Standalone section shader add-on for those who don't need the full BlenderBIM add-on features

This commit is contained in:
Dion Moult
2022-02-06 20:27:44 +11:00
parent b151ec2b0e
commit 3e4b1d95cb
@@ -0,0 +1,347 @@
bl_info = {
"name": "Section Shader",
"author": "IfcOpenShell Contributors",
"version": (0, 0, 999999),
"blender": (2, 80, 0),
"location": "Viewport Side Panel",
"description": "Generate a shader override that creates a fake but fast section cut.",
"warning": "",
"doc_url": "",
"tracker_url": "https://github.com/IfcOpenShell/IfcOpenShell/issues",
"category": "Add Mesh",
}
import bpy
from bpy.types import Operator
from bpy.props import FloatVectorProperty
from mathutils import Vector, Matrix, Euler
from math import radians
from bpy.types import PropertyGroup
from bpy.props import (
PointerProperty,
StringProperty,
EnumProperty,
BoolProperty,
IntProperty,
FloatProperty,
FloatVectorProperty,
CollectionProperty,
)
def update_section_color(self, context):
section_node_group = bpy.data.node_groups.get("Section Override")
if section_node_group is None:
return
try:
emission_node = next(n for n in section_node_group.nodes if isinstance(n, bpy.types.ShaderNodeEmission))
emission_node.inputs[0].default_value = list(self.section_plane_colour) + [1]
except StopIteration:
pass
class BIM_OT_add_section_plane(bpy.types.Operator):
"""Add a temporary empty object as a section cutaway. Cull all geometry rendering below the empty's local Z axis"""
bl_idname = "bim.add_section_plane"
bl_label = "Add Temporary Section Cutaway"
bl_options = {"REGISTER", "UNDO"}
def execute(self, context):
obj = self.create_section_obj(context)
if not self.has_section_override_node():
self.create_section_compare_node()
self.create_section_override_node(obj, context)
else:
self.append_obj_to_section_override_node(obj)
self.add_default_material_if_none_exists(context)
self.override_materials()
return {"FINISHED"}
def create_section_obj(self, context):
section = bpy.data.objects.new("Section", None)
section.empty_display_type = "SINGLE_ARROW"
section.empty_display_size = 5
section.show_in_front = True
if (
context.active_object
and context.active_object.select_get()
and isinstance(context.active_object.data, bpy.types.Camera)
):
section.matrix_world = (
context.active_object.matrix_world @ Euler((radians(180.0), 0.0, 0.0), "XYZ").to_matrix().to_4x4()
)
else:
section.rotation_euler = Euler((radians(180.0), 0.0, 0.0), "XYZ")
section.location = context.scene.cursor.location
collection = bpy.data.collections.get("Sections")
if not collection:
collection = bpy.data.collections.new("Sections")
context.scene.collection.children.link(collection)
collection.objects.link(section)
return section
def has_section_override_node(self):
return bpy.data.node_groups.get("Section Override")
def create_section_compare_node(self):
group = bpy.data.node_groups.new("Section Compare", type="ShaderNodeTree")
group_input = group.nodes.new(type="NodeGroupInput")
group_input.location = 0, 50
separate_xyz = group.nodes.new(type="ShaderNodeSeparateXYZ")
separate_xyz.location = 200, 0
greater = group.nodes.new(type="ShaderNodeMath")
greater.operation = "GREATER_THAN"
greater.inputs[1].default_value = 0
greater.location = 400, 0
multiply = group.nodes.new(type="ShaderNodeMath")
multiply.operation = "MULTIPLY"
multiply.inputs[0].default_value = 1
multiply.location = 600, 150
group_output = group.nodes.new(type="NodeGroupOutput")
group_output.location = 800, 0
group.links.new(group_input.outputs[""], multiply.inputs[0])
group.links.new(group_input.outputs[""], separate_xyz.inputs[0])
group.links.new(separate_xyz.outputs[2], greater.inputs[0])
group.links.new(greater.outputs[0], multiply.inputs[1])
group.links.new(multiply.outputs[0], group_output.inputs[""])
def create_section_override_node(self, obj, context):
group = bpy.data.node_groups.new("Section Override", type="ShaderNodeTree")
links = group.links
nodes = group.nodes
group_input = nodes.new(type="NodeGroupInput")
group_output = nodes.new(type="NodeGroupOutput")
group_output.location = 600, 250
