3D Print Toolbox: Add hollow out #105194

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Mikhail Rachinskiy merged 9 commits from usfreitas/blender-addons:hollow into main 2024-03-18 12:24:30 +01:00
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@ -853,66 +853,66 @@ class MESH_OT_print3d_hollow(Operator):
import numpy as np
import pyopenvdb as vdb
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Ther should be "gate" conditions at the beginning of the execute method checking for invalid values.

if not self.offset:
    return {'FINISHED'}
Ther should be "gate" conditions at the beginning of the execute method checking for invalid values. ``` if not self.offset: return {'FINISHED'} ```
offset = self.offset
resolution = self.resolution
join = self.join
mode_orig = context.mode
if not self.offset:
return {'FINISHED'}
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I think that simple checkbox called inside is not user friendly, it is fine with on/off options, but with something more complex it's better to make all available options visible right away (even when there is only two options).

Expanded enum called Offset Direction with values Inside and Outside fits better here.

Also, it is better to group related options together, so place Offset Direction right before Offset option.

I think that simple checkbox called inside is not user friendly, it is fine with on/off options, but with something more complex it's better to make all available options visible right away (even when there is only two options). Expanded enum called `Offset Direction` with values `Inside` and `Outside` fits better here. Also, it is better to group related options together, so place `Offset Direction` right before `Offset` option.

You did not expand enum property so it currently shows as dropdown list.

Add draw method to the operator, right before execute method and manually compose UI:

def draw(self, context):
    layout = self.layout
    layout.use_property_split = True
    layout.use_property_decorate = False

    layout.prop(self, "offset_direction", expand=True)
    layout.prop(self, "offset")
    layout.prop(self, "voxel_size")
    layout.prop(self, "make_hollow_duplicate")

If you want to keep presets, then throw layout.separator() in there, to keep it visually separated:

def draw(self, context):
    ...
    layout.use_property_decorate = False

    layout.separator()

    layout.prop(self, "offset_direction", expand=True)
    ...
You did not expand enum property so it currently shows as dropdown list. Add draw method to the operator, right before `execute` method and manually compose UI: ```python def draw(self, context): layout = self.layout layout.use_property_split = True layout.use_property_decorate = False layout.prop(self, "offset_direction", expand=True) layout.prop(self, "offset") layout.prop(self, "voxel_size") layout.prop(self, "make_hollow_duplicate") ``` If you want to keep presets, then throw `layout.separator()` in there, to keep it visually separated: ```python def draw(self, context): ... layout.use_property_decorate = False layout.separator() layout.prop(self, "offset_direction", expand=True) ... ```

I did not understand what you meant by "expand". Now I know, and it looks really better. The separator also helps.

I did not understand what you meant by "expand". Now I know, and it looks _really_ better. The separator also helps.
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It's better to not create unnecessary local variables, especially when they are rarely used.

It's better to not create unnecessary local variables, especially when they are rarely used.
# Target object
obj = context.active_object
m = obj.data # mesh
depsgraph = context.evaluated_depsgraph_get()
mesh_target = bpy.data.meshes.new_from_object(obj.evaluated_get(depsgraph))
mesh_target.transform(obj.matrix_world)
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Code style

Here m = obj.data # mesh is unnecessary abbreviation and redundant comment:
mesh = obj.data or me = obj.data would be more appropriate.

Getting Mesh

obj.data will give you base mesh datablock without modifiers and object deformations. In this case we need modifiers and deformations, so instead of base mesh we should get evaluated mesh and apply object transforms:

depsgraph = bpy.context.evaluated_depsgraph_get()

ob_eval = ob.evaluated_get(depsgraph)
me = ob_eval.to_mesh()
me.transform(ob.matrix_world)

# Stuff happens

ob_eval.to_mesh_clear()

If we do not apply object transforms to mesh and instead just scale object itself, then offset will also be scaled (which is what currently happens).

**Code style** Here `m = obj.data # mesh` is unnecessary abbreviation and redundant comment: `mesh = obj.data` or `me = obj.data` would be more appropriate. **Getting Mesh** `obj.data` will give you base mesh datablock without modifiers and object deformations. In this case we need modifiers and deformations, so instead of base mesh we should get evaluated mesh and apply object transforms: ``` depsgraph = bpy.context.evaluated_depsgraph_get() ob_eval = ob.evaluated_get(depsgraph) me = ob_eval.to_mesh() me.transform(ob.matrix_world) # Stuff happens ob_eval.to_mesh_clear() ``` If we do not apply object transforms to mesh and instead just scale object itself, then offset will also be scaled (which is what currently happens).
# Read mesh to numpy arrays
nverts = len(m.vertices)
ntris = len(m.loop_triangles)
nverts = len(mesh_target.vertices)
ntris = len(mesh_target.loop_triangles)
verts = np.zeros(3 * nverts, dtype=np.float32)
tris = np.zeros(3 * ntris, dtype=np.int32)
m.vertices.foreach_get('co', verts)
mesh_target.vertices.foreach_get('co', verts)
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Whitespace missing around multiplication operator, same thing below with division.

