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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
bl_info = {
'name': 'NP 020 Shader Brush',
'author': 'Okavango & the Blenderartists community',
'version': (0, 2, 0),
'blender': (2, 75, 0),
'location': 'View3D',
'warning': '',
'description': 'Transfers materials between objects in 3D view',
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'category': '3D View'}
import bpy
import mathutils, bmesh, math
from math import sin, cos, tan, atan, degrees, radians, asin, acos
import bgl
import blf
from mathutils import Vector, Matrix
from bpy_extras import view3d_utils
from .utils_geometry import *
from .utils_graphics import *
from .utils_function import *
# Defining the first graphical set that will be shown during first phase and updated along:
def draw_callback1_px(self, context):
# Getting the first object and face that raycast hits:
mode = self.mode
np_print('mode:', mode)
region = self.region
np_print('region', region)
rv3d = self.rv3d
np_print('rv3d', rv3d)
co2d = self.co2d
np_print('self.co2d', co2d)
co3d = 1
center = Vector((0,0,0))
normal = Vector((0.0, 0.0, 1.0))
scenecast = scene_cast(region, rv3d, co2d)
np_print('scenecast', scenecast)
hitob = scenecast[4]
np_print('hitob', hitob)
if mode == 0:
instruct = 'paint material on object / objects'
elif mode == 1:
instruct = 'pick material to paint with'
elif mode == 2:
instruct = 'pick material to paint with'
elif mode == 3:
instruct = 'paint material on single face'
elif mode == 4:
instruct = 'paint material on object / objects'
if hitob is not None:
acob = bpy.context.view_layer.objects.active
bpy.context.view_layer.objects.active = hitob
slots = hitob.material_slots
for i, s in enumerate(slots):
hitob.active_material_index = i
bpy.ops.object.material_slot_remove()
if self.shader is not None:
hitob.data.materials.append(self.shader)
np_print(hitob.select)
np_print('true')
for ob in self.selob:
bpy.context.view_layer.objects.active = ob
slots = ob.material_slots
for i, s in enumerate(slots):
ob.active_material_index = i
bpy.ops.object.material_slot_remove()
if self.shader is not None:
ob.data.materials.append(self.shader)
bpy.context.view_layer.objects.active = acob
np_print('040')
elif mode == 5:
instruct = 'pick material to paint with'
if hitob is not None:
mat = None
findex = scenecast[3]
np_print('findex', findex)
me = hitob.data
np_print('me', me)
bme = bmesh.new()
bme.from_mesh(me)
bme.faces.ensure_lookup_table()
np_print('faces', bme.faces)
np_print('face', bme.faces[findex])
bmeface = bme.faces[findex]
matindex = bmeface.material_index
np_print('material_index', matindex)
slots = list(hitob.material_slots)
np_print('slots', slots)
np_print('len slots', len(slots))
np_print('slots',slots)
if len(slots) == 0:
self.shader = None
self.shadername = 'None'
elif slots[matindex].material is not None:
self.shader = slots[matindex].material
self.shadername = slots[matindex].material.name
self.shader = None
self.shadername = 'None'
bpy.context.view_layer.objects.active = hitob
hitob.active_material_index = matindex
np_print('self.shader', self.shader)
np_print('050')
else:
self.shader = None
self.shadername = 'None'
elif mode == 6:
instruct = 'pick material to paint with'
elif mode == 7:
instruct = 'paint material on single face'
if hitob is not None:
acob = bpy.context.view_layer.objects.active
bpy.context.view_layer.objects.active = hitob
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findex = scenecast[3]
np_print('findex', findex)
me = hitob.data
np_print('me', me)
bpy.ops.object.mode_set(mode = 'EDIT')
bme = bmesh.from_edit_mesh(me)
bme.faces.ensure_lookup_table()
np_print('faces', bme.faces)
np_print('face', bme.faces[findex])
bmeface = bme.faces[findex]
slots = list(hitob.material_slots)
np_print('slots', list(slots))
m = 0
if list(slots) == []:
hitob.data.materials.append(None)
slots = list(hitob.material_slots)
for i, s in enumerate(slots):
np_print('s', s)
if s.name == self.shadername:
m = 1
matindex = i
elif s.material == None and self.shader == None:
m = 1
matindex = i
if m == 0:
