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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 #####
"""
DESCRIPTION:
Draws a polyline using snap points. Emulates the functionality of the standard 'polyline'
command in CAD applications, with vertex snapping. Extrudes and bevels the shape afterwards.
INSTALLATION:
Two ways:
A. Paste the the .py file to text editor and run (ALT+P)
B. Unzip and place .py file to addons_contrib. In User Preferences / Addons tab search under
Testing / NP Float Poly and check the box.
Now you have the operator in your system. If you press Save User Preferences, you will have
it at your disposal every time you run Blender.
SHORTCUTS:
After successful installation of the addon, or it's activation from the text editor,
the NP Float Poly operator should be registered in your system. Enter User Preferences / Input,
and under that, 3DView / Object mode.
At the bottom of the list click the 'Add new' button. In the operator field type object.np_float_poly_xxx
(xxx being the number of the version) and assign a key of your preference. At the moment i am using 'P' for 'polyline'.
USAGE:
You can run the operator with spacebar search - NP Float Poly, or keystroke if you assigned it.
Select a point anywhere in the scene (holding CTRL enables snapping). This will be your start point.
Move your mouse and click to a point anywhere in the scene with the left mouse button (LMB), in relation
to the start point (again CTRL - snap). The addon will make a line from the first to the second point.
You can continue adding other points in the same way. When you want to finish the poly, press ESC or if you
want to close it, press right mouse button (RMB).
After the closure of the poly, the command will automatically start the extrusion of the poly into 3D.
You can confirm this with the LMB or avoid the extrusion with ESC. This will restrict the poly to 2D surface.
If at any point you lose sight of the next point you want to snap to, you can press SPACE to go to NAVIGATION
mode in which you can change the point of view. When your next point is clearly in your field of view, you
return to normal mode by pressing SPACE again or LMB.
Middle mouse button (MMB) enables axis constraint during snapping, while numpad keys enable numerical input
poly segment length.
After the extrusion, if you enabled the bevel function in the addon options, the script will start the bevel
operation which you control as usual - LMB for the amount and MMB scroll for the number of segments.
ADDON SETTINGS:
Below the addon name in the user preferences / addon tab, you can find a couple of settings that control
the behavior of the addon:
Unit scale: Distance multiplier for various unit scenarios
Suffix: Unit abbreviation after the numerical distance
Custom colors: Default or custom colors for graphical elements
Mouse badge: Option to display a small cursor label
Point markers: Option to display graphical markers for the start and segment points
Bevel: Option to automatically start a bevel operation after the extrusion
Base material: Option to add a basic material to the poly object
Smooth shading: Option to turn on smooth shading for the poly object
Wire contour: Option to turn on wireframe over the solid
IMPORTANT PERFORMANCE NOTES:
Unfortunately, this addon is effected by blender development and in linux 2.77 and 2.78 it shows a strange bug
as viewport fps falls dramatically after the command. However, pressing 2xTAB solves the issue. I am not sure what
causes the problem, i found no similar issues in version 2.76 and 2.75 in which the addon was made and used.
