refactor - separate utils functions
parent
373a36a825
commit
4c44ff96b3
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@ -1,163 +1,23 @@
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import bpy
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import numpy as np
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from math import tan, acos, degrees
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from time import perf_counter
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from mathutils import Vector, Matrix
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from gp_interpolate import utils
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from gp_interpolate.utils import (matrix_transform,
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plane_on_bone,
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ray_cast_point,
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intersect_with_tesselated_plane,
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triangle_normal,
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search_square,
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get_gp_draw_plane)
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from mathutils.geometry import (barycentric_transform, intersect_point_tri,
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intersect_point_line, intersect_line_plane, tessellate_polygon)
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from mathutils.geometry import (barycentric_transform,
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intersect_point_tri,
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intersect_point_line,
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intersect_line_plane,
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tessellate_polygon)
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def get_gp_draw_plane(obj=None):
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''' return tuple with plane coordinate and normal
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of the curent drawing according to geometry'''
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if obj is None:
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obj = bpy.context.object
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settings = bpy.context.scene.tool_settings
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orient = settings.gpencil_sculpt.lock_axis #'VIEW', 'AXIS_Y', 'AXIS_X', 'AXIS_Z', 'CURSOR'
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loc = settings.gpencil_stroke_placement_view3d #'ORIGIN', 'CURSOR', 'SURFACE', 'STROKE'
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mat = obj.matrix_world
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plane_no = Vector((0.0, 0.0, 1.0))
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plane_co = mat.to_translation()
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# -> orientation
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if orient == 'VIEW':
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mat = bpy.context.scene.camera.matrix_world
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# -> placement
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if loc == "CURSOR":
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plane_co = bpy.context.scene.cursor.location
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mat = bpy.context.scene.cursor.matrix
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elif orient == 'AXIS_Y':#front (X-Z)
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plane_no = Vector((0,1,0))
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elif orient == 'AXIS_X':#side (Y-Z)
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plane_no = Vector((1,0,0))
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elif orient == 'AXIS_Z':#top (X-Y)
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plane_no = Vector((0,0,1))
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plane_no.rotate(mat)
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return plane_co, plane_no
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def triangle_normal(a, b, c):
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x = a[1] * b[2] - a[2] * b[1]
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y = a[2] * b[0] - a[0] * b[2]
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z = a[0] * b[1] - a[1] * b[0]
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return np.array([x, y, z], dtype='float64')
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def plane_coords(size=1):
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v = size * 0.5
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return np.array([(-v, v, 0), (v, v, 0), (v, -v, 0), (-v, -v, 0)], dtype='float64')
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def matrix_transform(coords, matrix):
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coords_4d = np.column_stack((coords, np.ones(len(coords), dtype='float64')))
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return np.einsum('ij,aj->ai', matrix, coords_4d)[:, :-1]
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def vector_normalized(vec):
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return vec / np.sqrt(np.sum(vec**2))
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def vector_magnitude(vec):
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return np.sqrt(vec.dot(vec))
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def search_square(point, factor=0.05, cam=None):
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if cam is None:
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cam = bpy.context.scene.camera
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plane = plane_coords()
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mat = cam.matrix_world.copy()
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mat.translation = point
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depth = vector_magnitude(point - cam.matrix_world.to_translation())
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mat_scale = Matrix.Scale(tan(cam.data.angle*0.5)*depth*factor, 4)
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return matrix_transform(plane, mat @ mat_scale)
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def ray_cast_point(point, origin, depsgraph):
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ray = (point - origin)#.normalized()
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hit, hit_location, normal, face_index, object_hit, matrix = bpy.context.scene.ray_cast(depsgraph, origin, ray)
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if not hit:
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return None, None, None, None
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eval_ob = object_hit.evaluated_get(depsgraph)
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face = eval_ob.data.polygons[face_index]
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vertices = [eval_ob.data.vertices[i] for i in face.vertices]
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face_co = matrix_transform([v.co for v in vertices], eval_ob.matrix_world)
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tri = None
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for tri_idx in tessellate_polygon([face_co]):
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tri = [face_co[i] for i in tri_idx]
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tri_indices = [vertices[i].index for i in tri_idx]
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if intersect_point_tri(hit_location, *tri):
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break
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return object_hit, np.array(hit_location), tri, tri_indices
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def plane_on_bone(bone, arm=None, cam=None, set_rotation=True):
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if cam is None:
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cam = bpy.context.scene.camera
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if arm is None:
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arm = bone.id_data
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plane = plane_coords()
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mat = cam.matrix_world.copy()
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if set_rotation:
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head_world_coord = arm.matrix_world @ bone.head
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mat.translation = head_world_coord
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## Apply 2d bone rotation facing camera
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# Get 2d camera space coords (NDC: normalized device coordinate, 0,0 is bottom-left)
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head_2d, tail_2d = utils.get_bone_head_tail_2d(bone, cam=cam)
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vec_from_corner_2d = (tail_2d - head_2d).normalized()
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up_vec_2d = Vector((0,1))
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# angle = acos(up_vec_2d.dot(vec_from_corner_2d)) ## equivalent but not signed!