hitob.data.materials.append(self.shader)
matindex = len(slots) - 1
hitob.active_material_index = matindex
bpy.context.tool_settings.mesh_select_mode = False, False, True
bpy.ops.mesh.select_all(action = 'DESELECT')
bmeface.select = True
bmesh.update_edit_mesh(me, True)
bpy.ops.object.material_slot_assign()
bpy.ops.mesh.select_all(action = 'DESELECT')
bpy.ops.object.mode_set(mode = 'OBJECT')
bpy.context.view_layer.objects.active = acob
# ON-SCREEN INSTRUCTIONS:
keys_aff = 'LMB - paint object / objects, CTRL - take material, ALT - paint single face'
keys_nav = 'MMB, SCROLL - navigate'
keys_neg = 'ESC - quit'
display_instructions(region, rv3d, instruct, keys_aff, keys_nav, keys_neg)
col_bg_fill_main_run = addon_settings_graph('col_bg_fill_main_run')
col_bg_fill_main_nav = addon_settings_graph('col_bg_fill_main_nav')
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# Drawing the small icon near the cursor and the shader name:
# First color is for lighter themes, second for default and darker themes:
if mode in {1,2,5,6}:
square = [[17, 30], [17, 39], [26, 39], [26, 30]]
cur = [[17, 36], [18, 35], [14, 31], [14, 30], [15, 30], [19, 34], [18, 35], [20, 37], [21, 37], [21, 36], [19, 34], [20, 33]]
curpipe = [[18, 35], [14, 31], [14, 30], [15, 30], [19, 34], [18, 35]]
curcap = [[18, 35], [20, 37], [21, 37], [21, 36], [19, 34], [18, 35]]
scale = 2.8
col_square = col_bg_fill_main_run
for co in square:
co[0] = round((co[0] * scale), 0) -35 + co2d[0]
co[1] = round((co[1] * scale), 0) -88 + co2d[1]
for co in cur:
co[0] = round((co[0] * scale),0) -25 + co2d[0]
co[1] = round((co[1] * scale),0) -86 + co2d[1]
for co in curcap:
co[0] = round((co[0] * scale),0) -25 + co2d[0]
co[1] = round((co[1] * scale),0) -86 + co2d[1]
for co in curpipe:
co[0] = round((co[0] * scale),0) -25 + co2d[0]
co[1] = round((co[1] * scale),0) -86 + co2d[1]
bgl.glColor4f(*col_square)
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
for x, y in square:
bgl.glVertex2f(x, y)
bgl.glEnd()
#bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
bgl.glColor4f(1.0, 1.0, 1.0, 0.8)
bgl.glBegin(bgl.GL_LINE_STRIP)
for x,y in cur:
bgl.glVertex2f(x,y)
bgl.glEnd()
if mode in {2, 6}:
bgl.glColor4f(1.0, 0.5, 0.5, 1.0)
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
for x,y in curcap:
bgl.glVertex2f(x,y)
bgl.glEnd()
else:
square = [[17, 30], [17, 39], [26, 39], [26, 30]]
cur = [[18, 30], [21, 33], [18, 36], [14, 32], [16, 32], [18, 30]]
curtip = [[14, 32], [16, 32], [15, 33], [14, 32]]
curbag = [[18, 30], [15, 33], [21, 33], [18, 30]]
scale = 2.8
if mode in (3, 7): col_square = col_bg_fill_main_nav
else: col_square = (0.25, 0.35, 0.4, 0.87)
for co in square:
co[0] = round((co[0] * scale), 0) -35 + co2d[0]
co[1] = round((co[1] * scale), 0) -88 + co2d[1]
for co in cur:
co[0] = round((co[0] * scale),0) -25 + co2d[0]
co[1] = round((co[1] * scale),0) -84 + co2d[1]
for co in curtip:
co[0] = round((co[0] * scale),0) -25 + co2d[0]
co[1] = round((co[1] * scale),0) -84 + co2d[1]
for co in curbag:
co[0] = round((co[0] * scale),0) -25 + co2d[0]
co[1] = round((co[1] * scale),0) -84 + co2d[1]
bgl.glColor4f(*col_square)
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
for x, y in square:
bgl.glVertex2f(x, y)
bgl.glEnd()
#bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
bgl.glColor4f(1.0, 1.0, 1.0, 0.8)
bgl.glBegin(bgl.GL_LINE_STRIP)
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for x,y in cur:
bgl.glVertex2f(x,y)
bgl.glEnd()
'''
if mode in {3, 7}:
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
for x,y in curtip:
bgl.glVertex2f(x,y)
bgl.glEnd()
bgl.glLineWidth(2)
bgl.glBegin(bgl.GL_LINE_STRIP)
for x,y in curtip:
bgl.glVertex2f(x,y)
bgl.glEnd()
bgl.glLineWidth(1)
'''
if self.shader is not None:
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
for x,y in curbag:
bgl.glVertex2f(x,y)
bgl.glEnd()
bgl.glColor4f(0.25, 0.35, 0.4, 0.87)
font_id = 0
blf.size(font_id, 15, 72)
blf.position(font_id, co2d[0] + 47, co2d[1] - 3, 0)
blf.draw(font_id, self.shadername)
bgl.glColor4f(1.0, 1.0, 1.0, 0.8)
font_id = 0
blf.size(font_id, 15, 72)
blf.position(font_id, co2d[0] + 46, co2d[1] - 2, 0)
