-
Notifications
You must be signed in to change notification settings - Fork 2
Expand file tree
/
Copy pathmain.py
More file actions
553 lines (553 loc) · 40.1 KB
/
main.py
File metadata and controls
553 lines (553 loc) · 40.1 KB
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
from __future__ import annotations
_V='PASS_THROUGH'
_U='cp_face'
_T='cp_vert'
_S='path_edge'
_R='SKIP_SAVE'
_Q='HIDDEN'
_P='MESH_OT_select_path'
_O='Select Path'
_N='3D View Tool: Edit Mesh, Select Path'
_M='EXTEND'
_L='CANCELLED'
_K='RUNNING_MODAL'
_J='INFO'
_I='VIEW_3D'
_H='DESELECT'
_G='edges'
_F='WINDOW'
_E='faces'
_D='NONE'
_C=True
_B=False
_A=None
from typing import Literal
import collections
from enum import auto,IntFlag
from.import ADDON_PKG
if'bpy'in locals():from importlib import reload;reload(bhqab);reload(bhqglsl);reload(shaders)
else:from.lib import bhqab,bhqglsl;from.import shaders
import bpy
from bpy.types import Area,Context,Event,KeyMap,KeyMapItem,Mesh,Object,Operator,Panel,Region,RegionView3D,SpaceView3D,UIPieMenu,Window
from bpy.props import EnumProperty
from bpy.app.translations import pgettext
import bmesh
from bmesh.types import BMEdge,BMesh,BMFace,BMVert
import gpu
from gpu.types import GPUBatch
from gpu_extras.batch import batch_for_shader
from typing import TYPE_CHECKING
if TYPE_CHECKING:from.props import WMProps;from.pref import Preferences
_REGION_VIEW_3D_N_PANEL_TABS_WIDTH_PX=21
TOOL_KM_NAME=_N
def _get_addon_preferences(context:Context):
'''Safely get addon preferences, handling versioned folder names.'''
addons=context.preferences.addons
# Try exact match first
if ADDON_PKG in addons:return addons[ADDON_PKG].preferences
# Try to find by prefix (handles path_tool-4_0_1 style names)
for name in addons.keys():
if name.startswith('path_tool'):return addons[name].preferences
return None
def eval_view3d_n_panel_width(context:Context)->int:return _REGION_VIEW_3D_N_PANEL_TABS_WIDTH_PX*context.preferences.view.ui_scale
class InteractEvent(IntFlag):NONE=auto();ADD_CP=auto();ADD_NEW_PATH=auto();REMOVE_CP=auto();DRAG_CP=auto();CLOSE_PATH=auto();CHANGE_DIRECTION=auto();TOPOLOGY_DISTANCE=auto();RELEASE_PATH=auto();UNDO=auto();REDO=auto();APPLY_PATHS=auto();CANCEL=auto();PIE=auto()
class PathFlag(IntFlag):CLOSED=auto();REVERSED=auto();TOPOLOGY=auto()
_PackedEvent_T=tuple[int|str,int|str,int|bool,int|bool,int|bool]
class Path:
__slots__='island_index','ob','batch_control_elements','control_elements','fill_elements','batch_seq_fills','flag';island_index:int;ob:_A|Object;batch_control_elements:_A|GPUBatch;control_elements:list[BMVert|BMFace];fill_elements:list[list[BMEdge|BMFace]];batch_seq_fills:list[_A|GPUBatch];flag:PathFlag
def __init__(self,elem:_A|BMVert|BMFace=_A,linked_island_index:int=0,ob:_A|Object=_A)->_A:
self.island_index=linked_island_index;self.ob=ob;self.batch_control_elements=_A;self.control_elements=list();self.fill_elements=list();self.batch_seq_fills=list()
if elem is not _A:self.control_elements.append(elem);self.fill_elements.append([]);self.batch_seq_fills.append(_A)
self.flag=PathFlag(0)
def __repr__(self):
A='fb_%d';batch_seq_fills_formatted=[]
for(i,batch)in enumerate(self.batch_seq_fills):
if batch:batch_seq_fills_formatted.append(A%i);continue
batch_seq_fills_formatted.append(batch)
ce_indices=[n.index if n.is_valid else -1 for n in self.control_elements]
return'\nPath [id:%d]:\n ce: %s\n fe: %s\n fb: %s'%(id(self),str(ce_indices),str([len(n)for n in self.fill_elements]),str(batch_seq_fills_formatted))
def copy(self)->Path:new_path=Path();new_path.control_elements=self.control_elements.copy();new_path.fill_elements=self.fill_elements.copy();new_path.batch_seq_fills=self.batch_seq_fills.copy();new_path.batch_control_elements=self.batch_control_elements;new_path.island_index=self.island_index;new_path.ob=self.ob;new_path.flag=self.flag;return new_path
def reverse(self)->Path:
if len(self.control_elements)<2:return self
self.control_elements.reverse();close_path_fill=self.fill_elements.pop(-1);close_path_batch=self.batch_seq_fills.pop(-1);self.fill_elements.reverse();self.batch_seq_fills.reverse();self.fill_elements.append(close_path_fill);self.batch_seq_fills.append(close_path_batch);self.flag^=PathFlag.REVERSED;return self
def is_in_control_elements(self,elem:BMVert|BMFace)->_A|int:
if elem in self.control_elements:return self.control_elements.index(elem)
def is_in_fill_elements(self,elem:BMVert|BMFace)->_A|int:
if isinstance(elem,BMVert):
for(i,arr)in enumerate(self.fill_elements):
arr:list[BMEdge]
for edge in arr:
edge:BMEdge
for vert in edge.verts:
vert:BMVert
if elem==vert:return i
del arr
for(i,arr)in enumerate(self.fill_elements):
arr:list[BMFace]
if elem in arr:return i
def insert_control_element(self,elem_index,elem):self.control_elements.insert(elem_index,elem);self.fill_elements.insert(elem_index,[]);self.batch_seq_fills.insert(elem_index,_A)
def remove_control_element(self,elem)->_A:elem_index=self.control_elements.index(elem);self.pop_control_element(elem_index)
def pop_control_element(self,elem_index:int)->BMVert|BMFace:
