import bpy import gpu from bpy_extras import view3d_utils 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): """Creates a batch for a draw type""" gpu.state.blend_set('ALPHA') if type == 'POINTS': gpu.state.program_point_size_set(False) gpu.state.point_size_set(size) shader = gpu.shader.from_builtin('UNIFORM_COLOR') shader.uniform_float("color", (color[0], color[1], color[2], alpha)) batch = batch_for_shader(shader, 'POINTS', {"pos": coords}, indices=indices) elif type in 'LINES': shader = gpu.shader.from_builtin('POLYLINE_UNIFORM_COLOR') shader.uniform_float("viewportSize", gpu.state.viewport_get()[2:]) shader.uniform_float("lineWidth", size) shader.uniform_float("color", (color[0], color[1], color[2], alpha)) batch = batch_for_shader(shader, 'LINES', {"pos": coords}, indices=indices) elif type in 'LINE_LOOP': shader = gpu.shader.from_builtin('POLYLINE_UNIFORM_COLOR') shader.uniform_float("viewportSize", gpu.state.viewport_get()[2:]) shader.uniform_float("lineWidth", size) shader.uniform_float("color", (color[0], color[1], color[2], alpha)) batch = batch_for_shader(shader, 'LINE_LOOP', {"pos": coords}) if type == 'SOLID': 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.blend_set('NONE') def carver_shape_box(self, context, shape): """Shape overlay for box carver tool""" subdivision = self.subdivision if shape == 'CIRCLE' else 4 rotation = 0 if shape == 'CIRCLE' else 45 # Create Shape coords, indices, bounds = draw_circle(self, subdivision, rotation) self.verts = coords # 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) # Array if self.rows > 1 or self.columns > 1: carver_shape_array(self, coords, indices, 'SOLID') if self.snap: mini_grid(self, context) gpu.state.blend_set('NONE') 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""" region = context.region rv3d = context.region_data 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 # 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) # 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)) # 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)