-
Martin Buerbaum authored
* Moved property definitions to registration function. * Changed automatic callback adding to manual, the current API doesn't seem to allow this top be automatically yet.
Martin Buerbaum authored* Moved property definitions to registration function. * Changed automatic callback adding to manual, the current API doesn't seem to allow this top be automatically yet.
space_view3d_panel_measure.py 40.82 KiB
# ##### 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 #####
bl_info = {
"name": "Measure Panel",
"author": "Buerbaum Martin (Pontiac)",
"version": (0, 7, 13),
"blender": (2, 5, 7),
"api": 35864,
"location": "View3D > Properties > Measure Panel",
"description": "Measure distances between objects",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/" \
"Scripts/3D_interaction/Panel_Measure",
"tracker_url": "https://projects.blender.org/tracker/index.php?" \
"func=detail&aid=21445",
"category": "3D View"}
"""
Measure panel
This script displays in OBJECT MODE:
* The distance of the 3D cursor to the origin of the
3D space (if NOTHING is selected).
* The distance of the 3D cursor to the center of an object
(if exactly ONE object is selected).
* The distance between 2 object centers
(if exactly TWO objects are selected).
* The surface area of any selected mesh object.
Display in EDIT MODE (Local and Global space supported):
* The distance of the 3D cursor to the origin
(in Local space it is the object center instead).
* The distance of the 3D cursor to a selected vertex.
* The distance between 2 selected vertices.
Usage:
This functionality can be accessed via the
"Properties" panel in 3D View ([N] key).
It's very helpful to use one or two "Empty" objects with
"Snap during transform" enabled for fast measurement.
Version history:
v0.7.13 - Moved property definitions to registration function.
Changed automatic callback adding to manual,
the current API doesn't seem to allow this top be automatically yet.
Various API fixes.
v0.7.12 - Moved setting of properties to callback function
(it is bad practise to set it in the draw code).
Fixed distance calculation of parented objects.
API change: add_modal_handler -> modal_handler_add
Regression: Had to disable area display for selection with
more than 2 meshes.
Fixed Local/Global vert-loc calculations in EditMode.
v0.7.11 - Applied patch by Filiciss Muhgue that fixes the text in quad view.
v0.7.10 - Applied patch by Filiciss Muhgue that (mostly) fixes the quad view.
Patch link: https://projects.blender.org/tracker/?func=
detail&atid=127&aid=24932&group_id=9
Thanks for that!
Removed (now) unneeded "attr" setting for properties.
v0.7.9 - Updated scene properties for changes in property API.
See http://lists.blender.org/pipermail/bf-committers/
2010-September/028654.html
Synced API changes in/from local copy.
v0.7.8 - Various Py API changes by Campbell ...
bl_default_closed -> bl_options = {'DEFAULT_CLOSED'}
x.verts -> x.vertices
@classmethod def poll(cls, context)
No "location" in bl_info->name
bl_info->api
v0.7.7 - One more change to the callback registration code.
Now it should finally work as intended.
v0.7.6 - API changes (r885, r886) - register & unregister function
v0.7.5.3 - Small fix for bug in v0.7.5.1
(location was off when object was moved)
v0.7.5.2 - Changed callback registration back to original code &
fixed bug in there (use bl_idname instead of bl_label)
v0.7.5.1 - Global mode is now taking rotation into account properly.
v0.7.5 - Fixed lagging and drawing issues.
v0.7.4 - Fixed the modal_handler_add and callback_add code.
Thanks to jesterKing for pointing that out :-)
v0.7.3.1 - Fixed bug that made all lines in Blender stippled :-)
v0.7.3 - Added display of delta x/y/z value in 3d view.
* Inspired by warpi's patch here:
http://blenderartists.org/forum/showpost.php?p=1671033&postcount=47
* Also added display of dx,dy,dz lines
* Changed the "dist" colors to something not already used
by x/y/z axes.
v0.7.2 - Merged changes from trunk (scripts_addons r847):
* obj.matrix -> obj.matrix_world
* vert.selected -> vert.select
* face.selected -> face.select
* bl_info: warning, wiki_url, tracker_url
* removed __bpydoc__
* Use fontid=0 for blf functions. 0 is the default font.
v0.7.1 - Merged changes by Campbell:
* Fix for API change: Collections like context.selected_objects
no longer return None for empty lists.
* Update for mathutils, also stripped some redundant
conversions (Mostly "Vector()" stuff)
v0.7 - Initial support for drawing lines.
(Thanks to Algorith for applying my perspective_matrix patch.)
The distance value (in BUs) is also drawn in the 3D view now.
Also fixed some wrong calculations of global/local distances.
Now it's really "what you see is what is calculated".
Use bl_info for Add-On information.
Use "3D View" in category & name
Renamed reenter_editmode to view3d.reenter_editmode.
Renamed panel_measure.py into space_view3d_panel_measure.py
Active object is only used for edit-mode now. Measurement
with exactly one sel. (but not necessarily active) object
now gets the obj via the sel-object array.
API change Mathutils -> mathutils (r557)
Deselecting 1 of 2 objects now works correctly (active object is ignored).
Force a redraw of the area so disabling the "measure_panel_draw"
checkbox will clear the line/text.
