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Showing posts with label 3d view. Show all posts
Showing posts with label 3d view. Show all posts

March 26, 2013

Painting Vertex Color Map using selected Faces

This script is obsolete, shift+K will fill all selected faces/ verts with the brush colour.

selected faces

During a recent conversation with Jimmy Gunawan of blendersushi I remembered that I wanted to write a script that lets me paint the vertex color map as a function of which faces are selected. Here's a version of this script that runs in vertex paint mode with face masking mode on. i'll leave refactoring this snippet to you.

I've limited some freedom by forcing the user to be in 'VERTEX_PAINT' and Face Masking Active, but it's safer this way (even after some bugfixing by campbell) -- as it is still easy to crash blender in obscure ways otherwise.

July 26, 2011

more opengl drawing to viewport blender 2.5

update to the code below can be found h e r e


if DRAW_POINTS is true then the gl drawing includes Vertex drawing like this:


import bpy
import bgl
import mathutils
import bpy_extras
import math

from mathutils import Vector
from mathutils.geometry import interpolate_bezier as bezlerp
from bpy_extras.view3d_utils import location_3d_to_region_2d as loc3d2d

# OBJECTIVE

# fillet the selected vertex of a profile by dragging the mouse inwards
# the max fillet radius is reached at the shortest delta of surrounding verts.


# [x] MILESTONE 1
# [x] get selected vertex index.
# [x] get indices of attached verts.
# [x] get their lengths, return shortest.
# [x] shortest length is max fillet radius.

# [x] MILESTONE 2
# [x] draw gl bevel line from both edges (bev_edge1, bev_edge2)
# [x] find center of bevel line
# [x] draw line of radius length from found_index through center of bevel line.
# [x] call new found point 'fillet_centre"
# [x] draw pline from bev_edge1 to 2, with distance from fillet_centre (kappa)
# [x] draw pline from bev_edge1 to 2, with distance from fillet_centre (trig)

# [ ] MILESTONE 3
# [x] draw faux vertices
# [ ] make shift+rightlick, draw a line from selected vertex to mouse cursor.
# [x] draw opengl filleted line.
# [ ] allow mouse wheel to define segment numbers.
# [ ] enter to accept, and make real. esc to cancel.


# ==============================================================================

''' temporary constants '''

NUM_SEGS = 15
NUM_VERTS = NUM_SEGS + 1
HALF_RAD = 0.5
# KAPPA = 0.5522847498 # approximates the circle, fascinating magic number!
KAPPA = 4 * (( math.sqrt(2) - 1) / 3 )



''' switches '''

mode = 'TRIG'
DRAW_POINTS = True



''' helper functions '''


def find_index_of_selected_vertex(obj):

# force 'OBJECT' mode temporarily. [TODO]
selected_verts = [i.index for i in obj.data.vertices if i.select]

# prevent script from operating if currently >1 vertex is selected.
verts_selected = len(selected_verts)
if verts_selected != 1:
return None
else:
return selected_verts[0]



def find_connected_verts(obj, found_index):

edges = obj.data.edges
connecting_edges = [i for i in edges if found_index in i.vertices[:]]
if len(connecting_edges) != 2:
return None
else:
connected_verts = []
for edge in connecting_edges:
cvert = set(edge.vertices[:])
cvert.remove(found_index)
connected_verts.append(cvert.pop())

return connected_verts



def find_distances(obj, connected_verts, found_index):
edge_lengths = []
for vert in connected_verts:
co1 = obj.data.vertices[vert].co
co2 = obj.data.vertices[found_index].co
edge_lengths.append([vert, (co1-co2).length])
return edge_lengths



def generate_fillet(obj, c_index, max_rad, f_index):

def get_first_cut(outer_point, focal, distance_from_f):
co1 = obj.data.vertices[focal].co
co2 = obj.data.vertices[outer_point].co
real_length = (co1-co2).length
ratio = distance_from_f / real_length

