forked from varkenvarken/blenderaddons
-
Notifications
You must be signed in to change notification settings - Fork 0
/
slope.py
186 lines (161 loc) · 8.01 KB
/
slope.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
# ##### BEGIN GPL LICENSE BLOCK #####
#
# slope.py , a Blender addon
# (c) 2013 Michel J. Anders (varkenvarken)
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
bl_info = {
"name": "Slope",
"author": "Michel Anders (varkenvarken)",
"version": (0, 0, 4),
"blender": (2, 68, 0),
"location": "View3D > Weights > Slope and View3D > Paint > Slope",
"description": "Replace active vertex group or vertex color layer with values representing the slope of a face",
"warning": "",
"wiki_url": "",
"tracker_url": "",
"category": "Mesh"}
from math import pi, pow
from re import search
import bpy
from mathutils import Vector
class Slope:
def weight(self, normal, reference=Vector((0, 0, 1))):
angle = normal.angle(reference)
if self.mirror and angle > pi / 2:
angle = pi - angle
weight = 0.0
if angle <= self.low:
weight = 1.0
elif angle <= self.high:
weight = 1 - (angle - self.low) / (self.high - self.low)
weight = pow(weight, self.power)
return weight
class Slope2VGroup(bpy.types.Operator, Slope):
bl_idname = "mesh.slope2vgroup"
bl_label = "Slope2VGroup"
bl_options = {'REGISTER', 'UNDO'}
low = bpy.props.FloatProperty(name="Lower limit", description="Angles smaller than this get a unit weight", subtype="ANGLE", default=0, max=pi, min=0)
high = bpy.props.FloatProperty(name="Upper limit", description="Angles larger than this get a zero weight", subtype="ANGLE", default=pi / 2, max=pi, min=0.01)
power = bpy.props.FloatProperty(name="Power", description="Shape of mapping curve", default=1, min=0, max=10)
mirror = bpy.props.BoolProperty(name="Mirror", description="Limit angle to 90 degrees", default=False)
worldspace = bpy.props.BoolProperty(name="World space", description="Use world space instead of object space coordinates", default=False)
@classmethod
def poll(self, context):
p = (context.mode == 'PAINT_WEIGHT' and
isinstance(context.scene.objects.active, bpy.types.Object) and
isinstance(context.scene.objects.active.data, bpy.types.Mesh))
return p
def execute(self, context):
bpy.ops.object.mode_set(mode='OBJECT')
ob = context.active_object
wmat = ob.matrix_world
vertex_group = ob.vertex_groups.active
if vertex_group is None:
bpy.ops.object.vertex_group_add()
vertex_group = ob.vertex_groups.active
mesh = ob.data
reference = Vector((0, 0, 1))
if self.worldspace:
reference = reference * wmat
for v in mesh.vertices:
vertex_group.add([v.index], self.weight(v.normal, reference), 'REPLACE')
bpy.ops.object.mode_set(mode='WEIGHT_PAINT')
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.object.mode_set(mode='WEIGHT_PAINT')
context.scene.update()
return {'FINISHED'}
class Slope2VCol(bpy.types.Operator, Slope):
bl_idname = "mesh.slope2vcol"
bl_label = "Slope2Vcol"
bl_options = {'REGISTER', 'UNDO'}
low = bpy.props.FloatProperty(name="Lower limit", description="Angles smaller than this get a unit weight", subtype="ANGLE", default=0, max=pi, min=0)
high = bpy.props.FloatProperty(name="Upper limit", description="Angles larger than this get a zero weight", subtype="ANGLE", default=pi / 2, max=pi, min=0.01)
power = bpy.props.FloatProperty(name="Power", description="Shape of mapping curve", default=1, min=0, max=10)
mirror = bpy.props.BoolProperty(name="Mirror", description="Limit angle to 90 degrees", default=False)
curve = bpy.props.BoolProperty(name="Use brush curve", description="Apply brush curve after calculculating values", default=False)
normal = bpy.props.BoolProperty(name="Map normal", description="Convert face normal to vertex colors instead of slope angle", default=False)
worldspace = bpy.props.BoolProperty(name="World space", description="Use world space instead of object space coordinates", default=False)
@classmethod
def poll(self, context):
p = (context.mode == 'PAINT_VERTEX' and
isinstance(context.scene.objects.active, bpy.types.Object) and
isinstance(context.scene.objects.active.data, bpy.types.Mesh))
return p
def execute(self, context):
if self.curve:
# see: https://projects.blender.org/tracker/index.php?func=detail&aid=36688
bcurvemap = context.tool_settings.vertex_paint.brush.curve
bcurvemap.initialize()
bcurve = bcurvemap.curves[0]
wmat = context.scene.objects.active.matrix_world
mesh = context.scene.objects.active.data
vertex_colors = mesh.vertex_colors.active.data
for poly in mesh.polygons:
for loop_index in range(poly.loop_start, poly.loop_start + poly.loop_total):
pnormal = poly.normal
if self.normal:
if self.worldspace:
pnormal = wmat * pnormal
vertex_colors[loop_index].color = list(map(lambda x: (x + 1) / 2, pnormal.normalized())) # afaik a normal is not necessarily normalized
else:
if self.worldspace:
weight = self.weight(pnormal, Vector((0, 0, 1)) * wmat)
else:
weight = self.weight(pnormal)
if self.curve:
weight = bcurve.evaluate(1.0 - weight)
vertex_colors[loop_index].color = [weight, weight, weight]
bpy.ops.object.mode_set(mode='VERTEX_PAINT')
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.object.mode_set(mode='VERTEX_PAINT')
context.scene.update()
return {'FINISHED'}
def draw(self, context): # provide a draw function here to show use brush option only with versions that have the new initialize function
layout = self.layout
if not self.curve and not self.normal:
layout.prop(self, 'low')
layout.prop(self, 'high')
layout.prop(self, 'power')
if not self.curve:
layout.prop(self, 'normal')
if not self.normal:
layout.prop(self, 'mirror')
layout.prop(self, 'worldspace')
# checking for a specific build is a bit tricky as it may contain other chars than just digits
if int(search(r'\d+', str(bpy.app.build_revision)).group(0)) > 60054:
if not self.normal:
layout.prop(self, 'curve')
if self.curve:
layout.label('Click Paint -> Slope to see effect after changing brush curve')
def menu_func_weight(self, context):
self.layout.operator(Slope2VGroup.bl_idname, text="Slope",
icon='PLUGIN')
def menu_func_vcol(self, context):
self.layout.operator(Slope2VCol.bl_idname, text="Slope",
icon='PLUGIN')
def register():
bpy.utils.register_class(Slope2VCol)
bpy.utils.register_class(Slope2VGroup)
bpy.types.VIEW3D_MT_paint_weight.append(menu_func_weight)
bpy.types.VIEW3D_MT_paint_vertex.append(menu_func_vcol)
def unregister():
bpy.types.IVIEW3D_MT_paint_weight.remove(menu_func_weight)
bpy.types.IVIEW3D_MT_paint_vertex.remove(menu_func_vcol)
bpy.utils.unregister_class(Slope2VCol)
bpy.utils.unregister_class(Slope2VGroup)