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Blender Vertex Face Brush [tested in 3.6]
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# | |
# Add a tool to vertex paint mode that paints by FACE | |
# | |
import bpy | |
import bmesh | |
from mathutils import Vector | |
from bpy.types import WorkSpaceTool | |
from bl_ui.space_toolsystem_common import ToolDef | |
from bpy_extras import view3d_utils | |
class CustomVertexPaintTool(WorkSpaceTool): | |
bl_space_type = 'VIEW_3D' | |
bl_context_mode = 'PAINT_VERTEX' | |
bl_idname = "vertex_face_paint.tool" | |
bl_label = "Vertex Face Paint Tool" | |
bl_description = "A vertex painting tool that works on mesh faces" | |
#bl_icon = "brush.paint_vertex.replace" | |
#bl_icon = "brush.gpencil_draw.draw" | |
bl_icon = "brush.sculpt.paint" | |
bl_widget = None | |
bl_keymap = ( | |
("vertex_face_paint.operator", {"type": 'LEFTMOUSE', "value": 'PRESS'}, None), | |
) | |
def draw_settings(context, layout, tool): | |
props = tool.operator_properties("vertex_face_paint.operator") | |
# TODO Use the builtin vertex paint tool props | |
layout.prop(props, "brush_color") | |
layout.prop(props, "brush_alpha") | |
layout.prop(props, "apply_alpha") | |
class CustomVertexPaintOperator(bpy.types.Operator): | |
bl_idname = "vertex_face_paint.operator" | |
bl_label = "Vertex Face Paint Operator" | |
bl_options = {'REGISTER', 'UNDO'} | |
brush_color: bpy.props.FloatVectorProperty( | |
name="Brush Color", | |
subtype='COLOR', | |
default=(1.0, 0.0, 0.0), | |
min=0.0, | |
max=1.0 | |
) | |
brush_alpha: bpy.props.FloatProperty( | |
name="Alpha", | |
default=(1.0), | |
min=0.0, | |
max=1.0 | |
) | |
apply_alpha: bpy.props.BoolProperty( | |
name="Apply Alpha", | |
default=False, | |
) | |
_did_paint = False | |
def modal(self, context, event): | |
if event.type == 'MOUSEMOVE': | |
self._did_paint = True | |
self.paint(context, event) | |
elif event.type == 'LEFTMOUSE': | |
if event.value == 'RELEASE': | |
if self._did_paint: | |
self._did_paint = False | |
else: | |
# ensure paint on single click | |
self.paint(context, event) | |
return {'FINISHED'} | |
elif event.type in {'RIGHTMOUSE', 'ESC'}: | |
self._did_paint = False | |
return {'CANCELLED'} | |
return {'RUNNING_MODAL'} | |
def invoke(self, context, event): | |
# TODO: is this inline with default behaviour? | |
if context.object.data.vertex_colors.active is None: | |
self.report({'WARNING'}, "No vertex color attribute layer") | |
return {'CANCELLED'} | |
if context.object and context.object.type == 'MESH': | |
context.window.cursor_set('PAINT_BRUSH') | |
context.window_manager.modal_handler_add(self) | |
return {'RUNNING_MODAL'} | |
else: | |
self.report({'WARNING'}, "No active mesh object") | |
return {'CANCELLED'} | |
def paint(self, context, event): | |
obj = context.object | |
vertex_color_layer = obj.data.vertex_colors.active | |
# Get the ray from the viewport and mouse | |
region = context.region | |
rv3d = context.region_data | |
coord = event.mouse_region_x, event.mouse_region_y | |
view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord) | |
ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord) | |
# Cast the ray | |
hit, location, normal, face_index, object, matrix = context.scene.ray_cast(context.view_layer.depsgraph, ray_origin, view_vector) | |
if hit: | |
face = obj.data.polygons[face_index] | |
for loop_index in face.loop_indices: | |
alpha = self.brush_alpha | |
if not self.apply_alpha: | |
alpha = Vector(vertex_color_layer.data[loop_index].color).w | |
new_color = Vector((self.brush_color.r, self.brush_color.g, self.brush_color.b, alpha)) | |
vertex_color_layer.data[loop_index].color = new_color | |
# Update mesh | |
obj.data.update() | |
def register(): | |
bpy.utils.register_class(CustomVertexPaintOperator) | |
bpy.utils.register_tool(CustomVertexPaintTool, separator=True, group=True) | |
def unregister(): | |
bpy.utils.unregister_class(CustomVertexPaintOperator) | |
bpy.utils.unregister_tool(CustomVertexPaintTool) | |
if __name__ == "__main__": | |
register() |
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