-
Notifications
You must be signed in to change notification settings - Fork 235
/
Copy pathvd_draw_experimental.py
651 lines (512 loc) · 24.2 KB
/
vd_draw_experimental.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
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
# 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
from math import pi
import bgl
import bpy
import gpu
from gpu_extras.batch import batch_for_shader
from bpy.props import (
StringProperty, BoolProperty, FloatVectorProperty, EnumProperty, FloatProperty, IntProperty)
from mathutils import Vector, Matrix
from mathutils.geometry import tessellate_polygon as tessellate
from numpy import ndarray
from sverchok.node_tree import SverchCustomTreeNode
from sverchok.data_structure import node_id, updateNode, enum_item_5, match_long_repeat
from sverchok.ui.bgl_callback_3dview import callback_disable, callback_enable
from sverchok.utils.sv_shader_sources import dashed_vertex_shader, dashed_fragment_shader
from sverchok.utils.sv_batch_primitives import MatrixDraw28
from sverchok.utils.sv_bmesh_utils import bmesh_from_pydata
from sverchok.utils.geom import multiply_vectors_deep
from sverchok.utils.modules.geom_utils import obtain_normal3 as normal
from sverchok.utils.sv_mesh_utils import mesh_join
from sverchok.utils.sv_3dview_tools import Sv3DviewAlign
from sverchok.utils.sv_obj_baker import SvObjBakeMK3
default_vertex_shader = '''
uniform mat4 viewProjectionMatrix;
in vec3 position;
out vec3 pos;
void main()
{
pos = position;
gl_Position = viewProjectionMatrix * vec4(position, 1.0f);
}
'''
default_fragment_shader = '''
uniform float brightness;
in vec3 pos;
out vec4 FragColor;
void main()
{
FragColor = vec4(pos * brightness, 1.0);
}
'''
def edges_from_faces(indices):
""" we don't want repeat edges, ever.."""
out = set()
concat = out.add
for face in indices:
for edge in zip(face, list(face[1:]) + list([face[0]])):
concat(tuple(sorted(edge)))
return list(out)
def ensure_triangles(coords, indices, handle_concave_quads):
"""
this fully tesselates the incoming topology into tris,
not optimized for meshes that don't contain ngons
"""
new_indices = []
concat = new_indices.append
concat2 = new_indices.extend
for idxset in indices:
num_verts = len(idxset)
if num_verts == 3:
concat(tuple(idxset))
elif num_verts == 4 and not handle_concave_quads:
# a b c d -> [a, b, c], [a, c, d]
concat2([(idxset[0], idxset[1], idxset[2]), (idxset[0], idxset[2], idxset[3])])
else:
subcoords = [Vector(coords[idx]) for idx in idxset]
for pol in tessellate([subcoords]):
concat([idxset[i] for i in pol])
return new_indices
def generate_facet_data(verts, faces, face_color, vector_light):
out_verts = []
out_vcols = []
concat_verts = out_verts.extend
concat_vcols = out_vcols.extend
for face in faces:
vecs = [verts[j] for j in face]
concat_verts(vecs)
normal_no = Vector(normal(*vecs))
normal_no = (normal_no.angle(vector_light, 0)) / pi
r = (normal_no * face_color[0]) - 0.1
g = (normal_no * face_color[1]) - 0.1
b = (normal_no * face_color[2]) - 0.1
vcol = (r+0.2, g+0.2, b+0.2, 1.0)
concat_vcols([vcol, vcol, vcol])
return out_verts, out_vcols
def generate_smooth_data(verts, faces, face_color, vector_light):
""" this piggy backs off bmesh's automated normal calculation... """
out_vcols = []
concat_vcols = out_vcols.append
bm = bmesh_from_pydata(verts, [], faces, normal_update=True)
for vert in bm.verts:
normal_no = (vert.normal.angle(vector_light, 0)) / pi
r = (normal_no * face_color[0]) - 0.1
g = (normal_no * face_color[1]) - 0.1
b = (normal_no * face_color[2]) - 0.1
vcol = (r+0.2, g+0.2, b+0.2, 1.0)
concat_vcols(vcol)
return out_vcols
def draw_matrix(context, args):
""" this takes one or more matrices packed into an iterable """
mdraw = MatrixDraw28()
for matrix in args[0]:
mdraw.draw_matrix(matrix)
def draw_uniform(GL_KIND, coords, indices, color, width=1, dashed_data=None):
