LNXSDK/leenkx/blender/lnx/logicnode/lnx_advanced_draw.py

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2025-01-22 16:18:30 +01:00
import bpy
import blf
import gpu
from mathutils import Vector
from gpu_extras.batch import batch_for_shader
from gpu_extras.presets import *
from math import pi, cos, sin
if bpy.app.version < (4, 0, 0):
uniform_color = '2D_UNIFORM_COLOR'
else:
uniform_color = 'UNIFORM_COLOR'
def getDpiFactor():
return getDpi() / 72
def getDpi():
systemPreferences = bpy.context.preferences.system
retinaFactor = getattr(systemPreferences, "pixel_size", 1)
return systemPreferences.dpi * retinaFactor
def getNodeBottomCornerLocations(node):
region = bpy.context.region
dpiFactor = getDpiFactor()
location = node.getViewLocation() * dpiFactor
dimensions = node.dimensions
x = location.x
y = location.y - dimensions.y
viewToRegion = region.view2d.view_to_region
leftBottom = Vector(viewToRegion(x, y, clip = False))
rightBottom = Vector(viewToRegion(x + dimensions.x, y, clip = False))
return leftBottom, rightBottom
class BlendSpaceGUI:
def __init__(self, node):
self.boundary = RectangleWithGrid()
self.points = Points([])
self.node = node
def calculateBoundaries(self):
dpiFactor = getDpiFactor()
location = self.node.getViewLocation() * dpiFactor
dimensions = self.node.dimensions
x1 = location.x
x2 = x1 + dimensions.x
y1 = location.y - dimensions.y
y2 = y1 - (x2 - x1)
self.boundary.resetPosition(x1, y1, x2, y2)
def getHeight(self):
return self.boundary.height
def setPointSize(self):
self.node.point_size = self.points.point_size
def setGUIBounds(self):
self.node.gui_bounds = [self.boundary.x1 + self.boundary.offsetInner, self.boundary.y1 - self.boundary.offsetInner, self.boundary.widthInner]
def draw(self):
self.calculateBoundaries()
self.boundary.draw()
self.points.calcPoints(self.node.property0, self.node.property1, self.boundary.x1 + self.boundary.offsetInner, self.boundary.y1 - self.boundary.offsetInner, self.boundary.widthInner, self.node.show_numbers)
self.setGUIBounds()
self.setPointSize()
self.points.drawPointCirc()
class Rectangle:
def __init__(self, x1 = 0, y1 = 0, x2 = 0, y2 = 0):
self.resetPosition(x1, y1, x2, y2)
@classmethod
def fromRegionDimensions(cls, region):
return cls(0, 0, region.width, region.height)
def resetPosition(self, x1 = 0, y1 = 0, x2 = 0, y2 = 0):
self.x1 = float(x1)
self.y1 = float(y1)
self.x2 = float(x2)
self.y2 = float(y2)
def copy(self):
return Rectangle(self.x1, self.y1, self.x2, self.y2)
@property
def width(self):
return abs(self.x1 - self.x2)
@property
def height(self):
return abs(self.y1 - self.y2)
@property
def left(self):
return min(self.x1, self.x2)
@property
def right(self):
return max(self.x1, self.x2)
@property
def top(self):
return max(self.y1, self.y2)
@property
def bottom(self):
return min(self.y1, self.y2)
@property
def center(self):
return Vector((self.centerX, self.centerY))
@property
def centerX(self):
return (self.x1 + self.x2) / 2
@property
def centerY(self):
return (self.y1 + self.y2) / 2
def getInsetRectangle(self, amount):
return Rectangle(self.left + amount, self.top - amount, self.right - amount, self.bottom + amount)
def contains(self, point):
return self.left <= point[0] <= self.right and self.bottom <= point[1] <= self.top
def draw(self, color = (0.8, 0.8, 0.8, 1.0), borderColor = (0.1, 0.1, 0.1, 1.0), borderThickness = 0):
locations = (
(self.x1, self.y1),
