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'''
BEGIN GPL LICENSE BLOCK
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software Foundation,
Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
END GPL LICENSE BLOCK
'''
from copy import deepcopy
from math import degrees, radians, pi
import bpy
import bmesh
import bgl
import blf
import gpu
from mathutils import geometry, Euler, Matrix, Quaternion, Vector
from bpy_extras import view3d_utils
from bpy_extras.view3d_utils import location_3d_to_region_2d as loc3d_to_reg2d
from bpy_extras.view3d_utils import region_2d_to_vector_3d as reg2d_to_vec3d
from bpy_extras.view3d_utils import region_2d_to_location_3d as reg2d_to_loc3d
from bpy_extras.view3d_utils import region_2d_to_origin_3d as reg2d_to_org3d
from gpu_extras.batch import batch_for_shader
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# "Constant" values
(
X,
Y,
Z,
CLICK_CHECK,
WAIT_FOR_POPUP,
GET_0_OR_180,
DO_TRANSFORM,
MOVE,
SCALE,
ROTATE,
) = range(10)
# globals
curr_meas_stor = 0.0
new_meas_stor = None
popup_active = False
#print("Loaded add-on.\n") # debug
class Colr:
red = 1.0, 0.0, 0.0, 0.6
green = 0.0, 1.0, 0.0, 0.6
blue = 0.0, 0.0, 1.0, 0.6
white = 1.0, 1.0, 1.0, 1.0
grey = 1.0, 1.0, 1.0, 0.4
black = 0.0, 0.0, 0.0, 1.0
yellow = 1.0, 1.0, 0.0, 0.6
def set_transform_data_none():
TransDat.piv_norm = None # Vector
TransDat.new_ang_r = None
TransDat.ang_diff_r = None # float
TransDat.axis_lock = None # 'X', 'Y', 'Z'
TransDat.lock_pts = None
TransDat.rot_pt_pos = None
TransDat.rot_pt_neg = None
TransDat.arc_pts = None
# Refreshes mesh drawing in 3D view and updates mesh coordinate
# data so ref_pts are drawn at correct locations.
# Using editmode_toggle to do this seems hackish, but editmode_toggle seems
# to be the only thing that updates both drawing and coordinate info.
def editmode_refresh():
if bpy.context.mode == "EDIT_MESH":
bpy.ops.object.editmode_toggle()
bpy.ops.object.editmode_toggle()
def backup_blender_settings():
backup = [
deepcopy(bpy.context.tool_settings.use_snap),
deepcopy(bpy.context.tool_settings.snap_elements),
deepcopy(bpy.context.tool_settings.transform_pivot_point),
deepcopy(bpy.context.scene.transform_orientation_slots[0].type),
deepcopy(bpy.context.space_data.show_gizmo),
deepcopy(bpy.context.scene.cursor.location)]
return backup
def init_blender_settings():
bpy.context.tool_settings.use_snap = False
bpy.context.tool_settings.snap_elements = {'VERTEX'}
bpy.context.tool_settings.transform_pivot_point = 'ACTIVE_ELEMENT'
bpy.context.scene.transform_orientation_slots[0].type = 'GLOBAL'
bpy.context.space_data.show_gizmo = False
return
def restore_blender_settings(backup):
bpy.context.tool_settings.use_snap = deepcopy(backup[0])
bpy.context.tool_settings.snap_elements = deepcopy(backup[1])
bpy.context.tool_settings.snap_target = deepcopy(backup[2])
bpy.context.tool_settings.transform_pivot_point = deepcopy(backup[3])
bpy.context.scene.transform_orientation_slots[0].type = deepcopy(backup[4])
bpy.context.space_data.show_gizmo = deepcopy(backup[5])
bpy.context.scene.cursor.location = deepcopy(backup[6])
return
def flts_alm_eq(flt_a, flt_b):
tol = 0.0001
return flt_a > (flt_b - tol) and flt_a < (flt_b + tol)
# todo : replace with flt_lists_alm_eq?
def vec3s_alm_eq(vec_a, vec_b):
X, Y, Z = 0, 1, 2
if flts_alm_eq(vec_a[X], vec_b[X]):
if flts_alm_eq(vec_a[Y], vec_b[Y]):
if flts_alm_eq(vec_a[Z], vec_b[Z]):
return True
return False
# assume both float lists are same size?
def flt_lists_alm_eq(ls_a, ls_b, tol=0.001):
if not (ls_a[i] > (ls_b[i] - tol) and ls_a[i] < (ls_b[i] + tol)):
return False
return True
class MenuStore:
def __init__(self):
self.cnt = 0
self.active = 0 # unused ?
# todo : replace above with self.current ?
self.txtcolrs = []
self.tcoords = []
self.texts = []
self.arrows = [] # arrow coordinates
class MenuHandler:
def __init__(self, title, tsize, act_colr, dis_colr, toolwid, reg):
self.dpi = bpy.context.preferences.system.dpi
self.title = title
# todo : better solution than None "magic numbers"
self.menus = [None] # no menu for 0
self.menu_cnt = len(self.menus)
self.current = 0 # current active menu
self.tsize = tsize # text size
self.act_colr = act_colr
self.dis_colr = dis_colr # disabled color
self.reg = reg # region
self.view_offset = 20, 95 # box left top start
self.box_y_pad = 8 # vertical space between boxes
fontid = 0
blf.size(fontid, tsize, self.dpi)
lcase_wid, lcase_hgt = blf.dimensions(fontid, "n")
ucase_wid, ucase_hgt = blf.dimensions(fontid, "N")
bot_space = blf.dimensions(fontid, "gp")[1] - lcase_hgt
self.full_txt_hgt = blf.dimensions(fontid, "NTgp")[1]
arr_wid, arr_hgt = 12, 16
arrow_base = (0, 0), (0, arr_hgt), (arr_wid, arr_hgt/2)
aw_adj, ah_adj = arr_wid * 0.50, (arr_hgt - ucase_hgt) / 2
self.arrow_pts = []
for a in arrow_base:
self.arrow_pts.append((a[0] - aw_adj, a[1] - ah_adj))
self.blef = self.view_offset[0] + toolwid # box left start
#self.titlco = self.blef // 2, self.reg.height - self.view_offset[1]
self.titlco = self.blef, self.reg.height - self.view_offset[1]
self.btop = self.titlco[1] - (self.full_txt_hgt // 1.5)
def add_menu(self, strings):
self.menus.append(MenuStore())
new = self.menus[-1]
btop = self.btop
tlef = self.blef # text left
new.cnt = len(strings)
for i in range(new.cnt):
new.txtcolrs.append(self.dis_colr)
new.texts.append(strings[i])
bbot = btop - self.full_txt_hgt
new.tcoords.append((tlef + self.view_offset[0], bbot))
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btop = bbot - self.box_y_pad
new.arrows.append((
(self.arrow_pts[0][0] + tlef, self.arrow_pts[0][1] + bbot),
(self.arrow_pts[1][0] + tlef, self.arrow_pts[1][1] + bbot),
(self.arrow_pts[2][0] + tlef, self.arrow_pts[2][1] + bbot)))
new.txtcolrs[new.active] = self.act_colr
self.menu_cnt += 1
def update_active(self, change):
menu = self.menus[self.current]
if menu is None:
return
menu.txtcolrs[menu.active] = self.dis_colr
menu.active = (menu.active + change) % menu.cnt
menu.txtcolrs[menu.active] = self.act_colr
def change_menu(self, new):
self.current = new
def get_mode(self):
menu = self.menus[self.current]
return menu.texts[menu.active]
#def rebuild_menus(self) # add in case blender window size changes?
