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get_objects_data.py
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# This file is part of project Sverchok. It's copyrighted by the contributors
# recorded in the version control history of the file, available from
# its original location https://github.com/nortikin/sverchok/commit/master
#
# SPDX-License-Identifier: GPL3
# License-Filename: LICENSE
import bpy
from bpy.props import BoolProperty, StringProperty, IntProperty
import bmesh
#from sverchok.nodes.scene.get_objects_data_mk2 import SvOB3BDataCollectionMK2, SVOB3B_UL_NamesListMK2, SvOB3BItemOperatorMK2, SvOB3CallbackMK2
from sverchok.node_tree import SverchCustomTreeNode
from sverchok.utils.sv_operator_mixins import SvGenericNodeLocator
from sverchok.data_structure import updateNode
from sverchok.utils.sv_bmesh_utils import pydata_from_bmesh
from sverchok.utils.nodes_mixins.show_3d_properties import Show3DProperties
from sverchok.utils.blender_mesh import (
read_verts, read_edges, read_verts_normal,
read_face_normal, read_face_center, read_face_area, read_materials_idx)
class SvOB3BDataCollectionMK2(bpy.types.PropertyGroup):
name: bpy.props.StringProperty()
icon: bpy.props.StringProperty(default="BLANK1")
class ReadingObjectDataError(Exception):
pass
class SVOB3B_UL_NamesListMK2(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
item_icon = item.icon
if not item.icon or item.icon == "BLANK1":
try:
item_icon = 'OUTLINER_OB_' + bpy.data.objects[item.name].type
except:
item_icon = ""
layout.label(text=item.name, icon=item_icon)
action = data.wrapper_tracked_ui_draw_op(layout, "node.sv_ob3b_collection_operator_mk2", icon='X', text='')
action.fn_name = 'REMOVE'
action.idx = index
class SvOB3BItemOperatorMK2(bpy.types.Operator, SvGenericNodeLocator):
bl_idname = "node.sv_ob3b_collection_operator_mk2"
bl_label = "generic bladibla"
fn_name: StringProperty(default='')
idx: IntProperty()
def sv_execute(self, context, node):
if self.fn_name == 'REMOVE':
node.object_names.remove(self.idx)
node.process_node(None)
class SvOB3CallbackMK2(bpy.types.Operator, SvGenericNodeLocator):
bl_idname = "node.ob3_callback_mk2"
bl_label = "Object In mk3 callback"
bl_options = {'INTERNAL'}
fn_name: StringProperty(default='')
def sv_execute(self, context, node):
"""
returns the operator's 'self' too to allow the code being called to
print from self.report.
"""
getattr(node, self.fn_name)(self)
def get_vertgroups(mesh):
return [k for k,v in enumerate(mesh.vertices) if v.groups.values()]
numpy_socket_names = ['Vertices', 'Edges', 'Vertex Normals', 'Material Idx', 'Polygon Areas', 'Polygon Centers', 'Polygon Normals']
class SvGetObjectsData(Show3DProperties, SverchCustomTreeNode, bpy.types.Node):
"""
Triggers: Object Info
Tooltip: Get Scene Objects into Sverchok Tree
"""
bl_idname = 'SvGetObjectsData'
bl_label = 'Get Objects Data'
bl_icon = 'OUTLINER_OB_EMPTY'
sv_icon = 'SV_OBJECTS_IN'
@property
def is_scene_dependent(self):
return (not self.inputs['Objects'].is_linked) and (self.inputs['Objects'].object_ref_pointer
or hasattr(self, 'objects_names') and self.object_names)
@property
def is_animation_dependent(self):
return (not self.inputs['Objects'].is_linked) and (self.inputs['Objects'].object_ref_pointer
or hasattr(self, 'objects_names') and self.object_names)
def hide_show_versgroups(self, context):
outs = self.outputs
showing_vg = 'Vers_grouped' in outs
if self.vergroups and not showing_vg:
outs.new('SvStringsSocket', 'Vers_grouped')
elif not self.vergroups and showing_vg:
outs.remove(outs['Vers_grouped'])
modifiers: BoolProperty(
name='Modifiers',
description='Apply modifier geometry to import (original untouched)',
default=False, update=updateNode)
vergroups: BoolProperty(
name='Vergroups',
description='Use vertex groups to nesty insertion',
default=False, update=hide_show_versgroups)
sort: BoolProperty(
name='sort by name',
description='sorting inserted objects by names',
default=True, update=updateNode)
object_names: bpy.props.CollectionProperty(type=SvOB3BDataCollectionMK2)
active_obj_index: bpy.props.IntProperty()
out_np: bpy.props.BoolVectorProperty(
name="Output Numpy",
description="Output NumPy arrays (makes node faster)",
size=7, update=updateNode)
output_np_all: BoolProperty(
name='Output all numpy',
description='Output numpy arrays if possible',