Whitespace missing around multiplication operator, same thing below with division.
verts.shape = (-1, 3)
m.loop_triangles.foreach_get('vertices', tris)
mesh_target.loop_triangles.foreach_get('vertices', tris)
tris.shape = (-1, 3)
# Generate VDB levelset
half_width = max(3.0, math.ceil(abs(offset)/resolution) + 2.0) # half_width has to envelop offset
half_width = max(3.0, math.ceil(abs(self.offset) / self.resolution) + 2.0) # half_width has to envelop offset
trans = vdb.Transform()
trans.scale(resolution)
levelset = vdb.FloatGrid.createLevelSetFromPolygons(verts, triangles=tris,
transform=trans, halfWidth=half_width)
trans.scale(self.resolution)
levelset = vdb.FloatGrid.createLevelSetFromPolygons(verts, triangles=tris, transform=trans, halfWidth=half_width)
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Trailing whitespace and hard to read. Either do a newline for each attribute or keep it single line, it's not that long anyway.

Trailing whitespace and hard to read. Either do a newline for each attribute or keep it single line, it's not that long anyway.
# Generate offset surface
newverts, newquads = levelset.convertToQuads(offset)
polys = [x for x in newquads]
newverts, newquads = levelset.convertToQuads(self.offset)
polys = list(newquads)
# Instantiate new object in Blender
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What is happening here? If you need to convert to list just use newquads = list(newquads).

What is happening here? If you need to convert to list just use `newquads = list(newquads)`.
mesh = bpy.data.meshes.new(m.name + ' offset')
mesh.from_pydata(newverts, [], polys)
newobj = bpy.data.objects.new(obj.name + ' offset', mesh)
newobj.matrix_world = obj.matrix_world.copy()
bpy.context.collection.objects.link(newobj)
mesh_offset = bpy.data.meshes.new(mesh_target.name + ' offset')
mesh_offset.from_pydata(newverts, [], polys)
obj_offset = bpy.data.objects.new(obj.name + ' offset', mesh_offset)
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It would be better to name it mesh_hollow to avoid shadowing and make intention clearer.

It would be better to name it `mesh_hollow` to avoid shadowing and make intention clearer.
bpy.context.collection.objects.link(obj_offset)
if not join:
if not self.join:
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We do not need to copy object transforms, it already happens in evaluated mesh.

We do not need to copy object transforms, it already happens in evaluated mesh.
# For some reason OpenVDB has inverted normals
mesh.flip_normals()
mesh_offset.flip_normals()
# This mesh will not be used anymore
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I really think that join feature is not good in this case, since we use evaluated mesh and original object could have a lot of modifiers, like Subd which will freeze/crash Blender if voxel density is too high.

Let's leave it to the user on what they want to do with the result.

I really think that join feature is not good in this case, since we use evaluated mesh and original object could have a lot of modifiers, like Subd which will freeze/crash Blender if voxel density is too high. Let's leave it to the user on what they want to do with the result.

Thank you for your feed back!

I very much agree with all the other points. However, on the case of join I have a counter proposal.

If we operate on the evaluated and scaled mesh, joining the generated offset surface with the target object really does not make any sense. But in this case, the offset surface on its own is not very useful for the user either. In order to generate an actually hollow object, they would have to apply modifiers and scale to (possibly a copy of) the target, flip the normals of the target or the generated surface, depending on the sign of the offset, and finally join the two. That is a somewhat complex series of operations that I think could be difficult for many users.

What if we offer the user the option to perform this operations for them? My idea is roughly this:

  1. instead of using a temporarily mesh from obj.to_mesh(), instantiate the mesh with modifiers in bpy.data.meshes
  2. use this mesh (scaled, etc.) as the basis for the offset surface
  3. if the user just wants the offset surface, remove this mesh from bpy.data.meshes, otherwise create a new object with it, adjust normals as required, and join it with the offset surface

Instead of calling this option as "Join", it could be something like "Create hollow copy" or "Offset surface only" for its inverse.

What do you think?

