Files
blender-addons/object_scatter/operator.py
Germano Cavalcante c8109966ce Scatter Objects: replace deprecated bgl module
Part of T80730
2022-07-28 12:29:35 -03:00

499 lines
16 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
import gpu
import blf
import math
import enum
import random
from itertools import islice
from mathutils.bvhtree import BVHTree
from mathutils import Vector, Matrix, Euler
from gpu_extras.batch import batch_for_shader
from bpy_extras.view3d_utils import (
region_2d_to_vector_3d,
region_2d_to_origin_3d
)
# Modal Operator
################################################################
class ScatterObjects(bpy.types.Operator):
bl_idname = "object.scatter"
bl_label = "Scatter Objects"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (
currently_in_3d_view(context)
and context.active_object is not None
and context.active_object.mode == 'OBJECT')
def invoke(self, context, event):
self.target_object = context.active_object
self.objects_to_scatter = get_selected_non_active_objects(context)
if self.target_object is None or len(self.objects_to_scatter) == 0:
self.report({'ERROR'}, "Select objects to scatter and a target object")
return {'CANCELLED'}
self.base_scale = get_max_object_side_length(self.objects_to_scatter)
self.targets = []
self.active_target = None
self.target_cache = {}
self.enable_draw_callback()
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
def modal(self, context, event):
context.area.tag_redraw()
if not event_is_in_region(event, context.region) and self.active_target is None:
return {'PASS_THROUGH'}
if event.type == 'ESC':
return self.finish('CANCELLED')
if event.type == 'RET' and event.value == 'PRESS':
self.create_scatter_object()
return self.finish('FINISHED')
event_used = self.handle_non_exit_event(event)
if event_used:
return {'RUNNING_MODAL'}
else:
return {'PASS_THROUGH'}
def handle_non_exit_event(self, event):
if self.active_target is None:
if event.type == 'LEFTMOUSE' and event.value == 'PRESS':
self.active_target = StrokeTarget()
self.active_target.start_build(self.target_object)
return True
else:
build_state = self.active_target.continue_build(event)
if build_state == BuildState.FINISHED:
self.targets.append(self.active_target)
self.active_target = None
self.remove_target_from_cache(self.active_target)
return True
return False
def enable_draw_callback(self):
self._draw_callback_view = bpy.types.SpaceView3D.draw_handler_add(self.draw_view, (), 'WINDOW', 'POST_VIEW')
self._draw_callback_px = bpy.types.SpaceView3D.draw_handler_add(self.draw_px, (), 'WINDOW', 'POST_PIXEL')
def disable_draw_callback(self):
bpy.types.SpaceView3D.draw_handler_remove(self._draw_callback_view, 'WINDOW')
bpy.types.SpaceView3D.draw_handler_remove(self._draw_callback_px, 'WINDOW')
def draw_view(self):
for target in self.iter_targets():
target.draw()
draw_matrices_batches(list(self.iter_matrix_batches()))
def draw_px(self):
draw_text((20, 20, 0), "Instances: " + str(len(self.get_all_matrices())))
def finish(self, return_value):
self.disable_draw_callback()
bpy.context.area.tag_redraw()
return {return_value}
def create_scatter_object(self):
matrix_chunks = make_random_chunks(
self.get_all_matrices(), len(self.objects_to_scatter))
collection = bpy.data.collections.new("Scatter")
bpy.context.collection.children.link(collection)
for obj, matrices in zip(self.objects_to_scatter, matrix_chunks):
make_duplicator(collection, obj, matrices)
def get_all_matrices(self):
settings = self.get_current_settings()
matrices = []
for target in self.iter_targets():
self.ensure_target_is_in_cache(target)
matrices.extend(self.target_cache[target].get_matrices(settings))
return matrices
def iter_matrix_batches(self):
settings = self.get_current_settings()
for target in self.iter_targets():
self.ensure_target_is_in_cache(target)
yield self.target_cache[target].get_batch(settings)