"""
bl_info = {
'name': 'NP 020 Float Poly',
'author': 'Okavango & the Blenderartists community',
'version': (0, 2, 0),
'blender': (2, 75, 0),
'location': 'View3D',
'warning': '',
'description': 'Draws lines and closed polygons using vertex snapping',
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'category': '3D View'}
import bpy
import copy
import bmesh
import bgl
import blf
import mathutils
from bpy_extras import view3d_utils
# from bpy.app.handlers import persistent
from mathutils import Vector
from blf import ROTATION
from math import radians
from bpy.props import (
BoolProperty,
FloatProperty,
FloatVectorProperty,
EnumProperty,
)
from .utils_geometry import *
from .utils_graphics import *
from .utils_function import *
# Defining the main class - the macro:
class NP020FloatPoly(bpy.types.Macro):
bl_idname = 'object.np_020_float_poly'
bl_label = 'NP 020 Float Poly'
bl_options = {'UNDO'}
# Defining the storage class that will serve as a variable-bank for exchange among the classes. Later,
# this bank will receive more variables with their values for safe keeping, as the program goes on:
class NP020FP:
startloc3d = (0.0, 0.0, 0.0)
endloc3d = (0.0, 0.0, 0.0)
phase = 0
first = None
start = None
end = None
dist = None
polyob = None
flag = 'TRANSLATE'
snap = 'VERTEX'
polysymbol = [[18, 37], [21, 37], [23, 33], [26, 33]]
# Defining the first of the operational classes for acquiring the list of selected objects and storing
# them for later re-call:
class NPFPGetSelection(bpy.types.Operator):
bl_idname = 'object.np_fp_get_selection'
bl_label = 'NP FP Get Selection'
bl_options = {'INTERNAL'}
def execute(self, context):
# First, storing all of the system preferences set by the user, that will be changed during the
# process, in order to restore them when the operation is completed:
np_print('01_get_selection_START')
NP020FP.use_snap = bpy.context.tool_settings.use_snap
NP020FP.snap_element = bpy.context.tool_settings.snap_element
NP020FP.snap_target = bpy.context.tool_settings.snap_target
NP020FP.pivot_point = bpy.context.space_data.pivot_point
NP020FP.trans_orient = bpy.context.space_data.transform_orientation
NP020FP.show_manipulator = bpy.context.space_data.show_manipulator
NP020FP.acob = bpy.context.active_object
np_print('NP020FP.acob = ', NP020FP.acob)
np_print(bpy.context.mode)
if bpy.context.mode == 'OBJECT':
NP020FP.edit_mode = 'OBJECT'
elif bpy.context.mode in ('EDIT_MESH', 'EDIT_CURVE', 'EDIT_SURFACE', 'EDIT_TEXT', 'EDIT_ARMATURE',
'EDIT_METABALL', 'EDIT_LATTICE'):
NP020FP.edit_mode = 'EDIT'
elif bpy.context.mode == 'POSE':
NP020FP.edit_mode = 'POSE'
elif bpy.context.mode == 'SCULPT':
NP020FP.edit_mode = 'SCULPT'
elif bpy.context.mode == 'PAINT_WEIGHT':
NP020FP.edit_mode = 'WEIGHT_PAINT'
elif bpy.context.mode == 'PAINT_TEXTURE':
NP020FP.edit_mode = 'TEXTURE_PAINT'
elif bpy.context.mode == 'PAINT_VERTEX':
NP020FP.edit_mode = 'VERTEX_PAINT'
elif bpy.context.mode == 'PARTICLE':
NP020FP.edit_mode = 'PARTICLE_EDIT'
NP020FP.phase = 0
# Reading and storing the selection:
selob = bpy.context.selected_objects
NP020FP.selob = selob
# De-selecting objects in prepare for other processes in the script:
for ob in selob:
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np_print('01_get_selection_END')
return {'FINISHED'}
# Defining the operator that will read the mouse position in 3D when the command is activated and
# store it as a location for placing the start and end points under the mouse:
class NPFPReadMouseLoc(bpy.types.Operator):
bl_idname = 'object.np_fp_read_mouse_loc'
bl_label = 'NP FP Read Mouse Loc'
bl_options = {'INTERNAL'}
def modal(self, context, event):
np_print('02_read_mouse_loc_START')
region = context.region
rv3d = context.region_data
co2d = ((event.mouse_region_x, event.mouse_region_y))
view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, co2d)
pointloc = view3d_utils.region_2d_to_origin_3d(region, rv3d, co2d) + view_vector / 5
np_print(pointloc)
NP020FP.pointloc = pointloc
np_print('02_read_mouse_loc_END')
return{'FINISHED'}
def invoke(self, context, event):
np_print('02_read_mouse_loc_INVOKE_a')
# np_print("START_____")
args = (self, context) # hm is this used ?
