forked from LeenkxTeam/LNXSDK
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391
leenkx/blender/lnx/logicnode/lnx_advanced_draw.py
Normal file
391
leenkx/blender/lnx/logicnode/lnx_advanced_draw.py
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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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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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def getDpiFactor():
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return getDpi() / 72
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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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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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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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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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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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self.boundary.resetPosition(x1, y1, x2, y2)
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def getHeight(self):
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return self.boundary.height
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def setPointSize(self):
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self.node.point_size = self.points.point_size
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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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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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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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@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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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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def copy(self):
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return Rectangle(self.x1, self.y1, self.x2, self.y2)
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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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@property
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def height(self):
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return abs(self.y1 - self.y2)
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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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@property
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def right(self):
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return max(self.x1, self.x2)
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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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@property
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def bottom(self):
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return min(self.y1, self.y2)
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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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@property
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def centerX(self):
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return (self.x1 + self.x2) / 2
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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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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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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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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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shader.bind()
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shader.uniform_float("color", color)
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batch.draw(shader)
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if borderThickness == 0: return
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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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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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batch.draw(shader)
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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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class Points:
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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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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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return p
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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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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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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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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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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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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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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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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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@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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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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def copy(self):
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return Rectangle(self.x1, self.y1, self.x2, self.y2)
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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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@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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@property
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def offsetInner(self):
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return abs(self.width/self.numGrids)
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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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@property
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def left(self):
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return min(self.x1, self.x2)
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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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@property
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def top(self):
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return max(self.y1, self.y2)
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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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@property
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def center(self):
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return Vector((self.centerX, self.centerY))
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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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@property
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def centerY(self):
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return (self.y1 + self.y2) / 2
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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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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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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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shader.bind()
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shader.uniform_float("color", color)
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batch.draw(shader)
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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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shader.bind()
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shader.uniform_float("color", borderColor)
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batch.draw(shader)
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if borderThickness == 0: return
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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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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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batch.draw(shader)
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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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batch = batch_for_shader(shader, 'LINES',{"pos": gridPoints})
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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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batch.draw(shader)
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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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Reference in New Issue
Block a user