def iter_targets(self):
yield from self.targets
if self.active_target is not None:
yield self.active_target
def ensure_target_is_in_cache(self, target):
if target not in self.target_cache:
entry = TargetCacheEntry(target, self.base_scale)
self.target_cache[target] = entry
def remove_target_from_cache(self, target):
self.target_cache.pop(self.active_target, None)
def get_current_settings(self):
return bpy.context.scene.scatter_properties.to_settings()
class TargetCacheEntry:
def __init__(self, target, base_scale):
self.target = target
self.last_used_settings = None
self.base_scale = base_scale
self.settings_changed()
def get_matrices(self, settings):
self._handle_new_settings(settings)
if self.matrices is None:
self.matrices = self.target.get_matrices(settings)
return self.matrices
def get_batch(self, settings):
self._handle_new_settings(settings)
if self.gpu_batch is None:
self.gpu_batch = create_batch_for_matrices(self.get_matrices(settings), self.base_scale)
return self.gpu_batch
def _handle_new_settings(self, settings):
if settings != self.last_used_settings:
self.settings_changed()
self.last_used_settings = settings
def settings_changed(self):
self.matrices = None
self.gpu_batch = None
# Duplicator Creation
######################################################
def make_duplicator(target_collection, source_object, matrices):
triangle_scale = 0.1
duplicator = triangle_object_from_matrices(source_object.name + " Duplicator", matrices, triangle_scale)
duplicator.instance_type = 'FACES'
duplicator.use_instance_faces_scale = True
duplicator.show_instancer_for_viewport = True
duplicator.show_instancer_for_render = False
duplicator.instance_faces_scale = 1 / triangle_scale
copy_obj = source_object.copy()
copy_obj.name = source_object.name + " - copy"
copy_obj.location = (0, 0, 0)
copy_obj.parent = duplicator
target_collection.objects.link(duplicator)
target_collection.objects.link(copy_obj)
def triangle_object_from_matrices(name, matrices, triangle_scale):
mesh = triangle_mesh_from_matrices(name, matrices, triangle_scale)
return bpy.data.objects.new(name, mesh)
def triangle_mesh_from_matrices(name, matrices, triangle_scale):
mesh = bpy.data.meshes.new(name)
vertices, polygons = mesh_data_from_matrices(matrices, triangle_scale)
mesh.from_pydata(vertices, [], polygons)
mesh.update()
mesh.validate()
return mesh
unit_triangle_vertices = (
Vector((-3**-0.25, -3**-0.75, 0)),
Vector((3**-0.25, -3**-0.75, 0)),
Vector((0, 2/3**0.75, 0)))
def mesh_data_from_matrices(matrices, triangle_scale):
vertices = []
polygons = []
triangle_vertices = [triangle_scale * v for v in unit_triangle_vertices]
for i, matrix in enumerate(matrices):
vertices.extend((matrix @ v for v in triangle_vertices))
polygons.append((i * 3 + 0, i * 3 + 1, i * 3 + 2))
return vertices, polygons
# Target Provider
#################################################
class BuildState(enum.Enum):
FINISHED = enum.auto()
ONGOING = enum.auto()
class TargetProvider:
def start_build(self, target_object):
pass
def continue_build(self, event):
return BuildState.FINISHED
def get_matrices(self, scatter_settings):
return []
def draw(self):
pass
class StrokeTarget(TargetProvider):
def start_build(self, target_object):
self.points = []
self.bvhtree = bvhtree_from_object(target_object)
self.batch = None
def continue_build(self, event):
if event.type == 'LEFTMOUSE' and event.value == 'RELEASE':
return BuildState.FINISHED
mouse_pos = (event.mouse_region_x, event.mouse_region_y)
location, *_ = shoot_region_2d_ray(self.bvhtree, mouse_pos)
if location is not None:
self.points.append(location)
self.batch = None
return BuildState.ONGOING
def draw(self):
if self.batch is None:
self.batch = create_line_strip_batch(self.points)
draw_line_strip_batch(self.batch, color=(1.0, 0.4, 0.1, 1.0), thickness=5)
def get_matrices(self, scatter_settings):
