# SPACEHANDLER.VIEW3D.EVENT # Dont run, event handelers are accessed in the from the 3d View menu. import Blender from Blender import Mathutils, Window, Scene, Draw, Mesh from Blender.Mathutils import CrossVecs, Matrix, Vector, Intersect, LineIntersect # DESCRIPTION: # screen_x, screen_y the origin point of the pick ray # it is either the mouse location # localMatrix is used if you want to have the returned values in an objects localspace. # this is usefull when dealing with an objects data such as verts. # or if useMid is true, the midpoint of the current 3dview # returns # Origin - the origin point of the pick ray # Direction - the direction vector of the pick ray # in global coordinates epsilon = 1e-3 # just a small value to account for floating point errors def getPickRay(screen_x, screen_y, localMatrix=None, useMid = False): # Constant function variables p = getPickRay.p d = getPickRay.d for win3d in Window.GetScreenInfo(Window.Types.VIEW3D): # we search all 3dwins for the one containing the point (screen_x, screen_y) (could be the mousecoords for example) win_min_x, win_min_y, win_max_x, win_max_y = win3d['vertices'] # calculate a few geometric extents for this window win_mid_x = (win_max_x + win_min_x + 1.0) * 0.5 win_mid_y = (win_max_y + win_min_y + 1.0) * 0.5 win_size_x = (win_max_x - win_min_x + 1.0) * 0.5 win_size_y = (win_max_y - win_min_y + 1.0) * 0.5 #useMid is for projecting the coordinates when we subdivide the screen into bins if useMid: # == True screen_x = win_mid_x screen_y = win_mid_y # if the given screencoords (screen_x, screen_y) are within the 3dwin we fount the right one... if (win_max_x > screen_x > win_min_x) and ( win_max_y > screen_y > win_min_y): # first we handle all pending events for this window (otherwise the matrices might come out wrong) Window.QHandle(win3d['id']) # now we get a few matrices for our window... # sorry - i cannot explain here what they all do # - if you're not familiar with all those matrices take a look at an introduction to OpenGL... pm = Window.GetPerspMatrix() # the prespective matrix pmi = Matrix(pm); pmi.invert() # the inverted perspective matrix if (1.0 - epsilon < pmi[3][3] < 1.0 + epsilon): # pmi[3][3] is 1.0 if the 3dwin is in ortho-projection mode (toggled with numpad 5) hms = getPickRay.hms ortho_d = getPickRay.ortho_d # ortho mode: is a bit strange - actually there's no definite location of the camera ... # but the camera could be displaced anywhere along the viewing direction. ortho_d.x, ortho_d.y, ortho_d.z = Window.GetViewVector() ortho_d.w = 0 # all rays are parallel in ortho mode - so the direction vector is simply the viewing direction hms.x, hms.y, hms.z, hms.w = (screen_x-win_mid_x) /win_size_x, (screen_y-win_mid_y) / win_size_y, 0.0, 1.0 # these are the homogenious screencoords of the point (screen_x, screen_y) ranging from -1 to +1 p=(hms*pmi) + (1000*ortho_d) p.resize3D() d.x, d.y, d.z = ortho_d.x, ortho_d.y, ortho_d.z # Finally we shift the position infinitely far away in # the viewing direction to make sure the