# return
def draw(self, menu_visible):
menu = self.menus[self.current]
# prepare to draw text
font_id = 0
blf.size(font_id, self.tsize, self.dpi)
# draw title
#bgl.glColor4f(*self.dis_colr)
blf.position(font_id, self.titlco[0], self.titlco[1], 0)
blf.color(font_id, *self.dis_colr)
blf.draw(font_id, self.title)
# draw menu
if menu_visible and menu is not None:
for i in range(menu.cnt):
#bgl.glColor4f(*menu.txtcolrs[i])
blf.position(font_id, menu.tcoords[i][0], menu.tcoords[i][1], 0)
blf.color(font_id, *menu.txtcolrs[i])
blf.draw(font_id, menu.texts[i])
# draw arrow
bgl.glEnable(bgl.GL_BLEND)
bgl.glColor4f(*self.act_colr)
bgl.glBegin(bgl.GL_LINE_LOOP)
for p in menu.arrows[menu.active]:
bgl.glVertex2f(*p)
bgl.glEnd()
'''
indices = ((0, 1), (1, 2), (2, 0))
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
batch = batch_for_shader(shader, 'LINES', {"pos": menu.arrows[menu.active]}, indices=indices)
shader.bind()
shader.uniform_float("color", self.act_colr)
batch.draw(shader)
# === 3D View mouse location and button code ===
class ViewButton():
def __init__(self, colr_on, colr_off, txt_sz, txt_colr, offs=(0, 0)):
self.dpi = bpy.context.preferences.system.dpi
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self.is_drawn = False
self.ms_over = False # mouse over button
self.wid = 0
self.coords = None
#self.co_outside_btn = None
self.co2d = None
self.colr_off = colr_off # colr when mouse not over button
self.colr_on = colr_on # colr when mouse over button
self.txt = ""
self.txt_sz = txt_sz
self.txt_colr = txt_colr
self.txt_co = None
self.offset = Vector(offs)
# Set button height and text offsets (to determine where text would
# be placed within button). Done in __init__ as this will not change
# during program execution and prevents having to recalculate these
# values every time text is changed.
font_id = 0
blf.size(font_id, self.txt_sz, self.dpi)
samp_txt_max = "Tgp" # text with highest and lowest pixel values
x, max_y = blf.dimensions(font_id, samp_txt_max)
y = blf.dimensions(font_id, "T")[1] # T = sample text
y_diff = (max_y - y)
self.hgt = int(max_y + (y_diff * 2))
self.txt_x_offs = int(x / (len(samp_txt_max) * 2) )
self.txt_y_offs = int(( self.hgt - y) / 2) + 1
# added 1 to txt_y_offs to compensate for possible int rounding
# replace text string and update button width
def set_text(self, txt):
font_id = 0
self.txt = txt
blf.size(font_id, self.txt_sz, self.dpi)
w = blf.dimensions(font_id, txt)[0] # get text width
self.wid = w + (self.txt_x_offs * 2)
return
def set_btn_coor(self, co2d):
#offs_2d = Vector((-self.wid / 2, 25))
offs_2d = Vector((-self.wid / 2, 0))
new2d = co2d + offs_2d
# co_bl == coordinate bottom left, co_tr == coordinate top right
co_bl = new2d[0], new2d[1]
co_tl = new2d[0], new2d[1] + self.hgt
co_tr = new2d[0] + self.wid, new2d[1] + self.hgt
co_br = new2d[0] + self.wid, new2d[1]
self.coords = co_bl, co_tl, co_tr, co_br
self.txt_co = new2d[0] + self.txt_x_offs, new2d[1] + self.txt_y_offs
self.ms_chk = co_bl[0], co_tr[0], co_bl[1], co_tr[1]
def pt_inside_btn2(self, mouse_co):
mx, my = mouse_co[0], mouse_co[1]
if mx < self.ms_chk[0] or mx > self.ms_chk[1]:
return False
if my < self.ms_chk[2] or my > self.ms_chk[3]:
return False
return True
def draw_btn(self, btn_loc, mouse_co, highlight_mouse=False):
if btn_loc is not None:
offs_loc = btn_loc + self.offset
font_id = 0
colr = self.colr_off
self.set_btn_coor(offs_loc)
if self.pt_inside_btn2(mouse_co):
colr = self.colr_on
self.ms_over = True
else:
self.ms_over = False
# draw button box
bgl.glColor4f(*colr)
bgl.glBegin(bgl.GL_LINE_STRIP)
for coord in self.coords:
bgl.glVertex2f(coord[0], coord[1])
bgl.glVertex2f(self.coords[0][0], self.coords[0][1])
bgl.glEnd()
'''
indc = ((0, 1), (1, 2), (2, 3), (3, 0))
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
batch = batch_for_shader(shader, 'LINES', {"pos": self.coords}, indices=indc)
shader.bind()
shader.uniform_float("color", colr)
batch.draw(shader)
# draw outline around button box
if highlight_mouse and self.ms_over:
#bgl.glColor4f(*self.colr_off)
HO = 4 # highlight_mouse offset
offs = (-HO, -HO), (-HO, HO), (HO, HO), (HO, -HO)
#bgl.glBegin(bgl.GL_LINE_STRIP)
off_co = []
off_co.append((coord[0] + offs[i][0], coord[1] + offs[i][1]))
off_co.append((self.coords[0][0] + offs[0][0], self.coords[0][1] + offs[0][1]))
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
batch = batch_for_shader(shader, 'LINES', {"pos": off_co})
shader.bind()
shader.uniform_float("color", self.colr_off)
batch.draw(shader)
# draw button text
blf.position(font_id, self.txt_co[0], self.txt_co[1], 0)
#bgl.glColor4f(*self.txt_colr)
blf.size(font_id, self.txt_sz, self.dpi)
blf.color(font_id, *self.txt_colr)
#blf.position(font_id, self.txt_co[0], self.txt_co[1], 0)
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else:
self.ms_over = False
# Used for mod_pt mode
class TempPoint():
def __init__(self):
self.ls = [] # point list
self.cnt = 0
self.co3d = None
self.max_cnt = 50
def average(self):
vsum = Vector()
for p in self.ls:
vsum += p
self.co3d = vsum / self.cnt
def find_pt(self, co3d):
found_idx = None
for i in range(self.cnt):
if self.ls[i] == co3d:
found_idx = i
break
return found_idx
def rem_pt(self, idx):
self.ls.pop(idx)
self.cnt -= 1
if self.cnt > 0:
self.average()
else:
self.co3d = None
def try_add(self, co3d):
found_idx = self.find_pt(co3d)
if found_idx is None:
if len(self.ls) < self.max_cnt:
self.ls.append(co3d.copy())
self.cnt += 1
self.average()
def reset(self, co3d):
self.co3d = co3d.copy()
self.ls = [co3d.copy()]
self.cnt = 1
def get_co(self):
return self.co3d.copy()
def print_vals(self): # debug
print("self.cnt:", self.cnt)
print("self.ls:", self.cnt)
print("self.co3d:", self.co3d)
for i in range(self.cnt):
print(" [" + str(i) + "]:", [self.ls[i]])
