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blender-portable-repo/extensions/blender_org/bool_tool/functions/draw.py
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2026-07-14 14:44:58 -06:00

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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):
"""Sets up and draws a batch for a given GPU shader 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) -> tuple[list, list]:
"""
Gets world-space vertex pairs and indices from `bmesh` faces.
Returns the list of 3D vertices and the list of triangle indices 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 multiple faces).
# (NOTE: Iterating over face corners because unlike `face.verts` they're ordered).
for loop in face.loops:
vert = loop.vert
if vert not in vert_index_map:
co = world_matrix @ Vector(vert.co)
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_circle_billboard(context, origin: Vector, radius: float, segments: int) -> list:
"""
Draws a view-facing circle in the world-space around the given origin Vector.
Returns the list of 3D vertices.
"""
region = context.region
rv3d = context.region_data
origin_2d = view3d_utils.location_3d_to_region_2d(region, rv3d, origin)
radius = min(radius, 25)
vertices = []
for i in range(segments + 1):
angle = i * (2 * math.pi / segments)
# Add offset in screen-space.
offset_x = radius * math.cos(angle)
offset_y = radius * math.sin(angle)
vert_2d = Vector((origin_2d.x + offset_x, origin_2d.y + offset_y))
# Convert back to world-space.
vert_3d = view3d_utils.region_2d_to_location_3d(region, rv3d, vert_2d, origin)
vertices.append(vert_3d)
return vertices