context.window_manager.modal_handler_add(self)
np_print('02_read_mouse_loc_INVOKE_b')
return {'RUNNING_MODAL'}
# Defining the operator that will generate start and end points at the spot marked by mouse and
# select them, preparing for translation:
class NPFPAddPoints(bpy.types.Operator):
bl_idname = 'object.np_fp_add_points'
bl_label = 'NP FP Add Points'
bl_options = {'INTERNAL'}
def execute(self, context):
np_print('03_add_points_START')
pointloc = NP020FP.pointloc
if bpy.context.mode not in ('OBJECT'):
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.add(type='MESH', location=pointloc)
start = bpy.context.object
start.name = 'NP_FP_start'
NP020FP.start = start
bpy.ops.object.add(type='MESH', location=pointloc)
end = bpy.context.object
end.name = 'NP_FP_end'
NP020FP.end = end
start.select_set(True)
end.select_set(True)
bpy.context.tool_settings.use_snap = False
bpy.context.tool_settings.snap_element = NP020FP.snap
bpy.context.tool_settings.snap_target = 'ACTIVE'
bpy.context.space_data.pivot_point = 'MEDIAN_POINT'
bpy.context.space_data.transform_orientation = 'GLOBAL'
np_print('03_add_points_END')
return{'FINISHED'}
# Defining the operator that will draw the OpenGL line across the screen together with the numerical
# distance and the on-screen instructions in normal, translation mode:
def draw_callback_px_TRANS(self, context):
np_print('04_callback_TRANS_START')
addon_prefs = context.preferences.addons[__package__].preferences
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point_markers = addon_prefs.npfp_point_markers
point_size = addon_prefs.npfp_point_size
polyob = NP020FP.polyob
phase = NP020FP.phase
start = NP020FP.start
end = NP020FP.end
startloc3d = start.location
endloc3d = end.location
endloc = end.location
region = context.region
rv3d = context.region_data
startloc2d = view3d_utils.location_3d_to_region_2d(region, rv3d, startloc3d)
endloc2d = view3d_utils.location_3d_to_region_2d(region, rv3d, endloc3d)
co2d = view3d_utils.location_3d_to_region_2d(region, rv3d, endloc)
# np_print(end, endloc, co2d)
'''
if addon_prefs.npfp_col_line_main_DEF is False:
col_line_main = addon_prefs.npfp_col_line_main
else:
col_line_main = (1.0, 1.0, 1.0, 1.0)
if addon_prefs.npfp_col_line_shadow_DEF is False:
col_line_shadow = addon_prefs.npfp_col_line_shadow
else:
col_line_shadow = (0.1, 0.1, 0.1, 0.25)
if addon_prefs.npfp_col_num_main_DEF is False:
col_num_main = addon_prefs.npfp_col_num_main
else:
col_num_main = (0.1, 0.1, 0.1, 0.75)
if addon_prefs.npfp_col_num_shadow_DEF is False:
col_num_shadow = addon_prefs.npfp_col_num_shadow
else:
col_num_shadow = (1.0, 1.0, 1.0, 1.0)
'''
if addon_prefs.npfp_point_color_DEF is False:
col_pointromb = addon_prefs.npfp_point_color
else:
col_pointromb = (0.15, 0.15, 0.15, 1.0)
# np_print('0')
# sel = bpy.context.selected_objects
if startloc2d is None:
startloc2d = (0.0, 0.0)
endloc2d = (0.0, 0.0)
np_print(startloc2d, endloc2d)
# np_print('1')
'''
# np_print('2')
# This is for correcting the position of the numerical on the screen if the endpoints are far out of screen:
numloc = []
startx = startloc2d[0]
starty = startloc2d[1]
endx = endloc2d[0]
endy = endloc2d[1]
if startx > region.width:
startx = region.width
if startx < 0:
startx = 0
if starty > region.height:
starty = region.height
if starty < 0:
starty = 0
if endx > region.width:
endx = region.width
if endx < 0:
endx = 0
if endy > region.height:
endy = region.height
if endy < 0:
endy = 0
numloc.append((startx + endx) / 2)
numloc.append((starty + endy) / 2)
'''
# np_print('3')
if phase == 0:
main = 'place start point'
if phase > 0:
main = 'place next point'
# Drawing:
bgl.glEnable(bgl.GL_BLEND)
font_id = 0
# ON-SCREEN INSTRUCTIONS:
region = bpy.context.region
rv3d = bpy.context.region_data
instruct = main
keys_aff = 'LMB - confirm, CTRL - snap, ENT - change snap, MMB - axis lock, NUMPAD - value, RMB - close poly and extrude'
keys_nav = 'SPACE - navigate'
keys_neg = 'ESC - stop poly at current state'
display_instructions(region, rv3d, instruct, keys_aff, keys_nav, keys_neg)
# LINE:
display_line_between_two_points(region, rv3d, startloc3d, endloc3d)
'''
bgl.glColor4f(*col_line_shadow)
bgl.glLineWidth(1.4)
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex2f((startloc2d[0] - 1), (startloc2d[1] - 1))
bgl.glVertex2f((endloc2d[0] - 1), (endloc2d[1] - 1))
bgl.glEnd()
bgl.glColor4f(*col_line_main)
bgl.glLineWidth(1.4)
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex2f(*startloc2d)
bgl.glVertex2f(*endloc2d)
bgl.glEnd()
# np_print('4')
'''
# POINT MARKERS:
markersize = point_size
triangle = [[0, 0], [-1, 1], [1, 1]]
romb = [[-1, 0], [0, 1], [1, 0], [0, -1]] # is this used ?
