
sets = settings.sets
set_bounds = {}
set_volume = {}
avg_side = 0
for bset in sets:
set_bounds[bset] = get_bbox_set(bset)
set_volume[bset] = set_bounds[bset]['size'].x * set_bounds[bset]['size'].y * set_bounds[bset]['size'].z
avg_side+=set_bounds[bset]['size'].x
avg_side+=set_bounds[bset]['size'].y
avg_side+=set_bounds[bset]['size'].z
avg_side/=(len(sets)*3)
sorted_set_volume = sorted(set_volume.items(), key=operator.itemgetter(1))
sorted_sets = [item[0] for item in sorted_set_volume]
sorted_sets.reverse()
# All combined bounding boxes
bbox_all = merge_bounds(list(set_bounds.values()))
bbox_max = set_bounds[ sorted_sets[0] ] # max_bbox(list(set_bounds.values()))
# Offset sets into their direction
dir_offset_last_bbox = {}
for i in range(0,6):
dir_offset_last_bbox[i] = bbox_max #bbox_all
bpy.context.scene.frame_start = 0
bpy.context.scene.frame_end = frame_range
bpy.context.scene.frame_current = 0
# Process each set
for bset in sorted_sets[1:]:
#if set_bounds[bset] != bbox_max:
delta = set_bounds[bset]['center'] - bbox_all['center']
offset_set(bset, delta, avg_side*0.35, dir_offset_last_bbox)
bpy.context.scene.frame_current = frame_range
def offset_set(bset, delta, margin, dir_offset_last_bbox):
objects = bset.objects_low + bset.objects_high + bset.objects_cage
# Which Direction?
delta_max = max(abs(delta.x), abs(delta.y), abs(delta.z))
direction = [0,0,0]
if delta_max > 0:
for i in range(0,3):
if abs(delta[i]) == delta_max:
direction[i] = delta[i]/abs(delta[i])
break
else:
direction[i] = 0
else:
# When no delta offset is measured, move up
direction = [0,0,1]
delta = Vector((direction[0], direction[1], direction[2]))
# Get Key
key = get_delta_key(delta)
# Calculate Offset
bbox = get_bbox_set(bset)
bbox_last = dir_offset_last_bbox[key]
offset = Vector((0,0,0))
if delta.x == 1:
offset = delta * ( bbox_last['max'].x - bbox['min'].x )
elif delta.x == -1:
offset = delta * -( bbox_last['min'].x - bbox['max'].x )
elif delta.y == 1:
offset = delta * ( bbox_last['max'].y - bbox['min'].y )
elif delta.y == -1:
offset = delta * -( bbox_last['min'].y - bbox['max'].y )
elif delta.z == 1:
offset = delta * ( bbox_last['max'].z - bbox['min'].z )
elif delta.z == -1:
offset = delta * -( bbox_last['min'].z - bbox['max'].z )
# Add margin
offset += delta * margin
for obj in objects:
bpy.context.view_layer.update()
obj.keyframe_insert(data_path="location", frame=0)
obj.location += offset
bpy.context.view_layer.update()
obj.keyframe_insert(data_path="location", frame=frame_range)
# Update last bbox in direction
dir_offset_last_bbox[key] = get_bbox_set(bset)
def get_delta_key(delta):
if delta.x == -1:
return 0
elif delta.x == 1:
return 1
if delta.y == -1:
return 2
elif delta.y == 1:
return 3
if delta.z == -1:
return 4
elif delta.z == 1:
return 5
def merge_bounds(bounds):
box_min = bounds[0]['min'].copy()
box_max = bounds[0]['max'].copy()
for bbox in bounds:
box_min.x = min(box_min.x, bbox['min'].x)
box_min.y = min(box_min.y, bbox['min'].y)
box_min.z = min(box_min.z, bbox['min'].z)
box_max.x = max(box_max.x, bbox['max'].x)
box_max.y = max(box_max.y, bbox['max'].y)
box_max.z = max(box_max.z, bbox['max'].z)
return {
'min':box_min,
'max':box_max,
'size':(box_max-box_min),
'center':box_min+(box_max-box_min)/2
}
def get_bbox_set(bset):
objects = bset.objects_low + bset.objects_high + bset.objects_cage
bounds = []
for obj in objects:
bounds.append( get_bbox(obj) )
return merge_bounds(bounds)
def get_bbox(obj):
corners = [obj.matrix_world @ Vector(corner) for corner in obj.bound_box]
# Get world space Min / Max
box_min = Vector((corners[0].x, corners[0].y, corners[0].z))
box_max = Vector((corners[0].x, corners[0].y, corners[0].z))
for corner in corners:
# box_min.x = -8
box_min.x = min(box_min.x, corner.x)
box_min.y = min(box_min.y, corner.y)
box_min.z = min(box_min.z, corner.z)
box_max.x = max(box_max.x, corner.x)
box_max.y = max(box_max.y, corner.y)
box_max.z = max(box_max.z, corner.z)
return {
'min':box_min,
'max':box_max,
'size':(box_max-box_min),
'center':box_min+(box_max-box_min)/2
}