# Basically this is just a "wrapper" around a 3D coordinate (Vector type)
# to centralize certain Reference Point features and make them easier to
# work with.
# note: if co3d is None, point does not "exist"
class ReferencePoint:
def __init__(self, ptype, colr, co3d=None):
self.ptype = ptype # debug?
self.colr = colr # color (tuple), for displaying point in 3D view
self.co3d = co3d # 3D coordinate (Vector)
# use this method to get co2d because "non-existing" points
# will lead to a function call like this and throw an error:
# loc3d_to_reg2d(reg, rv3d, None)
def get_co2d(self):
co2d = None
if self.co3d is not None:
reg = bpy.context.region
rv3d = bpy.context.region_data
co2d = loc3d_to_reg2d(reg, rv3d, self.co3d)
return co2d
def copy(self):
return ReferencePoint( self.ptype, self.colr, self.co3d.copy() )
def print_vals(self): # debug
print("self.ptype:", self.ptype)
print("self.colr :", self.colr)
print("self.co3d :", self.co3d)
def init_ref_pts(self):
self.pts = [
ReferencePoint("fre", Colr.green),
ReferencePoint("anc", Colr.red),
ReferencePoint("piv", Colr.yellow)
]
def set_piv(self):
#if self.pt_cnt == 2:
if self.pt_cnt == 3:
rpts = tuple(p.co3d for p in self.pts)
TransDat.piv_norm = geometry.normal(rpts)
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def set_mouse_highlight(self):
if self.pt_cnt < 3:
self.highlight_mouse = True
else:
self.highlight_mouse = False
def in_ref_pts(self, co3d, skip_idx=None):
p_idxs = [0, 1, 2][:self.pt_cnt]
# skip_idx so co3d is not checked against itself
if skip_idx is not None:
p_idxs.remove(skip_idx)
found = False
for i in p_idxs:
if vec3s_alm_eq(self.pts[i].co3d, co3d):
found = True
self.swap_pt = i # todo : better solution than this
break
return found
def add_pt(self, co3d):
if not in_ref_pts(self, co3d):
self.pts[self.pt_cnt].co3d = co3d
self.pt_cnt += 1
self.menu.change_menu(self.pt_cnt)
if self.pt_cnt > 1:
updatelock_pts(self, self.pts)
set_mouse_highlight(self)
''' Begin Debug
cnt = self.pt_cnt - 1
pt_fnd_str = str(self.pts[cnt].co3d)
pt_fnd_str = pt_fnd_str.replace("<Vector ", "Vector(")
pt_fnd_str = pt_fnd_str.replace(">", ")")
print("ref_pt_" + str(cnt) + ' =', pt_fnd_str)
#print("ref pt added:", self.cnt, "cnt:", self.cnt+1)
End Debug '''
def rem_ref_pt(self, idx):
# hackery or smart, you decide...
if idx != self.pt_cnt - 1:
keep_idx = [0, 1, 2][:self.pt_cnt]
keep_idx.remove(idx)
for i in range(len(keep_idx)):
self.pts[i].co3d = self.pts[keep_idx[i]].co3d.copy()
self.pt_cnt -= 1
self.menu.change_menu(self.pt_cnt)
# set "non-existing" points to None
for j in range(self.pt_cnt, 3):
self.pts[j].co3d = None
if self.pt_cnt > 1:
updatelock_pts(self, self.pts)
else:
self.highlight_mouse = True
def add_select(self):
if self.pt_cnt < 3:
if bpy.context.mode == "OBJECT":
if len(bpy.context.selected_objects) > 0:
for obj in bpy.context.selected_objects:
add_pt(self, obj.location.copy())
if self.pt_cnt > 2:
break
elif bpy.context.mode == "EDIT_MESH":
m_w = bpy.context.edit_object.matrix_world
bm = bmesh.from_edit_mesh(bpy.context.edit_object.data)
if len(bm.select_history) > 0:
exit_loop = False # simplify checking...
for sel in bm.select_history:
sel_verts = []
if type(sel) is bmesh.types.BMVert:
sel_verts = [sel]
elif type(sel) is bmesh.types.BMEdge:
sel_verts = sel.verts
elif type(sel) is bmesh.types.BMFace:
sel_verts = sel.verts
for v in sel_verts:
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add_pt(self, v_co3d)
if self.pt_cnt > 2:
exit_loop = True
break
if exit_loop:
break
# todo : find way to merge this with add_select ?
def add_select_multi(self):
if self.multi_tmp.cnt < self.multi_tmp.max_cnt:
if bpy.context.mode == "OBJECT":
if len(bpy.context.selected_objects) > 0:
for obj in bpy.context.selected_objects:
self.multi_tmp.try_add(obj.location)
if self.multi_tmp.cnt == self.multi_tmp.max_cnt:
break
elif bpy.context.mode == "EDIT_MESH":
m_w = bpy.context.edit_object.matrix_world
bm = bmesh.from_edit_mesh(bpy.context.edit_object.data)
if len(bm.select_history) > 0:
exit_loop = False # simplify checking...
