-
Bastien Montagne authoredBastien Montagne authored
carver_utils.py 26.95 KiB
import bpy
import bgl
import gpu
from gpu_extras.batch import batch_for_shader
import math
import sys
import random
import bmesh
from mathutils import (
Euler,
Matrix,
Vector,
Quaternion,
)
from mathutils.geometry import (
intersect_line_plane,
)
from math import (
sin,
cos,
pi,
)
import bpy_extras
from bpy_extras import view3d_utils
from bpy_extras.view3d_utils import (
region_2d_to_vector_3d,
region_2d_to_location_3d,
location_3d_to_region_2d,
)
# Cut Square
def CreateCutSquare(self, context):
""" Create a rectangle mesh """
far_limit = 10000.0
faces=[]
# Get the mouse coordinates
coord = self.mouse_path[0][0], self.mouse_path[0][1]
# New mesh
me = bpy.data.meshes.new('CMT_Square')
bm = bmesh.new()
bm.from_mesh(me)
# New object and link it to the scene
ob = bpy.data.objects.new('CMT_Square', me)
self.CurrentObj = ob
context.collection.objects.link(ob)
# Scene information
region = context.region
rv3d = context.region_data
depth_location = region_2d_to_vector_3d(region, rv3d, coord)
self.ViewVector = depth_location
# Get a point on a infinite plane and its direction
plane_normal = depth_location
plane_direction = plane_normal.normalized()
if self.snapCursor:
plane_point = context.scene.cursor.location
else:
plane_point = self.OpsObj.location if self.OpsObj is not None else Vector((0.0, 0.0, 0.0))
# Find the intersection of a line going thru each vertex and the infinite plane
for v_co in self.rectangle_coord:
vec = region_2d_to_vector_3d(region, rv3d, v_co)
p0 = region_2d_to_location_3d(region, rv3d,v_co, vec)
p1 = region_2d_to_location_3d(region, rv3d,v_co, vec) + plane_direction * far_limit
faces.append(bm.verts.new(intersect_line_plane(p0, p1, plane_point, plane_direction)))
# Update vertices index
bm.verts.index_update()
# New faces
t_face = bm.faces.new(faces)
# Set mesh
bm.to_mesh(me)
# Cut Line
def CreateCutLine(self, context):
""" Create a polygon mesh """
far_limit = 10000.0
vertices = []
faces = []
loc = []
# Get the mouse coordinates
coord = self.mouse_path[0][0], self.mouse_path[0][1]
# New mesh
me = bpy.data.meshes.new('CMT_Line')
bm = bmesh.new()
bm.from_mesh(me)
# New object and link it to the scene
ob = bpy.data.objects.new('CMT_Line', me)
self.CurrentObj = ob
context.collection.objects.link(ob)
# Scene information
region = context.region
rv3d = context.region_data
depth_location = region_2d_to_vector_3d(region, rv3d, coord)
self.ViewVector = depth_location
# Get a point on a infinite plane and its direction
plane_normal = depth_location
plane_direction = plane_normal.normalized()
if self.snapCursor:
plane_point = context.scene.cursor.location
else:
plane_point = self.OpsObj.location if self.OpsObj is not None else Vector((0.0, 0.0, 0.0))
# Use dict to remove doubles
# Find the intersection of a line going thru each vertex and the infinite plane
for idx, v_co in enumerate(list(dict.fromkeys(self.mouse_path))):
vec = region_2d_to_vector_3d(region, rv3d, v_co)
p0 = region_2d_to_location_3d(region, rv3d,v_co, vec)
p1 = region_2d_to_location_3d(region, rv3d,v_co, vec) + plane_direction * far_limit
loc.append(intersect_line_plane(p0, p1, plane_point, plane_direction))
vertices.append(bm.verts.new(loc[idx]))
if idx > 0:
bm.edges.new([vertices[idx-1],vertices[idx]])
faces.append(vertices[idx])
# Update vertices index
bm.verts.index_update()