# must use new variable, cannot do co1 += obj_center, changes in place.
new_co1 = co1 + obj_centre
new_co2 = co2 + obj_centre
return new_co1.lerp(new_co2, ratio)

obj_centre = obj.location
distance_from_f = max_rad * HALF_RAD

# make imaginary line between outerpoints
outer_points = []
for point in c_index:
outer_points.append(get_first_cut(point, f_index, distance_from_f))

# make imaginary line from focal point to halfway between outer_points
focal_coordinate = obj.data.vertices[f_index].co + obj_centre
center_of_outer_points = (outer_points[0] + outer_points[1]) / 2

# find radial center, by lerping ab -> ad
BC = (center_of_outer_points-outer_points[1]).length
AB = (focal_coordinate-center_of_outer_points).length
BD = (BC/AB)*BC
AD = AB + BD
ratio = AD / AB
radial_center = focal_coordinate.lerp(center_of_outer_points, ratio)

guide_line = [focal_coordinate, radial_center]
return outer_points, guide_line



def resposition_arc_points(arc_verts, radial_centre):
# ensure that every arc point is indeed radial distance away from center.
revised_arc_points = []

radial_dist_first = (arc_verts[0]-radial_centre).length
radial_dist_last = (arc_verts[-1]-radial_centre).length
desired_radial_distance = (radial_dist_first + radial_dist_last) * 0.5

for point in arc_verts:
radial_distance = (point-radial_centre).length
ratio = 1/(radial_distance / desired_radial_distance)
new_location = radial_centre.lerp(point, ratio)
new_distance = (radial_centre-new_location).length
revised_arc_points.append(new_location)
print("was", radial_distance, "becomes", new_distance)

return revised_arc_points



''' director function '''



def init_functions(self, context):

obj = context.object

# Finding vertex.
found_index = find_index_of_selected_vertex(obj)
if found_index != None:
print("you selected vertex with index", found_index)
connected_verts = find_connected_verts(obj, found_index)
else:
print("select one vertex, no more, no less")
return


# Find connected vertices.
if connected_verts == None:
print("vertex connected to only 1 other vert, or none at all")
print("remove doubles, the script operates on vertices with 2 edges")
return
else:
print(connected_verts)


# reaching this stage means the vertex has 2 connected vertices. good.
# Find distances and maximum radius.
distances = find_distances(obj, connected_verts, found_index)
for d in distances:
print("from", found_index, "to", d[0], "=", d[1])

max_rad = min(distances[0][1],distances[1][1])
print("max radius", max_rad)


return generate_fillet(obj, connected_verts, max_rad, found_index)



''' GL drawing '''



def draw_polyline_from_coordinates(context, points, LINE_TYPE):
region = context.region
rv3d = context.space_data.region_3d

bgl.glColor4f(1.0, 1.0, 1.0, 1.0)

if LINE_TYPE == "GL_LINE_STIPPLE":
bgl.glLineStipple(4, 0x5555)
bgl.glEnable(bgl.GL_LINE_STIPPLE)
bgl.glColor4f(0.3, 0.3, 0.3, 1.0)

bgl.glBegin(bgl.GL_LINE_STRIP)
for coord in points:
vector3d = (coord.x, coord.y, coord.z)
vector2d = loc3d2d(region, rv3d, vector3d)
bgl.glVertex2f(*vector2d)
bgl.glEnd()

if LINE_TYPE == "GL_LINE_STIPPLE":
bgl.glDisable(bgl.GL_LINE_STIPPLE)
bgl.glEnable(bgl.GL_BLEND) # back to uninterupted lines

return



def draw_points(context, points, size):
region = context.region
rv3d = context.space_data.region_3d


bgl.glEnable(bgl.GL_POINT_SMOOTH)
bgl.glPointSize(size)
# bgl.glEnable(bgl.GL_BLEND)
bgl.glBlendFunc(bgl.GL_SRC_ALPHA, bgl.GL_ONE_MINUS_SRC_ALPHA)