backfacing_mix = nodes.new(type="ShaderNodeMixShader")
backfacing_mix.location = group_output.location - Vector((400, 350))
backfacing = nodes.new(type="ShaderNodeNewGeometry")
backfacing.location = backfacing_mix.location + Vector((-200, 200))
group_input.location = backfacing_mix.location - Vector((200, 50))
emission = nodes.new(type="ShaderNodeEmission")
emission.inputs[0].default_value = list(context.scene.SectionProperties.section_plane_colour) + [1]
emission.location = backfacing_mix.location - Vector((200, 150))
transparent = nodes.new(type="ShaderNodeBsdfTransparent")
transparent.location = group_output.location - Vector((400, 100))
section_mix = group.nodes.new(type="ShaderNodeMixShader")
section_mix.name = "Section Mix"
section_mix.inputs[0].default_value = 1 # Directly pass input shader when there is no cutaway
section_mix.location = group_output.location - Vector((200, 0))
cut_obj = nodes.new(type="ShaderNodeTexCoord")
cut_obj.object = obj
cut_obj.location = group_output.location - Vector((800, 150))
section_compare = nodes.new(type="ShaderNodeGroup")
section_compare.node_tree = bpy.data.node_groups.get("Section Compare")
section_compare.name = "Last Section Compare"
section_compare.location = group_output.location - Vector((600, 0))
links.new(cut_obj.outputs["Object"], section_compare.inputs[1])
links.new(backfacing.outputs["Backfacing"], backfacing_mix.inputs[0])
links.new(group_input.outputs[""], backfacing_mix.inputs[1])
links.new(emission.outputs["Emission"], backfacing_mix.inputs[2])
links.new(section_compare.outputs[0], section_mix.inputs[0])
links.new(transparent.outputs["BSDF"], section_mix.inputs[1])
links.new(backfacing_mix.outputs["Shader"], section_mix.inputs[2])
links.new(section_mix.outputs["Shader"], group_output.inputs[""])
def append_obj_to_section_override_node(self, obj):
group = bpy.data.node_groups.get("Section Override")
try:
last_section_node = next(
n
for n in group.nodes
if isinstance(n, bpy.types.ShaderNodeGroup)
and n.node_tree.name == "Section Compare"
and not n.inputs[0].links
)
offset = Vector((0, 0))
except StopIteration:
last_section_node = group.nodes.get("Section Mix")
offset = Vector((200, 0))
section_compare = group.nodes.new(type="ShaderNodeGroup")
section_compare.node_tree = bpy.data.node_groups.get("Section Compare")
section_compare.location = last_section_node.location - Vector((200, 0)) - offset
cut_obj = group.nodes.new(type="ShaderNodeTexCoord")
cut_obj.object = obj
cut_obj.location = last_section_node.location - Vector((400, 150)) - offset
group.links.new(section_compare.outputs[0], last_section_node.inputs[0])
group.links.new(cut_obj.outputs["Object"], section_compare.inputs[1])
section_compare.name = "Last Section Compare"
def add_default_material_if_none_exists(self, context):
material = bpy.data.materials.get("Section Override")
if not material:
material = bpy.data.materials.new("Section Override")
material.use_nodes = True
if context.scene.SectionProperties.should_section_selected_objects:
objects = list(context.selected_objects)
else:
objects = list(context.visible_objects)
for obj in objects:
aggregate = obj.instance_collection
if aggregate and "IfcRelAggregates/" in aggregate.name:
for part in aggregate.objects:
objects.append(part)
if not (obj.data and hasattr(obj.data, "materials") and obj.data.materials and obj.data.materials[0]):
if obj.data and hasattr(obj.data, "materials"):
if len(obj.material_slots):
obj.material_slots[0].material = material
else:
obj.data.materials.append(material)
def override_materials(self):
override = bpy.data.node_groups.get("Section Override")
for material in bpy.data.materials:
material.use_nodes = True
if material.node_tree.nodes.get("Section Override"):
continue
material.blend_method = "HASHED"
material.shadow_method = "HASHED"
material_output = self.get_node(material.node_tree.nodes, "OUTPUT_MATERIAL")
if not material_output:
continue
from_socket = material_output.inputs[0].links[0].from_socket
section_override = material.node_tree.nodes.new(type="ShaderNodeGroup")