for sel in bm.select_history:
sel_verts = []
if type(sel) is bmesh.types.BMVert:
sel_verts = [sel]
elif type(sel) is bmesh.types.BMEdge:
sel_verts = sel.verts
elif type(sel) is bmesh.types.BMFace:
sel_verts = sel.verts
for v in sel_verts:
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self.multi_tmp.try_add(v_co3d)
if self.multi_tmp.cnt == self.multi_tmp.max_cnt:
exit_loop = True
break
if exit_loop:
break
if in_ref_pts(self, self.multi_tmp.get_co(), self.mod_pt):
self.report({'WARNING'}, 'Points overlap.')
self.pts[self.mod_pt].co3d = self.multi_tmp.get_co()
def swap_ref_pts(self, pt1, pt2):
temp = self.pts[pt1].co3d.copy()
self.pts[pt1].co3d = self.pts[pt2].co3d.copy()
self.pts[pt2].co3d = temp
# For adding multi point without first needing a reference point
# todo : clean up TempPoint so this function isn't needed
# todo : find way to merge this with add_select_multi
def new_select_multi(self):
def enable_multi_mode(self):
if self.grab_pt is not None:
self.multi_tmp.__init__()
self.multi_tmp.co3d = Vector()
self.mod_pt = self.grab_pt
self.grab_pt = None
elif self.mod_pt is None:
self.multi_tmp.__init__()
self.multi_tmp.co3d = Vector()
self.mod_pt = self.pt_cnt
self.pt_cnt += 1
if bpy.context.mode == "OBJECT":
if len(bpy.context.selected_objects) > 0:
enable_multi_mode(self)
for obj in bpy.context.selected_objects:
self.multi_tmp.try_add(obj.location)
if self.multi_tmp.cnt == self.multi_tmp.max_cnt:
break
else:
return
elif bpy.context.mode == "EDIT_MESH":
m_w = bpy.context.edit_object.matrix_world
bm = bmesh.from_edit_mesh(bpy.context.edit_object.data)
if len(bm.select_history) > 0:
enable_multi_mode(self)
exit_loop = False # simplify checking...
for sel in bm.select_history:
sel_verts = []
if type(sel) is bmesh.types.BMVert:
sel_verts = [sel]
elif type(sel) is bmesh.types.BMEdge:
sel_verts = sel.verts
elif type(sel) is bmesh.types.BMFace:
sel_verts = sel.verts
for v in sel_verts:
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self.multi_tmp.try_add(v_co3d)
if self.multi_tmp.cnt == self.multi_tmp.max_cnt:
exit_loop = True
break
if exit_loop:
break
else:
return
def exit_multi_mode(self):
m_co3d = self.multi_tmp.get_co()
if in_ref_pts(self, m_co3d, self.mod_pt):
self.report({'ERROR'}, "Point overlapped another and was removed.")
rem_ref_pt(self, self.mod_pt)
else:
self.pts[self.mod_pt].co3d = m_co3d
if self.pt_cnt > 1:
updatelock_pts(self, self.pts)
set_mouse_highlight(self)
self.mod_pt = None
set_help_text(self, "CLICK")
def get_axis_line_co(p1, p2, x_max, y_max):
if None not in (p1, p2):
x_min, y_min = 0.0, 0.0
x1, y1 = p1
x2, y2 = p2
if flts_alm_eq(x1, x2):
return Vector((x1, y_min)), Vector((x1, y_max))
elif flts_alm_eq(y1, y2):
return Vector((x_min, y1)), Vector((x_max, y1))
tol = 0.0001
xb_min, xb_max = x_min - tol, x_max + tol
yb_min, yb_max = y_min - tol, y_max + tol
ln_pts = []
slope = (y2 - y1) / (x2 - x1)
x_bot = ((y_min - y1) / slope) + x1
if x_bot > xb_min and x_bot < xb_max:
ln_pts.append( Vector((x_bot, y_min)) )
x_top = ((y_max - y1) / slope) + x1
if x_top > xb_min and x_top < xb_max:
ln_pts.append( Vector((x_top, y_max)) )
if len(ln_pts) > 1: return ln_pts
y_lef = (slope * (x_min - x1)) + y1
if y_lef > yb_min and y_lef < yb_max:
ln_pts.append( Vector((x_min, y_lef)) )
if len(ln_pts) > 1: return ln_pts
y_rgt = (slope * (x_max - x1)) + y1
if y_rgt > yb_min and y_rgt < yb_max:
ln_pts.append( Vector((x_max, y_rgt)) )
if len(ln_pts) > 1: return ln_pts
# Returns the closest object origin or vertex to the supplied 2D location
# as 3D Vector.
# Returns None if no found coordinate closer than minimum distance.
def find_closest_point(loc):
region = bpy.context.region
rv3d = bpy.context.region_data
shortest_dist = 40.0 # minimum distance from loc
closest = None
for obj in bpy.context.scene.objects:
o_co2d = loc3d_to_reg2d(region, rv3d, obj.location)
if o_co2d is None:
continue
dist2d = (loc - o_co2d).length
if dist2d < shortest_dist:
shortest_dist = dist2d
closest = obj.location.copy()
if obj.type == 'MESH':
if len(obj.data.vertices) > 0:
for v in obj.data.vertices:
v_co3d = obj.matrix_world @ v.co
v_co2d = loc3d_to_reg2d(region, rv3d, v_co3d)
if v_co2d is not None:
dist2d = (loc - v_co2d).length
if dist2d < shortest_dist:
shortest_dist = dist2d
closest = v_co3d
return closest
def draw_pt_2d(pt_co, pt_color, pt_size):
if pt_co is not None:
bgl.glEnable(bgl.GL_BLEND)
bgl.glPointSize(pt_size)
bgl.glColor4f(*pt_color)
bgl.glBegin(bgl.GL_POINTS)
bgl.glVertex2f(*pt_co)
bgl.glEnd()
return
def draw_pt_2d(pt_co, pt_color, pt_size):
if pt_co is not None:
coords = [pt_co]
bgl.glPointSize(pt_size)
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
batch = batch_for_shader(shader, 'POINTS', {"pos": coords})
shader.bind()
shader.uniform_float("color", pt_color)
batch.draw(shader)
def draw_line_2d(pt_co_1, pt_co_2, pt_color):
if None not in (pt_co_1, pt_co_2):
bgl.glEnable(bgl.GL_BLEND)
bgl.glPointSize(15)
bgl.glColor4f(*pt_color)
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex2f(*pt_co_1)