# Nothing is selected, create close geometry
if self.CreateMode:
if self.Closed and len(vertices) > 1:
bm.edges.new([vertices[-1], vertices[0]])
bm.faces.new(faces)
else:
# Create faces if more than 2 vertices
if len(vertices) > 1 :
bm.edges.new([vertices[-1], vertices[0]])
bm.faces.new(faces)
bm.to_mesh(me)
# Cut Circle
def CreateCutCircle(self, context):
""" Create a circle mesh """
far_limit = 10000.0
FacesList = []
# Get the mouse coordinates
mouse_pos_x = self.mouse_path[0][0]
mouse_pos_y = self.mouse_path[0][1]
coord = self.mouse_path[0][0], self.mouse_path[0][1]
# Scene information
region = context.region
rv3d = context.region_data
depth_location = region_2d_to_vector_3d(region, rv3d, coord)
self.ViewVector = depth_location
# Get a point on a infinite plane and its direction
plane_point = context.scene.cursor.location if self.snapCursor else Vector((0.0, 0.0, 0.0))
plane_normal = depth_location
plane_direction = plane_normal.normalized()
# New mesh
me = bpy.data.meshes.new('CMT_Circle')
bm = bmesh.new()
bm.from_mesh(me)
# New object and link it to the scene
ob = bpy.data.objects.new('CMT_Circle', me)
self.CurrentObj = ob
context.collection.objects.link(ob)
# Create a circle using a tri fan
tris_fan, indices = draw_circle(self, mouse_pos_x, mouse_pos_y)
# Remove the vertex in the center to get the outer line of the circle
verts = tris_fan[1:]
# Find the intersection of a line going thru each vertex and the infinite plane
for vert in verts:
vec = region_2d_to_vector_3d(region, rv3d, vert)
p0 = region_2d_to_location_3d(region, rv3d, vert, vec)
p1 = p0 + plane_direction * far_limit
loc0 = intersect_line_plane(p0, p1, plane_point, plane_direction)
t_v0 = bm.verts.new(loc0)
FacesList.append(t_v0)
bm.verts.index_update()
bm.faces.new(FacesList)
bm.to_mesh(me)
def create_2d_circle(self, step, radius, rotation = 0):
""" Create the vertices of a 2d circle at (0,0) """
verts = []
for angle in range(0, 360, step):
verts.append(math.cos(math.radians(angle + rotation)) * radius)
verts.append(math.sin(math.radians(angle + rotation)) * radius)
verts.append(0.0)
verts.append(math.cos(math.radians(0.0 + rotation)) * radius)
verts.append(math.sin(math.radians(0.0 + rotation)) * radius)
verts.append(0.0)
return(verts)
def draw_circle(self, mouse_pos_x, mouse_pos_y):
""" Return the coordinates + indices of a circle using a triangle fan """
tris_verts = []
indices = []
segments = int(360 / self.stepAngle[self.step])
radius = self.mouse_path[1][0] - self.mouse_path[0][0]
rotation = (self.mouse_path[1][1] - self.mouse_path[0][1]) / 2
# Get the vertices of a 2d circle
verts = create_2d_circle(self, self.stepAngle[self.step], radius, rotation)
# Create the first vertex at mouse position for the center of the circle
tris_verts.append(Vector((mouse_pos_x + self.xpos , mouse_pos_y + self.ypos)))
# For each vertex of the circle, add the mouse position and the translation
for idx in range(int(len(verts) / 3) - 1):
tris_verts.append(Vector((verts[idx * 3] + mouse_pos_x + self.xpos, \
verts[idx * 3 + 1] + mouse_pos_y + self.ypos)))
i1 = idx+1
i2 = idx+2 if idx+2 <= segments else 1
indices.append((0,i1,i2))
return(tris_verts, indices)
# Object dimensions (SCULPT Tools tips)
def objDiagonal(obj):
return ((obj.dimensions[0]**2) + (obj.dimensions[1]**2) + (obj.dimensions[2]**2))**0.5
# Bevel Update
def update_bevel(context):
selection = context.selected_objects.copy()