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angle = up_vec_2d.angle_signed(vec_from_corner_2d)
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## Axis camera aim (seem slightly off)
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# rot_axis = Vector((0, 0, -1))
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# rot_axis.rotate(cam.matrix_world)
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## Axis camera origin -> pivot
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rot_axis = head_world_coord - cam.matrix_world.translation
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mat = utils.rotate_matrix_around_pivot(mat, angle, head_world_coord, rot_axis)
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else:
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## Use mid bone to better follow movement
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mat.translation = arm.matrix_world @ ((bone.tail + bone.head) / 2) # Mid bone
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mat_scale = Matrix.Scale(10, 4)
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return matrix_transform(plane, mat @ mat_scale)
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def intersect_with_tesselated_plane(point, origin, face_co):
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'''
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face_co: World face coordinates
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'''
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tri = None
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for tri_idx in tessellate_polygon([face_co]):
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tri = [face_co[i] for i in tri_idx]
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tri_indices = [i for i in tri_idx]
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hit_location = intersect_line_plane(origin, point, sum((Vector(v) for v in tri), Vector()) / 3, triangle_normal(*tri))
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if intersect_point_tri(hit_location, *tri):
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break
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return np.array(hit_location), tri, tri_indices
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def following_key(forward=True):
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direction = 1 if forward else -1
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cur_frame = bpy.context.scene.frame_current
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160
utils.py
160
utils.py
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@ -1,8 +1,127 @@
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import bpy
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import math
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import numpy as np
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from math import tan
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from mathutils import Vector, Matrix
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from bpy_extras.object_utils import world_to_camera_view
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from mathutils.geometry import (barycentric_transform, intersect_point_tri,
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intersect_point_line, intersect_line_plane, tessellate_polygon)
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# --- Vector
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def triangle_normal(a, b, c):
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x = a[1] * b[2] - a[2] * b[1]
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y = a[2] * b[0] - a[0] * b[2]
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z = a[0] * b[1] - a[1] * b[0]
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return np.array([x, y, z], dtype='float64')
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def plane_coords(size=1):
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v = size * 0.5
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return np.array([(-v, v, 0), (v, v, 0), (v, -v, 0), (-v, -v, 0)], dtype='float64')
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def matrix_transform(coords, matrix):
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coords_4d = np.column_stack((coords, np.ones(len(coords), dtype='float64')))
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return np.einsum('ij,aj->ai', matrix, coords_4d)[:, :-1]
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def vector_normalized(vec):
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return vec / np.sqrt(np.sum(vec**2))
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def vector_magnitude(vec):
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return np.sqrt(vec.dot(vec))
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def search_square(point, factor=0.05, cam=None):
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if cam is None:
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cam = bpy.context.scene.camera
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plane = plane_coords()
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mat = cam.matrix_world.copy()
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mat.translation = point
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depth = vector_magnitude(point - cam.matrix_world.to_translation())
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mat_scale = Matrix.Scale(tan(cam.data.angle*0.5)*depth*factor, 4)
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return matrix_transform(plane, mat @ mat_scale)
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def ray_cast_point(point, origin, depsgraph):
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ray = (point - origin)#.normalized()
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hit, hit_location, normal, face_index, object_hit, matrix = bpy.context.scene.ray_cast(depsgraph, origin, ray)
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if not hit:
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return None, None, None, None
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eval_ob = object_hit.evaluated_get(depsgraph)
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face = eval_ob.data.polygons[face_index]
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vertices = [eval_ob.data.vertices[i] for i in face.vertices]
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face_co = matrix_transform([v.co for v in vertices], eval_ob.matrix_world)
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tri = None
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for tri_idx in tessellate_polygon([face_co]):
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tri = [face_co[i] for i in tri_idx]
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tri_indices = [vertices[i].index for i in tri_idx]
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if intersect_point_tri(hit_location, *tri):
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break
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return object_hit, np.array(hit_location), tri, tri_indices
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def plane_on_bone(bone, arm=None, cam=None, set_rotation=True):
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if cam is None:
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cam = bpy.context.scene.camera
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if arm is None:
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arm = bone.id_data
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plane = plane_coords()
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mat = cam.matrix_world.copy()
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if set_rotation:
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head_world_coord = arm.matrix_world @ bone.head
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mat.translation = head_world_coord
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## Apply 2d bone rotation facing camera
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# Get 2d camera space coords (NDC: normalized device coordinate, 0,0 is bottom-left)
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head_2d, tail_2d = utils.get_bone_head_tail_2d(bone, cam=cam)
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vec_from_corner_2d = (tail_2d - head_2d).normalized()
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up_vec_2d = Vector((0,1))
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# angle = acos(up_vec_2d.dot(vec_from_corner_2d)) ## equivalent but not signed!