camera if outside the scene # (this is actually a hack because this function # is used in sculpt_mesh to initialize backface culling...) else: # PERSPECTIVE MODE: here everything is well defined - all rays converge at the camera's location vmi = Matrix(Window.GetViewMatrix()); vmi.invert() # the inverse viewing matrix fp = getPickRay.fp dx = pm[3][3] * (((screen_x-win_min_x)/win_size_x)-1.0) - pm[3][0] dy = pm[3][3] * (((screen_y-win_min_y)/win_size_y)-1.0) - pm[3][1] fp.x, fp.y, fp.z = \ pmi[0][0]*dx+pmi[1][0]*dy,\ pmi[0][1]*dx+pmi[1][1]*dy,\ pmi[0][2]*dx+pmi[1][2]*dy # fp is a global 3dpoint obtained from "unprojecting" the screenspace-point (screen_x, screen_y) #- figuring out how to calculate this took me quite some time. # The calculation of dxy and fp are simplified versions of my original code #- so it's almost impossible to explain what's going on geometrically... sorry p.x, p.y, p.z = vmi[3][:3] # the camera's location in global 3dcoords can be read directly from the inverted viewmatrix #d.x, d.y, d.z =normalize_v3(sub_v3v3(p, fp)) d.x, d.y, d.z = p.x-fp.x, p.y-fp.y, p.z-fp.z #print 'd', d, 'p', p, 'fp', fp # the direction vector is simply the difference vector from the virtual camera's position #to the unprojected (screenspace) point fp # Do we want to return a direction in object's localspace? if localMatrix: localInvMatrix = Matrix(localMatrix) localInvMatrix.invert() p = p*localInvMatrix d = d*localInvMatrix # normalize_v3 p.x += localInvMatrix[3][0] p.y += localInvMatrix[3][1] p.z += localInvMatrix[3][2] #else: # Worldspace, do nothing d.normalize() return True, p, d # Origin, Direction # Mouse is not in any view, return None. return False, None, None # Constant function variables getPickRay.d = Vector(0,0,0) # Perspective, 3d getPickRay.p = Vector(0,0,0) getPickRay.fp = Vector(0,0,0) getPickRay.hms = Vector(0,0,0,0) # ortho only 4d getPickRay.ortho_d = Vector(0,0,0,0) # ortho only 4d def ui_set_preferences(user_interface=1): # Create data and set defaults. ADAPTIVE_GEOMETRY_but = Draw.Create(1) BRUSH_MODE_but = Draw.Create(1) BRUSH_PRESSURE_but = Draw.Create(0.05) BRUSH_RADIUS_but = Draw.Create(0.25) RESOLUTION_MIN_but = Draw.Create(0.1) DISPLACE_NORMAL_MODE_but = Draw.Create(2) STATIC_NORMAL_but = Draw.Create(1) XPLANE_CLIP_but = Draw.Create(0) STATIC_MESH_but = Draw.Create(1) FIX_TOPOLOGY_but = Draw.Create(1) # Remember old variables if alredy set. try: ADAPTIVE_GEOMETRY_but.val = Blender.bbrush['ADAPTIVE_GEOMETRY'] BRUSH_MODE_but.val = Blender.bbrush['BRUSH_MODE'] BRUSH_PRESSURE_but.val = Blender.bbrush['BRUSH_PRESSURE'] BRUSH_RADIUS_but.val = Blender.bbrush['BRUSH_RADIUS'] RESOLUTION_MIN_but.val = Blender.bbrush['RESOLUTION_MIN'] DISPLACE_NORMAL_MODE_but.val = Blender.bbrush['DISPLACE_NORMAL_MODE'] STATIC_NORMAL_but.val = Blender.bbrush['STATIC_NORMAL'] XPLANE_CLIP_but.val = Blender.bbrush['XPLANE_CLIP'] STATIC_MESH_but.val = Blender.bbrush['STATIC_MESH'] FIX_TOPOLOGY_but.val = Blender.bbrush['FIX_TOPOLOGY'] except: Blender.bbrush = {} if user_interface: pup_block = [\ 'Brush