active = context.active_object
if len(selection) > 0:
for obj in selection:
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
context.view_layer.objects.active = obj
# Test object name
# Subdive mode : Only bevel weight
if obj.data.name.startswith("S_") or obj.data.name.startswith("S "):
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.region_to_loop()
bpy.ops.transform.edge_bevelweight(value=1)
bpy.ops.object.mode_set(mode='OBJECT')
else:
# No subdiv mode : bevel weight + Crease + Sharp
CreateBevel(context, obj)
bpy.ops.object.select_all(action='DESELECT')
for obj in selection:
obj.select_set(True)
context.view_layer.objects.active = active
# Create bevel
def CreateBevel(context, CurrentObject):
# Save active object
SavActive = context.active_object
# Test if initial object has bevel
bevel_modifier = False
for modifier in SavActive.modifiers:
if modifier.name == 'Bevel':
bevel_modifier = True
if bevel_modifier:
# Active "CurrentObject"
context.view_layer.objects.active = CurrentObject
bpy.ops.object.mode_set(mode='EDIT')
# Edge mode
bpy.ops.mesh.select_mode(use_extend=False, use_expand=False, type='EDGE')
# Clear all
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.mark_sharp(clear=True)
bpy.ops.transform.edge_crease(value=-1)
bpy.ops.transform.edge_bevelweight(value=-1)
bpy.ops.mesh.select_all(action='DESELECT')
# Select (in radians) all 30° sharp edges
bpy.ops.mesh.edges_select_sharp(sharpness=0.523599)
# Apply bevel weight + Crease + Sharp to the selected edges
bpy.ops.mesh.mark_sharp()
bpy.ops.transform.edge_crease(value=1)
bpy.ops.transform.edge_bevelweight(value=1)
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')
CurrentObject.data.use_customdata_edge_bevel = True
for i in range(len(CurrentObject.data.edges)):
if CurrentObject.data.edges[i].select is True:
CurrentObject.data.edges[i].bevel_weight = 1.0
CurrentObject.data.edges[i].use_edge_sharp = True
bevel_modifier = False
for m in CurrentObject.modifiers:
if m.name == 'Bevel':
bevel_modifier = True
if bevel_modifier is False:
bpy.ops.object.modifier_add(type='BEVEL')
mod = context.object.modifiers[-1]
mod.limit_method = 'WEIGHT'
mod.width = 0.01
mod.profile = 0.699099
mod.use_clight_overlap = False
mod.segments = 3
mod.loop_slide = False
bpy.ops.object.shade_smooth()
context.object.data.use_auto_smooth = True
context.object.data.auto_smooth_angle = 1.0471975
# Restore the active object
context.view_layer.objects.active = SavActive
def MoveCursor(qRot, location, self):
""" In brush mode : Draw a circle around the brush """
if qRot is not None:
verts = create_2d_circle(self, 10, 1)
self.CLR_C.clear()
vc = Vector()
for idx in range(int(len(verts) / 3)):
vc.x = verts[idx * 3]
vc.y = verts[idx * 3 + 1]
vc.z = verts[idx * 3 + 2]
vc = qRot @ vc
self.CLR_C.append(vc.x)
self.CLR_C.append(vc.y)
self.CLR_C.append(vc.z)
def rot_axis_quat(vector1, vector2):
""" Find the rotation (quaternion) from vector 1 to vector 2"""
vector1 = vector1.normalized()
vector2 = vector2.normalized()
cosTheta = vector1.dot(vector2)
rotationAxis = Vector((0.0, 0.0, 0.0))
if (cosTheta < -1 + 0.001):
v = Vector((0.0, 1.0, 0.0))
#Get the vector at the right angles to both
rotationAxis = vector1.cross(v)
rotationAxis = rotationAxis.normalized()
q = Quaternion()
q.w = 0.0
q.x = rotationAxis.x
q.y = rotationAxis.y
q.z = rotationAxis.z
else:
rotationAxis = vector1.cross(vector2)