default=False, update=updateNode)
def sv_init(self, context):
new = self.outputs.new
self.width = 150
self.inputs.new('SvObjectSocket', "Objects")
new('SvVerticesSocket', "Vertices")
new('SvStringsSocket', "Edges")
new('SvStringsSocket', "Polygons")
new('SvVerticesSocket', "Vertex Normals")
new('SvStringsSocket', "Material Idx")
new('SvStringsSocket', "Polygon Areas")
new('SvVerticesSocket', "Polygon Centers")
new('SvVerticesSocket', "Polygon Normals")
new('SvMatrixSocket', "Matrix")
new('SvObjectSocket', "Object")
def get_objects_from_scene(self, ops):
"""
Collect selected objects
"""
self.object_names.clear()
names = [obj.name for obj in bpy.data.objects if (obj.select_get() and len(obj.users_scene) > 0 and len(obj.users_collection) > 0)]
if self.sort:
names.sort()
for name in names:
item = self.object_names.add()
item.name = name
item.icon = 'OUTLINER_OB_' + bpy.data.objects[name].type
if not self.object_names:
ops.report({'WARNING'}, "Warning, no selected objects in the scene")
return
self.process_node(None)
def select_objs(self, ops):
"""select all objects referenced by node"""
for item in self.object_names:
bpy.data.objects[item.name].select = True
if not self.object_names:
ops.report({'WARNING'}, "Warning, no object associated with the obj in Node")
def draw_obj_names(self, layout):
if self.object_names:
layout.template_list("SVOB3B_UL_NamesListMK2", "", self, "object_names", self, "active_obj_index")
else:
layout.label(text='--None--')
@property
def by_input(self):
return self.inputs[0].object_ref_pointer is not None or self.inputs[0].is_linked
def sv_draw_buttons(self, context, layout):
col = layout.column(align=True)
by_input = self.by_input
if not by_input:
row = col.row()
op_text = "Get selection" # fallback
callback = 'node.ob3_callback_mk2'
if self.prefs_over_sized_buttons:
row.scale_y = 4.0
op_text = "G E T"
self.wrapper_tracked_ui_draw_op(row, callback, text=op_text).fn_name = 'get_objects_from_scene'
col = layout.column(align=True)
row = col.row(align=True)
if not by_input:
row.prop(self, 'sort', text='Sort', toggle=True)
row.prop(self, "modifiers", text="Post", toggle=True)
row.prop(self, "vergroups", text="VeGr", toggle=True)
if not by_input:
self.draw_obj_names(layout)
def sv_draw_buttons_ext(self, context, layout):
r = layout.column(align=True)
row = r.row(align=True)
row.label(text="Output Numpy:")
row.prop(self, 'output_np_all', text='If possible', toggle=True)
if not self.output_np_all:
for i in range(7):
r.prop(self, "out_np", index=i, text=numpy_socket_names[i], toggle=True)
layout.prop(self, 'draw_3dpanel', text="To Control panel")
def rclick_menu(self, context, layout):
'''right click sv_menu items'''
layout.label(text="Output Numpy:")
layout.prop(self, 'output_np_all', text='All', toggle=True)
if not self.output_np_all:
for i in range(7):
layout.prop(self, "out_np", index=i, text=numpy_socket_names[i], toggle=True)
def draw_buttons_3dpanel(self, layout):
if not self.by_input:
callback = 'node.ob3_callback_mk2'
row = layout.row(align=True)
row.label(text=self.label if self.label else self.name)
colo = row.row(align=True)
colo.scale_x = 1.6
self.wrapper_tracked_ui_draw_op(colo, callback, text='Get').fn_name = 'get_objects_from_scene'
else:
row = layout.row(align=True)
row.label(text=self.label if self.label else self.name)
self.draw_animatable_buttons(row, icon_only=True)
def get_materials_from_bmesh(self, bm):
return [face.material_index for face in bm.faces[:]]
def process(self):
objs = self.inputs[0].sv_get(default=[[]])
if not self.object_names and not objs[0]:
return
data_objects = bpy.data.objects
outputs = self.outputs
vers_out_grouped = []
o_vs, o_es, o_ps, o_vn, o_mi, o_pa, o_pc, o_pn, o_ms, o_ob = [s.is_linked for s in self.outputs[:10]]
vs, es, ps, vn, mi, pa, pc, pn, ms = [[] for s in self.outputs[:9]]
if self.modifiers:
sv_depsgraph = bpy.context.evaluated_depsgraph_get()
out_np = self.out_np if not self.output_np_all else [True for i in range(7)]
if isinstance(objs[0], list):
objs = objs[0]
if not objs:
objs = (data_objects.get(o.name) for o in self.object_names)
# iterate through references
for obj in objs:
if not obj:
continue
mtrx = obj.matrix_world
if obj.type in {'EMPTY', 'CAMERA', 'LAMP' }:
if o_ms:
ms.append(mtrx)
continue
try:
if obj.mode == 'EDIT' and obj.type == 'MESH':