Options',\ ('Adaptive Geometry', ADAPTIVE_GEOMETRY_but, 'Add and remove detail as needed. Uses min/max resolution.'),\ ('Brush Type: ', BRUSH_MODE_but, 1, 5, 'Push/Pull:1, Grow/Shrink:2, Spin:3, Relax:4, Goo:5'),\ ('Pressure: ', BRUSH_PRESSURE_but, 0.0, 1.0, 'Pressure of the brush.'),\ ('Size: ', BRUSH_RADIUS_but, 0.0, 2.0, 'Size of the brush.'),\ ('Geometry Res: ', RESOLUTION_MIN_but, 0.1, 0.5, 'Size of the brush & Adaptive Subdivision.'),\ ('Displace Vector: ', DISPLACE_NORMAL_MODE_but, 1, 4, 'Vertex Normal:1, Median Normal:2, Face Normal:3, View Normal:4'),\ ('Static Normal', STATIC_NORMAL_but, 'Use the initial normal only.'),\ ('No X Crossing', XPLANE_CLIP_but, 'Dont allow verts to have a negative X axis (use for x-mirror).'),\ ('Static Mesh', STATIC_MESH_but, 'During mouse interaction, dont update the mesh.'),\ #('Fix Topology', FIX_TOPOLOGY_but, 'Fix the mesh structure by rotating edges '),\ ] Draw.PupBlock('BlenBrush Prefs (RMB)', pup_block) Blender.bbrush['ADAPTIVE_GEOMETRY'] = ADAPTIVE_GEOMETRY_but.val print 'ADAPTIVE_GEOMETRY', ADAPTIVE_GEOMETRY_but.val Blender.bbrush['BRUSH_MODE'] = BRUSH_MODE_but.val Blender.bbrush['BRUSH_PRESSURE'] = BRUSH_PRESSURE_but.val Blender.bbrush['BRUSH_RADIUS'] = BRUSH_RADIUS_but.val Blender.bbrush['RESOLUTION_MIN'] = RESOLUTION_MIN_but.val Blender.bbrush['DISPLACE_NORMAL_MODE'] = DISPLACE_NORMAL_MODE_but.val Blender.bbrush['STATIC_NORMAL'] = STATIC_NORMAL_but.val Blender.bbrush['XPLANE_CLIP'] = XPLANE_CLIP_but.val Blender.bbrush['STATIC_MESH'] = STATIC_MESH_but.val Blender.bbrush['FIX_TOPOLOGY'] = FIX_TOPOLOGY_but.val def triangulateNMesh(nm): ''' Converts the meshes faces to tris, modifies the mesh in place. ''' NMesh = Blender.NMesh #============================================================================# # Returns a new face that has the same properties as the origional face # # but with no verts # #============================================================================# def copyFace(face): newFace = NMesh.Face() # Copy some generic properties newFace.mode = face.mode if face.image != None: newFace.image = face.image newFace.flag = face.flag newFace.mat = face.mat newFace.smooth = face.smooth return newFace # 2 List comprehensions are a lot faster then 1 for loop. tris = [f for f in nm.faces if len(f) == 3] quads = [f for f in nm.faces if len(f) == 4] if quads: # Mesh may have no quads. has_uv = quads[0].uv has_vcol = quads[0].col for quadFace in quads: # Triangulate along the shortest edge if (quadFace.v[0].co - quadFace.v[2].co).length < (quadFace.v[1].co - quadFace.v[3].co).length: # Method 1 triA = 0,1,2 triB = 0,2,3 else: # Method 2 triA = 0,1,3 triB = 1,2,3 for tri1, tri2, tri3 in (triA, triB): newFace = copyFace(quadFace) newFace.v = [quadFace.v[tri1], quadFace.v[tri2], quadFace.v[tri3]] if has_uv: newFace.uv = [quadFace.uv[tri1], quadFace.uv[tri2], quadFace.uv[tri3]] if has_vcol: newFace.col = [quadFace.col[tri1], quadFace.col[tri2], quadFace.col[tri3]] nm.addEdge(quadFace.v[tri1], quadFace.v[tri3]) # Add an edge where the 2 tris are