bgl.glBegin(bgl.GL_POINTS)
# draw red
bgl.glColor4f(1.0, 0.2, 0.2, 1.0)
for coord in points:
vector3d = (coord.x, coord.y, coord.z)
vector2d = loc3d2d(region, rv3d, vector3d)
bgl.glVertex2f(*vector2d)
bgl.glEnd()

bgl.glDisable(bgl.GL_POINT_SMOOTH)
bgl.glDisable(bgl.GL_POINTS)
return



def draw_callback_px(self, context):

objlist = context.selected_objects
names_of_empties = [i.name for i in objlist]

region = context.region
rv3d = context.space_data.region_3d
points, guide_verts = init_functions(self, context)

# draw bevel
draw_polyline_from_coordinates(context, points, "GL_LINE_STIPPLE")

# draw symmetry line
draw_polyline_from_coordinates(context, guide_verts, "GL_LINE_STIPPLE")

# get control points and knots.
h_control = guide_verts[0]
knot1, knot2 = points[0], points[1]
kappa_ctrl_1 = knot1.lerp(h_control, KAPPA)
kappa_ctrl_2 = knot2.lerp(h_control, KAPPA)
arc_verts = bezlerp(knot1, kappa_ctrl_1, kappa_ctrl_2, knot2, NUM_VERTS)

# draw fillet ( 2 modes )
if mode == 'TRIG':
radial_centre = guide_verts[1]
arc_verts = resposition_arc_points(arc_verts, radial_centre)
if mode == 'KAPPA':
print("using vanilla kappa, this mode produces a poor approximation")
pass

draw_polyline_from_coordinates(context, arc_verts, "GL_BLEND")

if DRAW_POINTS == True:
draw_points(context, arc_verts, 4.2)

# restore opengl defaults
bgl.glLineWidth(1)
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
return



''' UI elements '''



class UIPanel(bpy.types.Panel):
bl_label = "Hello from UI panel"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"

scn = bpy.types.Scene
object = bpy.context.object
# scn.Monster = object.location.x
# scn.MyMove = bpy.props.FloatProperty()


def draw(self, context):
layout = self.layout
ob = context.object
scn = context.scene

row1 = layout.row(align=True)
# row1.prop(ob, "location")
row1.operator("dynamic.fillet")
# row1.prop(ob, 'location', index = 0, text = "Spine Spline", slider = True)




class OBJECT_OT_add_object(bpy.types.Operator):
bl_idname = "dynamic.fillet"
bl_label = "Check Vertice"
bl_description = "Allows the user to dynamically fillet a vert/edge"
bl_options = {'REGISTER', 'UNDO'}

'''
scale = FloatVectorProperty(name='scale',
default=(1.0, 1.0, 1.0),
subtype='TRANSLATION',
description='scaling')
'''


def modal(self, context, event):
context.area.tag_redraw()

if event.type == 'RIGHTMOUSE':
if event.value == 'RELEASE':
print("discontinue drawing")
context.area.tag_redraw()
context.region.callback_remove(self._handle)
return {'CANCELLED'}

return {'RUNNING_MODAL'}



def invoke(self, context, event):

if context.area.type == 'VIEW_3D':
context.area.tag_redraw()
context.window_manager.modal_handler_add(self)

# Add the region OpenGL drawing callback
# draw in view space with 'POST_VIEW' and 'PRE_VIEW'
self._handle = context.region.callback_add(
draw_callback_px,
(self, context),
'POST_PIXEL')

return {'RUNNING_MODAL'}
else:
self.report({'WARNING'},
"View3D not found, cannot run operator")
context.area.tag_redraw()
return {'CANCELLED'}


'''

def execute(self, context):

#add_object(self, context)
init_functions(self, context)

return {'FINISHED'}

'''



bpy.utils.register_module(__name__)