if GL_KIND == 'LINES':
bgl.glLineWidth(width)
elif GL_KIND == 'POINTS':
bgl.glPointSize(width)
params = dict(indices=indices) if indices else {}
if GL_KIND == 'LINES' and dashed_data:
shader = dashed_data.dashed_shader
batch = batch_for_shader(shader, 'LINES', {"inPos" : coords}, **params)
shader.bind()
shader.uniform_float("u_mvp", dashed_data.matrix)
shader.uniform_float("u_resolution", dashed_data.u_resolution)
shader.uniform_float("u_dashSize", dashed_data.u_dash_size)
shader.uniform_float("u_gapSize", dashed_data.u_gap_size)
shader.uniform_float("m_color", dashed_data.m_color)
batch.draw(shader)
else:
shader_name = f'{"3D_" if bpy.app.version < (3, 4) else ""}UNIFORM_COLOR'
shader = gpu.shader.from_builtin(shader_name)
batch = batch_for_shader(shader, GL_KIND, {"pos" : coords}, **params)
shader.bind()
shader.uniform_float("color", color)
batch.draw(shader)
if GL_KIND == 'LINES':
bgl.glLineWidth(1)
elif GL_KIND == 'POINTS':
bgl.glPointSize(1)
def draw_smooth(coords, vcols, indices=None):
shader_name = f'{"3D_" if bpy.app.version < (3, 4) else ""}SMOOTH_COLOR'
shader = gpu.shader.from_builtin(shader_name)
params = dict(indices=indices) if indices else {}
batch = batch_for_shader(shader, 'TRIS', {"pos" : coords, "color": vcols}, **params)
batch.draw(shader)
def draw_verts(context, args):
geom, config = args
draw_uniform('POINTS', geom.verts, None, config.vcol, config.point_size)
def pack_dashed_config(config):
dashed_config = lambda: None
dashed_config.matrix = config.matrix
dashed_config.u_resolution = config.u_resolution
dashed_config.u_dash_size = config.u_dash_size
dashed_config.u_gap_size = config.u_gap_size
dashed_config.m_color = config.line4f
dashed_config.dashed_shader = config.dashed_shader
return dashed_config
def draw_lines_uniform(context, config, coords, indices, line_color, line_width):
if config.draw_dashed:
config.matrix = context.region_data.perspective_matrix
dashed_config = pack_dashed_config(config)
params = dict(dashed_data=dashed_config) if config.draw_dashed else {}
draw_uniform('LINES', coords, indices, config.line4f, config.line_width, **params)
def draw_edges(context, args):
geom, config = args
coords, indices = geom.verts, geom.edges
if config.display_edges:
draw_lines_uniform(context, config, coords, indices, config.line4f, config.line_width)
if config.display_verts:
draw_verts(context, args)
def draw_fragment(context, args):
geom, config = args
batch = config.batch
shader = config.shader
shader.bind()
matrix = context.region_data.perspective_matrix
shader.uniform_float("viewProjectionMatrix", matrix)
shader.uniform_float("brightness", 0.5)
batch.draw(shader)
def draw_faces_uniform(context, args):
geom, config = args
if config.draw_gl_wireframe:
bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_LINE)
if config.draw_gl_polygonoffset:
bgl.glEnable(bgl.GL_POLYGON_OFFSET_FILL)
bgl.glPolygonOffset(1.0, 1.0)
if config.shade == "flat":
draw_uniform('TRIS', geom.verts, geom.faces, config.face4f)
elif config.shade == "facet":
draw_smooth(geom.facet_verts, geom.facet_verts_vcols)
elif config.shade == "smooth":
draw_smooth(geom.verts, geom.smooth_vcols, indices=geom.faces)
elif config.shade == 'fragment':
if config.draw_fragment_function:
config.draw_fragment_function(context, args)
else:
draw_fragment(context, args)
if config.draw_gl_wireframe:
bgl.glPolygonMode(bgl.GL_FRONT_AND_BACK, bgl.GL_FILL)
def draw_complex(context, args):
geom, config = args
if config.draw_gl_polygonoffset:
bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL)
if config.display_edges:
draw_lines_uniform(context, config, geom.verts, geom.edges, config.line4f, config.line_width)
if config.display_faces:
draw_faces_uniform(context, args)
if config.display_verts:
draw_uniform('POINTS', geom.verts, None, config.vcol, config.point_size)
if config.draw_gl_polygonoffset:
# or restore to the state found when entering this function. TODO!
bgl.glDisable(bgl.GL_POLYGON_OFFSET_FILL)
def get_shader_data(named_shader=None):
source = bpy.data.texts[named_shader].as_string()
exec(source)
local_vars = vars().copy()
names = ['vertex_shader', 'fragment_shader', 'draw_fragment']
return [local_vars.get(name) for name in names]
class SvVDExperimental(SverchCustomTreeNode, bpy.types.Node):
"""
Triggers: exp vd mk3
Tooltip: drawing, with experimental features
not a very exciting node.
"""
bl_idname = 'SvVDExperimental'
bl_label = 'Viewer Draw Mk3'
bl_icon = 'GREASEPENCIL'
sv_icon = 'SV_DRAW_VIEWER'
replacement_nodes = [('SvViewerDrawMk4', dict(verts='Vertices', edges='Edges', faces='Polygons', matrix='Matrix'), None)]
node_dict = {}
def populate_node_with_custom_shader_from_text(self):
if self.custom_shader_location in bpy.data.texts:
try:
vertex_shader, fragment_shader, draw_fragment = get_shader_data(named_shader=self.custom_shader_location)
self.custom_vertex_shader = vertex_shader
self.custom_fragment_shader = fragment_shader
self.node_dict[hash(self)] = {'draw_fragment': draw_fragment}
except Exception as err:
print(err)
print(traceback.format_exc())
# reset custom shader
self.custom_vertex_shader = ''
self.custom_fragment_shader = ''
self.node_dict[hash(self)] = {}
def wrapped_update(self, context=None):
self.populate_node_with_custom_shader_from_text()
if context:
self.process_node(context)
activate: BoolProperty(name='Show', description='Activate', default=True, update=updateNode)
vert_color: FloatVectorProperty(
subtype='COLOR', min=0, max=1, default=(0.8, 0.8, 0.8, 1.0),
name='vert color', size=4, update=updateNode)
edge_color: FloatVectorProperty(
subtype='COLOR', min=0, max=1, default=(0.5, 1.0, 0.5, 1.0),
name='edge color', size=4, update=updateNode)
face_color: FloatVectorProperty(
subtype='COLOR', min=0, max=1, default=(0.14, 0.54, 0.81, 1.0),
name='face color', size=4, update=updateNode)
vector_light: FloatVectorProperty(
name='vector light', subtype='DIRECTION', min=0, max=1, size=3,
default=(0.2, 0.6, 0.4), update=updateNode)
extended_matrix: BoolProperty(
default=False,
description='Allows mesh.transform(matrix) operation, quite fast!')