Thank you for your feed back! I very much agree with all the other points. However, on the case of join I have a counter proposal. If we operate on the evaluated and scaled mesh, joining the generated offset surface with the target object really does not make any sense. But in this case, the offset surface on its own is not very useful for the user either. In order to generate an actually hollow object, they would have to apply modifiers and scale to (possibly a copy of) the target, flip the normals of the target or the generated surface, depending on the sign of the offset, and finally join the two. That is a somewhat complex series of operations that I think could be difficult for many users. What if we offer the user the option to perform this operations for them? My idea is roughly this: 1. instead of using a temporarily mesh from `obj.to_mesh()`, instantiate the mesh with modifiers in `bpy.data.meshes` 1. use this mesh (scaled, etc.) as the basis for the offset surface 1. if the user just wants the offset surface, remove this mesh from `bpy.data.meshes`, otherwise create a new object with it, adjust normals as required, and join it with the offset surface Instead of calling this option as "Join", it could be something like "Create hollow copy" or "Offset surface only" for its inverse. What do you think?

Yeah, let's do Create Hollow Copy instead.

I'm not getting what you mean by instantiate in bpy.data.meshes, we still have to use obj.to_mesh() to get evaluated mesh.
I'm not aware of native mesh.join(other_mesh) method, it seems object join operator is the only one available, so we have to use bmesh for that.

depsgraph = bpy.context.evaluated_depsgraph_get()

ob_eval = ob.evaluated_get(depsgraph)
me = ob_eval.to_mesh()
me.transform(ob.matrix_world)

# Hollow stuff happens

bm = bmesh.new()
bm.from_mesh(me)
bm.from_mesh(mesh_hollow)

ob_eval.to_mesh_clear()

mesh_hollow_copy = bpy.data.meshes.new(name)
bm.to_mesh(mesh_hollow_copy)
bm.free()

Regular hollow result would not require bmesh, we use it only to join 2 meshes together.

It also would be nice to have hollow copy placed beside original object, so something like this:

ob_hollow_copy.location.x = max(ob_orig.dimensions)
Yeah, let's do `Create Hollow Copy` instead. I'm not getting what you mean by instantiate in `bpy.data.meshes`, we still have to use `obj.to_mesh()` to get evaluated mesh. I'm not aware of native `mesh.join(other_mesh)` method, it seems object join operator is the only one available, so we have to use `bmesh` for that. ```python depsgraph = bpy.context.evaluated_depsgraph_get() ob_eval = ob.evaluated_get(depsgraph) me = ob_eval.to_mesh() me.transform(ob.matrix_world) # Hollow stuff happens bm = bmesh.new() bm.from_mesh(me) bm.from_mesh(mesh_hollow) ob_eval.to_mesh_clear() mesh_hollow_copy = bpy.data.meshes.new(name) bm.to_mesh(mesh_hollow_copy) bm.free() ``` Regular hollow result would not require bmesh, we use it only to join 2 meshes together. It also would be nice to have hollow copy placed beside original object, so something like this: ```python ob_hollow_copy.location.x = max(ob_orig.dimensions) ```

I think it is better to explain with code. I implemented my idea in the commit I just pushed. It is functional, but I've left the old join parameter. I can change its name later. Here is what I did to get the evaluated mesh:

obj = context.active_object
depsgraph = context.evaluated_depsgraph_get()
mesh_target = bpy.data.meshes.new_from_object(obj.evaluated_get(depsgraph))
mesh_target.transform(obj.matrix_world)

Now mesh_target is in bpy.data.meshes. It is then used to create the offset surface. In case the user wants also the hollow object, it can be included in its own object, otherwise it is removed from bpy.data.meshes. From what I understood from obj.to_mesh(), the mesh it produces can not be used in other objects.

In this way, we can use the join operator, and bmesh and the conversions to/from mesh aren't needed. What do you think about this approach?

Some other points:

  • I've tried to address your other points in this commit, I'm not sure I succeeded.
  • I'm not very convinced about always moving away the new hollow copy. Maybe add an option for that?
  • This line mesh_target.transform(obj.matrix_world) will not only apply the scale, but will also set the mesh origin to the global origin. This is most noticeable if the target was translated somewhere before hollowing out. I don't like this effect. I would rather that the origin of the offset surface and the new hollow object stay on the same position of the target object. I'll try to find a way to do that.
I think it is better to explain with code. I implemented my idea in the commit I just pushed. It is functional, but I've left the old `join` parameter. I can change its name later. Here is what I did to get the evaluated mesh: ``` obj = context.active_object depsgraph = context.evaluated_depsgraph_get() mesh_target = bpy.data.meshes.new_from_object(obj.evaluated_get(depsgraph)) mesh_target.transform(obj.matrix_world) ``` Now `mesh_target` is in `bpy.data.meshes`. It is then used to create the offset surface. In case the user wants also the hollow object, it can be included in its own object, otherwise it is removed from `bpy.data.meshes`. From what I understood from `obj.to_mesh()`, the mesh it produces can not be used in other objects. In this way, we can use the join operator, and `bmesh` and the conversions to/from mesh aren't needed. What do you think about this approach? Some other points: - I've tried to address your other points in this commit, I'm not sure I succeeded. - I'm not very convinced about always moving away the new hollow copy. Maybe add an option for that? - This line `mesh_target.transform(obj.matrix_world)` will not only apply the scale, but will also set the mesh origin to the global origin. This is most noticeable if the target was translated somewhere before hollowing out. I don't like this effect. I would rather that the origin of the offset surface and the new hollow object stay on the same position of the target object. I'll try to find a way to do that.

What do you think about this approach?

Your approach is fine, the intent is not as clear with new_from_object, but that is semantics, functionality is exactly the same.

mesh it produces can not be used in other objects

You cannot use the result of to_mesh directly, but you can create a copy of it in bpy.data.meshes like so me.copy()

not very convinced about always moving away the new hollow copy

That is not required, keeping it in place is fine.

will not only apply the scale, but will also set the mesh origin to the global origin

You got it a bit wrong, it does not affect origin, it just transforms mesh with object transforms, all new objects have their location in the center of the scene.

I would rather that the origin of the offset surface and the new hollow object stay on the same position of the target object. I'll try to find a way to do that.

That's easy:

from mathutils import Matrix

mat = Matrix.Translation(ob_orig.matrix_world.translation)
ob_copy.matrix_world = mat
mat.invert()
ob_copy.data.transform(mat)

I've left the old join parameter

It should be called Hollow Copy or Hollow Duplicate, the original object is not changed, we're not joining it with anything.

> What do you think about this approach? Your approach is fine, the intent is not as clear with `new_from_object`, but that is semantics, functionality is exactly the same. > mesh it produces can not be used in other objects You cannot use the result of `to_mesh` directly, but you can create a copy of it in `bpy.data.meshes` like so `me.copy()` > not very convinced about always moving away the new hollow copy That is not required, keeping it in place is fine. > will not only apply the scale, but will also set the mesh origin to the global origin You got it a bit wrong, it does not affect origin, it just transforms mesh with object transforms, all new objects have their location in the center of the scene. > I would rather that the origin of the offset surface and the new hollow object stay on the same position of the target object. I'll try to find a way to do that. That's easy: ```python from mathutils import Matrix mat = Matrix.Translation(ob_orig.matrix_world.translation) ob_copy.matrix_world = mat mat.invert() ob_copy.data.transform(mat) ``` > I've left the old join parameter It should be called `Hollow Copy` or `Hollow Duplicate`, the original object is not changed, we're not joining it with anything.

hollow object stay on the same position of the target object

Or alternatively strip world matrix of translation component.

mat = ob.matrix_world.copy()
mat.translation = 0, 0, 0

me.transform(mat)

ob_hollow.matrix_world.translation = ob_orig.matrix_world.translation
> hollow object stay on the same position of the target object Or alternatively strip world matrix of translation component. ```python mat = ob.matrix_world.copy() mat.translation = 0, 0, 0 me.transform(mat) ob_hollow.matrix_world.translation = ob_orig.matrix_world.translation ```

You got it a bit wrong, it does not affect origin, it just transforms mesh with object transforms, all new objects have their location in the center of the scene

I see. Thanks for the info! Now I understand a problem I had with some of my other scripts.

Or alternatively strip world matrix of translation component.

That worked like a charm! Thanks again!

I've updated the branch with this idea. I've also changed the property name, but now I see I did not use your name suggestion, which I think is better. I'll change it later ( again 😞)

Do you have any more feedback/suggestions/comments about this part?

>You got it a bit wrong, it does not affect origin, it just transforms mesh with object transforms, all new objects have their location in the center of the scene I see. Thanks for the info! Now I understand a problem I had with some of my other scripts. > Or alternatively strip world matrix of translation component. That worked like a charm! Thanks again! I've updated the branch with this idea. I've also changed the property name, but now I see I did not use your name suggestion, which I think is better. I'll change it later ( again 😞) Do you have any more feedback/suggestions/comments about this part?

Do you have any more feedback/suggestions/comments about this part?