blf.draw(font_id, self.shadername)
# restore opengl defaults
bgl.glLineWidth(1)
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
# Defining the operator that will use the graphical sets and make the drawing of the base:
class NP020ShaderBrush(bpy.types.Operator):
bl_idname = "object.np_020_shader_brush"
bl_label = "NP 020 Shader Brush"
bl_options={'REGISTER', 'UNDO', 'PRESET'}
def modal(self, context, event):
context.area.tag_redraw()
if not event.ctrl and not event.shift and not event.alt and event.type == 'MOUSEMOVE':
self.mode = 0
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.ctrl and event.type == 'MOUSEMOVE':
self.mode = 1
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.ctrl and event.shift and event.type == 'MOUSEMOVE':
self.mode = 2
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
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if event.alt and event.type == 'MOUSEMOVE':
self.mode = 3
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.type == 'LEFT_CTRL' and event.value == 'PRESS':
self.mode = 1
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.shift and event.type == 'LEFT_CTRL' and event.value == 'PRESS':
self.mode = 2
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.type == 'LEFT_CTRL' and event.value == 'RELEASE':
self.mode = 0
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.type == 'LEFT_SHIFT' and event.value == 'PRESS' and self.mode == 1:
self.mode = 2
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.ctrl and event.type == 'LEFT_SHIFT' and event.value == 'RELEASE':
self.mode = 1
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.type == 'LEFT_CTRL' and event.type == 'LEFT_SHIFT' and event.value == 'RELEASE':
self.mode = 0
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.type == 'LEFT_ALT' and event.value == 'PRESS':
self.mode = 3
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.type == 'LEFT_ALT' and event.value == 'RELEASE':
self.mode = 0
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.type == 'LEFTMOUSE' and event.value == 'PRESS':
self.mode = 4
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.ctrl and event.type == 'LEFTMOUSE' and event.value == 'PRESS':
self.mode = 5
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.ctrl and event.shift and event.type == 'LEFTMOUSE' and event.value == 'PRESS':
self.mode = 6
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.alt and event.type == 'LEFTMOUSE' and event.value == 'PRESS':
self.mode = 7
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
self.mode = 0
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.ctrl and event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
self.mode = 1
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.ctrl and event.shift and event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
self.mode = 2
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
if event.alt and event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
self.mode = 3
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
elif event.type == 'RIGHTMOUSE':
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
return {'FINISHED'}
elif event.type == 'ESC':
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
return {'CANCELLED'}
elif event.type in {'MIDDLEMOUSE', 'WHEELUPMOUSE', 'WHEELDOWNMOUSE'}:
return {'PASS_THROUGH'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
if context.area.type == 'VIEW_3D':
self.co2d = ((event.mouse_region_x, event.mouse_region_y))
args = (self, context)
self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback1_px, args, 'WINDOW', 'POST_PIXEL')
self.region = bpy.context.region
self.rv3d = bpy.context.region_data
ob = bpy.context.active_object
if ob is not None and ob.active_material is not None:
self.shader = ob.active_material
self.shadername = ob.active_material.name
else:
self.shader = None
self.shadername = 'None'
self.selob = bpy.context.selected_objects
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "View3D not found, cannot run operator")
return {'CANCELLED'}
def register():
pass
def unregister():
pass