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  • # SPDX-License-Identifier: GPL-2.0-or-later
    
    
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    from .prefs import get_addon_prefs
    
    import bpy
    import math
    import mathutils
    from bpy_extras.view3d_utils import location_3d_to_region_2d
    from bpy.props import BoolProperty, EnumProperty
    
    from time import time
    
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    ## draw utils
    import gpu
    import blf
    from gpu_extras.batch import batch_for_shader
    from gpu_extras.presets import draw_circle_2d
    
    
    def step_value(value, step):
    
        '''return the step closer to the passed value'''
    
        abs_angle = abs(value)
        diff = abs_angle % step
        lower_step = abs_angle - diff
        higher_step = lower_step + step
        if abs_angle - lower_step < higher_step - abs_angle:
            return math.copysign(lower_step, value)
        else:
            return math.copysign(higher_step, value)
    
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    def draw_callback_px(self, context):
        # 50% alpha, 2 pixel width line
    
        if context.area != self.current_area:
            return
    
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        shader = gpu.shader.from_builtin('2D_UNIFORM_COLOR')
    
        gpu.state.blend_set('ALPHA')
        gpu.state.line_width_set(2.0)
    
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        # init
        batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": [self.center, self.initial_pos]})#self.vector_initial
        shader.bind()
        shader.uniform_float("color", (0.5, 0.5, 0.8, 0.6))
        batch.draw(shader)
    
        batch = batch_for_shader(shader, 'LINE_STRIP', {"pos": [self.center, self.pos_current]})
        shader.bind()
        shader.uniform_float("color", (0.3, 0.7, 0.2, 0.5))
        batch.draw(shader)
    
    
        ## debug lines
        # batch = batch_for_shader(shader, 'LINES', {"pos": [
        #     (0,0), (context.area.width, context.area.height),
        #     (context.area.width, 0), (0, context.area.height)
        #     ]})
        # shader.bind()
        # shader.uniform_float("color", (0.8, 0.1, 0.1, 0.5))
        # batch.draw(shader)
    
    
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        # restore opengl defaults
    
        gpu.state.line_width_set(1.0)
        gpu.state.blend_set('NONE')
    
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        ## text
        font_id = 0
        ## draw text debug infos
        blf.position(font_id, 15, 30, 0)
        blf.size(font_id, 20, 72)
        blf.draw(font_id, f'angle: {math.degrees(self.angle):.1f}')
    
    
    class RC_OT_RotateCanvas(bpy.types.Operator):
        bl_idname = 'view3d.rotate_canvas'
        bl_label = 'Rotate Canvas'
        bl_options = {"REGISTER", "UNDO"}
    
        def get_center_view(self, context, cam):
            '''
            https://blender.stackexchange.com/questions/6377/coordinates-of-corners-of-camera-view-border
            Thanks to ideasman42
            '''
    
            frame = cam.data.view_frame()
            mat = cam.matrix_world
            frame = [mat @ v for v in frame]
            frame_px = [location_3d_to_region_2d(context.region, context.space_data.region_3d, v) for v in frame]
            center_x = frame_px[2].x + (frame_px[0].x - frame_px[2].x)/2
            center_y = frame_px[1].y + (frame_px[0].y - frame_px[1].y)/2
    
            return mathutils.Vector((center_x, center_y))
    
    
        def set_cam_view_offset_from_angle(self, context, angle):
            '''apply inverse of the rotation on view offset in cam rotate from view center'''
            neg = -angle
            rot_mat2d = mathutils.Matrix([[math.cos(neg), -math.sin(neg)], [math.sin(neg), math.cos(neg)]])
    
            # scale_mat = mathutils.Matrix([[1.0, 0.0], [0.0, self.ratio]])
            new_cam_offset = self.view_cam_offset.copy()
    
            ## area deformation correction
            new_cam_offset = mathutils.Vector((new_cam_offset[0], new_cam_offset[1] * self.ratio))
    
            ## rotate by matrix
            new_cam_offset.rotate(rot_mat2d)
    
            ## area deformation restore
            new_cam_offset = mathutils.Vector((new_cam_offset[0], new_cam_offset[1] * self.ratio_inv))
    
            context.space_data.region_3d.view_camera_offset = new_cam_offset
    
    
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        def execute(self, context):
            if self.hud:
                bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW')
                context.area.tag_redraw()
            if self.in_cam:
                    self.cam.rotation_mode = self.org_rotation_mode
            return {'FINISHED'}
    
