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get_objects_data_mk2.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, EnumProperty
import bmesh
from mathutils import Vector, Matrix
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.sv_mesh_utils import mesh_join
from sverchok.utils.nodes_mixins.show_3d_properties import Show3DProperties
from sverchok.ui.sv_icons import custom_icon
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)
import numpy as np
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 SvGetObjectsDataMK2(Show3DProperties, SverchCustomTreeNode, bpy.types.Node):
"""
Triggers: Object Info
Tooltip: Get Scene Objects into Sverchok Tree
"""
bl_idname = 'SvGetObjectsDataMK2'
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 self.object_names)
@property
def is_animation_dependent(self):
return (not self.inputs['Objects'].is_linked) and (self.inputs['Objects'].object_ref_pointer
or 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)
apply_matrix: BoolProperty(
name = "Apply matrices",
description = "Apply objects matrices",
default = True,
update = updateNode)
mesh_join : BoolProperty(
name = "merge",
description = "If checked, join mesh elements into one object",
default = False,
update = updateNode)
display_types = [
('BOUNDS', "", "BOUNDS: Display the bounds of the object", "MATPLANE", 0),
('WIRE', "", "WIRE: Display the object as a wireframe", "MESH_CUBE", 1),
('SOLID', "", "SOLID: Display the object as a solid (if solid drawing is enabled in the viewport)", "SNAP_VOLUME", 2), #custom_icon("SV_MAKE_SOLID")
('TEXTURED', "", "TEXTURED: Display the object with textures (if textures are enabled in the viewport)", "TEXTURE", 3),
]
def update_display_type(self, context):
for obj in self.object_names:
bpy.data.objects[obj.name].display_type=self.display_type
return
display_type : EnumProperty(
name = "Display Types",
items = display_types,
default = 'WIRE',
update = update_display_type)
hide_render_types = [
('RESTRICT_RENDER_ON', "", "Render objects", "RESTRICT_RENDER_ON", 0),
('RESTRICT_RENDER_OFF', "", "Do not render objects", "RESTRICT_RENDER_OFF", 1),
]
def update_render_type(self, context):
for obj in self.object_names:
bpy.data.objects[obj.name].hide_render = True if self.hide_render_type=='RESTRICT_RENDER_ON' else False
return
hide_render_type : EnumProperty(
name = "Render Types",
items = hide_render_types,
default = 'RESTRICT_RENDER_OFF',
update = update_render_type)
align_3dview_types = [
('ISOLATE_CURRENT', "", "Toggle local view with only current selected object in the list\nPress again to restore view", "PIVOT_CURSOR", 0),
('ISOLATE_ALL', "", "Toggle local view with all objects in the list\nPress again to restore view", "PIVOT_INDIVIDUAL", 1),
]
def update_align_3dview(self, context):
if len(self.object_names)==0:
return
obj_in_list = self.object_names[self.active_obj_index]
if obj_in_list:
# reset all selections
for obj in bpy.context.selected_objects:
obj.select_set(False)
# select all objects in list of this node
if self.align_3dview_type=='ISOLATE_ALL':
for obj in self.object_names:
if obj.name in bpy.data.objects:
bpy.data.objects[obj.name].select_set(True)
if obj_in_list.name in bpy.data.objects:
obj_in_scene = bpy.data.objects[obj_in_list.name]
obj_in_scene.select_set(True)
bpy.context.view_layer.objects.active = obj_in_scene
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D':
ctx = bpy.context.copy()
ctx['area'] = area
ctx['region'] = area.regions[-1]
# test if current mode is local view: https://blender.stackexchange.com/questions/290669/checking-for-object-being-in-local-view
if self.align_3dview_type_previous_value!=self.align_3dview_type and area.spaces.active.local_view:
bpy.ops.view3d.localview(ctx, frame_selected=False)
self.align_3dview_type_previous_value = self.align_3dview_type
bpy.ops.view3d.localview(ctx, frame_selected=False)
#bpy.ops.view3d.view_selected(ctx)
break
pass
return
align_3dview_type : EnumProperty(
name = "Local View",
items = align_3dview_types,
default = 'ISOLATE_CURRENT',
update = update_align_3dview)
align_3dview_type_previous_value : EnumProperty(
name = "Local View",
items = align_3dview_types,
default = 'ISOLATE_CURRENT')
def sv_init(self, context):
new = self.outputs.new
self.width = 170
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'
row = col.row()
