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