s = math.sqrt((1.0 + cosTheta) * 2.0)
invs = 1 / s
q = Quaternion()
q.w = s * 0.5
q.x = rotationAxis.x * invs
q.y = rotationAxis.y * invs
q.z = rotationAxis.z * invs
return q
# Picking (template)
def Picking(context, event):
""" Put the 3d cursor on the closest object"""
# get the context arguments
scene = context.scene
region = context.region
rv3d = context.region_data
coord = event.mouse_region_x, event.mouse_region_y
# get the ray from the viewport and mouse
view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
ray_target = ray_origin + view_vector
def visible_objects_and_duplis():
depsgraph = context.evaluated_depsgraph_get()
for dup in depsgraph.object_instances:
if dup.is_instance: # Real dupli instance
obj = dup.instance_object.original
yield (obj, dup.matrix.copy())
else: # Usual object
obj = dup.object.original
yield (obj, obj.matrix_world.copy())
def obj_ray_cast(obj, matrix):
# get the ray relative to the object
matrix_inv = matrix.inverted()
ray_origin_obj = matrix_inv @ ray_origin
ray_target_obj = matrix_inv @ ray_target
ray_direction_obj = ray_target_obj - ray_origin_obj
# cast the ray
success, location, normal, face_index = obj.ray_cast(ray_origin_obj, ray_direction_obj)
if success:
return location, normal, face_index
return None, None, None
# cast rays and find the closest object
best_length_squared = -1.0
best_obj = None
# cast rays and find the closest object
for obj, matrix in visible_objects_and_duplis():
if obj.type == 'MESH':
hit, normal, face_index = obj_ray_cast(obj, matrix)
if hit is not None:
hit_world = matrix @ hit
length_squared = (hit_world - ray_origin).length_squared
if best_obj is None or length_squared < best_length_squared:
scene.cursor.location = hit_world
best_length_squared = length_squared
best_obj = obj
else:
if best_obj is None:
depth_location = region_2d_to_vector_3d(region, rv3d, coord)
loc = region_2d_to_location_3d(region, rv3d, coord, depth_location)
scene.cursor.location = loc
def Pick(context, event, self, ray_max=10000.0):
region = context.region
rv3d = context.region_data
coord = event.mouse_region_x, event.mouse_region_y
view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
ray_target = ray_origin + (view_vector * ray_max)
def obj_ray_cast(obj, matrix):
matrix_inv = matrix.inverted()
ray_origin_obj = matrix_inv @ ray_origin
ray_target_obj = matrix_inv @ ray_target
success, hit, normal, face_index = obj.ray_cast(ray_origin_obj, ray_target_obj)
if success:
return hit, normal, face_index
return None, None, None
best_length_squared = ray_max * ray_max
best_obj = None
for obj in self.CList:
matrix = obj.matrix_world
hit, normal, face_index = obj_ray_cast(obj, matrix)
rotation = obj.rotation_euler.to_quaternion()
if hit is not None:
hit_world = matrix @ hit
length_squared = (hit_world - ray_origin).length_squared
if length_squared < best_length_squared:
best_length_squared = length_squared
best_obj = obj
hits = hit_world
ns = normal
fs = face_index
if best_obj is not None:
return hits, ns, rotation
return None, None, None
def SelectObject(self, copyobj):
copyobj.select_set(True)
for child in copyobj.children:
SelectObject(self, child)
if copyobj.parent is None:
bpy.context.view_layer.objects.active = copyobj
# Undo
def printUndo(self):
for l in self.UList:
print(l)
def UndoAdd(self, type, obj):
""" Create a backup mesh before apply the action to the object """