    
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        def modal(self, context, event):
    
            if event.type in {'MOUSEMOVE'}:#,'INBETWEEN_MOUSEMOVE'
    
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                # Get current mouse coordination (region)
                self.pos_current = mathutils.Vector((event.mouse_region_x, event.mouse_region_y))
                # Get current vector
                self.vector_current = (self.pos_current - self.center).normalized()
                # Calculates the angle between initial and current vectors
                self.angle = self.vector_initial.angle_signed(self.vector_current)#radian
                # print (math.degrees(self.angle), self.vector_initial, self.vector_current)
    
    
                ## handle snap key
                snap = False
                if self.snap_ctrl and event.ctrl:
                    snap = True
                if self.snap_shift and event.shift:
                    snap = True
                if self.snap_alt and event.alt:
                    snap = True
                ## Snapping to specific degrees angle
                if snap:
                    self.angle = step_value(self.angle, self.snap_step)
    
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                if self.in_cam:
                    self.cam.matrix_world = self.cam_matrix
                    self.cam.rotation_euler.rotate_axis("Z", self.angle)
    
                    if self.use_view_center:
    
                        ## apply inverse rotation on view offset
                        self.set_cam_view_offset_from_angle(context, self.angle)
    
    
                else: # free view
    
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                    context.space_data.region_3d.view_rotation = self._rotation
                    rot = context.space_data.region_3d.view_rotation
                    rot = rot.to_euler()
                    rot.rotate_axis("Z", self.angle)
                    context.space_data.region_3d.view_rotation = rot.to_quaternion()
    
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            if event.type in {'RIGHTMOUSE', 'LEFTMOUSE', 'MIDDLEMOUSE'} and event.value == 'RELEASE':
    
                # Trigger reset : Less than 150ms and less than 2 degrees move
                if time() - self.timer < 0.15 and abs(math.degrees(self.angle)) < 2:
    
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                    # self.report({'INFO'}, 'Reset')
    
                    aim = context.space_data.region_3d.view_rotation @ mathutils.Vector((0.0, 0.0, 1.0)) # view vector
                    z_up_quat = aim.to_track_quat('Z','Y') # track Z, up Y
    
    
                        q = self.cam.matrix_world.to_quaternion() # store current rotation
    
    
                        if self.cam.parent:
    
                            q = self.cam.parent.matrix_world.inverted().to_quaternion() @ q
    
                            cam_quat = self.cam.parent.matrix_world.inverted().to_quaternion() @ z_up_quat
                        else:
                            cam_quat = z_up_quat
                        self.cam.rotation_euler = cam_quat.to_euler('XYZ')
    
    
                        # get diff angle (might be better way to get view axis rot diff)
                        diff_angle = q.rotation_difference(cam_quat).to_euler('ZXY').z
                        # print('diff_angle: ', math.degrees(diff_angle))
                        self.set_cam_view_offset_from_angle(context, diff_angle)
    
    
                    else:
                        context.space_data.region_3d.view_rotation = z_up_quat
    
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                self.execute(context)
                return {'FINISHED'}
    
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            if event.type == 'ESC':#Cancel
                self.execute(context)
                if self.in_cam:
                    self.cam.matrix_world = self.cam_matrix
    
                    context.space_data.region_3d.view_camera_offset = self.view_cam_offset
    
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                else:
                    context.space_data.region_3d.view_rotation = self._rotation
                return {'CANCELLED'}
    
            return {'RUNNING_MODAL'}
    
        def invoke(self, context, event):
    
            self.current_area = context.area
    
            prefs = get_addon_prefs()
            self.hud = prefs.canvas_use_hud
    
            self.use_view_center = prefs.canvas_use_view_center
    
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            self.angle = 0.0
            self.in_cam = context.region_data.view_perspective == 'CAMERA'
    
    
            ## store ratio for view rotate correction
    
            # CORRECT UI OVERLAP FROM HEADER TOOLBAR
            regs = context.area.regions
            if context.preferences.system.use_region_overlap:
    
                w = context.area.width
    
                # minus tool header
                h = context.area.height - regs[0].height
            else:
                # minus tool leftbar + sidebar right
                w = context.area.width - regs[2].width - regs[3].width
                # minus tool header + header
                h = context.area.height - regs[0].height - regs[1].height
    
            self.ratio = h / w
    
            self.ratio_inv = w / h
    
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            if self.in_cam:
                # Get camera from scene
                self.cam = bpy.context.scene.camera
    