# Mesh objects do not currently return what you see
# from 3dview while in edit mode when using obj.to_mesh.
me = obj.data
bm = bmesh.from_edit_mesh(me)
vers, edgs, pols = pydata_from_bmesh(bm)
if o_vs:
vs.append(vers)
if o_es:
es.append(edgs)
if o_ps:
ps.append(pols)
if o_vn:
vn.append([v.normal[:] for v in bm.verts])
if o_mi:
mi.append(self.get_materials_from_bmesh(bm))
if o_pa:
pa.append([p.calc_area() for p in bm.faces])
if o_pc:
pc.append([p.calc_center_median()[:] for p in bm.faces])
if o_pn:
pn.append([p.normal[:] for p in bm.faces])
del bm
else:
# https://developer.blender.org/T99661
if obj.type == 'CURVE' and obj.mode == 'EDIT' and bpy.app.version[:2] == (3, 2):
raise ReadingObjectDataError("Does not support curves in edit mode in Blender 3.2")
elif self.modifiers:
obj = sv_depsgraph.objects[obj.name]
obj_data = obj.to_mesh(preserve_all_data_layers=True, depsgraph=sv_depsgraph)
else:
obj_data = obj.to_mesh()
if o_vs:
vs.append(read_verts(obj_data, out_np[0]))
if o_es:
es.append(read_edges(obj_data, out_np[1]))
if o_ps:
ps.append([list(p.vertices) for p in obj_data.polygons])
if self.vergroups:
vers_out_grouped.append(get_vertgroups(obj_data))
if o_vn:
vn.append(read_verts_normal(obj_data, out_np[2]))
if o_mi:
mi.append(read_materials_idx(obj_data, out_np[3]))
if o_pa:
pa.append(read_face_area(obj_data, out_np[4]))
if o_pc:
if out_np[5]:
pc.append(read_face_center(obj_data, output_numpy=True))
else:
pc.append([p.center[:] for p in obj_data.polygons])
if o_pn:
if out_np[6]:
pn.append(read_face_normal(obj_data, True))
else:
pn.append([p.normal[:] for p in obj_data.polygons])
obj.to_mesh_clear()
except ReadingObjectDataError:
raise
except Exception as err:
# it's not clear which cases this try catch should handle
# probably it should skip wrong object types
self.debug('failure in process between frozen area', self.name, err)
if o_ms:
ms.append(mtrx)
for i, i2 in zip(self.outputs, [vs, es, ps, vn, mi, pa, pc, pn, ms]):
if i.is_linked:
i.sv_set(i2)
if vers_out_grouped and vers_out_grouped[0]:
if 'Vers_grouped' in outputs and self.vergroups:
outputs['Vers_grouped'].sv_set(vers_out_grouped)
if o_ob:
if self.by_input:
outputs['Object'].sv_set(objs)
else:
outputs['Object'].sv_set([data_objects.get(o.name) for o in self.object_names])
classes = [SvOB3BItemOperatorMK2, SvOB3BDataCollectionMK2, SVOB3B_UL_NamesListMK2, SvOB3CallbackMK2, SvGetObjectsData]
#classes = [SvGetObjectsData]
register, unregister = bpy.utils.register_classes_factory(classes)