bgl.glVertex2f(*pt_co_2)
bgl.glEnd()
return
'''
def draw_line_2d(pt_co_1, pt_co_2, pt_color):
if None not in (pt_co_1, pt_co_2):
coords = [pt_co_1, pt_co_2]
shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
batch = batch_for_shader(shader, 'LINES', {"pos": coords})
shader.bind()
shader.uniform_float("color", pt_color)
batch.draw(shader)
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def closest_to_point(pt, pts):
smallest_dist = 15.0
closest, pt_idx = None, None
for p in range(len(pts)):
if pts[p] is not None:
tmp_d = (pt - pts[p]).length
if tmp_d < smallest_dist:
smallest_dist = tmp_d
closest = pts[p]
pt_idx = p
return closest, pt_idx
def set_arc_pts(ref_pts):
fre, anc, piv = ref_pts[0].co3d, ref_pts[1].co3d, ref_pts[2].co3d
arc_pts = []
ang = (fre - piv).angle(anc - piv)
deg_ang = degrees(ang)
if deg_ang > 0.01 and deg_ang < 179.99:
piv_norm = geometry.normal(fre, piv, anc)
rot_val = Quaternion(piv_norm, ang)
rotated = fre - piv
rotated.rotate(rot_val)
rotated += piv
rot_ang = (anc - piv).angle(rotated - piv)
if not flts_alm_eq(rot_ang, 0.0):
ang = -ang
dis_p_f = (piv - fre).length
dis_p_a = (piv - anc).length
if dis_p_f < dis_p_a:
ratio = 0.5
else: # dis_p_a < dis_p_f:
ratio = dis_p_a / dis_p_f * 0.5
mid_piv_free = piv.lerp(fre, ratio)
arc_pts = [mid_piv_free]
steps = abs( int(degrees(ang) // 10) )
ang_step = ang / steps
mid_align = mid_piv_free - piv
for a in range(1, steps):
rot_val = Quaternion(piv_norm, ang_step * a)
temp = mid_align.copy()
temp.rotate(rot_val)
arc_pts.append(temp + piv)
# in case steps <= 1
rot_val = Quaternion(piv_norm, ang)
temp = mid_align.copy()
temp.rotate(rot_val)
arc_pts.append(temp + piv)
elif TransDat.axis_lock is not None:
#if TransDat.axis_lock == 'X':
piv_norm = 0.0, 0.0, 1.0
dis_p_f = (piv - fre).length
dis_p_a = (piv - anc).length
if dis_p_f < dis_p_a:
ratio = 0.5
else: # dis_p_a < dis_p_f:
ratio = dis_p_a / dis_p_f * 0.5
mid_piv_free = piv.lerp(fre, ratio)
arc_pts = [mid_piv_free]
steps = 36
mid_align = mid_piv_free - piv
for a in range(1, steps+1):
rot_val = Quaternion(piv_norm, ang_step * a)
temp = mid_align.copy()
temp.rotate(rot_val)
arc_pts.append(temp + piv)
# Takes a ref_pts (ReferencePoints class) argument and modifies its member
# variable lp_ls (lock pt list). The lp_ls variable is assigned a modified list
# of 3D coordinates (if an axis lock was provided), the contents of the
# ref_pts' rp_ls var (if no axis lock was provided), or an empty list (if there
# wasn't enough ref_pts or there was a problem creating the modified list).
# todo : move inside ReferencePoints class ?
def set_lock_pts(ref_pts, pt_cnt):
if pt_cnt < 2:
TransDat.lock_pts = []
elif TransDat.axis_lock is None:
TransDat.lock_pts = ref_pts
if pt_cnt == 3:
set_arc_pts(ref_pts)
# end_a, piv_pt, and end_b are Vector based 3D coordinates
# coordinates must share a common center "pivot" point (piv_pt)
def get_line_ang_3d(end_a, piv_pt, end_b):
algn_a = end_a - piv_pt
algn_b = end_b - piv_pt
return algn_a.angle(algn_b)
# Checks if the 3 Vector coordinate arguments (end_a, piv_pt, end_b)
# will create an angle with a measurement matching the value in the
# argument exp_ang (expected angle measurement).
def ang_match3d(end_a, piv_pt, end_b, exp_ang):
ang_meas = get_line_ang_3d(end_a, piv_pt, end_b)
#print("end_a", end_a) # debug
#print("piv_pt", piv_pt) # debug
#print("end_b", end_b) # debug
#print("exp_ang ", exp_ang) # debug
#print("ang_meas ", ang_meas) # debug
return flts_alm_eq(ang_meas, exp_ang)
def create_z_orient(rot_vec):
x_dir_p = Vector(( 1.0, 0.0, 0.0))
y_dir_p = Vector(( 0.0, 1.0, 0.0))
z_dir_p = Vector(( 0.0, 0.0, 1.0))
if flt_lists_alm_eq(rot_vec, (0.0, 0.0, 0.0)) or \
flt_lists_alm_eq(rot_vec, z_dir_p):
return Matrix((x_dir_p, y_dir_p, z_dir_p)) # 3x3 identity
new_z = rot_vec.copy() # rot_vec already normalized
if flt_lists_alm_eq(new_y, (0.0, 0.0, 0.0)):
new_y = y_dir_p
new_x = new_y.cross(new_z)
new_x.normalize()
new_y.normalize()
return Matrix(((new_x.x, new_y.x, new_z.x),
(new_x.y, new_y.y, new_z.y),
(new_x.z, new_y.z, new_z.z)))
# Updates lock points and changes curr_meas_stor to use measure based on
# lock points instead of ref_pts (for axis constrained transformations).
def updatelock_pts(self, ref_pts):
global curr_meas_stor
set_lock_pts(ref_pts, self.pt_cnt)
if TransDat.lock_pts == []:
if TransDat.axis_lock is not None:
self.report({'ERROR'}, 'Axis lock \''+ TransDat.axis_lock+
TransDat.lock_pts = ref_pts
TransDat.axis_lock = None
# See if key was pressed that would require updating the axis lock info.
# If one was, update the lock points to use new info.
def axis_key_check(self, new_axis):
if self.pt_cnt == 1:
if new_axis != TransDat.axis_lock:
TransDat.axis_lock = new_axis
def draw_rot_arc(colr):
reg = bpy.context.region
rv3d = bpy.context.region_data
last = loc3d_to_reg2d(reg, rv3d, TransDat.arc_pts[0])
p2d = loc3d_to_reg2d(reg, rv3d, TransDat.arc_pts[p])
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draw_line_2d(last, p2d, Colr.white)