col = row.column()
col.row().prop(self, 'display_type', expand=True)
col = row.column()
col.row().prop(self, 'hide_render_type', expand=True)
col = row.column()
col.row().prop(self, 'align_3dview_type', expand=True)
col = layout.column(align=True)
row = col.row(align=True)
row.prop(self, "apply_matrix", text="Apply matrix", toggle=True)
row.prop(self, "mesh_join", text="merge", toggle=True)
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)
# verts, edgs, pols = pydata_from_bmesh(bm)
if o_vs:
verts = [ v.co[:] for v in bm.verts] # v.co is a Vector()
if o_es:
edgs = [[e.verts[0].index, e.verts[1].index] for e in bm.edges]
if o_ps:
pols = [[i.index for i in p.verts] for p in bm.faces]
if o_vn:
vertex_normals = [ v.normal[:] for v in bm.verts] # v.normal is a Vector()
if o_mi:
material_indexes = self.get_materials_from_bmesh(bm)
if o_pa:
polygons_areas = [ p.calc_area() for p in bm.faces ]
if o_pc:
polygon_centers = [ p.calc_center_median()[:] for p in bm.faces ]
if o_pn:
polygon_normals = [ 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()
T, R, S = mtrx.decompose()
if o_vs:
verts = [ ((mtrx @ v.co) if self.apply_matrix else v.co)[:] for v in obj_data.vertices] # v.co is a Vector()
if o_es:
edgs = [[ e.vertices[0], e.vertices[1] ] for e in obj_data.edges]
if o_ps:
pols = [list(p.vertices) for p in obj_data.polygons]
if self.vergroups:
vert_groups = get_vertgroups(obj_data)
if o_vn:
vertex_normals = [ (( R @ v.co) if self.apply_matrix else v.normal)[:] for v in obj_data.vertices ] # v.normal is a Vector(). Update. Blender 3.6.3 crash in no wrap Vector(v.normal). I think this is after line "obj.to_mesh_clear()"
if o_mi:
material_indexes = read_materials_idx(obj_data, out_np[3])
if o_pa:
polygons_areas = [ polygon.area for polygon in obj_data.polygons]
if o_pc:
polygon_centers = [ ((mtrx @ polygon.center) if self.apply_matrix else polygon.center)[:] for polygon in obj_data.polygons]
if o_pn:
polygon_normals = [ (( R @ polygon.normal) if self.apply_matrix else polygon.normal)[:] for polygon in obj_data.polygons]
obj.to_mesh_clear()
if o_vs:
vs.append( verts )
if o_es:
es.append( edgs )
if o_ps:
ps.append( pols )
if self.vergroups:
vers_out_grouped.append( vert_groups )
if o_vn:
vn.append( vertex_normals )
if o_mi:
mi.append( material_indexes )
if o_pa:
pa.append( polygons_areas )
if o_pc:
pc.append( polygon_centers )
if o_pn:
pn.append( polygon_normals )
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)
if self.mesh_join:
# vs, es, ps, vn, mi, pa, pc, pn, ms
offset = 0
_vs = []
_es, _ps, _vn, _pa, _pc, _pn, _vg = [], [], [], [], [], [], []
for idx, vertices in enumerate(vs):
_vs.extend(vertices)
if es:
_es.extend( [[i + offset for i in o] for o in es[idx] ] ) # edges
if ps:
_ps.extend( [[i + offset for i in o] for o in ps[idx] ] ) # polygons
#_vn.extend( [tuple(i + offset for i in o) for o in ps[idx] ] ) # vers_out_grouped. Skip in mesh_join
if vn:
_vn.extend( vn[idx] ) # vertex normals
# _mi - materia index. Do not change
# if mi and len(mi)>idx:
# _mi.extend( mi[idx] ) # Skip in mesh_join
if pa:
_pa.extend( pa[idx] ) # polygon area
if pc:
_pc.extend( pc[idx] ) # polygon center
if pn:
_pn.extend( pn[idx] ) # polygon normal
# if ms: Do not change
# _ms.append( ms[idx] ) # matrices. Skip in mesh_join
if vers_out_grouped:
_vg.extend( [ i + offset for i in vers_out_grouped[idx] ] ) # vertex groups
offset += len(vertices)
vs, es, ps, vn, pa, pc, pn, vers_out_grouped = [_vs], [_es], [_ps], [_vn], [_pa], [_pc], [_pn], [_vg]
if o_vs and (out_np[0]):
vs = [np.array(vert) for vert in vs]
if o_es and (out_np[1]):
es = [np.array(edge) for edge in es]
# if o_ps and (out_np[2]):
# ps = [np.array(pol) for pol in ps]
# if self.vergroups:
# vers_out_grouped = [np.array(group) for group in vers_out_grouped]
if o_vn and (out_np[2]):
vn = [np.array(vert_normal) for vert_normal in vn]
if o_mi and (out_np[3]):
mi = [np.array(material_index) for material_index in mi]
if o_pa and (out_np[4]):
pa = [np.array(polygon_areas) for polygon_areas in pa]
if o_pc and (out_np[5]):
pc = [np.array(polygon_centers) for polygon_centers in pc]
if o_pn and (out_np[6]):
pn = [np.array(polygon_normals) for polygon_normals in pn]
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, SvGetObjectsDataMK2]
register, unregister = bpy.utils.register_classes_factory(classes)