paintListener implementation started
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# virtualPainter
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Building:
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cd "C:\Program Files\Blender Foundation\Blender 4.5"
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.\blender --command extension build --source-dir C:\Users\MegaA\OneDrive\Documents\Blender\add-on_dev\virtualPainter --output-dir C:\Users\MegaA\OneDrive\Documents\Blender\add-on_dev\test_builds
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paintListener.py
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paintListener.py
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import bpy
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import mathutils
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import bpy_extras
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from bpy_extras import view3d_utils
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image_name = "vPainter_buffer"
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image_width = 1024
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image_height = 1024
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class vPainterOperator(bpy.types.Operator):
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"""Set brush color based on unmodified surface normal"""
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bl_idname = "paint.virtual_painter"
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bl_label = "Normal-Based Paint Color"
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bl_options = {'REGISTER', 'UNDO'}
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# normal_color = bpy.context.scene.normal_color_global
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normal_color = bpy.props.FloatVectorProperty(size=3, default=(1.0, 1.0, 1.0))
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_timer = None # Timer for modal operator
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def invoke(self, context, event):
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if context.area.type == 'VIEW_3D':
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# create image buffer
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if (image_name in bpy.data.images):
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img = bpy.data.images[image_name]
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else:
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img = bpy.data.images.new(name=image_name, width=image_width, height=image_height, alpha=True)
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# set buffer active for painting
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bpy.context.tool_settings.image_paint.canvas = img
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# add brush callback
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bpy.app.handlers.depsgraph_update_post.append(brushstroke_callback)
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print("callback added")
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# start timer
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self._timer = context.window_manager.event_timer_add(0.1, window=context.window)
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# start modal
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context.window_manager.modal_handler_add(self)
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return {'RUNNING_MODAL'}
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else:
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self.report({'WARNING'}, "Please run this operator in the 3D View.")
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return {'CANCELLED'}
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def modal(self, context, event):
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# vPainter disabled?
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if not context.scene.vPainter_settings.is_vPainter_enabled:
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# remove image buffer
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img = bpy.data.images.get(image_name)
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bpy.data.images.remove(img)
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# remove brush callback
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if brushstroke_callback in bpy.app.handlers.depsgraph_update_post:
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print("callback removed")
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bpy.app.handlers.depsgraph_update_post.remove(brushstroke_callback)
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# stop timer
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context.window_manager.event_timer_remove(self._timer)
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return {'FINISHED'}
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if context.area:
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context.area.tag_redraw()
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# Stroke starts?
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if event.type == 'LEFTMOUSE' and event.value == 'PRESS' and context.area and context.area.type == 'VIEW_3D':
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print("painting begon")
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self.normal_color = self.get_normal_color(context, event)
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context.scene.normal_color_global = self.normal_color
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print("color retrieved")
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return {'PASS_THROUGH'}
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def get_normal_color(self, context, event):
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"""Compute the normal at the painting location and convert it to a color."""
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rv3d = context.space_data.region_3d
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# Find the main 3D region ('WINDOW') in the 3D Viewport
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region = next((r for r in context.area.regions if r.type == 'WINDOW'), None)
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# Get mouse position in 3D space
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# mouse_coords = (event.mouse_region_x, event.mouse_region_y)
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# Adjust mouse coordinates to match the main region
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mouse_coords = (
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event.mouse_x - region.x,
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event.mouse_y - region.y
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)
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view_vector = bpy_extras.view3d_utils.region_2d_to_vector_3d(region, rv3d, mouse_coords)
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ray_origin = bpy_extras.view3d_utils.region_2d_to_origin_3d(region, rv3d, mouse_coords)
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# print(mouse_coords)
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# print(view_vector)
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# print(ray_origin)
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# Perform a ray cast to find the hit location
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# obj = context.object
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# Ensure there is a selected object
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selected_objects = context.selected_objects
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if not selected_objects:
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self.report({'WARNING'}, "No selected object to perform ray cast on.")
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return mathutils.Vector((1.0, 1.0, 1.0)) # Default white
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# Use the first selected object
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obj = selected_objects[0]
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if obj.type == 'MESH':
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matrix_world = obj.matrix_world
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matrix_world_inv = matrix_world.inverted()
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# Transform ray origin and direction to local space
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ray_origin_local = matrix_world_inv @ ray_origin
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ray_target_local = matrix_world_inv @ (ray_origin + view_vector)
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ray_direction_local = (ray_target_local - ray_origin_local).normalized()
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# Perform the ray cast in local space
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result, location, normal, index = obj.ray_cast(
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ray_origin_local, ray_origin_local + ray_direction_local * 1000
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)
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# print(f"Ray cast result: {result}, Location (local): {location_local}, Normal (local): {normal_local}")
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print(normal)
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if result:
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# Compute the normal in world space
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normal_world = (matrix_world.to_3x3() @ normal).normalized()
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print(normal_world)
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# Map normal components [-1, 1] to [0, 1] for color
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color = (normal + mathutils.Vector((1.0, 1.0, 1.0))) * 0.5
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print(color)
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return color
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return mathutils.Vector((1.0, 1.0, 1.0)) # Default white if no hit
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def brushstroke_callback(scene, depsgraph):
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active_object = bpy.context.active_object
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tool_settings = bpy.context.tool_settings
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# Ensure callback is valid
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if not active_object or not tool_settings:
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return
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elif active_object.mode == 'TEXTURE_PAINT':
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if tool_settings.image_paint:
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print("painting ended")
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#apply_color()
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def register():
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pass
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bpy.utils.register_class(vPainterOperator)
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def unregister():
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pass
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bpy.utils.unregister_class(vPainterOperator)
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