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                #return if one element is locked (else bypass location)
                if self.cam.lock_rotation[:] != (False, False, False):
    
                    self.report({'WARNING'}, 'Camera rotation is locked')
    
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                    return {'CANCELLED'}
    
    
                if self.use_view_center:
    
                    self.center = mathutils.Vector((w/2, h/2))
                else:
                    self.center = self.get_center_view(context, self.cam)
    
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                # store original rotation mode
                self.org_rotation_mode = self.cam.rotation_mode
                # set to euler to works with quaternions, restored at finish
                self.cam.rotation_mode = 'XYZ'
                # store camera matrix world
                self.cam_matrix = self.cam.matrix_world.copy()
                # self.cam_init_euler = self.cam.rotation_euler.copy()
    
                ## initialize current view_offset in camera
                self.view_cam_offset = mathutils.Vector(context.space_data.region_3d.view_camera_offset)
    
                self.center = mathutils.Vector((w/2, h/2))
                # self.center = mathutils.Vector((context.area.width/2, context.area.height/2))
    
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                # store current rotation
                self._rotation = context.space_data.region_3d.view_rotation.copy()
    
            # Get current mouse coordination
            self.pos_current = mathutils.Vector((event.mouse_region_x, event.mouse_region_y))
    
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            self.initial_pos = self.pos_current# for draw debug, else no need
    
            # Calculate initial vector
    
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            self.vector_initial = self.pos_current - self.center
            self.vector_initial.normalize()
    
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            # Initializes the current vector with the same initial vector.
            self.vector_current = self.vector_initial.copy()
    
            #Snap keys
            self.snap_ctrl = not prefs.use_ctrl
            self.snap_shift = not prefs.use_shift
            self.snap_alt = not prefs.use_alt
            # round to closer degree and convert back to radians
            self.snap_step = math.radians(round(math.degrees(prefs.rc_angle_step)))
    
    
            self.timer = time()
    
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            args = (self, context)
            if self.hud:
                self._handle = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')
            context.window_manager.modal_handler_add(self)
            return {'RUNNING_MODAL'}
    
    
    
    ## -- Set / Reset rotation buttons
    
    class RC_OT_Set_rotation(bpy.types.Operator):
        bl_idname = 'view3d.rotate_canvas_set'
        bl_label = 'Save Rotation'
        bl_description = 'Save active camera rotation (per camera property)'
        bl_options = {"REGISTER"}
    
        @classmethod
        def poll(cls, context):
    
            return context.area.type == 'VIEW_3D' \
                and context.space_data.region_3d.view_perspective == 'CAMERA'
    
    
        def execute(self, context):
    
            cam_ob = context.scene.camera
    
            cam_ob['stored_rotation'] = cam_ob.rotation_euler
            if not cam_ob.get('_RNA_UI'):
                cam_ob['_RNA_UI'] = {}
                cam_ob['_RNA_UI']["stored_rotation"] = {
                        "description":"Stored camera rotation (Gpencil tools > rotate canvas operator)",
                        "subtype":'EULER',
                        # "is_overridable_library":0,
                        }
    
            return {'FINISHED'}
    
    class RC_OT_Reset_rotation(bpy.types.Operator):
        bl_idname = 'view3d.rotate_canvas_reset'
        bl_label = 'Restore Rotation'
        bl_description = 'Restore active camera rotation from previously saved state'
        bl_options = {"REGISTER", "UNDO"}
    
        @classmethod
        def poll(cls, context):
    
            return context.area.type == 'VIEW_3D' \
                and context.space_data.region_3d.view_perspective == 'CAMERA' \
                and context.scene.camera.get('stored_rotation')
    
    
        def execute(self, context):
    
            cam_ob = context.scene.camera
    
            cam_ob.rotation_euler = cam_ob['stored_rotation']
            return {'FINISHED'}
    
    
    
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    ### --- REGISTER
    
    
    classes = (
        RC_OT_RotateCanvas,
        RC_OT_Set_rotation,
        RC_OT_Reset_rotation,
    )
    
    def register():
        for cls in classes:
            bpy.utils.register_class(cls)
    
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    def unregister():
    
        for cls in reversed(classes):
    
            bpy.utils.unregister_class(cls)