elem=self.control_elements.pop(elem_index);pop_index=elem_index-1
if elem_index==0:pop_index=0
self.fill_elements.pop(pop_index);self.batch_seq_fills.pop(pop_index);return elem
def get_pairs_items(self,elem_index):
r_pairs=list();num_ce=len(self.control_elements)
if num_ce<2:return r_pairs
if elem_index<0:elem_index=0
if elem_index>num_ce-1:elem_index=num_ce-1
elem=self.control_elements[elem_index]
# Pair with previous element
if elem_index>0:r_pairs.append([elem,self.control_elements[elem_index-1],elem_index-1])
# Pair with next element
if elem_index<num_ce-1:r_pairs.append([elem,self.control_elements[elem_index+1],elem_index])
# Closed path connection
if self.flag&PathFlag.CLOSED and num_ce>2 and elem_index in(0,num_ce-1):r_pairs.append([self.control_elements[0],self.control_elements[-1],-1])
return r_pairs
CONTEXT_ACTION_ITEMS=(InteractEvent.CHANGE_DIRECTION.name,'Direction','Change the direction of the active path.\nThe active element of the path will be the final element from the opposite end of the path, from it will be formed a section to the next control element that you create.',_D,InteractEvent.CHANGE_DIRECTION.value),(InteractEvent.CLOSE_PATH.name,'Close Path','Connect the start and end of the active path',_D,InteractEvent.CLOSE_PATH.value),(InteractEvent.CANCEL.name,'Cancel','Cancel editing paths',_D,InteractEvent.CANCEL.value),(InteractEvent.APPLY_PATHS.name,'Apply','Apply changes to the grid according to the selected options',_D,InteractEvent.APPLY_PATHS.value),(InteractEvent.UNDO.name,'Undo','Take a step back',_D,InteractEvent.UNDO.value),(InteractEvent.REDO.name,'Redo','Redo previous undo',_D,InteractEvent.REDO.value),(InteractEvent.TOPOLOGY_DISTANCE.name,'Topology','Algorithm for determining the shortest path without taking into account the spatial distance, only the number of steps',_D,InteractEvent.TOPOLOGY_DISTANCE.value)
ACTION_ITEMS=CONTEXT_ACTION_ITEMS+((InteractEvent.NONE.name,_O,'',_D,InteractEvent.NONE.value),(InteractEvent.ADD_CP.name,'Add New Control Point','',_D,InteractEvent.ADD_CP.value),(InteractEvent.ADD_NEW_PATH.name,'Add New Path','',_D,InteractEvent.ADD_NEW_PATH.value),(InteractEvent.REMOVE_CP.name,'Remove Control Point','',_D,InteractEvent.REMOVE_CP.value),(InteractEvent.DRAG_CP.name,'Drag Control Point','',_D,InteractEvent.DRAG_CP.value),(InteractEvent.RELEASE_PATH.name,'Release Path','',_D,InteractEvent.RELEASE_PATH.value),(InteractEvent.PIE.name,'Open Pie Menu','',_D,InteractEvent.PIE.value))
class MESH_PT_select_path_context(Panel):
bl_label='Options';bl_translation_context='MESH_PT_select_path_context';bl_space_type=_I;bl_region_type=_F
def draw(cls,context:Context)->_A:layout=cls.layout;layout.ui_units_x=15;layout.use_property_split=_C;props:WMProps=context.window_manager.select_path;props.ui_draw_func_runtime(layout)
def __validate_context_action_items_display_symmetry_concept(bias:int=1):
W,E,S,N,NE,NW,SW=(_[1]for _ in CONTEXT_ACTION_ITEMS);SE=MESH_PT_select_path_context.bl_label;len_cmp_order={'West <> East (important!)':(W,E),'North <> South (important!)':(N,S),'North-East <> South-East':(NE,SE),'North-West <> South-West':(NW,SW),'North-West <> North-East (important!)':(NW,NE),'South-West <> South-East (important!)':(SW,SE)}
for(desc,pair)in len_cmp_order.items():
l,r=pair
if abs(len(l)-len(r))>bias:print(f'\'_context_action_items\' may look asymmetrical in direction: {desc}\n\t"{l}" {len(l)} characters\n\t"{r}" {len(r)} characters\n')
del __validate_context_action_items_display_symmetry_concept
class MESH_OT_select_path(Operator):
bl_idname='mesh.select_path';bl_label=_O;bl_options={'REGISTER','UNDO','INTERNAL'};bl_translation_context=_P;__slots__=();context_action:EnumProperty(items=CONTEXT_ACTION_ITEMS,default=set(),options={'ENUM_FLAG',_Q,_R},translation_context=_P);action:EnumProperty(items=ACTION_ITEMS,default=InteractEvent.NONE.name,options={_Q,_R});windows:set[Window]=set();nav_events:tuple[_PackedEvent_T]=tuple();is_interaction:bool=_B;initial_ts_msm:tuple[int|bool,int|bool,int|bool];initial_mesh_elements:Literal[_G,_E];prior_ts_msm:tuple[int|bool,int|bool,int|bool];prior_mesh_elements:Literal[_G,_E];select_ts_msm:tuple[int|bool,int|bool,int|bool];select_mesh_elements:Literal['verts',_E];initial_select:tuple[BMVert|BMEdge|BMFace];bm_arr:tuple[tuple[Object,BMesh]];path_arr:list[Path]=list();mesh_islands:list[tuple[BMVert|BMEdge|BMFace]];drag_elem_indices:list[_A|int];_active_path_index:int=0;_drag_elem:_A|BMVert|BMFace=_A;_just_closed_path:bool=_B;gpu_draw_framework:_A|bhqab.utils_gpu.DrawFramework=_A;gpu_handles:list=list();gpu_common_ubo:_A|bhqglsl.ubo.UBO[shaders.CommonParams]=_A;undo_history:collections.deque[tuple[int,tuple[Path]]];redo_history:collections.deque[tuple[int,tuple[Path]]];exec_select_arr:dict[Object,list[tuple[int]]];exec_markup_arr:dict[Object,list[tuple[int]]]
@staticmethod
def _pack_event(item:KeyMapItem|Event)->_PackedEvent_T:return item.type,item.value,item.alt,item.ctrl,item.shift
@classmethod
def _eval_meshes(cls,context:Context)->_A:
ret:list[tuple[Object,BMesh]]=list();props:WMProps=context.window_manager.select_path