handle_concave_quads: BoolProperty(
name='Handle Concave Quads', default=False, update=updateNode,
description='tessellate quads using geometry.tessellate_polygon, expect some speed impact')
# glGet with argument GL_POINT_SIZE_RANGE
point_size: FloatProperty(description="glPointSize( GLfloat size)", update=updateNode, default=4.0, min=1.0, max=15.0)
line_width: IntProperty(description="glLineWidth( GLfloat width)", update=updateNode, default=1, min=1, max=5)
display_verts: BoolProperty(default=True, update=updateNode, name="display verts")
display_edges: BoolProperty(default=True, update=updateNode, name="display edges")
display_faces: BoolProperty(default=True, update=updateNode, name="display faces")
draw_gl_wireframe: BoolProperty(default=False, update=updateNode, name="draw gl wireframe")
draw_gl_polygonoffset: BoolProperty(default=True, update=updateNode, name="draw gl polygon offset")
custom_vertex_shader: StringProperty(default=default_vertex_shader, name='vertex shader')
custom_fragment_shader: StringProperty(default=default_fragment_shader, name='fragment shader')
custom_shader_location: StringProperty(update=wrapped_update, name='custom shader location')
selected_draw_mode: EnumProperty(
items=enum_item_5(["flat", "facet", "smooth", "fragment"], ['SNAP_VOLUME', 'ALIASED', 'ANTIALIASED', 'SCRIPTPLUGINS']),
description="pick how the node will draw faces",
default="flat", update=updateNode
)
# dashed line props
use_dashed: BoolProperty(name='use dashes', update=updateNode)
u_dash_size: FloatProperty(default=0.12, min=0.0001, name="dash size", update=updateNode)
u_gap_size: FloatProperty(default=0.19, min=0.0001, name="gap size", update=updateNode)
u_resolution: FloatVectorProperty(default=(25.0, 18.0), size=2, min=0.01, name="resolution", update=updateNode)
def configureAttrSocket(self, context):
self.inputs['attrs'].hide_safe = not self.node_ui_show_attrs_socket
node_ui_show_attrs_socket: BoolProperty(default=False, name='show attrs socket', update=configureAttrSocket)
def sv_init(self, context):
inew = self.inputs.new
inew('SvVerticesSocket', 'verts')
inew('SvStringsSocket', 'edges')
inew('SvStringsSocket', 'faces')
inew('SvMatrixSocket', 'matrix')
attr_socket = inew('SvStringsSocket', 'attrs')
attr_socket.hide = True
attr_socket.quick_link_to_node = "SvVDAttrsNode"
self.node_dict[hash(self)] = {}
def draw_buttons(self, context, layout):
r0 = layout.row()
r0.prop(self, "activate", text="", icon="HIDE_" + ("OFF" if self.activate else "ON"))
r0.separator()
r0.prop(self, "selected_draw_mode", expand=True, text='')
b1 = layout.column()
if b1:
inside_box = b1.row(align=True)
button_column = inside_box.column(align=True)
button_column.prop(self, "display_verts", text='', icon="UV_VERTEXSEL")
button_column.prop(self, "display_edges", text='', icon="UV_EDGESEL")
button_column.prop(self, "display_faces", text='', icon="UV_FACESEL")
colors_column = inside_box.column(align=True)
colors_column.prop(self, "vert_color", text='')
colors_column.prop(self, "edge_color", text='')
if not self.selected_draw_mode == 'fragment':
colors_column.prop(self, "face_color", text='')
else:
colors_column.prop(self, "custom_shader_location", icon='TEXT', text='')
row = layout.row(align=True)
self.wrapper_tracked_ui_draw_op(row, SvObjBakeMK3.bl_idname, icon='OUTLINER_OB_MESH', text="B A K E")
row.separator()
self.wrapper_tracked_ui_draw_op(row, Sv3DviewAlign.bl_idname, icon='CURSOR', text='')
def draw_buttons_ext(self, context, layout):
self.draw_buttons(context, layout)
self.draw_additional_props(context, layout)
layout.prop(self, "use_dashed")
if self.use_dashed:
layout.prop(self, "u_dash_size")