last = p2d
# Called when add-on mode changes and every time point is added or removed.
def set_help_text(self, mode):
text = ""
if mode == "CLICK":
if self.pt_cnt == 0:
text = "ESC/LMB+RMB - exits add-on, LMB - add ref point"
elif self.pt_cnt == 1:
text = "ESC/LMB+RMB - exits add-on, LMB - add/remove ref points, X/Y/Z - set axis lock, C - clear axis lock, G - grab point, SHIFT+LMB enter mid point mode"
elif self.pt_cnt == 2:
text = "ESC/LMB+RMB - exits add-on, LMB - add/remove ref points, G - grab point, SHIFT+LMB enter mid point mode"
else: # self.pt_cnt == 3
text = "ESC/LMB+RMB - exits add-on, LMB - remove ref points, G - grab point, SHIFT+LMB enter mid point mode"
elif mode == "MULTI":
text = "ESC/LMB+RMB - exits add-on, SHIFT+LMB exit mid point mode, LMB - add/remove point"
elif mode == "GRAB":
text = "ESC/LMB+RMB - exits add-on, G - cancel grab, LMB - place/swap ref points"
elif mode == "POPUP":
text = "ESC/LMB+RMB - exits add-on, LMB/RMB (outside pop-up) - cancel pop-up input"
bpy.context.area.header_text_set(text)
# todo : move most of below to mouse_co update in modal?
def draw_callback_px(self, context):
reg = bpy.context.region
rv3d = bpy.context.region_data
ptsz_lrg = 20
ptsz_sml = 10
add_rm_co = Vector((self.rtoolsw, 0))
self.add_rm_btn.draw_btn(add_rm_co, self.mouse_co, self.shift_held)
self.rotate_btn.is_drawn = False # to-do : cleaner btn activation
# allow appending None so indexing does not get messed up
# causing potential false positive for overlap
pts2d = [p.get_co2d() for p in self.pts]
ms_colr = Colr.yellow
if self.pt_cnt < 3:
ms_colr = self.pts[self.pt_cnt].colr
if self.grab_pt is not None: # not enabled if mod_pt active
line_beg = pts2d[self.grab_pt] # backup orignal co for move line
pts2d[self.grab_pt] = None # prevent check on grabbed pt
closest_pt, self.overlap_idx = closest_to_point(self.mouse_co, pts2d)
pts2d[self.grab_pt] = self.mouse_co
ms_colr = self.pts[self.grab_pt].colr
if not self.shift_held:
draw_line_2d(line_beg, self.mouse_co, self.pts[self.grab_pt].colr)
draw_pt_2d(closest_pt, Colr.white, ptsz_lrg)
elif self.mod_pt is not None:
ms_colr = self.pts[self.mod_pt].colr
m_pts2d = [loc3d_to_reg2d(reg, rv3d, p) for p in self.multi_tmp.ls]
closest_pt, self.overlap_idx = closest_to_point(self.mouse_co, m_pts2d)
draw_pt_2d(pts2d[self.mod_pt], Colr.white, ptsz_lrg)
if self.shift_held:
draw_pt_2d(self.mouse_co, Colr.black, ptsz_lrg)
if len(m_pts2d) > 1:
for mp in m_pts2d:
draw_pt_2d(mp, Colr.black, ptsz_lrg)
else:
draw_pt_2d(closest_pt, Colr.black, ptsz_lrg)
if len(m_pts2d) > 1:
for p in m_pts2d:
draw_pt_2d(p, ms_colr, ptsz_sml)
last_mod_pt = loc3d_to_reg2d(reg, rv3d, self.multi_tmp.ls[-1])
draw_line_2d(last_mod_pt, self.mouse_co, self.pts[self.mod_pt].colr)
else: # "Normal" mode
closest_pt, self.overlap_idx = closest_to_point(self.mouse_co, pts2d)
if self.shift_held:
draw_pt_2d(closest_pt, Colr.white, ptsz_lrg)
else:
draw_pt_2d(closest_pt, Colr.black, ptsz_lrg)
rwid = context.region.width
rhgt = context.region.height
if self.pt_cnt == 1:
self.rotate_btn.draw_btn(pts2d[0], self.mouse_co)
self.rotate_btn.is_drawn = True
test = self.pts[0].co3d + Vector((1, 0, 0))
colr = Colr.red
test = self.pts[0].co3d + Vector((0, 1, 0))
colr = Colr.green
test = self.pts[0].co3d + Vector((0, 0, 1))
colr = Colr.blue
t2d = loc3d_to_reg2d(reg, rv3d, test)
axis_pts = get_axis_line_co(pts2d[0], t2d, rwid, rhgt)
if axis_pts is not None:
draw_line_2d(axis_pts[0], axis_pts[1], colr)
dpi = bpy.context.preferences.system.dpi
font_id, txt_sz = 0, 32
x_pos, y_pos = self.rtoolsw + 80, 36
#bgl.glColor4f(*colr)
blf.color(font_id, *colr)
blf.size(font_id, txt_sz, dpi)
blf.position(font_id, x_pos, y_pos, 0)
elif self.pt_cnt == 2:
axis_pts = get_axis_line_co(pts2d[0], pts2d[1], rwid, rhgt)
#draw_line_2d(pts2d[0], pts2d[1], Colr.white)
if axis_pts is not None:
draw_line_2d(axis_pts[0], axis_pts[1], Colr.white)
#draw_line_2d(pts2d[0], self.mouse_co, Colr.white)
btn_co = pts2d[0].lerp(pts2d[1], 0.5)
#self.meas_btn.draw_btn(btn_co, self.mouse_co)
#self.meas_btn.active = True
if not self.running_transf:
self.rotate_btn.draw_btn(btn_co, self.mouse_co)
self.rotate_btn.is_drawn = True
elif self.pt_cnt == 3:
test = self.pts[2].co3d + TransDat.piv_norm
t2d = loc3d_to_reg2d(reg, rv3d, test)
axis_pts = get_axis_line_co(pts2d[2], t2d, rwid, rhgt)
if axis_pts is not None:
draw_line_2d(axis_pts[0], axis_pts[1], Colr.white)
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#btn_co = pts2d[2] + Vector((0, 20))
draw_line_2d(pts2d[0], pts2d[2], Colr.white)
draw_line_2d(pts2d[1], pts2d[2], Colr.white)
#self.meas_btn.draw_btn(pts2d[2], self.mouse_co)
#self.meas_btn.active = True
#draw_btn(self, btn_loc, mouse_co):
if not self.running_transf:
self.rotate_btn.draw_btn(pts2d[2], self.mouse_co)
self.rotate_btn.is_drawn = True
# todo : figure out reason for weirdness below
cnt = 0
for p in pts2d:
draw_pt_2d(p, self.pts[cnt].colr, ptsz_sml)
cnt += 1
if self.highlight_mouse and not self.running_transf:
draw_pt_2d(self.mouse_co, ms_colr, ptsz_sml)
self.menu.draw(self.rotate_btn.is_drawn)
def exit_addon(self):
restore_blender_settings(self.settings_backup)
bpy.context.area.header_text_set(None)