if obj is None:
return
if type != "DUPLICATE":
bm = bmesh.new()
bm.from_mesh(obj.data)
self.UndoOps.append((obj, type, bm))
else:
self.UndoOps.append((obj, type, None))
def UndoListUpdate(self):
self.UList.append((self.UndoOps.copy()))
self.UList_Index += 1
self.UndoOps.clear()
def Undo(self):
if self.UList_Index < 0:
return
# get previous mesh
for o in self.UList[self.UList_Index]:
if o[1] == "MESH":
bm = o[2]
bm.to_mesh(o[0].data)
SelectObjList = bpy.context.selected_objects.copy()
Active_Obj = bpy.context.active_object
bpy.ops.object.select_all(action='TOGGLE')
for o in self.UList[self.UList_Index]:
if o[1] == "REBOOL":
o[0].select_set(True)
o[0].hide_viewport = False
if o[1] == "DUPLICATE":
o[0].select_set(True)
o[0].hide_viewport = False
bpy.ops.object.delete(use_global=False)
for so in SelectObjList:
bpy.data.objects[so.name].select_set(True)
bpy.context.view_layer.objects.active = Active_Obj
self.UList_Index -= 1
self.UList[self.UList_Index + 1:] = []
def duplicateObject(self):
if self.Instantiate:
bpy.ops.object.duplicate_move_linked(
OBJECT_OT_duplicate={
"linked": True,
"mode": 'TRANSLATION',
},
TRANSFORM_OT_translate={
"value": (0, 0, 0),
},
)
else:
bpy.ops.object.duplicate_move(
OBJECT_OT_duplicate={
"linked": False,
"mode": 'TRANSLATION',
},
TRANSFORM_OT_translate={
"value": (0, 0, 0),
},
)
ob_new = bpy.context.active_object
ob_new.location = self.CurLoc
v = Vector()
v.x = v.y = 0.0
v.z = self.BrushDepthOffset
ob_new.location += self.qRot * v
if self.ObjectMode:
ob_new.scale = self.ObjectBrush.scale
if self.ProfileMode:
ob_new.scale = self.ProfileBrush.scale
e = Euler()
e.x = e.y = 0.0
e.z = self.aRotZ / 25.0
# If duplicate with a grid, no random rotation (each mesh in the grid is already rotated randomly)
if (self.alt is True) and ((self.nbcol + self.nbrow) < 3):
if self.RandomRotation:
e.z += random.random()
qe = e.to_quaternion()
qRot = self.qRot * qe
ob_new.rotation_mode = 'QUATERNION'
ob_new.rotation_quaternion = qRot
ob_new.rotation_mode = 'XYZ'
if (ob_new.display_type == "WIRE") and (self.BrushSolidify is False):
ob_new.hide_viewport = True
if self.BrushSolidify:
ob_new.display_type = "SOLID"
ob_new.show_in_front = False
for o in bpy.context.selected_objects:
UndoAdd(self, "DUPLICATE", o)
if len(bpy.context.selected_objects) > 0:
bpy.ops.object.select_all(action='TOGGLE')
for o in self.all_sel_obj_list:
o.select_set(True)
bpy.context.view_layer.objects.active = self.OpsObj
def update_grid(self, context):
"""
Thanks to batFINGER for his help :
source : http://blender.stackexchange.com/questions/55864/multiple-meshes-not-welded-with-pydata
"""
verts = []
edges = []
faces = []
numface = 0
if self.nbcol < 1:
self.nbcol = 1
if self.nbrow < 1:
self.nbrow = 1
if self.gapx < 0:
self.gapx = 0
if self.gapy < 0:
self.gapy = 0
# Get the data from the profils or the object
if self.ProfileMode:
brush = bpy.data.objects.new(
self.Profils[self.nProfil][0],
bpy.data.meshes[self.Profils[self.nProfil][0]]
)
obj = bpy.data.objects["CT_Profil"]
obfaces = brush.data.polygons
obverts = brush.data.vertices
lenverts = len(obverts)
else:
brush = bpy.data.objects["CarverBrushCopy"]
obj = context.selected_objects[0]
obverts = brush.data.vertices
obfaces = brush.data.polygons
lenverts = len(brush.data.vertices)
# Gap between each row / column
gapx = self.gapx
gapy = self.gapy
# Width of each row / column
widthx = brush.dimensions.x * self.scale_x