Tool execution is fine, now we need to tackle UI. I'll do it in a separate thread.

> Do you have any more feedback/suggestions/comments about this part? Tool execution is fine, now we need to tackle UI. I'll do it in a separate thread.
bpy.data.meshes.remove(mesh_target)
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It's better to avoid negation, if possible, it just makes harder to follow the logic.

if self.create_hollow:
    ...
else:
    ...
It's better to avoid negation, if possible, it just makes harder to follow the logic. ```python if self.create_hollow: ... else: ... ```
else:
if offset < 0.0:
# Create a copy of the target object with applied modifiers, scale
obj_hollow = bpy.data.objects.new(obj.name + " hollow", mesh_target)
bpy.context.collection.objects.link(obj_hollow)
if self.offset < 0.0:
# Offset surface already has normals as they should, see above
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These comments are redundant, it's obvious why you flip normals, why you move new object to a location of current object, or why you remove mesh (you could name it mesh_temp to emphasize intent).

These comments are redundant, it's obvious why you flip normals, why you move new object to a location of current object, or why you remove mesh (you could name it `mesh_temp` to emphasize intent).
pass
else:
# Offset surface is outside, correct normals, see above
mesh.flip_normals()
mesh_offset.flip_normals()
# Original surface is inside, flip its normals
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This code block is useless, just do if self.offset > 0.0

This code block is useless, just do `if self.offset > 0.0`
m.flip_normals()
mesh_target.flip_normals()
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
newobj.select_set(True)
obj.select_set(True)
context.view_layer.objects.active = obj
obj_offset.select_set(True)
obj_hollow.select_set(True)
context.view_layer.objects.active = obj_hollow
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Again, you don't need to comment on every line, there is a check above if create_hollow and you are using bpy.data.objects.new right after it, the code is self-explanatory.

Same with offset check.

Again, you don't need to comment on every line, there is a check above `if create_hollow` and you are using `bpy.data.objects.new` right after it, the code is self-explanatory. Same with offset check.
bpy.ops.object.join()
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That's unnecessary, just check if in edit mode in invoke method and if true switch to object mode, switching back is not needed here.

That's unnecessary, just check if in edit mode in `invoke` method and if true switch to object mode, switching back is not needed here.
if mode_orig == 'EDIT_MESH':
bpy.ops.object.mode_set(mode='EDIT')
return {'FINISHED'}
@ -921,6 +921,8 @@ class MESH_OT_print3d_hollow(Operator):
self.offset = print_3d.hollow_offset
self.resolution = print_3d.hollow_resolution
self.join = print_3d.hollow_join
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If you find matrix stuff confusing, then you could write it as:

obj_hollow.location = obj.matrix_world.translation

It actually could be like this, but there is a chance that object could have a parent, so using matrix_world ensures we have visible location.

obj_hollow.location = obj.location 
If you find matrix stuff confusing, then you could write it as: ```python obj_hollow.location = obj.matrix_world.translation ``` It actually could be like this, but there is a chance that object could have a parent, so using matrix_world ensures we have visible location. ```python obj_hollow.location = obj.location ```

I'm actually pretty comfortable around matrices. I had a good training in linear algebra, and I've been using NumPy way longer than Blender.

I was looking for something like obj_hollow.matrix_world[:3, 3] = ... and had not realized that mathutils.Matrix.translation is writable until you suggested it. That code line, as it is now, makes perfect sense for me, and I would not have added the comment above it if I were the only one touching this add-on.

However, I have very little experience in programing with other people. As I was afraid that what I found easy to understand might not be that for the next one who needs to work in this code, I went trigger happy with the comments 😅

I'll remove this and the other redundant comments.

I'm actually pretty comfortable around matrices. I had a good training in linear algebra, and I've been using NumPy way longer than Blender. I was looking for something like `obj_hollow.matrix_world[:3, 3] = ...` and had not realized that `mathutils.Matrix.translation` is writable until you suggested it. That code line, as it is now, makes perfect sense for me, and I would not have added the comment above it if I were the only one touching this add-on. However, I have very little experience in programing with other people. As I was afraid that what I found easy to understand might not be that for the next one who needs to work in this code, I went trigger happy with the comments 😅 I'll remove this and the other redundant comments.
if context.mode == 'EDIT_MESH':
bpy.ops.object.mode_set(mode='OBJECT')
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Double newline only allowed in-between class and function definitions, everything inside function body should be separated by 1 line max.

Double newline only allowed in-between class and function definitions, everything inside function body should be separated by 1 line max.
return self.execute(context)