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angle = up_vec_2d.angle_signed(vec_from_corner_2d)
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## Axis camera aim (seem slightly off)
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# rot_axis = Vector((0, 0, -1))
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# rot_axis.rotate(cam.matrix_world)
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## Axis camera origin -> pivot
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rot_axis = head_world_coord - cam.matrix_world.translation
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mat = utils.rotate_matrix_around_pivot(mat, angle, head_world_coord, rot_axis)
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else:
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## Use mid bone to better follow movement
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mat.translation = arm.matrix_world @ ((bone.tail + bone.head) / 2) # Mid bone
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mat_scale = Matrix.Scale(10, 4)
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return matrix_transform(plane, mat @ mat_scale)
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def intersect_with_tesselated_plane(point, origin, face_co):
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'''
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face_co: World face coordinates
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'''
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tri = None
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for tri_idx in tessellate_polygon([face_co]):
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tri = [face_co[i] for i in tri_idx]
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tri_indices = [i for i in tri_idx]
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hit_location = intersect_line_plane(origin, point, sum((Vector(v) for v in tri), Vector()) / 3, triangle_normal(*tri))
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if intersect_point_tri(hit_location, *tri):
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break
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return np.array(hit_location), tri, tri_indices
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def get_bone_head_tail_2d(posebone, scene=None, cam=None) -> tuple[Vector, Vector]:
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'''Get 2D vectors in camera view of bone head and tails
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@ -49,4 +168,43 @@ def rotate_matrix_around_pivot(matrix, angle, pivot, axis):
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# Combine the transformations : The order of multiplication is important
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new_matrix = translate_back @ rot_matrix @ translate_to_origin @ matrix
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return new_matrix
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return new_matrix
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# --- GREASE PENCIL
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def get_gp_draw_plane(obj=None):
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''' return tuple with plane coordinate and normal
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of the curent drawing according to geometry'''
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if obj is None:
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obj = bpy.context.object
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settings = bpy.context.scene.tool_settings
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orient = settings.gpencil_sculpt.lock_axis #'VIEW', 'AXIS_Y', 'AXIS_X', 'AXIS_Z', 'CURSOR'
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loc = settings.gpencil_stroke_placement_view3d #'ORIGIN', 'CURSOR', 'SURFACE', 'STROKE'
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mat = obj.matrix_world
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plane_no = Vector((0.0, 0.0, 1.0))
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plane_co = mat.to_translation()
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# -> orientation
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if orient == 'VIEW':
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mat = bpy.context.scene.camera.matrix_world
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# -> placement
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if loc == "CURSOR":
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plane_co = bpy.context.scene.cursor.location
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mat = bpy.context.scene.cursor.matrix
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elif orient == 'AXIS_Y':#front (X-Z)
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plane_no = Vector((0,1,0))
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elif orient == 'AXIS_X':#side (Y-Z)
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plane_no = Vector((1,0,0))
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elif orient == 'AXIS_Z':#top (X-Y)
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plane_no = Vector((0,0,1))
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plane_no.rotate(mat)
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return plane_co, plane_no
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