devided. tris.append(newFace) nm.faces = tris import mesh_tri2quad def fix_topolagy(mesh): return ob = Scene.GetCurrent().getActiveObject() nmesh = ob.getData() #nmesh = Blender.NMesh.GetRaw(mesh.name) triangulateNMesh(nmesh) mesh_tri2quad.tri2quad(nmesh, 100, 0) triangulateNMesh(nmesh) nmesh.update() ''' mesh = Mesh.Get(mesh.name) for f in mesh.faces: f.sel=1 mesh.quadToTriangle() ''' def event_main(): print Blender.event #mod =[Window.Qual.CTRL, Window.Qual.ALT, Window.Qual.SHIFT] mod =[Window.Qual.CTRL, Window.Qual.ALT] qual = Window.GetKeyQualifiers() SHIFT_FLAG = Window.Qual.SHIFT CTRL_FLAG = Window.Qual.CTRL # UNDO """ is_editmode = Window.EditMode() # Exit Editmode. if is_editmode: Window.EditMode(0) if Blender.event == Draw.UKEY: if is_editmode: Blender.event = Draw.UKEY return else: winId = [win3d for win3d in Window.GetScreenInfo(Window.Types.VIEW3D)][0] Blender.event = None Window.QHandle(winId['id']) Window.EditMode(1) Window.QHandle(winId['id']) Window.QAdd(winId['id'],Draw.UKEY,1) # Change KeyPress Here for EditMode Window.QAdd(winId['id'],Draw.UKEY,0) Window.QHandle(winId['id']) Window.EditMode(0) Blender.event = None return """ # Mouse button down with no modifiers. if Blender.event == Draw.LEFTMOUSE and not [True for m in mod if m & qual]: # Do not exit (draw) pass elif Blender.event == Draw.RIGHTMOUSE and not [True for m in mod if m & qual]: ui_set_preferences() return else: return del qual try: Blender.bbrush except: # First time run ui_set_preferences() # No ui return ADAPTIVE_GEOMETRY = Blender.bbrush['ADAPTIVE_GEOMETRY'] # 1 BRUSH_MODE = Blender.bbrush['BRUSH_MODE'] # 1 BRUSH_PRESSURE_ORIG = Blender.bbrush['BRUSH_PRESSURE'] # 0.1 BRUSH_RADIUS = Blender.bbrush['BRUSH_RADIUS'] # 0.5 RESOLUTION_MIN = Blender.bbrush['RESOLUTION_MIN'] # 0.08 STATIC_NORMAL = Blender.bbrush['STATIC_NORMAL'] # 0 XPLANE_CLIP = Blender.bbrush['XPLANE_CLIP'] # 0 DISPLACE_NORMAL_MODE = Blender.bbrush['DISPLACE_NORMAL_MODE'] # 'Vertex Normal%x1|Median Normal%x2|Face Normal%x3|View Normal%x4' STATIC_MESH = Blender.bbrush['STATIC_MESH'] FIX_TOPOLOGY = Blender.bbrush['FIX_TOPOLOGY'] # Angle between Vecs wrapper. AngleBetweenVecs = Mathutils.AngleBetweenVecs def ang(v1,v2): try: return AngleBetweenVecs(v1,v2) except: return 180 """ def Angle2D(x1, y1, x2, y2): import math RAD2DEG = 57.295779513082323 ''' Return the angle between two vectors on a plane The angle is from vector 1 to vector 2, positive anticlockwise The result is between -pi -> pi ''' dtheta = math.atan2(y2,x2) - math.atan2(y1,x1) # theta1 - theta2 while dtheta > math.pi: dtheta -= (math.pi*2) while dtheta < -math.pi: dtheta += (math.pi*2) return dtheta * RAD2DEG #(180.0 / math.pi) """ def faceIntersect(f): isect = Intersect(f.v[0].co, f.v[1].co, f.v[2].co, Direction, Origin, 1) # Clipped. if isect: return isect elif len(f.v) == 4: isect = Intersect(f.v[0].co, f.v[2].co, f.v[3].co, Direction, Origin, 1) # Clipped. return isect """ # Unused so farm, too slow. def removeDouble(v1,v2, me): v1List = [f for f in me.faces if v1 in f.v] v2List = [f