widthy = brush.dimensions.y * self.scale_y
# Compute the corners so the new object will be always at the center
left = -((self.nbcol - 1) * (widthx + gapx)) / 2
start = -((self.nbrow - 1) * (widthy + gapy)) / 2
for i in range(self.nbrow * self.nbcol):
row = i % self.nbrow
col = i // self.nbrow
startx = left + ((widthx + gapx) * col)
starty = start + ((widthy + gapy) * row)
# Add random rotation
if (self.RandomRotation) and not (self.GridScaleX or self.GridScaleY):
rotmat = Matrix.Rotation(math.radians(360 * random.random()), 4, 'Z')
for v in obverts:
v.co = v.co @ rotmat
verts.extend([((v.co.x - startx, v.co.y - starty, v.co.z)) for v in obverts])
faces.extend([[v + numface * lenverts for v in p.vertices] for p in obfaces])
numface += 1
# Update the mesh
# Create mesh data
mymesh = bpy.data.meshes.new("CT_Profil")
# Generate mesh data
mymesh.from_pydata(verts, edges, faces)
# Calculate the edges
mymesh.update(calc_edges=True)
# Update data
obj.data = mymesh
# Make the object active to remove doubles
context.view_layer.objects.active = obj
def boolean_operation(bool_type="DIFFERENCE"):
ActiveObj = bpy.context.active_object
sel_index = 0 if bpy.context.selected_objects[0] != bpy.context.active_object else 1
# bpy.ops.object.modifier_apply(apply_as='DATA', modifier="CT_SOLIDIFY")
bool_name = "CT_" + bpy.context.selected_objects[sel_index].name
BoolMod = ActiveObj.modifiers.new(bool_name, "BOOLEAN")
BoolMod.object = bpy.context.selected_objects[sel_index]
BoolMod.operation = bool_type
bpy.context.selected_objects[sel_index].display_type = 'WIRE'
while ActiveObj.modifiers.find(bool_name) > 0:
bpy.ops.object.modifier_move_up(modifier=bool_name)
def Rebool(context, self):
target_obj = context.active_object
Brush = context.selected_objects[1]
Brush.display_type = "WIRE"
#Deselect all
bpy.ops.object.select_all(action='TOGGLE')
target_obj.display_type = "SOLID"
target_obj.select_set(True)
bpy.ops.object.duplicate()
rebool_obj = context.active_object
m = rebool_obj.modifiers.new("CT_INTERSECT", "BOOLEAN")
m.operation = "INTERSECT"
m.object = Brush
m = target_obj.modifiers.new("CT_DIFFERENCE", "BOOLEAN")
m.operation = "DIFFERENCE"
m.object = Brush
for mb in target_obj.modifiers:
if mb.type == 'BEVEL':
mb.show_viewport = False
if self.ObjectBrush or self.ProfileBrush:
rebool_obj.show_in_front = False
try:
bpy.ops.object.modifier_apply(apply_as='DATA', modifier="CT_SOLIDIFY")
except:
exc_type, exc_value, exc_traceback = sys.exc_info()
self.report({'ERROR'}, str(exc_value))
if self.dont_apply_boolean is False:
try:
bpy.ops.object.modifier_apply(apply_as='DATA', modifier="CT_INTERSECT")
except:
exc_type, exc_value, exc_traceback = sys.exc_info()
self.report({'ERROR'}, str(exc_value))
bpy.ops.object.select_all(action='TOGGLE')
for mb in target_obj.modifiers:
if mb.type == 'BEVEL':
mb.show_viewport = True
context.view_layer.objects.active = target_obj
target_obj.select_set(True)
if self.dont_apply_boolean is False:
try:
bpy.ops.object.modifier_apply(apply_as='DATA', modifier="CT_DIFFERENCE")
except:
exc_type, exc_value, exc_traceback = sys.exc_info()
self.report({'ERROR'}, str(exc_value))
bpy.ops.object.select_all(action='TOGGLE')
rebool_obj.select_set(True)
def createMeshFromData(self):
if self.Profils[self.nProfil][0] not in bpy.data.meshes:
# Create mesh and object
me = bpy.data.meshes.new(self.Profils[self.nProfil][0])