section_override.name = "Section Override"
section_override.node_tree = override
material.node_tree.links.new(from_socket, section_override.inputs[0])
material.node_tree.links.new(section_override.outputs[0], material_output.inputs[0])
def get_node(self, nodes, node_type):
for node in nodes:
if node.type == node_type:
return node
class BIM_OT_remove_section_plane(bpy.types.Operator):
"""Remove selected section plane. No effect if executed on a regular object"""
bl_idname = "bim.remove_section_plane"
bl_label = "Remove Temporary Section Cutaway"
bl_options = {"REGISTER", "UNDO"}
@classmethod
def poll(cls, context):
return context.active_object and bpy.data.node_groups.get("Section Override")
def execute(self, context):
name = context.active_object.name
section_override = bpy.data.node_groups.get("Section Override")
tex_coords = next(
(
n
for n in section_override.nodes
if isinstance(n, bpy.types.ShaderNodeTexCoord) and n.object.name == name
),
None,
)
if tex_coords is not None:
section_compare = tex_coords.outputs["Object"].links[0].to_node
if section_compare.inputs[0].links:
previous_section_compare = section_compare.inputs[0].links[0].from_node
next_section_compare = section_compare.outputs[0].links[0].to_node
section_override.links.new(previous_section_compare.outputs[0], next_section_compare.inputs[0])
self.offset_previous_nodes(section_compare, offset_x=200)
section_override.nodes.remove(section_compare)
section_override.nodes.remove(tex_coords)
bpy.data.objects.remove(context.active_object)
return {"FINISHED"}
def offset_previous_nodes(self, section_compare, offset_x=0, offset_y=0):
if section_compare.inputs[0].links:
previous_section_compare = section_compare.inputs[0].links[0].from_node
previous_section_compare.location += Vector((offset_x, offset_y))
if previous_section_compare.inputs[1].links:
previous_section_compare.inputs[1].links[0].from_node.location += Vector((offset_x, offset_y))
self.offset_previous_nodes(previous_section_compare, offset_x, offset_y)
def purge_all_section_data(self, context):
bpy.data.materials.remove(bpy.data.materials.get("Section Override"))
for material in bpy.data.materials:
if not material.node_tree:
continue
override = material.node_tree.nodes.get("Section Override")
if not override:
continue
material.node_tree.links.new(
override.inputs[0].links[0].from_socket, override.outputs[0].links[0].to_socket
)
material.node_tree.nodes.remove(override)
bpy.data.node_groups.remove(bpy.data.node_groups.get("Section Override"))
bpy.data.node_groups.remove(bpy.data.node_groups.get("Section Compare"))
bpy.ops.object.delete({"selected_objects": [context.active_object]})
class SectionProperties(PropertyGroup):
should_section_selected_objects: BoolProperty(name="Section Selected Objects", default=False)
section_plane_colour: FloatVectorProperty(
name="Temporary Section Cutaway Colour",
subtype="COLOR",
default=(1, 0, 0),
min=0.0,
max=1.0,
update=update_section_color,
)
class BIM_PT_section_plane(bpy.types.Panel):
bl_label = "Temporary Section Cutaways"
bl_idname = "BIM_PT_section_plane"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "Section Shader"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
props = context.scene.SectionProperties
row = layout.row()
row.prop(props, "should_section_selected_objects")
row = layout.row()
row.prop(props, "section_plane_colour")
row = layout.row(align=True)
row.operator("bim.add_section_plane")
row.operator("bim.remove_section_plane")
def register():
bpy.utils.register_class(SectionProperties)
bpy.utils.register_class(BIM_OT_add_section_plane)
bpy.utils.register_class(BIM_OT_remove_section_plane)
bpy.utils.register_class(BIM_PT_section_plane)
bpy.types.Scene.SectionProperties = bpy.props.PointerProperty(type=SectionProperties)
def unregister():
bpy.utils.unregister_class(BIM_OT_add_section_plane)
bpy.utils.unregister_class(BIM_OT_remove_section_plane)
bpy.utils.unregister_class(BIM_PT_section_plane)
bpy.utils.unregister_class(SectionProperties)
del bpy.types.Scene.SectionProperties
if __name__ == "__main__":
register()