for ob in context.objects_in_mode:
ob:Object;bm=bmesh.from_edit_mesh(ob.data)
if cls.prior_ts_msm[1]:bm.edges.ensure_lookup_table()
elif cls.prior_ts_msm[2]:
bm.faces.ensure_lookup_table()
if props.mark_seam!=_D or props.mark_sharp!=_D:bm.edges.ensure_lookup_table()
ret.append((ob,bm))
cls.bm_arr=tuple(ret)
@classmethod
def _invoke_tweak_options(cls,context:Context):
wm=context.window_manager;props:WMProps=wm.select_path;addon_pref=_get_addon_preferences(context)
if addon_pref is not _A and addon_pref.auto_tweak_options:
num_elements_total=0
if cls.prior_mesh_elements==_G:
for(_,bm)in cls.bm_arr:num_elements_total+=len(bm.edges)
elif cls.prior_mesh_elements==_E:
for(_,bm)in cls.bm_arr:num_elements_total+=len(bm.faces)
if num_elements_total==len(cls.initial_select)and props.mark_select==_M:props.mark_select=_D
elif num_elements_total>len(cls.initial_select)and props.mark_select==_D:props.mark_select=_M
@classmethod
def _get_active_path(cls)->Path|None:
if not cls.path_arr:return None
if cls._active_path_index<len(cls.path_arr):return cls.path_arr[cls._active_path_index]
return cls.path_arr[-1]
@classmethod
def set_active_path(cls,value:Path)->_A:cls._active_path_index=cls.path_arr.index(value)
@staticmethod
def _set_selection_state(elem_seq:tuple[BMVert|BMEdge|BMFace],state:bool=_C)->_A:
for elem in elem_seq:
if elem is not _A and elem.is_valid:elem.select=state
@staticmethod
def _get_interactive_ui_under_mouse(context:Context,event:Event)->_A|tuple[Area,Region,RegionView3D]:
mx,my=event.mouse_x,event.mouse_y
for area in bpy.context.window.screen.areas:
area:Area
if area.type==_I:
for region in area.regions:
if region.type==_F:
if region.x<mx<region.x+region.width-eval_view3d_n_panel_width(context)and region.y<my<region.y+region.height:
for space in area.spaces:
if space.type==_I:
space:SpaceView3D
if space.region_quadviews:region_data=space.region_quadviews
else:region_data=space.region_3d
return area,region,region_data
@classmethod
def _get_element_by_mouse(cls,context:Context,event:Event)->tuple[_A|BMVert|BMEdge|BMFace,_A|Object]:
ts=context.tool_settings;ts.mesh_select_mode=cls.select_ts_msm;bpy.ops.mesh.select_all(action=_H);ui=MESH_OT_select_path._get_interactive_ui_under_mouse(context,event)
if ui is not _A:
area,region,region_data=ui
with context.temp_override(window=bpy.context.window,area=area,region=region,region_data=region_data):bpy.ops.view3d.select('EXEC_DEFAULT',location=(event.mouse_x-region.x,event.mouse_y-region.y))
elem=_A;ob=_A
for(ob,bm)in cls.bm_arr:
elem=bm.select_history.active
if elem:elem.select=_B;bm.select_history.clear();break
ts.mesh_select_mode=cls.prior_ts_msm;return elem,ob
@classmethod
def _get_current_state_copy(cls)->tuple[int,tuple[Path]]:return tuple((cls._active_path_index,tuple(n.copy()for n in cls.path_arr)))
def _undo(self,context:Context):
cls=self.__class__
if len(cls.undo_history)==1:cls.path_arr.clear()
elif len(cls.undo_history)>1:step=cls.undo_history.pop();cls.redo_history.append(step);undo_step_active_path_index,undo_step_path_seq=cls.undo_history[-1];cls._active_path_index=undo_step_active_path_index;cls.path_arr=list(undo_step_path_seq);cls._just_closed_path=_B
def _redo(self,context:Context)->_A:
cls=self.__class__;msgctxt=cls.__qualname__
if len(cls.redo_history)>0:step=cls.redo_history.pop();cls.undo_history.append(step);undo_step_active_path_index,undo_step_path_seq=cls.undo_history[-1];cls._active_path_index=undo_step_active_path_index;cls.path_arr=list(undo_step_path_seq);context.area.tag_redraw()
else:self.report({'WARNING'},message=pgettext('Can not redo anymore',msgctxt))
@classmethod
def _register_undo_step(cls)->_A:step=cls._get_current_state_copy();cls.undo_history.append(step);cls.redo_history.clear()
@classmethod
def _get_linked_island_index(cls,context:Context,elem:BMVert|BMFace)->int:
ts=context.tool_settings
for(i,linked_island)in enumerate(cls.mesh_islands):
if elem in linked_island:return i
ts.mesh_select_mode=cls.select_ts_msm;bpy.ops.mesh.select_all(action=_H);elem.select_set(_C);num_initial_selected,num_selected=0,1
while num_initial_selected!=num_selected:bpy.ops.mesh.select_linked(delimit={'NORMAL'});num_initial_selected=sum(ob.data.total_vert_sel for(ob,_)in cls.bm_arr);bpy.ops.mesh.select_more(use_face_step=_C);num_selected=sum(ob.data.total_vert_sel for(ob,_)in cls.bm_arr)
linked_island=cls._get_selected_elements(cls.select_mesh_elements);ts.mesh_select_mode=cls.prior_ts_msm;bpy.ops.mesh.select_all(action=_H);cls.mesh_islands.append(linked_island);return len(cls.mesh_islands)-1
@staticmethod
def _update_mesh(*,bm:BMesh,mesh:Mesh)->_A:bm.select_flush_mode();bmesh.update_edit_mesh(mesh=mesh,loop_triangles=_B,destructive=_B)
@classmethod
def _update_meshes(cls)->_A:
for(ob,bm)in cls.bm_arr:
try:
if ob is not _A and bm is not _A and bm.is_valid:cls._update_mesh(bm=bm,mesh=ob.data)
except ReferenceError:pass
@classmethod
def _find_fallback_path_verts(cls,elem_0:BMVert,elem_1:BMVert)->tuple[BMEdge,...]:
'''Find path between vertices when shortest_path_select fails (border cases).'''