for f in me.faces if v2 in f.v] #print v1List #print v2List remFaces = [] newFaces = [] for f2 in v2List: f2ls = list(f2.v) i = f2ls.index(v2) f2ls[i] = v1 #remFaces.append(f2) if f2ls.count(v1) == 1: newFaces.append(tuple(f2ls)) if remFaces: me.faces.delete(1, remFaces) #me.verts.delete(v2) if newFaces: me.faces.extend(newFaces) """ ob = Scene.GetCurrent().getActiveObject() if not ob or ob.getType() != 'Mesh': return me = ob.getData(mesh=1) is_editmode = Window.EditMode() # Exit Editmode. if is_editmode: Window.EditMode(0) # At the moment ADAPTIVE_GEOMETRY is the only thing that uses selection. if ADAPTIVE_GEOMETRY: # Deslect all SEL_FLAG = Mesh.EdgeFlags['SELECT'] for ed in me.edges: #ed.flag &= ~SEL_FLAG # deselect. 34 ed.flag = 32 '''for v in me.verts: v.sel = 0''' filter(lambda v: setattr(v, 'sel', 0), me.verts) i = 0 time = Blender.sys.time() last_best_isect = None # used for goo only old_screen_x, old_screen_y = 1<<30, 1<<30 goo_dir_vec = last_goo_dir_vec = gooRotMatrix = None # goo mode only. # Normal stuff iFaceNormal = medainNormal = None # Store all vert normals for now. if BRUSH_MODE == 1 and STATIC_NORMAL: # Push pull vert_orig_normals = dict([(v, v.no) for v in me.verts]) elif BRUSH_MODE == 4: # RELAX, BUILD EDGE CONNECTIVITE DATA. # we need edge connectivity #vertEdgeUsers = [list() for i in xrange(len(me.verts))] verts_connected_by_edge = [list() for i in xrange(len(me.verts))] for ed in me.edges: i1, i2 = ed.v1.index, ed.v2.index #vertEdgeUsers[i1].append(ed) #vertEdgeUsers[i2].append(ed) verts_connected_by_edge[i1].append(ed.v2) verts_connected_by_edge[i2].append(ed.v1) if STATIC_MESH: # Try and find a static mesh to reuse. # this is because we dont want to make a new mesh for each stroke. mesh_static = None for _me_name_ in Blender.NMesh.GetNames(): _me_ = Mesh.Get(_me_name_) #print _me_.users , len(me.verts) if _me_.users == 0 and len(_me_.verts) == 0: mesh_static = _me_ #print 'using', _me_.name break del _me_name_ del _me_ if not mesh_static: mesh_static = Mesh.New() print 'Making new mesh', mesh_static.name mesh_static.verts.extend([v.co for v in me.verts]) mesh_static.faces.extend([tuple([mesh_static.verts[v.index] for v in f.v]) for f in me.faces]) best_isect = gooPlane = None while Window.GetMouseButtons() == 1: i+=1 screen_x, screen_y = Window.GetMouseCoords() # Skip when no mouse movement, Only for Goo! if screen_x == old_screen_x and screen_y == old_screen_y: if BRUSH_MODE == 5: # Dont modify while mouse is not moved for goo. continue else: # mouse has moved get the new mouse ray. old_screen_x, old_screen_y = screen_x, screen_y mouseInView, Origin, Direction = getPickRay(screen_x, screen_y, ob.matrixWorld) if not mouseInView or not Origin: return Origin_SCALE = Origin * 100 # Find an intersecting face! bestLen = 1<<30 # start with an assumed realy bad match. best_isect = None # last intersect is used for goo. best_face = None if not last_best_isect: last_best_isect = best_isect if not mouseInView: last_best_isect = None else: # Find Face intersection closest to