if phase > 0 and polyob is None and point_markers:
polylist2d = []
for co in triangle:
co[0] = round((co[0] * markersize * 3), 0) + startloc2d[0]
co[1] = round((co[1] * markersize * 3), 0) + startloc2d[1]
np_print('triangle', triangle)
bgl.glColor4f(1.0, 0.5, 0.0, 1.0)
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
for x, y in triangle:
bgl.glVertex2f(x, y)
bgl.glEnd()
pointromb = [[-1, 0], [0, 1], [1, 0], [0, -1]]
for co in pointromb:
co[0] = round((co[0] * markersize), 0) + endloc2d[0]
co[1] = round((co[1] * markersize), 0) + endloc2d[1]
if phase == 2:
np_print('pointromb', pointromb)
bgl.glColor4f(*col_pointromb)
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
for x, y in pointromb:
bgl.glVertex2f(x, y)
bgl.glEnd()
if polyob is not None and point_markers:
np_print('polyob not None')
polyloc = polyob.location
polyme = polyob.data
polylist3d = []
for me in polyme.vertices:
polylist3d.append(me.co + polyloc)
np_print('polylist3d = ', polylist3d)
polylist2d = []
for p3d in polylist3d:
p2d = view3d_utils.location_3d_to_region_2d(region, rv3d, p3d)
polylist2d.append(p2d)
np_print('polylist2d = ', polylist2d)
# triangle for the first point
for co in triangle:
co[0] = round((co[0] * markersize * 3), 0) + polylist2d[0][0]
co[1] = round((co[1] * markersize * 3), 0) + polylist2d[0][1]
np_print('triangle', triangle)
bgl.glColor4f(1.0, 0.5, 0.0, 1.0)
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
for x, y in triangle:
bgl.glVertex2f(x, y)
bgl.glEnd()
# rombs for the other points
i = 0
for p2d in polylist2d:
if i > 0:
pointromb = [[-1, 0], [0, 1], [1, 0], [0, -1]]
for co in pointromb:
co[0] = round((co[0] * markersize), 0) + p2d[0]
co[1] = round((co[1] * markersize), 0) + p2d[1]
np_print('pointromb', pointromb)
bgl.glColor4f(*col_pointromb)
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
for x, y in pointromb:
bgl.glVertex2f(x, y)
i = i + 1
bgl.glEnd()
# Drawing the small badge near the cursor with the basic instructions:
symbol = copy.deepcopy(NP020FP.polysymbol)
badge_mode = 'RUN'
message_main = 'CTRL+SNAP'
message_aux = NP020FP.snap
aux_num = None
aux_str = None
display_cursor_badge(co2d, symbol, badge_mode, message_main, message_aux, aux_num, aux_str)
'''
if badge:
for co in square:
co[0] = round((co[0] * size), 0) - (size * 10) + mouseloc[0]
co[1] = round((co[1] * size), 0) - (size * 25) + mouseloc[1]
for co in rectangle:
co[0] = round((co[0] * size), 0) - (size * 10) + mouseloc[0]
co[1] = round((co[1] * size), 0) - (size * 25) + mouseloc[1]
for co in polysymbol:
co[0] = round((co[0] * size), 0) - (size * 10) + mouseloc[0]
co[1] = round((co[1] * size), 0) - (size * 25) + mouseloc[1]
ipx = round((ipx * size), 0) - (size * 10) + mouseloc[0]
ipy = round((ipy * size), 0) - (size * 25) + mouseloc[1]
ipsize = int(6 * size)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
for x, y in square:
bgl.glVertex2f(x, y)
bgl.glEnd()
bgl.glColor4f(1.0, 0.5, 0.0, 1.0)
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
for x, y in rectangle:
bgl.glVertex2f(x, y)
bgl.glEnd()
bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
bgl.glBegin(bgl.GL_LINE_STRIP)
for x, y in polysymbol:
bgl.glVertex2f(x, y)
bgl.glEnd()
bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
blf.position(font_id, ipx, ipy, 0)
blf.size(font_id, ipsize, 72)
blf.draw(font_id, 'CTRL+SNAP')
'''
# NUMERICAL DISTANCE:
'''
np_print('numloc = ', numloc, 'dist = ', dist)
font_id = 0
bgl.glColor4f(*col_num_shadow)
if phase > 0:
font_id = 0
blf.size(font_id, 20, 72)
blf.position(font_id, (numloc[0] - 1), (numloc[1] - 1), 0)
blf.draw(font_id, dist)
bgl.glColor4f(*col_num_main)
if phase > 0:
font_id = 0
blf.size(font_id, 20, 72)
blf.position(font_id, numloc[0], numloc[1], 0)
blf.draw(font_id, dist)
'''
region = bpy.context.region
rv3d = bpy.context.region_data
dist_scale = 100
suffix = ' cm'
num_size = 20
display_distance_between_two_points(region, rv3d, startloc3d, endloc3d)
NP020FP.dist = display_distance_between_two_points(region, rv3d, startloc3d, endloc3d)[1]
bgl.glLineWidth(1)
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
# np_print('7')
np_print('04_callback_TRANS_END')
def scene_update(context):
# np_print('00_scene_update_START')
# np_print('up1')
if bpy.data.objects.is_updated:
phase = NP020FP.phase
flag = NP020FP.flag
np_print(flag)
start = NP020FP.start
end = NP020FP.end
if phase == 1:
# np_print('up2')
startloc3d = start.location
endloc3d = end.location
NP020FP.startloc3d = startloc3d
NP020FP.endloc3d = endloc3d
if flag == 'EXTRUDE':
polyob = NP020FP.polyob
polyme = polyob.data
i = len(polyme.vertices)
np_print('A')
np_print('i', i)
j = i / 2
j = int(j)
np_print(i, j)
np_print(polyme.vertices[0].co)
NP020FP.startloc3d = polyme.vertices[0].co
NP020FP.endloc3d = polyme.vertices[j].co
np_print('Ss3d, Se3d', NP020FP.startloc3d, NP020FP.endloc3d)