if not elem_0.is_valid or not elem_1.is_valid:return tuple()
# Direct edge connection
for edge in elem_0.link_edges:
if edge.is_valid and edge.other_vert(elem_0)==elem_1:return(edge,)
# Two-hop path through shared vertex
for edge_0 in elem_0.link_edges:
if not edge_0.is_valid:continue
mid_vert=edge_0.other_vert(elem_0)
if mid_vert is _A or not mid_vert.is_valid:continue
for edge_1 in mid_vert.link_edges:
if edge_1.is_valid and edge_1!=edge_0 and edge_1.other_vert(mid_vert)==elem_1:return(edge_0,edge_1)
return tuple()
@classmethod
def _update_fills_by_element_index(cls,context:Context,path:Path,elem_index:int)->_A:
ts=context.tool_settings;pairs_items=path.get_pairs_items(elem_index)
for(elem_0,elem_1,fill_index)in pairs_items:
ts.mesh_select_mode=cls.select_ts_msm;bpy.ops.mesh.select_all(action=_H);cls._set_selection_state((elem_0,elem_1),_C);bpy.ops.mesh.shortest_path_select(use_topology_distance=bool(path.flag&PathFlag.TOPOLOGY));cls._set_selection_state((elem_0,elem_1),_B);fill_seq=cls._get_selected_elements(cls.prior_mesh_elements);bpy.ops.mesh.select_all(action=_H)
# Fallback for border vertices when shortest_path_select fails
if not fill_seq and isinstance(elem_0,BMVert)and isinstance(elem_1,BMVert):fill_seq=cls._find_fallback_path_verts(elem_0,elem_1)
ts.mesh_select_mode=cls.prior_ts_msm;path.fill_elements[fill_index]=fill_seq;batch=_A;shader=shaders.get(_S)
# Only create batch if we have valid fill data
if fill_seq:
if cls.prior_ts_msm[1]:
coord=[]
for edge in fill_seq:
if edge.is_valid:coord.extend([vert.co for vert in edge.verts])
if coord:batch=batch_for_shader(shader,'LINES',dict(P=coord))
elif cls.prior_ts_msm[2]:batch,_=cls._gpu_gen_batch_faces_seq(fill_seq,_B,shader)
path.batch_seq_fills[fill_index]=batch
def _remove_path_doubles(self,context:Context,path:Path)->_A:
cls=self.__class__;msgctxt=cls.__qualname__
for(i,control_element)in enumerate(path.control_elements):
if path.control_elements.count(control_element)>1:
for(j,other_control_element)in enumerate(path.control_elements):
if i!=j and other_control_element==control_element:
if i==0 and j==len(path.control_elements)-1:
path.pop_control_element(-1)
if path.flag^PathFlag.CLOSED:
path.flag|=PathFlag.CLOSED;cls._update_fills_by_element_index(context,path,0)
if path==cls._get_active_path():cls._just_closed_path=_C;text=pgettext('Closed active path',msgctxt)
else:text=pgettext('Closed path',msgctxt)
self.report(type={_J},message=text)
else:cls._update_fills_by_element_index(context,path,0)
elif i in(j-1,j+1):path.pop_control_element(j);batch,_=cls._gpu_gen_batch_control_elements(path==cls._get_active_path(),path);path.batch_control_elements=batch;self.report(type={_J},message=pgettext('Merged adjacent control elements',msgctxt))
def _join_adjacent_to_active_path(self)->_A:
cls=self.__class__;msgctxt=cls.__qualname__;active=cls._get_active_path()
if active is _A or not active.control_elements:return
if active.flag&PathFlag.CLOSED:return
l_path=active
for(i,r_path)in enumerate(cls.path_arr):
if i!=cls._active_path_index and l_path.island_index==r_path.island_index and not(r_path.flag&PathFlag.CLOSED):
if not r_path.control_elements:continue
is_joined=_C
if l_path.control_elements[-1]==r_path.control_elements[0]:
if l_path.control_elements:l_path.control_elements.pop(-1)
if l_path.fill_elements:l_path.fill_elements.pop(-1)
if l_path.batch_seq_fills:l_path.batch_seq_fills.pop(-1)
l_path.control_elements.extend(r_path.control_elements);l_path.fill_elements.extend(r_path.fill_elements);l_path.batch_seq_fills.extend(r_path.batch_seq_fills)
elif l_path.control_elements[0]==r_path.control_elements[-1]:
if l_path.control_elements:l_path.control_elements.pop(0)
if r_path.fill_elements:r_path.fill_elements.pop(-1)
if r_path.batch_seq_fills:r_path.batch_seq_fills.pop(-1)
r_path.control_elements.extend(l_path.control_elements);r_path.fill_elements.extend(l_path.fill_elements);r_path.batch_seq_fills.extend(l_path.batch_seq_fills);l_path.control_elements=r_path.control_elements;l_path.fill_elements=r_path.fill_elements;l_path.batch_seq_fills=r_path.batch_seq_fills
elif l_path.control_elements[0]==r_path.control_elements[0]:
if l_path.control_elements:l_path.control_elements.pop(0)
r_path.control_elements.reverse();r_path.fill_elements.reverse();r_path.batch_seq_fills.reverse()
if r_path.fill_elements:r_path.fill_elements.pop(0)
if r_path.batch_seq_fills:r_path.batch_seq_fills.pop(0)
r_path.control_elements.extend(l_path.control_elements);r_path.fill_elements.extend(l_path.fill_elements);r_path.batch_seq_fills.extend(l_path.batch_seq_fills);l_path.control_elements=r_path.control_elements;l_path.fill_elements=r_path.fill_elements;l_path.batch_seq_fills=r_path.batch_seq_fills
elif l_path.control_elements[-1]==r_path.control_elements[-1]:
r_path.reverse()
if l_path.control_elements:l_path.control_elements.pop(-1)
if l_path.fill_elements:l_path.fill_elements.pop(-1)
