import bpy, gpu, mathutils, math from gpu_extras.batch import batch_for_shader from bpy_extras import view3d_utils magic_number = 1.41 #### ------------------------------ 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_overlay(self, context): """Shape (rectangle, circle) overlay for carver tool""" color = (0.48, 0.04, 0.04, 1.0) secondary_color = (0.28, 0.04, 0.04, 1.0) if self.shape == 'CIRCLE': coords, indices, rows, columns = draw_circle(self, self.subdivision, 0) # coords = coords[1:] # remove_extra_vertex self.verts = coords self.duplicates = {**{f"row_{k}": v for k, v in rows.items()}, **{f"column_{k}": v for k, v in columns.items()}} draw_shader(color, 0.4, 'SOLID', coords, size=2, indices=indices[:-2]) if not self.rotate: bounds, __, __ = get_bounding_box_coords(self, coords) draw_shader(color, 0.6, 'OUTLINE', bounds, size=2) elif self.shape == 'BOX': coords, indices, rows, columns = draw_circle(self, 4, 45) self.verts = coords self.duplicates = {**{f"row_{k}": v for k, v in rows.items()}, **{f"column_{k}": v for k, v in columns.items()}} draw_shader(color, 0.4, 'SOLID', coords, size=2, indices=indices[:-2]) if (self.rotate == False) and (self.bevel == False): bounds, __, __ = get_bounding_box_coords(self, coords) draw_shader(color, 0.6, 'OUTLINE', bounds, size=2) elif self.shape == 'POLYLINE': coords, indices, first_point, rows, columns = draw_polygon(self) self.verts = list(dict.fromkeys(self.mouse_path)) self.duplicates = {**{f"row_{k}": v for k, v in rows.items()}, **{f"column_{k}": v for k, v in columns.items()}} draw_shader(color, 1.0, 'LINE_LOOP' if self.closed else 'LINES', coords, size=2) draw_shader(color, 1.0, 'POINTS', coords, size=5) 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) # Snapping Grid if self.snap and self.move == False: mini_grid(self, context) # ARRAY array_shader = 'LINE_LOOP' if self.shape == 'POLYLINE' and self.closed == False else 'SOLID' if self.rows > 1: for i, duplicate in rows.items(): draw_shader(secondary_color, 0.4, array_shader, duplicate, size=2, indices=indices[:-2]) if self.columns > 1: for i, duplicate in columns.items(): draw_shader(secondary_color, 0.4, array_shader, duplicate, size=2, indices=indices[:-2]) gpu.state.blend_set('NONE') def draw_polygon(self): """Returns polygonal 2d shape in which each cursor click is taken as a new vertice""" indices = [] coords = [] for idx, vals in enumerate(self.mouse_path): vert = mathutils.Vector([vals[0], vals[1], 0.0]) vert += mathutils.Vector([self.position_x, self.position_y, 0.0]) coords.append(vert) i1 = idx + 1 i2 = idx + 2 if idx <= len(self.mouse_path) else 1 indices.append((0, i1, i2)) # circle_around_first_point radius = self.distance_from_first segments = 4 click_point = [coords[0]] for i in range(segments + 1): angle = i * (2 * math.pi / segments) x = coords[0][0] + radius * math.cos(angle) y = coords[0][1] + radius * math.sin(angle) z = coords[0][2] vector = mathutils.Vector((x, y, z)) click_point.append(vector) # remove_duplicate_verts # NOTE: This is needed to remove extra vertices for duplicates which are not removed because `dict.fromkeys()`... # NOTE: can't be called on `coords` list, because it contains unfrozen Vectors. unique_verts = [] for vert in coords: if vert not in unique_verts: unique_verts.append(vert) # ARRAY rows = columns = {} if len(self.mouse_path) > 2: array_coords = unique_verts if self.closed else unique_verts[:-1] get_bounding_box_coords(self, array_coords) rows, columns = array(self, array_coords) return coords, indices, click_point, rows, columns def draw_circle(self, subdivision, rotation): """Returns the coordinates & indices of a circle using a triangle fan""" """NOTE: Origin point code is duplicated on purpose (to experiment with different math easily)""" def create_2d_circle(self, step, rotation): """Create the vertices of a 2d circle at (0, 0)""" modifier = 2 if self.shape == 'CIRCLE' else magic_number if self.origin == 'CENTER': modifier /= 2 verts = [] for i in range(step): angle = (360 / step) * i + rotation verts.append(math.cos(math.radians(angle)) * ((self.mouse_path[1][0] - self.mouse_path[0][0]) / modifier)) verts.append(math.sin(math.radians(angle)) * ((self.mouse_path[1][1] - self.mouse_path[0][1]) / modifier)) verts.append(0.0) verts.append(math.cos(math.radians(0.0 + rotation)) * ((self.mouse_path[1][0] - self.mouse_path[0][0]) / modifier)) verts.append(math.sin(math.radians(0.0 + rotation)) * ((self.mouse_path[1][1] - self.mouse_path[0][1]) / modifier)) verts.append(0.0) return verts tris_verts = [] indices = [] verts = create_2d_circle(self, int(subdivision), rotation) rotation_matrix = mathutils.Matrix.Rotation(self.rotation, 4, 'Z') fixed_point = mathutils.Vector((self.mouse_path[0][0], self.mouse_path[0][1], 0.0)) current_mouse_position = mathutils.Vector((self.mouse_path[1][0], self.mouse_path[1][1], 0.0)) shape_center = fixed_point + (current_mouse_position - fixed_point) / 2 min_x = min(verts[0::3]) if self.mouse_path[1][0] > self.mouse_path[0][0] else -min(verts[0::3]) min_y = min(verts[1::3]) if self.mouse_path[1][1] > self.mouse_path[0][1] else -min(verts[1::3]) for idx in range((len(verts) // 3) - 1): x = verts[idx * 3] y = verts[idx * 3 + 1] z = verts[idx * 3 + 2] vert = mathutils.Vector((x, y, z)) vert = rotation_matrix @ vert vert = vert + fixed_point if self.origin == 'CENTER' else shape_center - vert vert += mathutils.Vector((self.position_x, self.position_y, 0.0)) tris_verts.append(vert) i1 = idx + 1 i2 = idx + 2 if idx + 2 <= ((360 / int(subdivision)) * (idx + 1) + rotation) else 1 indices.append((0, i1, i2)) # BEVEL if self.use_bevel and self.bevel_radius > 0.01: tris_verts, indices = bevel_verts(self, tris_verts, (self.bevel_radius * 50), self.bevel_segments) # ARRAY rows, columns = array(self, tris_verts) return tris_verts, indices, rows, columns 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, a in enumerate(context.screen.areas): if a.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) def get_bounding_box_coords(self, verts): """Calculates the bounding box coordinates from a list of vertices in a counter-clockwise order""" if verts: min_x = min(v[0] for v in verts) max_x = max(v[0] for v in verts) min_y = min(v[1] for v in verts) max_y = max(v[1] for v in verts) self.center_origin = [(min_x, min_y), (max_x, max_y)] bounding_box_coords = [ mathutils.Vector((min_x, min_y, 0)), # bottom-left mathutils.Vector((max_x, min_y, 0)), # bottom-right mathutils.Vector((max_x, max_y, 0)), # top-right mathutils.Vector((min_x, max_y, 0)), # top-left mathutils.Vector((min_x, min_y, 0)) # closing_the_loop_manually ] width = max_x - min_x height = max_y - min_y return bounding_box_coords, width, height else: return None, None, None def array(self, verts): """Duplicates given list of vertices in rows and columns (on x and y axis)""" """Returns two dicts of lists of vertices for rows and columns separately""" # ensure_bounding_box_(needed_when_array_is_set_before_original_is_drawn) if len(self.center_origin) == 0: get_bounding_box_coords(self, verts) rows = {} if self.rows > 1: # Offset offset = mathutils.Vector((((self.center_origin[1][0] - self.center_origin[0][0]) + (self.rows_gap)), 0.0, 0.0)) if self.rows_direction == 'LEFT': offset.x = -offset.x for i in range(self.rows - 1): accumulated_offset = offset * (i + 1) rows[i] = [vert.copy() + accumulated_offset for vert in verts] columns = {} if self.columns > 1: # Offset offset = mathutils.Vector((0.0, -((self.center_origin[1][1] - self.center_origin[0][1]) + (self.columns_gap)), 0.0)) if self.columns_direction == 'UP': offset.y = -offset.y for i in range(self.columns - 1): accumulated_offset = offset * (i + 1) columns[i] = [vert.copy() + accumulated_offset for vert in verts] for row_idx, row in rows.items(): columns[(i, row_idx)] = [vert.copy() + accumulated_offset for vert in row] return rows, columns def bevel_verts(self, verts, radius, segments): """Takes in list of verts(Vectors) and bevels them, Returns a new list with new vertices""" def get_rounded_corner(self, angular_point, p1, p2, radius, segments): # clamp_radius_to_reduce_clipping __, width, height = get_bounding_box_coords(self, verts) max_radius = min(width / 2.5, height / 2.5) clamped_radius = min(radius, max_radius) if radius > clamped_radius: radius = clamped_radius # calculate_vectors (NOTE: Why it only works when reversed like this is unknown to me) if self.bevel_profile == 'CONVEX': vector1 = -(p1 - angular_point) vector2 = -(p2 - angular_point) elif self.bevel_profile == 'CONCAVE': vector1 = p2 - angular_point vector2 = p1 - angular_point # compute_lengths_of_vectors length1 = vector1.length length2 = vector2.length if length1 == 0 or length2 == 0: return [angular_point] * segments vector1.normalize() vector2.normalize() # calculate_the_angle_between_the_vectors dot_product = vector1.dot(vector2) angle = math.acos(max(-1.0, min(1.0, dot_product))) arc_length = radius * angle segment_length = arc_length / (segments - 1) bisector = (vector1 + vector2).normalized() # generate_points_along_the_arc rounded_corners = [] for i in range(segments): fraction = i / (segments - 1) theta = angle * fraction interpolated_vector = (vector1 * math.sin(theta) + vector2 * math.cos(theta)).normalized() * radius if self.bevel_profile == 'CONVEX': point_on_arc = angular_point + interpolated_vector - bisector * (clamped_radius * magic_number) elif self.bevel_profile == 'CONCAVE': point_on_arc = angular_point + interpolated_vector - bisector / (clamped_radius) rounded_corners.append(point_on_arc) return rounded_corners rounded_verts = [] indices = [] num_verts = len(verts) for idx in range(num_verts): angular_point = verts[idx] prev_idx = (idx - 1) % num_verts next_idx = (idx + 1) % num_verts p1 = verts[prev_idx] p2 = verts[next_idx] corner_points = get_rounded_corner(self, angular_point, p1, p2, radius, segments) rounded_verts.extend(corner_points) for idx, vert in enumerate(reversed(rounded_verts)): i1 = idx + 1 i2 = idx + 2 if idx + 2 <= len(rounded_verts) else 1 indices.append((0, i1, i2)) return rounded_verts, indices