July 13, 2011

OpenGL / bgl in blender 2.5

select two empties, run this code.

import bpy
import bgl
import blf
import bpy_extras

from mathutils import Vector
from bpy.props import StringProperty, FloatProperty
from bpy_extras import view3d_utils

'''
helper functions
'''

def get_objects(context):

sel_obs = context.selected_objects
names = [object.name for object in sel_obs if object.type=='EMPTY']
if len(names) == 2:
return names
else:
return None


def get_distance(names_of_empties):

if names_of_empties == None:
return 0.0

coordlist = []
for name in names_of_empties:
coordlist.append(bpy.data.objects[name].location)

return (coordlist[0]-coordlist[1]).length


def get_distance_from_context(context):
distance = get_distance(get_objects(context))
return distance


def get_coordinates_from_empties(object_list):
coordlist = [obj.location for obj in object_list]
return coordlist


def get_difference(axis, coord):

if axis == 'z':
return abs((coord[0]-coord[1]).z)
elif axis == 'y':
return abs((coord[0]-coord[1]).y)
elif axis == 'x':
return abs((coord[0]-coord[1]).x)
else:
return None


def return_sorted_coordlist(coords):
def MyFn(coord):
return coord.z
return sorted(coords, key=MyFn, reverse=True)


'''
openGL drawing
'''


def draw_text(col, y_pos, display_text, view_width, context):

# calculate text width, then draw
font_id = 0
blf.size(font_id, 18, 72) #fine tune

text_width, text_height = blf.dimensions(font_id, display_text)
right_align = view_width-text_width-18
blf.position(font_id, right_align, y_pos, 0)
blf.draw(font_id, display_text)
return


def draw_tetrahedron(region, rv3d, context, clist):

# highest point is apex
apex, baseco = return_sorted_coordlist(clist)

# define the base of the tetrahydron
base1 = Vector((apex.x, apex.y, baseco.z))
base2 = Vector((apex.x, baseco.y, baseco.z))
base3 = baseco

# converting to screen coordinates
screen_apex = view3d_utils.location_3d_to_region_2d(region, rv3d, apex)
screen_base1 = view3d_utils.location_3d_to_region_2d(region, rv3d, base1)
screen_base2 = view3d_utils.location_3d_to_region_2d(region, rv3d, base2)
screen_base3 = view3d_utils.location_3d_to_region_2d(region, rv3d, base3)

# bgl.glBegin(bgl.GL_LINE)

# colour + line setup, 50% alpha, 1 px width line
bgl.glEnable(bgl.GL_BLEND)
bgl.glColor4f(0.1, 0.3, 1.0, 0.8)
bgl.glLineWidth(1)

# from top to base coordinates
bgl.glColor4f(0.6, 0.6, 0.6, 0.8)
bgl.glBegin(bgl.GL_LINES)
bgl.glVertex2f(*screen_apex)
bgl.glVertex2f(*screen_base3)
bgl.glEnd()

bgl.glColor4f(0.1, 0.3, 1.0, 0.8)
bgl.glBegin(bgl.GL_LINES)
bgl.glVertex2f(*screen_apex)
bgl.glVertex2f(*screen_base1)
bgl.glEnd()

bgl.glColor4f(0.1, 0.3, 1.0, 0.2)
bgl.glBegin(bgl.GL_LINES)
bgl.glVertex2f(*screen_apex)
bgl.glVertex2f(*screen_base2)
bgl.glEnd()