the view. #for f in [f for f in me.faces if ang(f.no, Direction) < 90]: # Goo brush only intersects faces once, after that the brush follows teh view plain. if BRUSH_MODE == 5 and gooPlane != None and gooPlane: best_isect = Intersect( gooPlane[0], gooPlane[1], gooPlane[2], Direction, Origin, 0) # Non clipped else: if STATIC_MESH: intersectingFaces = [(f, ix) for f in mesh_static.faces for ix in (faceIntersect(f),) if ix] else: intersectingFaces = [(f, ix) for f in me.faces for ix in (faceIntersect(f),) if ix] for f, isect in intersectingFaces: l = (Origin_SCALE-isect).length if l < bestLen: best_face = f best_isect = isect bestLen = l if not best_isect: # Dont interpolate once the mouse moves off the mesh. lastGooVec = last_best_isect = None else: # mouseInView must be true also # Use the shift key to modify the pressure. if SHIFT_FLAG & Window.GetKeyQualifiers(): BRUSH_PRESSURE = -BRUSH_PRESSURE_ORIG else: BRUSH_PRESSURE = BRUSH_PRESSURE_ORIG brush_verts = [(v,le) for v in me.verts for le in ((v.co-best_isect).length,) if le < BRUSH_RADIUS] # SETUP ONCE ONLY VARIABLES if STATIC_NORMAL: # Only set the normal once. if not iFaceNormal: iFaceNormal = best_face.no else: if best_face: iFaceNormal = best_face.no if DISPLACE_NORMAL_MODE == 2: # MEDIAN NORMAL if (STATIC_NORMAL and medainNormal == None) or not STATIC_NORMAL: medainNormal = Vector(0,0,0) for v, l in brush_verts: medainNormal += v.no*(BRUSH_RADIUS-l) medainNormal.normalize() # ================================================================# # == Tool code, loop on the verts and operate on them ============# # ================================================================# if BRUSH_MODE == 1: # NORMAL PAINT for v,l in brush_verts: v.sel = 1 # MARK THE VERT AS DIRTY. falloff = (BRUSH_RADIUS-l) / BRUSH_RADIUS # falloff between 0 and 1 if DISPLACE_NORMAL_MODE == 1: # VERTEX NORMAL if STATIC_NORMAL: try: no = vert_orig_normals[v] except: no = vert_orig_normals[v] = v.no v.co += (no * BRUSH_PRESSURE) * falloff else: v.co += (v.no * BRUSH_PRESSURE) * falloff elif DISPLACE_NORMAL_MODE == 2: # MEDIAN NORMAL # FIXME v.co += (medainNormal * BRUSH_PRESSURE) * falloff elif DISPLACE_NORMAL_MODE == 3: # FACE NORMAL v.co += (iFaceNormal * BRUSH_PRESSURE) * falloff elif DISPLACE_NORMAL_MODE == 4: # VIEW NORMAL v.co += (Direction * BRUSH_PRESSURE) * falloff elif BRUSH_MODE == 2: # SCALE for v,l in brush_verts: v.sel = 1 # MARK THE VERT AS DIRTY. falloff = (BRUSH_RADIUS-l) / BRUSH_RADIUS # falloff between 0 and 1 vert_scale_vec = v.co - best_isect vert_scale_vec.normalize() # falloff needs to be scaled for this tool falloff = falloff / 10 v.co += (vert_scale_vec * BRUSH_PRESSURE) * falloff # FLAT BRUSH if BRUSH_MODE == 3: # ROTATE. if DISPLACE_NORMAL_MODE == 1: # VERTEX NORMAL ROTATE_MATRIX = Mathutils.RotationMatrix(BRUSH_PRESSURE*10, 4, 'r', iFaceNormal) # Cant use vertex normal, use face normal elif DISPLACE_NORMAL_MODE == 2: # MEDIAN NORMAL ROTATE_MATRIX = Mathutils.RotationMatrix(BRUSH_PRESSURE*10, 4, 'r', medainNormal) # Cant use vertex normal, use