(self.x2, self.y1),
(self.x1, self.y2),
(self.x2, self.y2))
shader = gpu.shader.from_builtin(uniform_color)
batch = batch_for_shader(shader, 'TRI_STRIP', {"pos": locations})
shader.bind()
shader.uniform_float("color", color)
batch.draw(shader)
if borderThickness == 0: return
offset = borderThickness // 2
bWidth = offset * 2 if borderThickness > 0 else 0
borderLocations = (
(self.x1 - bWidth, self.y1 + offset), (self.x2 + bWidth, self.y1 + offset),
(self.x2 + offset, self.y1 + bWidth), (self.x2 + offset, self.y2 - bWidth),
(self.x2 + bWidth, self.y2 - offset), (self.x1 - bWidth, self.y2 - offset),
(self.x1 - offset, self.y2 - bWidth), (self.x1 - offset, self.y1 + bWidth))
batch = batch_for_shader(shader, 'LINES',{"pos": borderLocations})
shader.bind()
shader.uniform_float("color", borderColor)
gpu.state.line_width_set(abs(borderThickness))
batch.draw(shader)
def __repr__(self):
return "({}, {}) - ({}, {})".format(self.x1, self.y1, self.x2, self.y2)
class Points:
def __init__(self, points = []):
self.points = points
self.point_size = 0.025
self.width = 0.0
self.colors = [ (0.4, 0.5, 0.9, 1.0),
(1.0, 0.0, 1.0, 1.0),
(0.0, 1.0, 1.0, 1.0),
(1.0, 1.0, 0.0, 1.0),
(0.0, 0.0, 1.0, 1.0),
(0.0, 1.0, 0.0, 1.0),
(1.0, 0.0, 0.0, 1.0),
(0.8, 0.6, 1.0, 1.0),
(0.6, 0.8, 1.0, 1.0),
(1.0, 0.6, 0.8, 1.0),
(1.0, 1.0, 1.0, 1.0)]
self.circle_coords = self.circle(0.0, 0.0, self.point_size, 4)
self.square_coord = self.circle(0.0, 0.0, self.point_size, 5)
self.visible = []
self.show_numbers = False
def get_points_list(self):
p = []
for p1 in self.points:
for p2 in p1:
p.append(p2)
return p
def calcPoints(self, points, visible, x1, y1, width, show_numbers):
self.width = width
self.points = []
self.visible = visible
self.show_numbers = show_numbers
for i in range(len(points) // 2):
point = []
point.append(x1 + width * points[i * 2])
point.append(y1 - width + width * points[i * 2 + 1])
self.points.append(point)
def reset_circle(self, point):
new_coords = []
for coord in self.circle_coords:
x = coord[0] * self.width + point[0]
y = coord[1] * self.width + point[1]
new_coords.append((x, y))
return new_coords
def reset_square(self, point):
new_coords = []
for coord in self.square_coord:
x = coord[0] * self.width + point[0]
y = coord[1] * self.width + point[1]
new_coords.append((x, y))
return new_coords
def circle(self, x, y, radius, segments):
coords = []
m = (1.0 / (segments - 1)) * (pi * 2)
for p in range(segments):
p1 = x + cos(m * p) * radius
p2 = y + sin(m * p) * radius
coords.append((p1, p2))
return coords
def drawPointCirc(self):
shader = gpu.shader.from_builtin(uniform_color)
for i in range(len(self.points) - 1):
if(self.visible[i]):
pos = self.points[i]
circle_co = self.reset_circle(pos)
batch = batch_for_shader(shader, 'TRI_FAN',{"pos": circle_co})
shader.bind()
col = self.colors[i]
shader.uniform_float("color", col)
batch.draw(shader)
if self.show_numbers:
blf.color(0, col[0], col[1], col[2], col[3])
blf.size(0, self.width/10, int(getDpi()))
blf.position(0, pos[0], pos[1], 0)
blf.draw(0, str(i + 1))
square_co = self.reset_square(self.points[len(self.points) - 1])
batch = batch_for_shader(shader, 'TRI_FAN',{"pos": square_co})
shader.bind()
shader.uniform_float("color", self.colors[len(self.points) - 1])
batch.draw(shader)
class RectangleWithGrid:
def __init__(self, x1 = 0, y1 = 0, x2 = 0, y2 = 0):
self.resetPosition(x1, y1, x2, y2)