# between base coordinates
bgl.glColor4f(1.0, 0.1, 0.1, 0.8)
bgl.glBegin(bgl.GL_LINES)
bgl.glVertex2f(*screen_base3)
bgl.glVertex2f(*screen_base2)
bgl.glEnd()

bgl.glColor4f(0.0, 1.0, 0.1, 0.8)
bgl.glBegin(bgl.GL_LINES)
bgl.glVertex2f(*screen_base2)
bgl.glVertex2f(*screen_base1)
bgl.glEnd()

bgl.glColor4f(0.1, 0.3, 1.0, 0.2)
bgl.glBegin(bgl.GL_LINES)
bgl.glVertex2f(*screen_base1)
bgl.glVertex2f(*screen_base3)
bgl.glEnd()


return


def draw_callback_px(self, context):
rounding = 6

objlist = context.selected_objects
names_of_empties = [i.name for i in objlist]
distance_value = get_distance(names_of_empties)
coordinate_list = get_coordinates_from_empties(objlist)

region = bpy.context.region
rv3d = bpy.context.space_data.region_3d
view_width = context.region.width

# major rewrite candidate
l_distance = str(round(distance_value, rounding))
x_distance = round(get_difference('x', coordinate_list),rounding)
y_distance = round(get_difference('y', coordinate_list),rounding)
z_distance = round(get_difference('z', coordinate_list),rounding)
l_distance = str(l_distance)+" lin"
x_distance = str(x_distance)+" x"
y_distance = str(y_distance)+" y"
z_distance = str(z_distance)+" z"

y_heights = 88, 68, 48, 20
y_heights = [m-9 for m in y_heights] # fine tune

str_dist = x_distance, y_distance, z_distance, l_distance
for i in range(len(y_heights)):
draw_text(True, y_heights[i], str_dist[i], view_width, context)

# 50% alpha, 2 pixel width line
bgl.glEnable(bgl.GL_BLEND)

bgl.glColor4f(0.7, 0.7, 0.7, 0.5)
bgl.glLineWidth(1)

bgl.glBegin(bgl.GL_LINE_STRIP)
for coord in coordinate_list:
vector3d = (coord.x, coord.y, coord.z)
vector2d = view3d_utils.location_3d_to_region_2d(region, rv3d, vector3d)
bgl.glVertex2f(*vector2d)
bgl.glEnd()

draw_tetrahedron(region, rv3d, context, coordinate_list)

# restore opengl defaults
bgl.glLineWidth(1)
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)



'''
tool panel and button definitions
'''


class ToolPropsPanel(bpy.types.Panel):
bl_label = "Empties Calliper"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"

scn = bpy.types.Scene
ctx = bpy.context

@classmethod
def poll(self, context):
names_of_empties = get_objects(context)
if names_of_empties != None:
return True

def draw(self, context):

display_distance_field = False

layout = self.layout
scn = context.scene

names_of_empties = get_objects(context)
names_str = str(names_of_empties)

if names_of_empties != None:
display_distance_field = True
distance_value = get_distance(names_of_empties)


distance_value = str(distance_value)

# drawing
row1 = layout.row(align=True)
row1.operator("hello.hello", text=names_str)

if display_distance_field == True:
row3 = layout.row(align=True)
row3.label(distance_value)


class OBJECT_OT_HelloButton(bpy.types.Operator):
bl_idname = "hello.hello"
bl_label = "Say Hello"

def modal(self, context, event):
context.area.tag_redraw()

if event.type == 'MOUSEMOVE':
print("mouse moved")
elif event.type in ('RIGHTMOUSE', 'ESC'):
context.region.callback_remove(self._handle)
return {'CANCELLED'}

return {'RUNNING_MODAL'}

def invoke(self, context, event):
if context.area.type == 'VIEW_3D':
context.window_manager.modal_handler_add(self)

# Add the region OpenGL drawing callback
# draw in view space with 'POST_VIEW' and 'PRE_VIEW'
self._handle = context.region.callback_add(
draw_callback_px,
(self, context),
'POST_PIXEL')

return {'RUNNING_MODAL'}
else:
self.report({'WARNING'},
"View3D not found, cannot run operator")

return {'CANCELLED'}



bpy.utils.register_module(__name__)



and

latest version (wed 13 july 2011):

i'll want something like