face normal elif DISPLACE_NORMAL_MODE == 3: # FACE NORMAL ROTATE_MATRIX = Mathutils.RotationMatrix(BRUSH_PRESSURE*10, 4, 'r', iFaceNormal) # Cant use vertex normal, use face normal elif DISPLACE_NORMAL_MODE == 4: # VIEW NORMAL ROTATE_MATRIX = Mathutils.RotationMatrix(BRUSH_PRESSURE*10, 4, 'r', Direction) # Cant use vertex normal, use face normal # Brush code for v,l in brush_verts: # MARK THE VERT AS DIRTY. v.sel = 1 falloff = (BRUSH_RADIUS-l) / BRUSH_RADIUS # falloff between 0 and 1 # Vectors handeled with rotation matrix creation. rot_vert_loc = (ROTATE_MATRIX * (v.co-best_isect)) + best_isect v.co = (v.co*(1-falloff)) + (rot_vert_loc*(falloff)) elif BRUSH_MODE == 4: # RELAX vert_orig_loc = [Vector(v.co) for v in me.verts ] # save orig vert location. #vertOrigNor = [Vector(v.no) for v in me.verts ] # save orig vert location. # Brush code for v,l in brush_verts: v.sel = 1 # Mark the vert as dirty. falloff = (BRUSH_RADIUS-l) / BRUSH_RADIUS # falloff between 0 and 1 connected_verts = verts_connected_by_edge[v.index] relax_point = reduce(lambda a,b: a + vert_orig_loc[b.index], connected_verts, Mathutils.Vector(0,0,0)) * (1.0/len(connected_verts)) falloff = falloff * BRUSH_PRESSURE # Old relax. #v.co = (v.co*(1-falloff)) + (relax_point*(falloff)) ll = (v.co-relax_point).length newpoint = (v.co*(1-falloff)) + (relax_point*(falloff)) - v.co newpoint = newpoint * (1/(1+ll)) v.co = v.co + newpoint ''' # New relax relax_normal = vertOrigNor[v.index] v1,v2,v3,v4 = v.co, v.co+relax_normal, relax_point-(relax_normal*10), relax_point+(relax_normal*10) print v1,v2,v3,v4 try: a,b = LineIntersect(v1,v2,v3,v4) # Scale the normal to make a line. we know we will intersect with. v.co = (v.co*(1-falloff)) + (a*(falloff)) except: pass ''' elif BRUSH_MODE == 5: # GOO #print last_best_isect, best_isect, 'AA' if not last_best_isect: last_best_isect = best_isect # Set up a triangle orthographic to the view plane gooPlane = [best_isect, CrossVecs(best_isect, Direction), None] if DISPLACE_NORMAL_MODE == 4: # View Normal tempRotMatrix = Mathutils.RotationMatrix(90, 3, 'r', Direction) else: tempRotMatrix = Mathutils.RotationMatrix(90, 3, 'r', CrossVecs(best_face.no, Direction)) gooPlane[2] = best_isect + (tempRotMatrix * gooPlane[1]) gooPlane[1] = gooPlane[1] + best_isect continue # we need another point of reference. elif last_best_isect == best_isect: # Mouse has not moved, no point in trying to goo. continue else: if goo_dir_vec: last_goo_dir_vec = goo_dir_vec # The direction the mouse moved in 3d space. use for gooing # Modify best_isect so its not moving allong the view z axis. # Assume Origin hasnt changed since the view wont change while the mouse is drawing. ATM. best_isect = Intersect( gooPlane[0], gooPlane[1], gooPlane[2], Direction, Origin, 0) # Non clipped goo_dir_vec = (best_isect - last_best_isect) * 2 # make a goo rotation matrix so the head of the goo rotates with the mouse. """ if last_goo_dir_vec and goo_dir_vec != last_goo_dir_vec: ''' vmi = Matrix(Window.GetViewMatrix()); vmi.invert() # the inverse