layout.prop(self, "u_gap_size")
layout.row().prop(self, "u_resolution")
def bake(self):
bpy.ops.node.sverchok_mesh_baker_mk3(
node_name=self.name, tree_name=self.id_data.name
)
def rclick_menu(self, context, layout):
self.node_replacement_menu(context, layout)
self.draw_additional_props(context, layout)
def draw_additional_props(self, context, layout):
layout.prop(self, 'vector_light', text='')
layout.prop(self, 'point_size', text='Point Size')
layout.prop(self, 'line_width', text='Edge Width')
layout.separator()
layout.prop(self, 'handle_concave_quads', toggle=True)
layout.prop(self, 'draw_gl_wireframe', toggle=True)
layout.prop(self, 'draw_gl_polygonoffset', toggle=True)
layout.prop(self, 'node_ui_show_attrs_socket', toggle=True)
layout.separator()
def add_gl_stuff_to_config(self, config):
config.dashed_shader = gpu.types.GPUShader(dashed_vertex_shader, dashed_fragment_shader)
def fill_config(self):
config = lambda: None
config.vector_light = self.vector_light[:]
config.vcol = self.vert_color[:]
config.line4f = self.edge_color[:]
config.face4f = self.face_color[:]
config.display_verts = self.display_verts
config.display_edges = self.display_edges
config.display_faces = self.display_faces
config.shade = self.selected_draw_mode
config.draw_gl_wireframe = self.draw_gl_wireframe
config.draw_gl_polygonoffset = self.draw_gl_polygonoffset
config.point_size = self.point_size
config.line_width = self.line_width
config.extended_matrix = self.extended_matrix
config.draw_dashed = self.use_dashed
config.u_dash_size = self.u_dash_size
config.u_gap_size = self.u_gap_size
config.u_resolution = self.u_resolution[:]
return config
def get_data(self):
verts_socket, edges_socket, faces_socket, matrix_socket = self.inputs[:4]
edge_indices = [[]]
face_indices = [[]]
propv = verts_socket.sv_get(deepcopy=False, default=[[]])
coords = propv
if edges_socket.is_linked:
prope = edges_socket.sv_get(deepcopy=False, default=[[]])
edge_indices = prope
if faces_socket.is_linked:
propf = faces_socket.sv_get(deepcopy=False, default=[[]])
face_indices = propf
if matrix_socket.is_linked:
m = matrix_socket.sv_get(deepcopy=False, default=[Matrix()])
verts, matrix = match_long_repeat([propv, m])
coords = [multiply_vectors_deep(mx, v) for mx, v in zip(matrix, verts)]
else:
matrix = [Matrix()]
verts = coords
return match_long_repeat([coords, edge_indices, face_indices, verts, matrix])
def faces_diplay(self, geom, config):
if self.selected_draw_mode == 'facet' and self.display_faces:
facet_verts, facet_verts_vcols = generate_facet_data(geom.verts, geom.faces, config.face4f, config.vector_light)
geom.facet_verts = facet_verts
geom.facet_verts_vcols = facet_verts_vcols
elif self.selected_draw_mode == 'smooth' and self.display_faces:
geom.smooth_vcols = generate_smooth_data(geom.verts, geom.faces, config.face4f, config.vector_light)
elif self.selected_draw_mode == 'fragment' and self.display_faces:
config.draw_fragment_function = None
# double reload, for testing.
ND = self.node_dict.get(hash(self))
if not ND:
if self.custom_shader_location in bpy.data.texts:
self.populate_node_with_custom_shader_from_text()
ND = self.node_dict.get(hash(self))
if ND and ND.get('draw_fragment'):
config.draw_fragment_function = ND.get('draw_fragment')
config.shader = gpu.types.GPUShader(self.custom_vertex_shader, self.custom_fragment_shader)
else:
config.shader = gpu.types.GPUShader(default_vertex_shader, default_fragment_shader)
config.batch = batch_for_shader(config.shader, 'TRIS', {"position": geom.verts}, indices=geom.faces)
def handle_attr_socket(self):
"""
this socket expects input dictionary wrapped. once.
