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blender-portable-repo/extensions/blender_org/bool_tool/functions/draw.py
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2026-03-17 15:16:34 -06:00

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4.9 KiB
Python

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
#### ------------------------------ FUNCTIONS ------------------------------ ####
def draw_shader(type, color, alpha, 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':
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)
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':
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)
batch.draw(shader)
gpu.state.point_size_set(1.0)
gpu.state.line_width_set(1.0)
gpu.state.blend_set('NONE')
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).
"""
if not faces:
return None, None
vertices = []
indices = []
vert_index_map = {}
vert_count = 0
for face in faces:
face_indices = []
# 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
def draw_bmesh_edges(edges, world_matrix):
"""Convert bmesh edges into world-space vertex pairs to be used in GPU batch."""
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 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)
vertices = []
for i in range(segments + 1):
angle = i * (2 * math.pi / segments)
# 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)
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)
return vertices