if l_path.batch_seq_fills:l_path.batch_seq_fills.pop(-1)
l_path.control_elements.extend(r_path.control_elements);l_path.fill_elements.extend(r_path.fill_elements);l_path.batch_seq_fills.extend(r_path.batch_seq_fills)
else:is_joined=_B
if is_joined:cls.path_arr.remove(r_path);cls._active_path_index=cls.path_arr.index(cls._get_active_path());batch,cls.active_index=cls._gpu_gen_batch_control_elements(_C,cls._get_active_path());cls._get_active_path().batch_control_elements=batch;self.report(type={_J},message=pgettext('Joined two paths',msgctxt));return
@classmethod
def _get_selected_elements(cls,mesh_elements:str)->tuple[BMVert|BMEdge|BMFace]:
ret=tuple()
for(_,bm)in cls.bm_arr:elem_arr=getattr(bm,mesh_elements);ret+=tuple(n for n in elem_arr if n.select)
return ret
def _ui_draw_popup_menu_pie(self,popup:UIPieMenu,context:Context)->_A:pie=popup.layout.menu_pie();pie.prop_tabs_enum(self,'context_action');pie.popover(MESH_PT_select_path_context.__name__)
@staticmethod
def _gpu_gen_batch_faces_seq(fill_seq,is_active,shader):
if not fill_seq:return _A,0
tmp_bm=bmesh.new()
for face in fill_seq:
if face.is_valid:tmp_bm.faces.new((tmp_bm.verts.new(v.co,v)for v in face.verts),face)
if not tmp_bm.verts:tmp_bm.free();return _A,0
tmp_bm.verts.index_update();tmp_bm.faces.ensure_lookup_table();tmp_loops=tmp_bm.calc_loop_triangles()
if not tmp_loops:tmp_bm.free();return _A,0
r_batch=batch_for_shader(shader,'TRIS',dict(P=tuple(v.co for v in tmp_bm.verts)),indices=tuple((loop.vert.index for loop in tri)for tri in tmp_loops));r_active_face_tri_start_index=_A
if is_active and fill_seq:
r_active_face_tri_start_index=len(tmp_loops);tmp_bm2=bmesh.new();face=fill_seq[-1]
if face.is_valid:tmp_bm2.faces.new((tmp_bm2.verts.new(v.co,v)for v in face.verts),face);r_active_face_tri_start_index-=len(tmp_bm2.calc_loop_triangles())
tmp_bm2.free()
tmp_bm.free();return r_batch,r_active_face_tri_start_index
@classmethod
def _gpu_gen_batch_control_elements(cls,is_active,path):
shader=shaders.get(_T)
if cls.prior_ts_msm[2]:shader=shaders.get(_U)
r_batch=_A;r_active_elem_start_index=0
if not path.control_elements:return r_batch,r_active_elem_start_index
if cls.prior_ts_msm[1]:
valid_verts=[(v.co,i)for i,v in enumerate(path.control_elements)if v.is_valid]
if valid_verts:
coords,indices=zip(*valid_verts)
r_batch=batch_for_shader(shader,'POINTS',{'P':coords,'v_Index':indices})
if is_active and path.control_elements:r_active_elem_start_index=len(path.control_elements)-1
elif cls.prior_ts_msm[2]:r_batch,r_active_elem_start_index=cls._gpu_gen_batch_faces_seq(path.control_elements,is_active,shader)
return r_batch,r_active_elem_start_index
@classmethod
def _gpu_remove_handles(cls)->_A:
for handle in cls.gpu_handles:SpaceView3D.draw_handler_remove(handle,_F)
cls.gpu_handles.clear();cls.gpu_common_ubo=_A
@classmethod
def _gpu_update_common_ubo(cls,context:Context):
if not cls.gpu_common_ubo:cls.gpu_common_ubo=bhqglsl.ubo.UBO(ubo_type=shaders.CommonParams)
@classmethod
def _gpu_draw_callback(cls:MESH_OT_select_path)->_A:
D='u_ViewportMetrics';C='u_DepthMap';B='u_Params';A=.0
# Early exit if not properly initialized
if cls.gpu_draw_framework is _A or not cls.path_arr:return
active_path=cls._get_active_path()
if active_path is _A:return
context=bpy.context;addon_pref=_get_addon_preferences(context)
if addon_pref is _A:return
wm=context.window_manager;wm_props:WMProps=wm.select_path;draw_list:list[Path]=[_ for _ in cls.path_arr if _!=active_path];draw_list.append(active_path);shader_ce=shaders.get(_T);shader_path=shaders.get(_S)
if cls.prior_ts_msm[2]:shader_ce=shaders.get(_U);shader_path=shaders.get('path_face')
depth_map=bhqab.utils_gpu.get_depth_map();fb_framework=cls.gpu_draw_framework.get(index=0)
if fb_framework is _A:return
fb=fb_framework.get()
with fb.bind():
fb.clear(color=(A,A,A,A));viewport_metrics=bhqab.utils_gpu.get_viewport_metrics()
with gpu.matrix.push_pop():
gpu.state.line_width_set(addon_pref.line_width);gpu.state.blend_set('ALPHA');gpu.state.face_culling_set(_D)
for path in draw_list:
if path is _A or path.ob is _A:continue
try:_=path.ob.matrix_world
except ReferenceError:continue
active_ce_index=0;color_ce=addon_pref.color_control_element;color_active_ce=color_ce;color_path=addon_pref.color_path
if path.flag&PathFlag.TOPOLOGY:color_path=addon_pref.color_path_topology
if path==active_path:
active_ce_index=cls.active_index;color_active_ce=addon_pref.color_active_control_element;color_path=addon_pref.color_active_path
if path.flag&PathFlag.TOPOLOGY:color_path=addon_pref.color_active_path_topology
params=cls.gpu_common_ubo.data;params.model_matrix=tuple(_[:]for _ in path.ob.matrix_world.col);params.color_path=color_path[:];params.color_cp=color_ce[:];params.color_active_cp=color_active_ce[:];params.color_path_behind=addon_pref.color_path_behind[:];params.show_path_behind=wm_props.show_path_behind;params.index_active=active_ce_index
if cls.prior_ts_msm[1]:params.point_size=addon_pref.point_size+6.
