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blender
blender-addons-contrib
Commits
e190317f
Commit
e190317f
authored
15 years ago
by
Brendon Murphy
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move into contrb > addons/space_view3d_game_props_visualiser.py
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e190317f
# ##### 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 #####
# <pep8 compliant>
bl_addon_info
=
{
'
name
'
:
'
3D View: Game Property Visualiser
'
,
'
author
'
:
'
Bartius Crouch/Vilem Novak
'
,
'
version
'
:
'
2.4 2010/06/07
'
,
'
blender
'
:
(
2
,
5
,
3
),
'
category
'
:
'
3D View
'
,
'
location
'
:
'
View3D > properties panel > display tab
'
,
'
description
'
:
'
Display the game properties next to selected objects
'
\
'
in the 3d-view
'
,
'
wiki_url
'
:
'
http://wiki.blender.org/index.php/Extensions:2.5/Py/
'
\
'
Scripts/Index_Visualiser
'
,
'
tracker_url
'
:
'
http://projects.blender.org/tracker/index.php?
'
\
'
func=detail&aid=21557&group_id=153&atid=468
'
,
'
doc
'
:
"""
\
Displays game properties next to selected objects(under name)
-how to use:
just toggle the button
'
Visualise game props
'
in the right side panel
"""
}
import
bgl
import
blf
import
bpy
import
mathutils
# calculate locations and store them as ID property in the mesh
def
calc_callback
(
self
,
context
):
# polling
if
context
.
mode
==
'
EDIT_MESH
'
:
return
# get screen information
mid_x
=
context
.
region
.
width
/
2.0
mid_y
=
context
.
region
.
height
/
2.0
width
=
context
.
region
.
width
height
=
context
.
region
.
height
# get matrices
view_mat
=
context
.
space_data
.
region_3d
.
perspective_matrix
ob_mat
=
context
.
active_object
.
matrix
total_mat
=
view_mat
*
ob_mat
# calculate location info
texts
=
[]
# uncomment 2 lines below, to enable live updating of the selection
#ob=context.active_object
for
ob
in
context
.
selected_objects
:
locs
=
[]
ob_mat
=
ob
.
matrix
total_mat
=
view_mat
*
ob_mat
for
p
in
ob
.
game
.
properties
:
d
=
0.0
#{'data':p.name+':'+str(p.value)}
#print (d)
locs
.
append
([
mathutils
.
Vector
([
0
,
0
,
0
]).
resize4D
()])
for
loc
in
locs
:
vec
=
total_mat
*
loc
[
0
]
# order is important
# dehomogenise
vec
=
mathutils
.
Vector
((
vec
[
0
]
/
vec
[
3
],
vec
[
1
]
/
vec
[
3
],
vec
[
2
]
/
vec
[
3
]))
x
=
int
(
mid_x
+
vec
[
0
]
*
width
/
2.0
)
y
=
int
(
mid_y
+
vec
[
1
]
*
height
/
2.0
)
texts
+=
[
x
,
y
]
# store as ID property in mesh
#print (texts)
context
.
scene
[
'
GamePropsVisualiser
'
]
=
texts
# draw in 3d-view
def
draw_callback
(
self
,
context
):
# polling
if
context
.
mode
==
'
EDIT_MESH
'
:
return
# retrieving ID property data
try
:
#print(context.scene['GamePropsVisualiser'])
texts
=
context
.
scene
[
'
GamePropsVisualiser
'
]
except
:
return
if
not
texts
:
return
# draw
i
=
0
blf
.
size
(
0
,
12
,
72
)
bgl
.
glColor3f
(
1.0
,
1.0
,
1.0
)
for
ob
in
bpy
.
context
.
selected_objects
:
for
pi
,
p
in
enumerate
(
ob
.
game
.
properties
):
blf
.
position
(
0
,
texts
[
i
],
texts
[
i
+
1
]
-
(
pi
+
1
)
*
14
,
0
)
if
p
.
type
==
'
FLOAT
'
:
t
=
p
.
name
+
'
:
'
+
str
(
'
%g
'
%
p
.
value
)
else
:
t
=
p
.
name
+
'
:
'
+
str
(
p
.
value
)
blf
.
draw
(
0
,
t
)
i
+=
2
# operator
class
GamePropertyVisualiser
(
bpy
.
types
.
Operator
):
bl_idname
=
"
view3d.game_props_visualiser
"
bl_label
=
"
Game Properties Visualiser
"
bl_description
=
"
Toggle the visualisation of game properties
"
def
poll
(
self
,
context
):
return
context
.
mode
!=
'
EDIT_MESH
'
def
modal
(
self
,
context
,
event
):
context
.
area
.
tag_redraw
()
# removal of callbacks when operator is called again
#print(context.scene.display_game_properties)
if
context
.
scene
.
display_game_properties
==
-
1
:
# print('deinit2')
context
.
scene
.
display_game_properties
=
0
context
.
region
.
callback_remove
(
self
.
handle1
)
context
.
region
.
callback_remove
(
self
.
handle2
)
context
.
scene
.
display_game_properties
=
0
return
{
'
FINISHED
'
}
return
{
'
PASS_THROUGH
'
}
def
invoke
(
self
,
context
,
event
):
if
context
.
area
.
type
==
'
VIEW_3D
'
:
print
(
context
.
scene
.
display_game_properties
)
if
context
.
scene
.
display_game_properties
==
0
or
context
.
scene
.
display_game_properties
==
-
1
:
print
(
'
init
'
)
# operator is called for the first time, start everything
context
.
scene
.
display_game_properties
=
1
context
.
manager
.
add_modal_handler
(
self
)
self
.
handle1
=
context
.
region
.
callback_add
(
calc_callback
,
(
self
,
context
),
'
POST_VIEW
'
)
self
.
handle2
=
context
.
region
.
callback_add
(
draw_callback
,
(
self
,
context
),
'
POST_PIXEL
'
)
return
{
'
RUNNING_MODAL
'
}
else
:
# operator is called again, stop displaying
context
.
scene
.
display_game_properties
=
-
1
#print(dir(self))
#
return
{
'
RUNNING_MODAL
'
}
else
:
self
.
report
({
'
WARNING
'
},
"
View3D not found, can
'
t run operator
"
)
return
{
'
CANCELLED
'
}
# defining the panel
def
menu_func
(
self
,
context
):
sce
=
context
.
scene
sce
.
IntProperty
(
name
=
'
visualise game properties
'
,
attr
=
"
display_game_properties
"
,
default
=
0
)
col
=
self
.
layout
.
column
(
align
=
True
)
col
.
operator
(
GamePropertyVisualiser
.
bl_idname
,
text
=
"
Visualise game props
"
)
self
.
layout
.
separator
()
def
register
():
bpy
.
types
.
register
(
GamePropertyVisualiser
)
bpy
.
types
.
VIEW3D_PT_view3d_display
.
prepend
(
menu_func
)
def
unregister
():
bpy
.
types
.
unregister
(
GamePropertyVisualiser
)
bpy
.
types
.
VIEW3D_PT_view3d_display
.
remove
(
menu_func
)
if
__name__
==
"
__main__
"
:
register
()
\ No newline at end of file
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