# np_print('up3')
# np_print('00_scene_update_END')
# Defining the operator that will let the user translate start and end to the desired point.
# It also uses some listening operators that clean up the leftovers should the user interrupt the command.
# Many thanks to CoDEmanX and lukas_t:
class NPFPRunTranslate(bpy.types.Operator):
bl_idname = 'object.np_fp_run_translate'
bl_label = 'NP FP Run Translate'
bl_options = {'INTERNAL'}
np_print('04_run_TRANS_START')
count = 0
def modal(self, context, event):
context.area.tag_redraw()
self.count += 1
selob = NP020FP.selob
start = NP020FP.start
end = NP020FP.end
phase = NP020FP.phase
polyob = NP020FP.polyob
if self.count == 1:
bpy.ops.transform.translate('INVOKE_DEFAULT')
np_print('04_run_TRANS_count_1_INVOKE_DEFAULT')
elif event.type in ('LEFTMOUSE', 'NUMPAD_ENTER') and event.value == 'RELEASE':
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
NP020FP.flag = 'PASS'
np_print('04_run_TRANS_left_release_FINISHED')
return{'FINISHED'}
elif event.type == 'RET' and event.value == 'RELEASE':
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
if bpy.context.tool_settings.snap_element == 'VERTEX':
bpy.context.tool_settings.snap_element = 'EDGE'
NP020FP.snap = 'EDGE'
elif bpy.context.tool_settings.snap_element == 'EDGE':
bpy.context.tool_settings.snap_element = 'FACE'
NP020FP.snap = 'FACE'
elif bpy.context.tool_settings.snap_element == 'FACE':
bpy.context.tool_settings.snap_element = 'VERTEX'
NP020FP.snap = 'VERTEX'
NP020FP.flag = 'TRANSLATE'
np_print('04_run_TRANS_enter_PASS')
return{'FINISHED'}
elif event.type == 'SPACE':
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
start.hide = True
end.hide = True
NP020FP.flag = 'NAVIGATE'
np_print('04_run_TRANS_space_FINISHED_flag_NAVIGATE')
return{'FINISHED'}
elif event.type == 'RIGHTMOUSE' and phase > 1:
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
end.location = start.location
start.hide = True
end.hide = True
NP020FP.flag = 'CLOSE'
np_print('04_run_TRANS_space_FINISHED_flag_NAVIGATE')
return{'FINISHED'}
elif event.type == 'RIGHTMOUSE' and phase < 2:
# this actually begins when user RELEASES esc or rightmouse,
# PRESS is taken by transform.translate operator
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
bpy.ops.object.select_all(action='DESELECT')
start.select_set(True)
end.select_set(True)
bpy.ops.object.delete('EXEC_DEFAULT')
if selob is not polyob:
for ob in selob:
else:
polyob.select = True
NP020FP.startloc3d = (0.0, 0.0, 0.0)
NP020FP.endloc3d = (0.0, 0.0, 0.0)
NP020FP.phase = 0
NP020FP.start = None
NP020FP.end = None
NP020FP.dist = None
NP020FP.polyob = None
NP020FP.flag = 'TRANSLATE'
NP020FP.snap = 'VERTEX'
bpy.context.tool_settings.use_snap = NP020FP.use_snap
bpy.context.tool_settings.snap_element = NP020FP.snap_element
bpy.context.tool_settings.snap_target = NP020FP.snap_target
bpy.context.space_data.pivot_point = NP020FP.pivot_point
if NP020FP.acob is not None:
bpy.context.view_layer.objects.active = NP020FP.acob
bpy.ops.object.mode_set(mode=NP020FP.edit_mode)
np_print('04_run_TRANS_esc_right_CANCELLED')
elif event.type == 'ESC':
# this actually begins when user RELEASES esc or rightmouse,
# PRESS is taken by transform.translate operator
bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
bpy.ops.object.select_all(action='DESELECT')
start.select_set(True)
end.select_set(True)
bpy.ops.object.delete('EXEC_DEFAULT')
if selob is not polyob:
for ob in selob:
else:
polyob.select = True
NP020FP.startloc3d = (0.0, 0.0, 0.0)
NP020FP.endloc3d = (0.0, 0.0, 0.0)
NP020FP.phase = 0
NP020FP.start = None
NP020FP.end = None
NP020FP.dist = None
NP020FP.polyob = None
NP020FP.flag = 'TRANSLATE'
NP020FP.snap = 'VERTEX'
bpy.context.tool_settings.use_snap = NP020FP.use_snap