cls.gpu_common_ubo.update();shader_path.bind()
for batch in path.batch_seq_fills:
if batch:shader_path.uniform_block(B,cls.gpu_common_ubo.ubo);shader_path.uniform_sampler(C,depth_map);shader_path.uniform_float(D,viewport_metrics);batch.draw(shader_path)
shader_ce.bind()
if path.batch_control_elements:shader_ce.uniform_block(B,cls.gpu_common_ubo.ubo);shader_ce.uniform_sampler(C,depth_map);shader_ce.uniform_float(D,viewport_metrics);path.batch_control_elements.draw(shader_ce)
cls.gpu_draw_framework.draw(texture=fb_framework.get_color_texture())
def _interact_control_element(self,context:Context,elem:_A|BMVert|BMFace,ob:Object,interact_event:InteractEvent)->_A:
cls=self.__class__;msgctxt=cls.__qualname__;props:WMProps=context.window_manager.select_path
if interact_event is InteractEvent.UNDO:self._undo(context)
elif interact_event is InteractEvent.REDO:self._redo(context)
elif elem and interact_event is InteractEvent.ADD_CP:
if not cls.path_arr:return self._interact_control_element(context,elem,ob,InteractEvent.ADD_NEW_PATH)
new_elem_index=_A;elem_index=cls._get_active_path().is_in_control_elements(elem)
if elem_index is _A:
new_elem_index=len(cls._get_active_path().control_elements);fill_index=cls._get_active_path().is_in_fill_elements(elem)
if fill_index is _A:
is_found_in_other_path=_B
for path in cls.path_arr:
if path==cls._get_active_path():continue
other_elem_index=path.is_in_control_elements(elem)
if other_elem_index is _A:
other_fill_index=path.is_in_fill_elements(elem)
if other_fill_index is not _A:is_found_in_other_path=_C
else:is_found_in_other_path=_C
if is_found_in_other_path:cls.set_active_path(path);cls._just_closed_path=_B;self._interact_control_element(context,elem,ob,InteractEvent.ADD_CP);return
else:new_elem_index=fill_index+1;cls._just_closed_path=_B
elif len(cls._get_active_path().control_elements)==1:batch,cls.active_index=cls._gpu_gen_batch_control_elements(_C,cls._get_active_path());cls._get_active_path().batch_control_elements=batch
if elem_index is not _A:cls.drag_elem_indices=[path.is_in_control_elements(elem)for path in cls.path_arr];cls._just_closed_path=_B
cls._drag_elem=elem
if cls._just_closed_path:return self._interact_control_element(context,elem,ob,InteractEvent.ADD_NEW_PATH)
if new_elem_index is not _A:
linked_island_index=cls._get_linked_island_index(context,elem)
if cls._get_active_path().island_index!=linked_island_index:return self._interact_control_element(context,elem,ob,InteractEvent.ADD_NEW_PATH)
cls._get_active_path().insert_control_element(new_elem_index,elem);cls._update_fills_by_element_index(context,cls._get_active_path(),new_elem_index);batch,cls.active_index=cls._gpu_gen_batch_control_elements(_C,cls._get_active_path());cls._get_active_path().batch_control_elements=batch;cls.drag_elem_indices=[path.is_in_control_elements(elem)for path in cls.path_arr]
elif elem and interact_event is InteractEvent.ADD_NEW_PATH:
linked_island_index=cls._get_linked_island_index(context,elem);new_path=Path(elem,linked_island_index,ob)
if props.use_topology_distance:new_path.flag|=PathFlag.TOPOLOGY
cls.path_arr.append(new_path);cls.set_active_path(new_path);cls._just_closed_path=_B;self._interact_control_element(context,elem,ob,InteractEvent.ADD_CP);self.report(type={_J},message=pgettext('Created new path',msgctxt))
elif elem and interact_event is InteractEvent.REMOVE_CP:
cls._just_closed_path=_B;elem_index=cls._get_active_path().is_in_control_elements(elem)
if elem_index is _A:
for path in cls.path_arr:
other_elem_index=path.is_in_control_elements(elem)
if other_elem_index is not _A:cls.set_active_path(path);self._interact_control_element(context,elem,ob,InteractEvent.REMOVE_CP);return
else:
cls._get_active_path().pop_control_element(elem_index)
if not len(cls._get_active_path().control_elements):
cls.path_arr.remove(cls._get_active_path())
if len(cls.path_arr):cls.set_active_path(cls.path_arr[-1])
else:cls._update_fills_by_element_index(context,cls._get_active_path(),elem_index);batch,cls.active_index=cls._gpu_gen_batch_control_elements(_C,cls._get_active_path());cls._get_active_path().batch_control_elements=batch
elif elem and interact_event is InteractEvent.DRAG_CP:
if not cls._drag_elem or len(cls.drag_elem_indices)!=len(cls.path_arr):return
cls._just_closed_path=_B;linked_island_index=cls._get_linked_island_index(context,elem)
if cls._get_active_path().island_index==linked_island_index:
cls._drag_elem=elem
for(i,path)in enumerate(cls.path_arr):
j=cls.drag_elem_indices[i]
if j is not _A:path.control_elements[j]=elem;cls._update_fills_by_element_index(context,path,j);path.batch_control_elements,cls.active_index=cls._gpu_gen_batch_control_elements(path==cls._get_active_path(),path)
elif interact_event is InteractEvent.CHANGE_DIRECTION:cls._get_active_path().reverse();batch,cls.active_index=cls._gpu_gen_batch_control_elements(_C,cls._get_active_path());cls._get_active_path().batch_control_elements=batch;cls._just_closed_path=_B