self.numGrids = 21
@classmethod
def fromRegionDimensions(cls, region):
return cls(0, 0, region.width, region.height)
def resetPosition(self, x1 = 0, y1 = 0, x2 = 0, y2 = 0):
self.x1 = float(x1)
self.y1 = float(y1)
self.x2 = float(x2)
self.y2 = float(y2)
def copy(self):
return Rectangle(self.x1, self.y1, self.x2, self.y2)
@property
def width(self):
return abs(self.x1 - self.x2)
@property
def widthInner(self):
return abs(self.width - (2 * self.width/self.numGrids))
@property
def offsetInner(self):
return abs(self.width/self.numGrids)
@property
def height(self):
return abs(self.y1 - self.y2)
@property
def left(self):
return min(self.x1, self.x2)
@property
def right(self):
return max(self.x1, self.x2)
@property
def top(self):
return max(self.y1, self.y2)
@property
def bottom(self):
return min(self.y1, self.y2)
@property
def center(self):
return Vector((self.centerX, self.centerY))
@property
def centerX(self):
return (self.x1 + self.x2) / 2
@property
def centerY(self):
return (self.y1 + self.y2) / 2
def getInsetRectangle(self, amount):
return Rectangle(self.left + amount, self.top - amount, self.right - amount, self.bottom + amount)
def contains(self, point):
return self.left <= point[0] <= self.right and self.bottom <= point[1] <= self.top
def draw(self, color = (0.5, 0.5, 0.5, 1.0), borderColor = (0.3, 0.3, 0.3, 1.0), gridColor = (0.5, 0.5, 0.5, 1.0), borderThickness = 3, gridLineThickness = 1):
locations = (
(self.x1, self.y1),
(self.x2, self.y1),
(self.x1, self.y2),
(self.x2, self.y2))
shader = gpu.shader.from_builtin(uniform_color)
batch = batch_for_shader(shader, 'TRI_STRIP', {"pos": locations})
shader.bind()
shader.uniform_float("color", color)
batch.draw(shader)
locations = (
(self.x1 + self.width/self.numGrids, self.y1 - self.height/self.numGrids),
(self.x2 - self.width/self.numGrids, self.y1 - self.height/self.numGrids),
(self.x1 + self.width/self.numGrids, self.y2 + self.height/self.numGrids),
(self.x2 - self.width/self.numGrids, self.y2 + self.height/self.numGrids))
shader = gpu.shader.from_builtin(uniform_color)
batch = batch_for_shader(shader, 'TRI_STRIP', {"pos": locations})
shader.bind()
shader.uniform_float("color", borderColor)
batch.draw(shader)
if borderThickness == 0: return
offset = borderThickness // 2
borderLocations = (
(self.x1, self.y1), (self.x2, self.y1),
(self.x2, self.y1), (self.x2, self.y2),
(self.x2, self.y2), (self.x1, self.y2),
(self.x1, self.y2), (self.x1, self.y1),
(self.centerX, self.y1), (self.centerX, self.y2),
(self.x1, self.centerY), (self.x2, self.centerY))
batch = batch_for_shader(shader, 'LINES',{"pos": borderLocations})
shader.bind()
shader.uniform_float("color", gridColor)
gpu.state.line_width_set(abs(borderThickness))
batch.draw(shader)
offset = (self.x2 - self.x1) / (self.numGrids + 1)
gridPoints = []
for l in range(21):
p1 = (self.x1 + (offset * (l + 1)), self.y1)
p2 = (self.x1 + (offset * (l + 1)), self.y2)
gridPoints.append(p1)
gridPoints.append(p2)
for l in range(21):
p1 = (self.x1, self.y1 - (offset * (l + 1)))
p2 = (self.x2, self.y1 - (offset * (l + 1)))
gridPoints.append(p1)
gridPoints.append(p2)
batch = batch_for_shader(shader, 'LINES',{"pos": gridPoints})
shader.bind()
shader.uniform_float("color", gridColor)
gpu.state.line_width_set(abs(gridLineThickness))
batch.draw(shader)
def __repr__(self):
return "({}, {}) - ({}, {})".format(self.x1, self.y1, self.x2, self.y2)