bpy.context.tool_settings.snap_element = NP020FP.snap_element
bpy.context.tool_settings.snap_target = NP020FP.snap_target
bpy.context.space_data.pivot_point = NP020FP.pivot_point
bpy.context.space_data.transform_orientation = NP020FP.trans_orient
if NP020FP.acob is not None:
bpy.context.view_layer.objects.active = NP020FP.acob
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bpy.ops.object.mode_set(mode=NP020FP.edit_mode)
np_print('04_run_TRANS_esc_right_CANCELLED')
return{'CANCELLED'}
np_print('04_run_TRANS_PASS_THROUGH')
return{'PASS_THROUGH'}
def invoke(self, context, event):
flag = NP020FP.flag
np_print('04_run_TRANS_INVOKE_a')
np_print('flag=', flag)
if flag == 'TRANSLATE':
if context.area.type == 'VIEW_3D':
args = (self, context)
self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px_TRANS, args,
'WINDOW', 'POST_PIXEL')
context.window_manager.modal_handler_add(self)
np_print('04_run_TRANS_INVOKE_a_RUNNING_MODAL')
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "View3D not found, cannot run operator")
np_print('04_run_TRANS_INVOKE_a_CANCELLED')
return {'CANCELLED'}
else:
np_print('04_run_TRANS_INVOKE_a_FINISHED')
return {'FINISHED'}
# Defining the operator that will draw the graphicall reprezentation of distance in navigation mode if user calls it:
def draw_callback_px_NAV(self, context):
np_print('05_callback_NAV_START')
addon_prefs = context.preferences.addons[__package__].preferences
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point_markers = addon_prefs.npfp_point_markers
point_size = addon_prefs.npfp_point_size
polyob = NP020FP.polyob
phase = NP020FP.phase
start = NP020FP.start
end = NP020FP.end
startloc3d = start.location
endloc3d = end.location
endloc = end.location
region = context.region
rv3d = context.region_data
startloc2d = view3d_utils.location_3d_to_region_2d(region, rv3d, startloc3d)
endloc2d = view3d_utils.location_3d_to_region_2d(region, rv3d, endloc3d)
mouseloc = view3d_utils.location_3d_to_region_2d(region, rv3d, endloc) # is this used ?
'''
if addon_prefs.npfp_col_line_main_DEF is False:
col_line_main = addon_prefs.npfp_col_line_main
else:
col_line_main = (1.0, 1.0, 1.0, 1.0)
if addon_prefs.npfp_col_line_shadow_DEF is False:
col_line_shadow = addon_prefs.npfp_col_line_shadow
else:
col_line_shadow = (0.1, 0.1, 0.1, 0.25)
if addon_prefs.npfp_col_num_main_DEF is False:
col_num_main = addon_prefs.npfp_col_num_main
else:
col_num_main = (0.1, 0.1, 0.1, 0.75)
if addon_prefs.npfp_col_num_shadow_DEF is False:
col_num_shadow = addon_prefs.npfp_col_num_shadow
else:
col_num_shadow = (1.0, 1.0, 1.0, 1.0)
'''
if addon_prefs.npfp_point_color_DEF is False:
col_pointromb = addon_prefs.npfp_point_color
else:
col_pointromb = (0.15, 0.15, 0.15, 1.0)
'''
if addon_prefs.npfp_suffix == 'None':
suffix = None
elif addon_prefs.npfp_suffix in ('km', 'm', 'cm', 'mm', 'nm', 'thou'):
suffix = ' '.join(addon_prefs.npfp_suffix)
elif addon_prefs.npfp_suffix == "'":
suffix = "'"
elif addon_prefs.npfp_suffix == '"':
suffix = '"'
'''
# Calculating the 3d points for the graphical line while in NAVIGATE flag:
co2d = self.co2d
view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, co2d)
pointloc = view3d_utils.region_2d_to_origin_3d(region, rv3d, co2d) + view_vector / 5
np_print('phase=', phase)
if phase == 0 or phase == 3:
startloc3d = (0.0, 0.0, 0.0)
endloc3d = (0.0, 0.0, 0.0)
if phase == 1:
startloc3d = NP020FP.startloc3d
endloc3d = pointloc
if phase == 2:
startloc3d = NP020FP.startloc3d
endloc3d = pointloc
'''
# Calculating the 2D points for the graphical line while in NAVIGATE flag from 3D points:
startloc2d = view3d_utils.location_3d_to_region_2d(region, rv3d, startloc3d)
endloc2d = view3d_utils.location_3d_to_region_2d(region, rv3d, endloc3d)
if startloc2d is None:
startloc2d = (0.0, 0.0)
endloc2d = (0.0, 0.0)
np_print(startloc2d, endloc2d)
dist = (Vector(endloc3d) - Vector(startloc3d))
dist = dist.length * scale
np_print(dist)
if suffix is not None:
dist = str(abs(round(dist, 2))) + suffix
else:
dist = str(abs(round(dist, 2)))
NP020FP.dist = dist
np_print(dist)
# This is for correcting the position of the numerical on the screen if the endpoints are far out of screen:
numloc = []
startx = startloc2d[0]
starty = startloc2d[1]
endx = endloc2d[0]
endy = endloc2d[1]
if startx > region.width:
startx = region.width
if startx < 0:
startx = 0
if starty > region.height:
starty = region.height
if starty < 0:
starty = 0
if endx > region.width:
endx = region.width
if endx < 0:
endx = 0
if endy > region.height:
endy = region.height
if endy < 0:
endy = 0
numloc.append((startx + endx) / 2)
numloc.append((starty + endy) / 2)
'''
# Drawing:
bgl.glEnable(bgl.GL_BLEND)
font_id = 0
# LINE:
display_line_between_two_points(region, rv3d, startloc3d, endloc3d)
'''
bgl.glColor4f(*col_line_shadow)
bgl.glLineWidth(1.4)
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex2f((startloc2d[0] - 1), (startloc2d[1] - 1))
bgl.glVertex2f((endloc2d[0] - 1), (endloc2d[1] - 1))
bgl.glEnd()
bgl.glColor4f(*col_line_main)
bgl.glLineWidth(1.4)
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex2f(*startloc2d)
bgl.glVertex2f(*endloc2d)
bgl.glEnd()
'''
# POINT MARKERS:
markersize = point_size
triangle = [[0, 0], [-1, 1], [1, 1]]
romb = [[-1, 0], [0, 1], [1, 0], [0, -1]] # is this used ?
if phase > 0 and polyob is None and point_markers:
polylist2d = []
for co in triangle:
co[0] = round((co[0] * markersize * 3), 0) + startloc2d[0]
co[1] = round((co[1] * markersize * 3), 0) + startloc2d[1]
np_print('triangle', triangle)
bgl.glColor4f(1.0, 0.5, 0.0, 1.0)
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
for x, y in triangle:
bgl.glVertex2f(x, y)
bgl.glEnd()
pointromb = [[-1, 0], [0, 1], [1, 0], [0, -1]]
for co in pointromb:
co[0] = round((co[0] * markersize), 0) + endloc2d[0]
co[1] = round((co[1] * markersize), 0) + endloc2d[1]
if phase == 2:
np_print('pointromb', pointromb)
bgl.glColor4f(*col_pointromb)
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
for x, y in pointromb:
bgl.glVertex2f(x, y)
bgl.glEnd()
if polyob is not None and point_markers:
np_print('polyob not None')
polyloc = polyob.location
polyme = polyob.data
polylist3d = []
for me in polyme.vertices:
polylist3d.append(me.co + polyloc)
np_print('polylist3d = ', polylist3d)
polylist2d = []
for p3d in polylist3d:
p2d = view3d_utils.location_3d_to_region_2d(region, rv3d, p3d)
polylist2d.append(p2d)
np_print('polylist2d = ', polylist2d)
# triangle for the first point
for co in triangle:
co[0] = round((co[0] * markersize * 3), 0) + polylist2d[0][0]
co[1] = round((co[1] * markersize * 3), 0) + polylist2d[0][1]
np_print('triangle', triangle)
bgl.glColor4f(1.0, 0.5, 0.0, 1.0)
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
for x, y in triangle:
bgl.glVertex2f(x, y)
bgl.glEnd()
# rombs for the other points
i = 0
for p2d in polylist2d:
if i > 0:
pointromb = [[-1, 0], [0, 1], [1, 0], [0, -1]]
for co in pointromb:
co[0] = round((co[0] * markersize), 0) + p2d[0]
co[1] = round((co[1] * markersize), 0) + p2d[1]
np_print('pointromb', pointromb)
bgl.glColor4f(*col_pointromb)
bgl.glBegin(bgl.GL_TRIANGLE_FAN)
for x, y in pointromb:
bgl.glVertex2f(x, y)
i = i + 1
bgl.glEnd()
# ON-SCREEN INSTRUCTIONS:
if phase == 0:
main = 'navigate for better placement of start point'
if phase == 1:
main = 'navigate for better placement of next point'
if phase == 2:
main = 'navigate for better placement of next point'
if phase == 3:
main = 'navigate for better placement of extrusion height'
region = bpy.context.region
rv3d = bpy.context.region_data