# todo : reset openGL settings?
#bgl.glColor4f()
#blf.size()
#blf.position()
#print("\n\nAdd-On Exited\n") # debug
# Checks if "use_region_overlap" is enabled and X offset is needed.
def get_reg_overlap():
rtoolsw = 0 # region tools (toolbar) width
#ruiw = 0 # region ui (Number/n-panel) width
system = bpy.context.preferences.system
area = bpy.context.area
for r in area.regions:
if r.type == 'TOOLS':
rtoolsw = r.width
#elif r.type == 'UI':
# ruiw = r.width
#return rtoolsw, ruiw
return rtoolsw
class XEDIT_OT_free_rotate(bpy.types.Operator):
bl_label = "Exact Edit Free Rotate"
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# Only launch Add-On from OBJECT or EDIT modes
@classmethod
def poll(self, context):
return context.mode == 'OBJECT' or context.mode == 'EDIT_MESH'
def modal(self, context, event):
context.area.tag_redraw()
if event.type in {'A', 'MIDDLEMOUSE', 'WHEELUPMOUSE',
'WHEELDOWNMOUSE', 'NUMPAD_1', 'NUMPAD_2', 'NUMPAD_3', 'NUMPAD_4',
'NUMPAD_6', 'NUMPAD_7', 'NUMPAD_8', 'NUMPAD_9', 'NUMPAD_0', 'TAB'}:
return {'PASS_THROUGH'}
if event.type == 'MOUSEMOVE':
self.mouse_co = Vector((event.mouse_region_x, event.mouse_region_y))
if event.type in {'LEFT_SHIFT', 'RIGHT_SHIFT'}:
if event.value == 'PRESS':
self.shift_held = True
#print("\nShift pressed") # debug
elif event.value == 'RELEASE':
self.shift_held = False
#print("\nShift released") # debug
if event.type == 'RIGHTMOUSE':
if event.value == 'PRESS':
if self.lmb_held:
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
exit_addon(self)
return {'CANCELLED'}
elif event.value == 'RELEASE':
self.running_transf = False
set_mouse_highlight(self)
set_help_text(self, "CLICK")
return {'PASS_THROUGH'}
elif event.type == 'SPACE' and event.value == 'RELEASE':
# Safely exit transform
if self.running_transf:
self.running_transf = False
elif event.type in {'RET', 'LEFTMOUSE'} and event.value == 'PRESS':
self.mouse_co = Vector((event.mouse_region_x, event.mouse_region_y))
if event.type == 'LEFTMOUSE':
self.lmb_held = True
#print("LEFTMOUSE PRESS") # debug
elif event.type in {'RET', 'LEFTMOUSE'} and event.value == 'RELEASE':
# prevent click/enter that launched add-on from doing anything
if self.first_run:
self.first_run = False
return {'RUNNING_MODAL'}
if event.type == 'LEFTMOUSE':
self.lmb_held = False
#print("LeftMouse released") # debug
self.mouse_co = Vector((event.mouse_region_x, event.mouse_region_y))
#===========================
# Safely exit transform
#===========================
self.running_transf = False
#===================================
# Check for click on Rotate Button
#===================================
elif self.rotate_btn.is_drawn and self.rotate_btn.ms_over:
#bpy.ops.object.ms_input_dialog_op('INVOKE_DEFAULT')
if self.pt_cnt == 1:
rot_axis = Vector((1.0, 0.0, 0.0))
rot_axis = Vector((0.0, 1.0, 0.0))
# -1 because it is assumed most rotations
# will have negative z pointing down
rot_axis = Vector((0.0, 0.0, -1.0))
curs_loc = self.pts[0].co3d.copy()
elif self.pt_cnt == 2:
rot_vec = self.pts[1].co3d - self.pts[0].co3d
rot_axis = rot_vec.normalized()
curs_loc = self.pts[0].co3d.lerp(self.pts[1].co3d, 0.5)
elif self.pt_cnt == 3:
#if TransDat.axis_lock is None:
rot_axis = TransDat.piv_norm
o_mat = create_z_orient(rot_axis)
bpy.context.tool_settings.transform_pivot_point = 'CURSOR'
bpy.context.scene.cursor.location = curs_loc
#bpy.ops.transform.rotate('INVOKE_DEFAULT', axis=rot_axis)
bpy.ops.transform.rotate('INVOKE_DEFAULT', orient_matrix=o_mat,
orient_axis='Z', constraint_axis=(False, False, True))
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#===========================================
# Check for click on "Add Selected" Button
#===========================================
elif self.add_rm_btn.ms_over:
if self.mod_pt is not None:
if not self.shift_held:
add_select_multi(self)
else:
if self.pt_cnt < 3:
new_select_multi(self)
exit_multi_mode(self)
self.menu.change_menu(self.pt_cnt)
elif self.grab_pt is not None:
co3d = None
if bpy.context.mode == "OBJECT":
if len(bpy.context.selected_objects) > 0:
if not self.shift_held:
co3d = bpy.context.selected_objects[0].location
else:
new_select_multi(self)
exit_multi_mode(self)
self.menu.change_menu(self.pt_cnt)
elif bpy.context.mode == "EDIT_MESH":
m_w = bpy.context.edit_object.matrix_world
bm = bmesh.from_edit_mesh(bpy.context.edit_object.data)
if len(bm.select_history) > 0:
if not self.shift_held:
for sel in bm.select_history:
if type(sel) is bmesh.types.BMVert:
break
elif type(sel) is bmesh.types.BMEdge or \
type(sel) is bmesh.types.BMFace:
co3d = Vector()
for v in sel.verts:
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co3d = co3d / len(sel.verts)
break
else:
new_select_multi(self)
exit_multi_mode(self)
self.menu.change_menu(self.pt_cnt)
if co3d is not None:
if not in_ref_pts(self, co3d):
self.pts[self.grab_pt].co3d = co3d
else:
swap_ref_pts(self, self.grab_pt, self.swap_pt)
self.swap_pt = None
self.grab_pt = None
updatelock_pts(self, self.pts)
set_piv(self)
else: # no grab or mod point
if self.shift_held:
if self.pt_cnt < 3:
new_select_multi(self)
if in_ref_pts(self, self.multi_tmp.get_co(), self.mod_pt):
self.report({'WARNING'}, 'Points overlap.')