# Create mesh from given verts, faces.
me.from_pydata(self.Profils[self.nProfil][2], [], self.Profils[self.nProfil][3])
me.validate(verbose=True, clean_customdata=True)
# Update mesh with new data
me.update()
if "CT_Profil" not in bpy.data.objects:
ob = bpy.data.objects.new("CT_Profil", bpy.data.meshes[self.Profils[self.nProfil][0]])
ob.location = Vector((0.0, 0.0, 0.0))
# Link object to scene and make active
bpy.context.collection.objects.link(ob)
bpy.context.view_layer.update()
bpy.context.view_layer.objects.active = ob
ob.select_set(True)
ob.location = Vector((10000.0, 0.0, 0.0))
ob.display_type = "WIRE"
self.SolidifyPossible = True
else:
bpy.data.objects["CT_Profil"].data = bpy.data.meshes[self.Profils[self.nProfil][0]]
def Selection_Save_Restore(self):
if "CT_Profil" in bpy.data.objects:
Selection_Save(self)
bpy.ops.object.select_all(action='DESELECT')
bpy.data.objects["CT_Profil"].select_set(True)
bpy.context.view_layer.objects.active = bpy.data.objects["CT_Profil"]
if bpy.data.objects["CT_Profil"] in self.all_sel_obj_list:
self.all_sel_obj_list.remove(bpy.data.objects["CT_Profil"])
bpy.ops.object.delete(use_global=False)
Selection_Restore(self)
def Selection_Save(self):
obj_name = getattr(bpy.context.active_object, "name", None)
self.all_sel_obj_list = bpy.context.selected_objects.copy()
self.save_active_obj = obj_name
def Selection_Restore(self):
for o in self.all_sel_obj_list:
o.select_set(True)
if self.save_active_obj:
bpy.context.view_layer.objects.active = bpy.data.objects.get(self.save_active_obj, None)
def Snap_Cursor(self, context, event, mouse_pos):
""" Find the closest position on the overlay grid and snap the mouse on it """
# Get the context arguments
region = context.region
rv3d = context.region_data
# Get the VIEW3D area
for i, a in enumerate(context.screen.areas):
if a.type == 'VIEW_3D':
space = context.screen.areas[i].spaces.active
# Get the grid overlay for the VIEW_3D
grid_scale = space.overlay.grid_scale
grid_subdivisions = space.overlay.grid_subdivisions
# Use the grid scale and subdivision to get the increment
increment = (grid_scale / grid_subdivisions)
half_increment = increment / 2
# Convert the 2d location of the mouse in 3d
for index, loc in enumerate(reversed(mouse_pos)):
mouse_loc_3d = region_2d_to_location_3d(region, rv3d, loc, (0, 0, 0))
# Get the remainder from the mouse location and the ratio
# Test if the remainder > to the half of the increment
for i in range(3):
modulo = mouse_loc_3d[i] % increment
if modulo < half_increment:
modulo = - modulo
else:
modulo = increment - modulo
# Add the remainder to get the closest location on the grid
mouse_loc_3d[i] = mouse_loc_3d[i] + modulo
# Get the snapped 2d location
snap_loc_2d = location_3d_to_region_2d(region, rv3d, mouse_loc_3d)
# Replace the last mouse location by the snapped location
if len(self.mouse_path) > 0:
self.mouse_path[len(self.mouse_path) - (index + 1) ] = tuple(snap_loc_2d)
def mini_grid(self, context, color):
""" Draw a snap mini grid around the cursor based on the overlay grid"""
# Get the context arguments
region = context.region
rv3d = context.region_data
# Get the VIEW3D area
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 ortho 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 = 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 = location_3d_to_region_2d(region, rv3d, snap_loc)
origin = location_3d_to_region_2d(region, rv3d, (0,0,0))
# Get the increment value
snap_value = snap_loc[0] - mouse_coord[0]
grid_coords = []
# 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)
]
# Draw a mlini grid around the cursor to show the snap options
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(self, color, 0.3, 'LINES', grid_coords, size=2)
def draw_shader(self, color, alpha, type, coords, size=1, indices=None):
""" Create a batch for a draw type """
bgl.glEnable(bgl.GL_BLEND)
bgl.glEnable(bgl.GL_LINE_SMOOTH)
if type =='POINTS':
bgl.glPointSize(size)
else:
bgl.glLineWidth(size)
try:
if len(coords[0])>2:
shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
else:
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
batch = batch_for_shader(shader, type, {"pos": coords}, indices=indices)
shader.bind()
shader.uniform_float("color", (color[0], color[1], color[2], alpha))
batch.draw(shader)
bgl.glLineWidth(1)
bgl.glPointSize(1)
bgl.glDisable(bgl.GL_LINE_SMOOTH)
bgl.glDisable(bgl.GL_BLEND)
except:
exc_type, exc_value, exc_traceback = sys.exc_info()
self.report({'ERROR'}, str(exc_value))