2026-01-01

This commit is contained in:
2026-03-17 15:16:34 -06:00
parent ec4cf523fb
commit b80274187b
263 changed files with 95164 additions and 3848 deletions
@@ -1,22 +1,15 @@
import bpy
import gpu
import math
import mathutils
from bpy_extras import view3d_utils
from mathutils import Vector
from gpu_extras.batch import batch_for_shader
from .math import (
draw_circle,
draw_polygon,
draw_array,
)
magic_number = 1.41
color = (0.48, 0.04, 0.04, 1.0)
secondary_color = (0.28, 0.04, 0.04, 1.0)
#### ------------------------------ FUNCTIONS ------------------------------ ####
def draw_shader(color, alpha, type, coords, size=1, indices=None):
def draw_shader(type, color, alpha, coords, size=1, indices=None):
"""Creates a batch for a draw type"""
gpu.state.blend_set('ALPHA')
@@ -29,6 +22,7 @@ def draw_shader(color, alpha, type, coords, size=1, indices=None):
batch = batch_for_shader(shader, 'POINTS', {"pos": coords}, indices=indices)
elif type in 'LINES':
gpu.state.line_width_set(size)
shader = gpu.shader.from_builtin('POLYLINE_UNIFORM_COLOR')
shader.uniform_float("viewportSize", gpu.state.viewport_get()[2:])
shader.uniform_float("lineWidth", size)
@@ -43,134 +37,103 @@ def draw_shader(color, alpha, type, coords, size=1, indices=None):
batch = batch_for_shader(shader, 'LINE_LOOP', {"pos": coords})
if type == 'SOLID':
gpu.state.depth_test_set('NONE')
shader = gpu.shader.from_builtin('UNIFORM_COLOR')
shader.uniform_float("color", (color[0], color[1], color[2], alpha))
batch = batch_for_shader(shader, 'TRIS', {"pos": coords}, indices=indices)
if type == 'OUTLINE':
shader = gpu.shader.from_builtin('UNIFORM_COLOR')
shader.uniform_float("color", (color[0], color[1], color[2], alpha))
batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": coords})
gpu.state.line_width_set(size)
batch.draw(shader)
gpu.state.point_size_set(1.0)
gpu.state.line_width_set(1.0)
gpu.state.blend_set('NONE')
def carver_shape_box(self, context, shape):
"""Shape overlay for box carver tool"""
def draw_bmesh_faces(faces, world_matrix):
"""
Get world-space vertex pairs and indices from `bmesh` face. To be used in GPU batch.
Adapted from "Blockout" extension by niewinny (https://github.com/niewinny/blockout).
"""
subdivision = self.subdivision if shape == 'CIRCLE' else 4
rotation = 0 if shape == 'CIRCLE' else 45
if not faces:
return None, None
# Create Shape
coords, indices, bounds = draw_circle(self, subdivision, rotation)
self.verts = coords
vertices = []
indices = []
# Draw Shaders
draw_shader(color, 0.4, 'SOLID', coords, size=2, indices=indices[:-2])
if not self.rotate and not self.bevel:
draw_shader(color, 0.6, 'OUTLINE', bounds, size=2)
vert_index_map = {}
vert_count = 0
for face in faces:
face_indices = []
# Array
if self.rows > 1 or self.columns > 1:
carver_shape_array(self, coords, indices, 'SOLID')
# Collect unique vertices only (avoid storing verts that are shared by faces multiple times).
# (Iterating over face corners because unlike `face.verts` they're ordered).
for loop in face.loops:
vert = loop.vert
co = world_matrix @ Vector(vert.co)
if vert not in vert_index_map:
vertices.append(co)
vert_index_map[vert] = vert_count
face_indices.append(vert_count)
vert_count += 1
else:
face_indices.append(vert_index_map[vert])
# Triangulate face and map local indices to global vertex indices.
if len(face_indices) >= 3:
try:
face_verts_co = [vertices[idx] for idx in face_indices]
tris = mathutils.geometry.tessellate_polygon([face_verts_co])
for tri in tris:
indices.append((face_indices[tri[0]], face_indices[tri[1]], face_indices[tri[2]]))
except:
# Fallback to simple fan triangulation if tessellation fails.
for i in range(1, len(face_indices) - 1):
indices.append((face_indices[0], face_indices[i], face_indices[i + 1]))
return vertices, indices
if self.snap:
mini_grid(self, context)
def draw_bmesh_edges(edges, world_matrix):
"""Convert bmesh edges into world-space vertex pairs to be used in GPU batch."""
