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import bpy
import bgl
import math
from . properties import Sun
class NorthClass:
def __init__(self):
self.handler = None
self.isActive = False
def refresh_screen(self):
bpy.context.scene.cursor_location.x += 0.0
def activate(self, context):
if context.area.type == 'PROPERTIES':
self.handler = bpy.types.SpaceView3D.draw_handler_add(
DrawNorth_callback,
(self, context), 'WINDOW', 'POST_PIXEL')
self.isActive = True
self.refresh_screen()
return True
return False
def deactivate(self):
if self.handler is not None:
bpy.types.SpaceView3D.draw_handler_remove(self.handler, 'WINDOW')
self.handler = None
self.isActive = False
self.refresh_screen()
if Sun.SP:
Sun.SP.ShowNorth = False
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Sun.ShowNorth = False
North = NorthClass()
def DrawNorth_callback(self, context):
if not Sun.SP.ShowNorth and North.isActive:
North.deactivate()
return
# ------------------------------------------------------------------
# Set up the compass needle using the current north offset angle
# less 90 degrees. This forces the unit circle to begin at the
# 12 O'clock instead of 3 O'clock position.
# ------------------------------------------------------------------
color = (0.2, 0.6, 1.0, 0.7)
radius = 100
angle = -(Sun.NorthOffset - math.pi / 2)
x = math.cos(angle) * radius
y = math.sin(angle) * radius
p1, p2 = (0, 0, 0), (x, y, 0) # Start & end of needle
#>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>>
# Thanks to Buerbaum Martin for the following which draws openGL
# lines. ( From his script space_view3d_panel_measure.py )
#<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<
# ------------------------------------------------------------------
# Convert the Perspective Matrix of the current view/region.
# ------------------------------------------------------------------
view3d = bpy.context
region = view3d.region_data
perspMatrix = region.perspective_matrix
tempMat = [perspMatrix[j][i] for i in range(4) for j in range(4)]
perspBuff = bgl.Buffer(bgl.GL_FLOAT, 16, tempMat)
# ---------------------------------------------------------
# Store previous OpenGL settings.
# ---------------------------------------------------------
MatrixMode_prev = bgl.Buffer(bgl.GL_INT, [1])
bgl.glGetIntegerv(bgl.GL_MATRIX_MODE, MatrixMode_prev)
MatrixMode_prev = MatrixMode_prev[0]
# Store projection matrix
ProjMatrix_prev = bgl.Buffer(bgl.GL_DOUBLE, [16])
bgl.glGetFloatv(bgl.GL_PROJECTION_MATRIX, ProjMatrix_prev)
# Store Line width
lineWidth_prev = bgl.Buffer(bgl.GL_FLOAT, [1])
bgl.glGetFloatv(bgl.GL_LINE_WIDTH, lineWidth_prev)
lineWidth_prev = lineWidth_prev[0]
# Store GL_BLEND
blend_prev = bgl.Buffer(bgl.GL_BYTE, [1])
bgl.glGetFloatv(bgl.GL_BLEND, blend_prev)
blend_prev = blend_prev[0]
line_stipple_prev = bgl.Buffer(bgl.GL_BYTE, [1])
bgl.glGetFloatv(bgl.GL_LINE_STIPPLE, line_stipple_prev)
line_stipple_prev = line_stipple_prev[0]
# Store glColor4f
color_prev = bgl.Buffer(bgl.GL_FLOAT, [4])
bgl.glGetFloatv(bgl.GL_COLOR, color_prev)
# ---------------------------------------------------------
# Prepare for 3D drawing
# ---------------------------------------------------------
bgl.glLoadIdentity()
bgl.glMatrixMode(bgl.GL_PROJECTION)
bgl.glLoadMatrixf(perspBuff)
bgl.glEnable(bgl.GL_BLEND)
bgl.glEnable(bgl.GL_LINE_STIPPLE)
# ------------------
# and draw the line
# ------------------
width = 2
bgl.glLineWidth(width)
bgl.glColor4f(color[0], color[1], color[2], color[3])
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex3f(p1[0], p1[1], p1[2])
bgl.glVertex3f(p2[0], p2[1], p2[2])
bgl.glEnd()
# ---------------------------------------------------------
# Restore previous OpenGL settings
# ---------------------------------------------------------
bgl.glLoadIdentity()
bgl.glMatrixMode(MatrixMode_prev)
bgl.glLoadMatrixf(ProjMatrix_prev)
bgl.glLineWidth(lineWidth_prev)
if not blend_prev:
bgl.glDisable(bgl.GL_BLEND)
if not line_stipple_prev:
bgl.glDisable(bgl.GL_LINE_STIPPLE)
bgl.glColor4f(color_prev[0],
color_prev[1],
color_prev[2],
color_prev[3])