virtualPainter/paintListener.py
2025-10-05 17:26:46 +02:00

145 lines
5.6 KiB
Python

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