gpu.state.blend_set('NONE')
if not edges:
return None
vertices = []
for edge in edges:
v1 = world_matrix @ edge.verts[0].co
v2 = world_matrix @ edge.verts[1].co
vertices.append(v1)
vertices.append(v2)
return vertices
def carver_shape_polyline(self, context):
"""Shape overlay for polyline carver tool"""
# Create Shape
coords, indices, first_point, array_coords = draw_polygon(self)
self.verts = list(dict.fromkeys(self.mouse_path))
# Draw Shaders
draw_shader(color, 1.0, 'POINTS', coords, size=5)
draw_shader(color, 1.0, 'LINE_LOOP' if self.closed else 'LINES', coords, size=2)
if self.closed and len(self.mouse_path) > 2:
# polygon_fill
draw_shader(color, 0.4, 'SOLID', coords, size=2, indices=indices[:-2])
if (self.closed and len(coords) > 3) or (self.closed == False and len(coords) > 4):
# circle_around_first_point
draw_shader(color, 0.8, 'OUTLINE', first_point, size=3)
# Array
if len(self.mouse_path) > 2 and (self.rows > 1 or self.columns > 1):
carver_shape_array(self, array_coords, indices, 'LINE_LOOP' if self.closed == False else 'SOLID')
if self.snap:
mini_grid(self, context)
gpu.state.blend_set('NONE')
def carver_shape_array(self, verts, indices, shader):
"""Draws given shape for each row and column of the array"""
rows, columns = draw_array(self, verts)
self.duplicates = {**{f"row_{k}": v for k, v in rows.items()}, **{f"column_{k}": v for k, v in columns.items()}}
if self.rows > 1:
for i, duplicate in rows.items():
draw_shader(secondary_color, 0.4, shader, duplicate, size=2, indices=indices[:-2])
if self.columns > 1:
for i, duplicate in columns.items():
draw_shader(secondary_color, 0.4, shader, duplicate, size=2, indices=indices[:-2])
def mini_grid(self, context):
"""Draws snap mini-grid around the cursor based on the overlay grid"""
def draw_circle_around_point(context, obj, vert, radius, segments):
"""
Draws the screen-aligned circle around given vertex of the object.
Returns the list of vertices for GPU batch.
"""
region = context.region
rv3d = context.region_data
vert_world = obj.matrix_world @ vert.co
radius = min(radius, 25)
for i, area in enumerate(context.screen.areas):
if area.type == 'VIEW_3D':
space = context.screen.areas[i].spaces.active
screen_height = context.screen.areas[i].height
screen_width = context.screen.areas[i].width
vertices = []
for i in range(segments + 1):
angle = i * (2 * math.pi / segments)
# draw_the_snap_grid_(only_in_the_orthographic_view)
if not space.region_3d.is_perspective:
grid_scale = space.overlay.grid_scale
grid_subdivisions = space.overlay.grid_subdivisions
increment = (grid_scale / grid_subdivisions)
# Calculate offset and vertex position in screen-space.
offset_x = radius * math.cos(angle)
offset_y = radius * math.sin(angle)
vert_screen = view3d_utils.location_3d_to_region_2d(region, rv3d, vert_world)
# get_the_3d_location_of_the_mouse_forced_to_a_snap_value_in_the_operator
mouse_coord = self.mouse_path[len(self.mouse_path) - 1]
snap_loc = view3d_utils.region_2d_to_location_3d(region, rv3d, mouse_coord, (0, 0, 0))
if vert_screen:
# Add offset in screen-space and convert back to world-space.
circle_screen = Vector((vert_screen.x + offset_x, vert_screen.y + offset_y))
circle_3d = view3d_utils.region_2d_to_location_3d(region, rv3d, circle_screen, vert_world)
vertices.append(circle_3d)
# add_the_increment_to_get_the_closest_location_on_the_grid
snap_loc[0] += increment
snap_loc[1] += increment
# get_the_2d_location_of_the_snap_location
snap_loc = view3d_utils.location_3d_to_region_2d(region, rv3d, snap_loc)
# get_the_increment_value
snap_value = snap_loc[0] - mouse_coord[0]
# draw_lines_on_x_and_z_axis_from_the_cursor_through_the_screen
grid_coords = [(0, mouse_coord[1]), (screen_width, mouse_coord[1]),
(mouse_coord[0], 0), (mouse_coord[0], screen_height)]
grid_coords += [(mouse_coord[0] + snap_value, mouse_coord[1] + 25 + snap_value),
(mouse_coord[0] + snap_value, mouse_coord[1] - 25 - snap_value),
(mouse_coord[0] + 25 + snap_value, mouse_coord[1] + snap_value),
(mouse_coord[0] - 25 - snap_value, mouse_coord[1] + snap_value),
(mouse_coord[0] - snap_value, mouse_coord[1] + 25 + snap_value),
(mouse_coord[0] - snap_value, mouse_coord[1] - 25 - snap_value),
(mouse_coord[0] + 25 + snap_value, mouse_coord[1] - snap_value),
(mouse_coord[0] - 25 - snap_value, mouse_coord[1] - snap_value),]
draw_shader((1.0, 1.0, 1.0), 0.66, 'LINES', grid_coords, size=1.5)
return vertices