self.pts[self.mod_pt].co3d = self.multi_tmp.get_co()
self.menu.change_menu(self.pt_cnt)
else:
add_select(self)
# todo : see if this is really a good solution...
if self.mod_pt is None:
set_help_text(self, "CLICK")
else:
set_help_text(self, "MULTI")
#===========================
# Point Place or Grab Mode
#===========================
elif self.mod_pt is None:
if self.overlap_idx is None: # no point overlap
if not self.shift_held:
if self.grab_pt is not None:
found_pt = find_closest_point(self.mouse_co)
if found_pt is not None:
if not in_ref_pts(self, found_pt):
self.pts[self.grab_pt].co3d = found_pt
self.grab_pt = None
if self.pt_cnt > 1:
updatelock_pts(self, self.pts)
set_mouse_highlight(self)
set_piv(self)
set_help_text(self, "CLICK")
elif self.pt_cnt < 3:
found_pt = find_closest_point(self.mouse_co)
if found_pt is not None:
if not in_ref_pts(self, found_pt):
self.pts[self.pt_cnt].co3d = found_pt
self.pt_cnt += 1
self.menu.change_menu(self.pt_cnt)
if self.pt_cnt > 1:
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updatelock_pts(self, self.pts)
set_piv(self)
#if self.pt_cnt
set_mouse_highlight(self)
set_help_text(self, "CLICK")
''' Begin Debug
cnt = self.pt_cnt - 1
pt_fnd_str = str(self.pts[cnt].co3d)
pt_fnd_str = pt_fnd_str.replace("<Vector ", "Vector(")
pt_fnd_str = pt_fnd_str.replace(">", ")")
print("ref_pt_" + str(cnt) + ' =', pt_fnd_str)
#print("ref pt added:", self.cnt, "cnt:", self.cnt+1)
End Debug '''
else: # overlap
if self.grab_pt is not None:
if not self.shift_held:
if self.grab_pt != self.overlap_idx:
swap_ref_pts(self, self.grab_pt, self.overlap_idx)
self.grab_pt = None
if self.pt_cnt > 1:
updatelock_pts(self, self.pts)
set_mouse_highlight(self)
set_piv(self)
set_help_text(self, "CLICK")
elif not self.shift_held:
# overlap and shift not held == remove point
rem_ref_pt(self, self.overlap_idx)
set_help_text(self, "CLICK")
else: # shift_held
# enable multi point mode
self.mod_pt = self.overlap_idx
self.multi_tmp.reset(self.pts[self.mod_pt].co3d)
self.highlight_mouse = True
set_help_text(self, "MULTI")
#===========================
# Mod Ref Point Mode
#===========================
else: # mod_pt exists
if self.overlap_idx is None: # no point overlap
if not self.shift_held:
# attempt to add new point to multi_tmp
found_pt = find_closest_point(self.mouse_co)
if found_pt is not None:
self.multi_tmp.try_add(found_pt)
mult_co3d = self.multi_tmp.get_co()
if in_ref_pts(self, mult_co3d, self.mod_pt):
self.report({'WARNING'}, 'Points overlap.')
self.pts[self.mod_pt].co3d = mult_co3d
else: # shift_held, exit multi_tmp
exit_multi_mode(self)
set_piv(self)
else: # overlap multi_tmp
if not self.shift_held:
# remove multi_tmp point
self.multi_tmp.rem_pt(self.overlap_idx)
# if all multi_tmp points removed,
# exit multi mode, remove edited point
if self.multi_tmp.co3d is None:
rem_ref_pt(self, self.mod_pt)
self.mod_pt = None
set_help_text(self, "CLICK")
elif in_ref_pts(self, self.multi_tmp.co3d, self.mod_pt):
self.report({'WARNING'}, 'Points overlap.')
self.pts[self.mod_pt].co3d = self.multi_tmp.get_co()
else:
self.pts[self.mod_pt].co3d = self.multi_tmp.get_co()
else: # shift_held
exit_multi_mode(self)
if event.type == 'C' and event.value == 'PRESS':
#print("Pressed C\n") # debug
axis_key_check(self, None)
elif event.type == 'X' and event.value == 'PRESS':
#print("Pressed X\n") # debug
axis_key_check(self, 'X')
elif event.type == 'Y' and event.value == 'PRESS':
#print("Pressed Y\n") # debug
axis_key_check(self, 'Y')
elif event.type == 'Z' and event.value == 'PRESS':
#print("Pressed Z\n") # debug
axis_key_check(self, 'Z')
'''
elif event.type == 'D' and event.value == 'RELEASE':
# open debug console
__import__('code').interact(local=dict(globals(), **locals()))
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'''
elif event.type == 'G' and event.value == 'RELEASE':
# if already in grab mode, cancel grab
if self.grab_pt is not None:
self.grab_pt = None
set_mouse_highlight(self)
set_help_text(self, "CLICK")
# else enable grab mode (if possible)
elif self.mod_pt is None:
if self.overlap_idx is not None:
self.grab_pt = self.overlap_idx
self.highlight_mouse = False
set_help_text(self, "GRAB")
elif event.type in {'ESC'} and event.value == 'RELEASE':
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
exit_addon(self)
return {'CANCELLED'}
if self.force_quit:
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
exit_addon(self)
return {'FINISHED'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
if context.area.type == 'VIEW_3D':
args = (self, context)
# Add the region OpenGL drawing callback
# draw in view space with 'POST_VIEW' and 'PRE_VIEW'
self._handle = bpy.types.SpaceView3D.draw_handler_add(
draw_callback_px, args, 'WINDOW', 'POST_PIXEL')
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self.settings_backup = backup_blender_settings()
self.mouse_co = Vector((event.mouse_region_x, event.mouse_region_y))
self.rtoolsw = get_reg_overlap() # region tools (toolbar) width
self.highlight_mouse = True # draw ref point on mouse
self.pts = []
self.running_transf = False
self.pt_cnt = 0
self.lk_pts = []
self.multi_tmp = TempPoint()
self.rotate_btn = ViewButton(Colr.red, Colr.white, 18, Colr.white, (0.0, 20))
self.rotate_btn.set_text("Rotate")
self.add_rm_btn = ViewButton(Colr.red, Colr.white, 18, Colr.white, (190, 36))
self.overlap_idx = None
self.shift_held = False
#self.debug_flag = False
self.mod_pt = None
self.first_run = event.type in {'RET', 'LEFTMOUSE'} and event.value != 'RELEASE'
self.force_quit = False
self.grab_pt = None
self.new_free_co = ()
self.swap_pt = None
#self.addon_mode = CLICK_CHECK
self.lmb_held = False
self.menu = MenuHandler("Free Rotate", 18, Colr.yellow, \
Colr.white, self.rtoolsw, context.region)
self.menu.add_menu(["Axis Lock Rotate"])
self.menu.add_menu(["Axis Rotate"])
self.menu.add_menu(["Planar Rotate"])
context.window_manager.modal_handler_add(self)
init_blender_settings()
init_ref_pts(self)
set_transform_data_none()
editmode_refresh()
#print("Add-on started") # debug
self.add_rm_btn.set_text("Add Selected")
set_help_text(self, "CLICK")
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "View3D not found, cannot run operator")
return {'CANCELLED'}