[ {attr: attr_vale, attr2: attr2_value } ]
"""
if self.node_ui_show_attrs_socket and not self.inputs['attrs'].hide and self.inputs['attrs'].is_linked:
socket_acquired_attrs = self.inputs['attrs'].sv_get(default=[{'activate': False}])
if socket_acquired_attrs:
try:
for k, new_value in socket_acquired_attrs[0].items():
print(f"setattr(node, {k}, {new_value})")
setattr(self, k, new_value) # it will trigger process method again
except Exception as err:
print('error inside socket_acquired_attrs: ', err)
def format_draw_data(self, func=None, args=None):
return {
'tree_name': self.id_data.name[:],
'custom_function': func,
'args': args}
def process(self):
self.handle_attr_socket()
if not (self.id_data.sv_show and self.activate):
callback_disable(node_id(self))
return
n_id = node_id(self)
callback_disable(n_id)
if not any([self.display_verts, self.display_edges, self.display_faces]):
return
verts_socket, edges_socket, faces_socket, matrix_socket = self.inputs[:4]
if verts_socket.is_linked:
display_faces = self.display_faces and faces_socket.is_linked
display_edges = self.display_edges and (edges_socket.is_linked or faces_socket.is_linked)
config = self.fill_config()
data = self.get_data()
if len(data[0]) > 1:
coords, edge_indices, face_indices = mesh_join(data[0], data[1], data[2])
if not coords:
return
elif len(data[0][0]) > 0:
coords, edge_indices, face_indices = [d[0].tolist() if type(d[0]) == ndarray else d[0] for d in data[:3]]
else:
return
geom = lambda: None
geom.verts = coords
if self.display_verts and not any([display_edges, display_faces]):
gl_instructions = self.format_draw_data(func=draw_verts, args=(geom, config))
callback_enable(n_id, gl_instructions)
return
if edges_socket.is_linked and not faces_socket.is_linked:
if self.use_dashed:
self.add_gl_stuff_to_config(config)
geom.edges = edge_indices
gl_instructions = self.format_draw_data(func=draw_edges, args=(geom, config))
callback_enable(n_id, gl_instructions)
return
if faces_socket.is_linked:
# expecting mixed bag of tris/quads/ngons
if self.display_faces:
geom.faces = ensure_triangles(coords, face_indices, self.handle_concave_quads)
if self.display_edges:
if self.use_dashed:
self.add_gl_stuff_to_config(config)
# we don't want to draw the inner edges of triangulated faces; use original face_indices.
# pass edges from socket if we can, else we manually compute them from faces
geom.edges = edge_indices if edges_socket.is_linked else edges_from_faces(face_indices)
if self.display_faces:
self.faces_diplay(geom, config)
gl_instructions = self.format_draw_data(func=draw_complex, args=(geom, config))
callback_enable(n_id, gl_instructions)
return
return
elif matrix_socket.is_linked:
matrices = matrix_socket.sv_get(deepcopy=False, default=[Matrix()])
gl_instructions = self.format_draw_data(func=draw_matrix, args=(matrices, ))
callback_enable(n_id, gl_instructions)
def sv_copy(self, node):
self.n_id = ''
@property
def fully_enabled(self):
return "attrs" in self.inputs
def sv_update(self):
if not self.fully_enabled:
return
try:
socket_one_has_upstream_links = self.inputs[0].other
socket_two_has_upstream_links = self.inputs[1].other
if not socket_one_has_upstream_links:
callback_disable(node_id(self))
except:
self.debug(f'vd draw update holdout {self.n_id}')
def sv_free(self):
callback_disable(node_id(self))
def show_viewport(self, is_show: bool):
"""It should be called by node tree to show/hide objects"""
if not self.activate:
# just ignore request
pass
else:
if is_show:
self.process()
else:
callback_disable(node_id(self))
classes = [SvVDExperimental]
register, unregister = bpy.utils.register_classes_factory(classes)