return scatter_around_stroke(self.points, self.bvhtree, scatter_settings)
def scatter_around_stroke(stroke_points, bvhtree, settings):
scattered_matrices = []
for point, local_seed in iter_points_on_stroke_with_seed(stroke_points, settings.density, settings.seed):
matrix = scatter_from_source_point(bvhtree, point, local_seed, settings)
scattered_matrices.append(matrix)
return scattered_matrices
def iter_points_on_stroke_with_seed(stroke_points, density, seed):
for i, (start, end) in enumerate(iter_pairwise(stroke_points)):
segment_seed = sub_seed(seed, i)
segment_vector = end - start
segment_length = segment_vector.length
amount = round_random(segment_length * density, segment_seed)
for j in range(amount):
t = random_uniform(sub_seed(segment_seed, j, 0))
origin = start + t * segment_vector
yield origin, sub_seed(segment_seed, j, 1)
def scatter_from_source_point(bvhtree, point, seed, settings):
# Project displaced point on surface
radius = random_uniform(sub_seed(seed, 0)) * settings.radius
offset = random_vector(sub_seed(seed, 2)) * radius
location, normal, *_ = bvhtree.find_nearest(point + offset)
assert location is not None
normal.normalize()
up_direction = normal if settings.use_normal_rotation else Vector((0, 0, 1))
# Scale
min_scale = settings.scale * (1 - settings.random_scale)
max_scale = settings.scale
scale = random_uniform(sub_seed(seed, 1), min_scale, max_scale)
# Location
location += normal * settings.normal_offset * scale
# Rotation
z_rotation = Euler((0, 0, random_uniform(sub_seed(seed, 3), 0, 2 * math.pi))).to_matrix()
up_rotation = up_direction.to_track_quat('Z', 'X').to_matrix()
local_rotation = random_euler(sub_seed(seed, 3), settings.rotation).to_matrix()
rotation = local_rotation @ up_rotation @ z_rotation
return Matrix.Translation(location) @ rotation.to_4x4() @ scale_matrix(scale)
# Drawing
#################################################
box_vertices = (
(-1, -1, 1), ( 1, -1, 1), ( 1, 1, 1), (-1, 1, 1),
(-1, -1, -1), ( 1, -1, -1), ( 1, 1, -1), (-1, 1, -1))
box_indices = (
(0, 1, 2), (2, 3, 0), (1, 5, 6), (6, 2, 1),
(7, 6, 5), (5, 4, 7), (4, 0, 3), (3, 7, 4),
(4, 5, 1), (1, 0, 4), (3, 2, 6), (6, 7, 3))
box_vertices = tuple(Vector(vertex) * 0.5 for vertex in box_vertices)
def draw_matrices_batches(batches):
shader = get_uniform_color_shader()
shader.bind()
shader.uniform_float("color", (0.4, 0.4, 1.0, 0.3))
gpu.state.blend_set('ALPHA')
gpu.state.depth_mask_set(False)
for batch in batches:
batch.draw(shader)
gpu.state.blend_set('NONE')
gpu.state.depth_mask_set(True)
def create_batch_for_matrices(matrices, base_scale):
coords = []
indices = []
scaled_box_vertices = [base_scale * vertex for vertex in box_vertices]
for matrix in matrices:
offset = len(coords)
coords.extend((matrix @ vertex for vertex in scaled_box_vertices))
indices.extend(tuple(index + offset for index in element) for element in box_indices)
batch = batch_for_shader(get_uniform_color_shader(),
'TRIS', {"pos" : coords}, indices = indices)
return batch
def draw_line_strip_batch(batch, color, thickness=1):
shader = get_uniform_color_shader()
gpu.state.line_width_set(thickness)
shader.bind()
shader.uniform_float("color", color)
batch.draw(shader)
def create_line_strip_batch(coords):
return batch_for_shader(get_uniform_color_shader(), 'LINE_STRIP', {"pos" : coords})
def draw_text(location, text, size=15, color=(1, 1, 1, 1)):
font_id = 0
ui_scale = bpy.context.preferences.system.ui_scale
blf.position(font_id, *location)
blf.size(font_id, round(size * ui_scale), 72)
blf.draw(font_id, text)
# Utilities
########################################################
'''
Pythons random functions are designed to be used in cases
when a seed is set once and then many random numbers are
generated. To improve the user experience I want to have
full control over how random seeds propagate through the
functions. This is why I use custom random functions.
