import bpy import bmesh import mathutils from contextlib import contextmanager from .. import __package__ as base_package #### ------------------------------ FUNCTIONS ------------------------------ #### def set_cutter_properties(context, cutter, mode, display='BOUNDS', collection=True): """Ensures cutter is properly set: has right properties, is hidden, in a collection & parented""" # Hide Cutters cutter.hide_render = True cutter.display_type = display cutter.lineart.usage = 'EXCLUDE' object_visibility_set(cutter, value=False) # Cutters Collection if collection: cutters_collection = ensure_collection(context) if cutters_collection not in cutter.users_collection: cutters_collection.objects.link(cutter) # add_boolean_property cutter.booleans.cutter = mode.capitalize() def object_visibility_set(obj, value=False): "Sets object visibility properties to either True or False" obj.visible_camera = value obj.visible_diffuse = value obj.visible_glossy = value obj.visible_shadow = value obj.visible_transmission = value obj.visible_volume_scatter = value def convert_to_mesh(context, obj): "Converts active object into mesh (applying all modifiers and shape keys in process)" # store_selection stored_active = context.active_object stored_selection = context.selected_objects bpy.ops.object.select_all(action='DESELECT') # Convert obj.select_set(True) context.view_layer.objects.active = obj bpy.ops.object.convert(target='MESH') # restore_selection for obj in stored_selection: obj.select_set(True) context.view_layer.objects.active = stored_active def ensure_collection(context): """Checks the existance of boolean cutters collection and creates it if it doesn't exist""" prefs = context.preferences.addons[base_package].preferences collection_name = prefs.collection_name cutters_collection = bpy.data.collections.get(collection_name) if cutters_collection is None: cutters_collection = bpy.data.collections.new(collection_name) context.scene.collection.children.link(cutters_collection) cutters_collection.hide_render = True cutters_collection.color_tag = 'COLOR_01' # cutters_collection.hide_viewport = True # context.view_layer.layer_collection.children[collection_name].exclude = True return cutters_collection def delete_empty_collection(): """Removes boolean cutters collection if it has no more objects in it""" prefs = bpy.context.preferences.addons[base_package].preferences collection = bpy.data.collections.get(prefs.collection_name) if collection and not collection.objects: bpy.data.collections.remove(collection) def delete_cutter(cutter): """Deletes cutter object and purges it's mesh data""" orphaned_mesh = cutter.data bpy.data.objects.remove(cutter) if orphaned_mesh.users == 0: bpy.data.meshes.remove(orphaned_mesh) def change_parent(obj, parent, force=False, inverse=False): """Changes or removes parent from cutter object while keeping the transformation""" if obj.parent is not None: if not force: return matrix_copy = obj.matrix_world.copy() obj.parent = parent if inverse: obj.matrix_parent_inverse = parent.matrix_world.inverted() obj.matrix_world = matrix_copy def create_slice(context, canvas, modifier=False): """Creates copy of canvas to be used as slice""" slice = canvas.copy() slice.data = canvas.data.copy() slice.name = slice.data.name = canvas.name + "_slice" change_parent(slice, canvas) # Set Boolean Properties if modifier == True: slice.booleans.canvas = True slice.booleans.slice = True slice.booleans.slice_of = canvas # Add to Canvas Collections for coll in canvas.users_collection: coll.objects.link(slice) # add_slices_to_local_view if context.space_data.local_view: slice.local_view_set(context.space_data, True) return slice def set_object_origin(obj, bm, point='CENTER', custom=None): """Sets object origin to given position by shifting vertices""" # Center of the bounding box. if point == 'CENTER_OBJ': position_local = 0.125 * sum((mathutils.Vector(b) for b in obj.bound_box), mathutils.Vector()) position_world = obj.matrix_world @ position_local # Center of the geometry. elif point == 'CENTER_MESH': if len(bm.verts) > 0: position_local = sum((v.co for v in bm.verts), mathutils.Vector()) / len(bm.verts) else: position_local = mathutils.Vector((0, 0, 0)) position_world = obj.matrix_world @ position_local # Custom origin point (should be local Vector). elif point == 'CUSTOM': position_local = custom position_world = obj.matrix_world @ custom mat = mathutils.Matrix.Translation(position_local) bmesh.ops.transform(bm, matrix=mat.inverted(), verts=bm.verts) bm.to_mesh(obj.data) obj.location = position_world @contextmanager def hide_objects(context, exceptions: list): """Hides objects during the context, and restores their visibility afterwards.""" hidden_objects = [] for obj in context.scene.objects: if obj in exceptions: continue if obj.hide_get() == False: hidden_objects.append(obj) obj.hide_set(True) try: yield finally: for obj in hidden_objects: obj.hide_set(False)