viewing matrix a = last_goo_dir_vec * vmi b = goo_dir_vec * vmi c = Angle2D(a.x, a.y, b.x, b.y) gooRotMatrix = Mathutils.RotationMatrix((c * goo_dir_vec.length)*-20, 3, 'r', Direction) ''' pass else: gooRotMatrix = None """ if goo_dir_vec.x == 0 and goo_dir_vec.y == 0 and goo_dir_vec.z == 0: continue # Brush code for v,l in brush_verts: # MARK THE VERT AS DIRTY. v.sel = 1 ''' # ICICLES!!! a = AngleBetweenVecs(goo_dir_vec, v.no) if a > 66: continue l = l * ((1+a)/67.0) l = max(0.00000001, l) ''' falloff = (BRUSH_RADIUS-l) / BRUSH_RADIUS # falloff between 0 and 1 goo_loc = (v.co*(1-falloff)) + ((v.co+goo_dir_vec) *falloff) v.co = (goo_loc*BRUSH_PRESSURE) + (v.co*(1-BRUSH_PRESSURE)) ''' if gooRotMatrix: rotatedVertLocation = (gooRotMatrix * (v.co-best_isect)) + best_isect v.co = (v.co*(1-falloff)) + (rotatedVertLocation*(falloff)) # USe for goo only. ''' # Remember for the next sample last_best_isect = best_isect last_goo_dir_vec = goo_dir_vec # Post processing after the verts have moved # Subdivide any large edges, all but relax. MAX_SUBDIV = 10 # Maximum number of subdivisions per redraw. makes things useable. SUBDIV_COUNT = 0 if ADAPTIVE_GEOMETRY and (BRUSH_MODE == 1 or BRUSH_MODE == 2 or BRUSH_MODE == 3 or BRUSH_MODE == 5): orig_len_edges = 0 #print 'ADAPTIVE_GEOMETRY' while len(me.edges) != orig_len_edges and SUBDIV_COUNT < MAX_SUBDIV: #print 'orig_len_edges', len(me.edges) #me = ob.getData(mesh=1) orig_len_edges = len(me.edges) EDGE_COUNT = 0 for ed in me.edges: if ed.v1.sel or ed.v2.sel: l = (ed.v1.co - ed.v2.co).length #if l > RESOLUTION_MAX: if l > BRUSH_RADIUS: #print 'adding edge' #ed.flag |= SEL_FLAG ed.flag = 35 SUBDIV_COUNT += 1 EDGE_COUNT +=1 """ elif l < RESOLUTION_MIN: ''' print 'removing edge' v1 =e.v1 v2 =e.v2 v1.co = v2.co = (v1.co + v2.co) * 0.5 v1.sel = v2.sel = 1 me.remDoubles(0.001) me = ob.getData(mesh=1) break ''' # Remove edge in python print 'removing edge' v1 =ed.v1 v2 =ed.v2 v1.co = v2.co = (v1.co + v2.co) * 0.5 removeDouble(v1, v2, me) me = ob.getData(mesh=1) break """ if EDGE_COUNT: me.subdivide(1) # Deselect all, we know theres only 2 selected for ee in me.edges: if ee.flag & SEL_FLAG: #ee.flag &= ~SEL_FLAG ee.flag = 32 ''' elif l < RESOLUTION_MIN: print 'removing edge' e.v1.co = e.v2.co = (e.v1.co + e.v2.co) * 0.5 me.remDoubles(0.001) break ''' # WHILE OVER # Clean up selection. #for v in me.verts: # v.sel = 0 filter(lambda v: setattr(v, 'sel', 0), me.verts) if XPLANE_CLIP: filter(lambda v: setattr(v.co, 'x', max(0, v.co.x)), me.verts) me.update() #Window.SetCursorPos(best_isect.x, best_isect.y, best_isect.z) Window.Redraw(Window.Types.VIEW3D) if i: Window.EditMode(1) if not is_editmode: # User was in edit mode, so stay there. Window.EditMode(0) print '100 draws in %.6f' % (((Blender.sys.time()-time) / float(i))*100) #Window.DrawProgressBar(1.0, '') if STATIC_MESH: #try: mesh_static.verts = None print len(mesh_static.verts) mesh_static.update() #except: # pass if FIX_TOPOLOGY: fix_topolagy(me) Blender.event = Draw.LEFTMOUSE if __name__ == '__main__': event_main()