One benefit is that changing the object density does not
generate new random positions for all objects.
'''
def round_random(value, seed):
probability = value % 1
if probability < random_uniform(seed):
return math.floor(value)
else:
return math.ceil(value)
def random_vector(x, min=-1, max=1):
return Vector((
random_uniform(sub_seed(x, 0), min, max),
random_uniform(sub_seed(x, 1), min, max),
random_uniform(sub_seed(x, 2), min, max)))
def random_euler(x, factor):
return Euler(tuple(random_vector(x) * factor))
def random_uniform(x, min=0, max=1):
return random_int(x) / 2147483648 * (max - min) + min
def random_int(x):
x = (x<<13) ^ x
return (x * (x * x * 15731 + 789221) + 1376312589) & 0x7fffffff
def sub_seed(seed, index, index2=0):
return random_int(seed * 3243 + index * 5643 + index2 * 54243)
def currently_in_3d_view(context):
return context.space_data.type == 'VIEW_3D'
def get_selected_non_active_objects(context):
return set(context.selected_objects) - {context.active_object}
def make_random_chunks(sequence, chunk_amount):
sequence = list(sequence)
random.shuffle(sequence)
return make_chunks(sequence, chunk_amount)
def make_chunks(sequence, chunk_amount):
length = math.ceil(len(sequence) / chunk_amount)
return [sequence[i:i+length] for i in range(0, len(sequence), length)]
def iter_pairwise(sequence):
return zip(sequence, islice(sequence, 1, None))
def bvhtree_from_object(object):
import bmesh
bm = bmesh.new()
depsgraph = bpy.context.evaluated_depsgraph_get()
object_eval = object.evaluated_get(depsgraph)
mesh = object_eval.to_mesh()
bm.from_mesh(mesh)
bm.transform(object.matrix_world)
bvhtree = BVHTree.FromBMesh(bm)
object_eval.to_mesh_clear()
return bvhtree
def shoot_region_2d_ray(bvhtree, position_2d):
region = bpy.context.region
region_3d = bpy.context.space_data.region_3d
origin = region_2d_to_origin_3d(region, region_3d, position_2d)
direction = region_2d_to_vector_3d(region, region_3d, position_2d)
location, normal, index, distance = bvhtree.ray_cast(origin, direction)
return location, normal, index, distance
def scale_matrix(factor):
m = Matrix.Identity(4)
m[0][0] = factor
m[1][1] = factor
m[2][2] = factor
return m
def event_is_in_region(event, region):
return (region.x <= event.mouse_x <= region.x + region.width
and region.y <= event.mouse_y <= region.y + region.height)
def get_max_object_side_length(objects):
return max(
max(obj.dimensions[0] for obj in objects),
max(obj.dimensions[1] for obj in objects),
max(obj.dimensions[2] for obj in objects)
)
def get_uniform_color_shader():
return gpu.shader.from_builtin('3D_UNIFORM_COLOR')
# Registration
###############################################
def register():
bpy.utils.register_class(ScatterObjects)
def unregister():
bpy.utils.unregister_class(ScatterObjects)