elif interact_event is InteractEvent.CLOSE_PATH:
cls._get_active_path().flag^=PathFlag.CLOSED
if cls._get_active_path().flag&PathFlag.CLOSED:
cls._update_fills_by_element_index(context,cls._get_active_path(),0)
if len(cls._get_active_path().control_elements)>2:cls._just_closed_path=_C
else:cls._get_active_path().fill_elements[-1]=[];cls._get_active_path().batch_seq_fills[-1]=_A;cls._just_closed_path=_B;self._join_adjacent_to_active_path()
elif interact_event is InteractEvent.TOPOLOGY_DISTANCE:
cls._get_active_path().flag^=PathFlag.TOPOLOGY
for j in range(0,len(cls._get_active_path().control_elements),2):cls._update_fills_by_element_index(context,cls._get_active_path(),j)
elif interact_event is InteractEvent.RELEASE_PATH:
cls.drag_elem_indices.clear();cls._drag_elem=_A
for path in cls.path_arr:self._remove_path_doubles(context,path)
self._join_adjacent_to_active_path();cls._register_undo_step()
def draw(self,context:Context)->_A:layout=self.layout;layout.use_property_split=_C;props:WMProps=context.window_manager.select_path;props.ui_draw_func(layout)
def invoke(self,context:Context,event):
cls=self.__class__
if self.context_action or InteractEvent.NONE.name!=self.action:return{_V}
wm=context.window_manager
if not cls.windows:
cls.windows.add(context.window)
for window in wm.windows:
window:Window
if context.window!=window:
for area in window.screen.areas:
area:Area
if area.type==_I:
for region in area.regions:
region:Region
if region.type==_F:break
else:continue
break
else:continue
with context.temp_override(window=window,area=area,region=region):bpy.ops.mesh.select_path('INVOKE_DEFAULT');cls.windows.add(window)
else:wm.modal_handler_add(self);return{_K}
ts=context.scene.tool_settings;num_undo_steps=context.preferences.edit.undo_steps;kc=wm.keyconfigs.user;km_path_tool=kc.keymaps[_N];kmi=km_path_tool.keymap_items[0];nav_events=[]
for kmi in kc.keymaps['3D View'].keymap_items:
kmi:KeyMapItem
if kmi.idname in('view3d.rotate','view3d.move','view3d.zoom','view3d.dolly','view3d.view_center_camera','view3d.view_center_lock','view3d.view_all','view3d.navigate','view3d.view_camera','view3d.view_axis','view3d.view_orbit','view3d.view_persportho','view3d.view_pan','view3d.view_roll','view3d.view_center_pick','view3d.view_selected'):
ev=list(cls._pack_event(kmi))
if ev[0]=='WHEELINMOUSE':ev[0]='WHEELUPMOUSE'
elif ev[0]=='WHEELOUTMOUSE':ev[0]='WHEELDOWNMOUSE'
nav_events.append(tuple(ev))
cls.nav_events=tuple(nav_events);cls.path_arr.clear();cls.mesh_islands=list();cls.drag_elem_indices=list();cls._active_path_index=0;cls._drag_elem=_A;cls._just_closed_path=_B;cls.gpu_handles=list();cls.undo_history=collections.deque(maxlen=num_undo_steps);cls.redo_history=collections.deque(maxlen=num_undo_steps);cls.exec_select_arr=dict();cls.exec_markup_arr=dict();cls.initial_ts_msm=tuple(ts.mesh_select_mode);cls.initial_mesh_elements=_G
if cls.initial_ts_msm[2]:cls.initial_mesh_elements=_E
cls.prior_ts_msm=_B,_C,_B;cls.prior_mesh_elements=_G;cls.select_ts_msm=_C,_B,_B;cls.select_mesh_elements='verts'
if cls.initial_ts_msm[2]:cls.prior_ts_msm=_B,_B,_C;cls.prior_mesh_elements=_E;cls.select_ts_msm=_B,_B,_C;cls.select_mesh_elements=_E
cls._eval_meshes(context);cls.initial_select=cls._get_selected_elements(cls.initial_mesh_elements);cls._invoke_tweak_options(context);elem,ob=cls._get_element_by_mouse(context,event)
if not elem:cls._cancel_all_instances(context);return{_L}
cls.gpu_handles=[SpaceView3D.draw_handler_add(self._gpu_draw_callback,tuple(),_F,'POST_VIEW')];shaders.register();cls._gpu_update_common_ubo(context);cls.gpu_draw_framework=bhqab.utils_gpu.DrawFramework(num=1);self._interact_control_element(context,elem,ob,InteractEvent.ADD_NEW_PATH);wm.modal_handler_add(self);return self.modal(context,event)
@classmethod
def _cancel_all_instances(cls,context:Context)->_A:
wm_props:WMProps=context.window_manager.select_path;cls.windows.clear()
ts=context.tool_settings
# Restore initial state if it was set
if hasattr(cls,'initial_ts_msm')and cls.initial_ts_msm:ts.mesh_select_mode=cls.initial_ts_msm
if hasattr(cls,'initial_select')and cls.initial_select:
try:cls._set_selection_state(cls.initial_select,_C)
except ReferenceError:pass
cls._update_meshes();cls._gpu_remove_handles();cls.gpu_draw_framework=_A;wm_props.is_runtime=_B
def cancel(self,context:Context):
cls=self.__class__
if context.window in cls.windows:cls.windows.remove(context.window)
if not cls.windows:cls._cancel_all_instances(context)
def modal(self,context:Context,event:Event):
cls=self.__class__
if not cls.windows:return{_L}
wm=context.window_manager;wm_props:WMProps=wm.select_path;addon_pref:Preferences=_get_addon_preferences(context);ev=cls._pack_event(event);interact_event=_A;kc=context.window_manager.keyconfigs.user;km:KeyMap=kc.keymaps.get(TOOL_KM_NAME);kmi:_A|KeyMapItem=km.keymap_items.match_event(event)
if InteractEvent.CANCEL.name in self.context_action or kmi and InteractEvent.CANCEL.name==kmi.properties.action:cls._cancel_all_instances(context);return{_L}
elif InteractEvent.APPLY_PATHS.name in self.context_action or kmi and InteractEvent.APPLY_PATHS.name==kmi.properties.action:cls.windows.clear();cls._eval_final_element_indices_arrays();cls._gpu_remove_handles();return self.execute(context)
elif cls._get_interactive_ui_under_mouse(context,event)is _A:return{_K}
elif ev in cls.nav_events:return{_V}
elif InteractEvent.CLOSE_PATH.name in self.context_action or kmi and InteractEvent.CLOSE_PATH.name==kmi.properties.action:interact_event=InteractEvent.CLOSE_PATH
elif InteractEvent.CHANGE_DIRECTION.name in self.context_action or kmi and InteractEvent.CHANGE_DIRECTION.name==kmi.properties.action:interact_event=InteractEvent.CHANGE_DIRECTION
elif InteractEvent.TOPOLOGY_DISTANCE.name in self.context_action or kmi and InteractEvent.TOPOLOGY_DISTANCE.name==kmi.properties.action:interact_event=InteractEvent.TOPOLOGY_DISTANCE
elif InteractEvent.UNDO.name in self.context_action or kmi and InteractEvent.UNDO.name==kmi.properties.action:interact_event=InteractEvent.UNDO
elif InteractEvent.REDO.name in self.context_action or kmi and InteractEvent.REDO.name==kmi.properties.action:interact_event=InteractEvent.REDO
elif kmi and InteractEvent.ADD_CP.name==kmi.properties.action:cls.is_interaction=_C;interact_event=InteractEvent.ADD_CP
elif kmi and InteractEvent.ADD_NEW_PATH.name==kmi.properties.action:cls.is_interaction=_C;interact_event=InteractEvent.ADD_NEW_PATH
elif kmi and InteractEvent.REMOVE_CP.name==kmi.properties.action:interact_event=InteractEvent.REMOVE_CP
if cls.is_interaction:
if'MOUSEMOVE'==event.type:interact_event=InteractEvent.DRAG_CP
elif'RELEASE'==event.value:cls.is_interaction=_B;interact_event=InteractEvent.RELEASE_PATH
if kmi and InteractEvent.PIE.name==kmi.properties.action:cls.is_interaction=_B;context.window_manager.popup_menu_pie(event=event,draw_func=self._ui_draw_popup_menu_pie,title='Path Tool',icon=_D);return{_K}
elif interact_event is not _A:elem,ob=cls._get_element_by_mouse(context,event);self._interact_control_element(context,elem,ob,interact_event);cls._set_selection_state(cls.initial_select,_C);cls._update_meshes()
if not len(cls.path_arr):cls._cancel_all_instances(context);return{_L}
self.context_action=set()
if addon_pref is not _A and cls.gpu_draw_framework is not _A:
cls.gpu_draw_framework.aa_method=addon_pref.aa_method
if addon_pref.aa_method=='FXAA':cls.gpu_draw_framework.aa.preset=addon_pref.fxaa_preset;cls.gpu_draw_framework.aa.value=addon_pref.fxaa_value
elif addon_pref.aa_method=='SMAA':cls.gpu_draw_framework.aa.preset=addon_pref.smaa_preset
cls.gpu_draw_framework.modal_eval(context,color_format='RGBA32F',depth_format='DEPTH_COMPONENT32F',percentage=100)
wm_props.is_runtime=_C;return{_K}
@classmethod
def _eval_final_element_indices_arrays(cls)->_A:
cls.exec_select_arr=dict();cls.exec_markup_arr=dict()
for(ob,_bm)in cls.bm_arr:
index_select_seq=[];index_markup_seq=[]
for path in cls.path_arr:
if path.ob==ob:
for fill_seq in path.fill_elements:index_select_seq.extend([_.index for _ in fill_seq])
if cls.prior_ts_msm[1]:index_markup_seq=index_select_seq
if cls.prior_ts_msm[2]:
index_select_seq.extend([face.index for face in path.control_elements]);tmp=path.fill_elements;tmp.append(path.control_elements)
for fill_seq in tmp:
for face in fill_seq:index_markup_seq.extend([e.index for e in face.edges])
cls.exec_select_arr[ob]=list(dict.fromkeys(index_select_seq));cls.exec_markup_arr[ob]=list(dict.fromkeys(index_markup_seq))
cls._update_meshes()
def execute(self,context:Context):
C='TOGGLE';B='CLEAR';A='MARK';cls=self.__class__;ts=context.tool_settings;wm_props=context.window_manager.select_path;ts.mesh_select_mode=cls.prior_ts_msm;cls._eval_meshes(context);cls.initial_select=cls._get_selected_elements(cls.prior_mesh_elements)
for(ob,bm)in cls.bm_arr:
if wm_props.mark_select!=_D:
index_select_seq=cls.exec_select_arr[ob];elem_seq=bm.edges
if cls.prior_ts_msm[2]:elem_seq=bm.faces
if wm_props.mark_select==_M:
for i in index_select_seq:elem_seq[i].select_set(_C)
elif wm_props.mark_select=='SUBTRACT':
for i in index_select_seq:elem_seq[i].select_set(_B)
elif wm_props.mark_select=='INVERT':
for i in index_select_seq:elem_seq[i].select_set(not elem_seq[i].select)
index_markup_seq=cls.exec_markup_arr[ob];elem_seq=bm.edges
if wm_props.mark_seam!=_D:
if wm_props.mark_seam==A:
for i in index_markup_seq:elem_seq[i].seam=_C
elif wm_props.mark_seam==B:
for i in index_markup_seq:elem_seq[i].seam=_B
elif wm_props.mark_seam==C:
for i in index_markup_seq:elem_seq[i].seam=not elem_seq[i].seam
if wm_props.mark_sharp!=_D:
if wm_props.mark_sharp==A:
for i in index_markup_seq:elem_seq[i].smooth=_B
elif wm_props.mark_sharp==B:
for i in index_markup_seq:elem_seq[i].smooth=_C
elif wm_props.mark_sharp==C:
for i in index_markup_seq:elem_seq[i].smooth=not elem_seq[i].smooth
wm_props.is_runtime=_B;self._update_meshes();return{'FINISHED'}