Only calculate area (CPU heavy) if a "area" checkbox is enabled.
v0.6.4 - Fixed unneeded meshdata duplication (sometimes crashes Blender).
The script now correctly calculated the surface area (faceAreaGlobal)
of scaled meshes.
http://projects.blender.org/tracker/
?func=detail&atid=453&aid=21913&group_id=153
v0.6.3 - Added register & unregister functions.
v0.6.2 - Fixed precision of second area property.
Reduced display precision to 5 (instead of 6).
Added (commented out code) for shortcut [F5] for
updating EditMode selection & calculation.
Changed the script so it can be managed from the "Add-Ons" tab
in the user preferences.
Corrected FSF address.
v0.6.1 - Updated reenter_editmode operator description.
Fixed search for selected mesh objects.
Added "BU^2" after values that are not yet translated via "unit".
v0.6
*) Fix: Removed EditMode/ObjectMode toggle stuff. This causes all the
crashes and is generally not stable.
Instead I've added a manual "refresh" button.
I registered a new operator OBJECT_OT_reenter_editmode for this.
*) Use "unit" settings (i.e. none/metric/imperial)
*) Fix: Only display surface area (>=3 objects) if return value is >=0.
*) Minor: Renamed objectFaceArea to objectSurfaceArea
*) Updated Vector() and tuple() usage.
*) Fixed some comments.
v0.5 - Global surface area (object mode) is now calculated as well.
Support area calculation for face selection.
Also made measurement panel closed by default. (Area calculation
may use up a lot of CPU/RAM in extreme cases)
v0.4.1 - Various cleanups.
Using the shorter "scene" instead of "context.scene"
New functions measureGlobal() and measureLocal() for
user-friendly access to the "space" setting.
v0.4 - Calculate & display the surface area of mesh
objects (local space only right now).
Expanded global/local switch.
Made "local" option for 3Dcursor-only in edit mode actually work.
Fixed local/global calculation for 3Dcursor<->vertex in edit mode.
v0.3.2 - Fixed calculation & display of local/global coordinates.
The user can now select via dropdown which space is wanted/needed
Basically this is a bugfix and new feature at the same time :-)
v0.3.1 - Fixed bug where "measure_panel_dist" wasn't defined
before it was used.
Also added the distance calculation "origin -> 3D cursor" for edit mode.
v0.3 - Support for mesh edit mode (1 or 2 selected vertices)
v0.2.1 - Small fix (selecting nothing didn't calculate the distance
of the cursor from the origin anymore)
v0.2 - Distance value is now displayed via a FloatProperty widget (and
therefore saved to file too right now [according to ideasman42].
The value is save inside the scene right now.)
Thanks goes to ideasman42 (Campbell Barton) for helping me out on this.
v0.1 - Initial revision. Seems to work fine for most purposes.
More links:
http://gitorious.org/blender-scripts/blender-measure-panel-script
http://blenderartists.org/forum/showthread.php?t=177800
"""
import bpy
from bpy.props import *
from mathutils import Vector, Matrix
import bgl
import blf
# Precicion for display of float values.
PRECISION = 4
# Name of the custom properties as stored in the scene.
COLOR_LOCAL = (1.0, 0.5, 0.0, 0.8)
COLOR_GLOBAL = (0.5, 0.0, 1.0, 0.8)
# Returns a single selected object.
# Returns None if more than one (or nothing) is selected.
# Note: Ignores the active object.
def getSingleObject(context):
if len(context.selected_objects) == 1:
return context.selected_objects[0]
return None
# Returns a list with 2 3D points (Vector) and a color (RGBA)
# depending on the current view mode and the selection.
def getMeasurePoints(context):
sce = context.scene
# Get a single selected object (or nothing).
obj = getSingleObject(context)
if (context.mode == 'EDIT_MESH'):
obj = context.active_object
if (obj and obj.type == 'MESH' and obj.data):
# Get mesh data from Object.
mesh = obj.data
# Get the selected vertices.
# @todo: Better (more efficient) way to do this?
verts_selected = [v for v in mesh.vertices if v.select == 1]
if len(verts_selected) == 0:
# Nothing selected.
# We measure the distance from...
# local ... the object center to the 3D cursor.
# global ... the origin to the 3D cursor.
cur_loc = sce.cursor_location
obj_loc = obj.matrix_world.to_translation()
# Convert to local space, if needed.
if measureLocal(sce):
p1 = cur_loc
p2 = obj_loc
return (p1, p2, COLOR_GLOBAL)
else:
p1 = Vector((0.0, 0.0, 0.0))
p2 = cur_loc
return (p1, p2, COLOR_GLOBAL)
elif len(verts_selected) == 1:
# One vertex selected.
# We measure the distance from the
# selected vertex object to the 3D cursor.
cur_loc = sce.cursor_location
vert_loc = verts_selected[0].co.copy()
# Convert to local or global space.
if measureLocal(sce):
p1 = vert_loc
p2 = cur_loc
return (p1, p2, COLOR_LOCAL)
else:
p1 = vert_loc * obj.matrix_world
p2 = cur_loc
return (p1, p2, COLOR_GLOBAL)
elif len(verts_selected) == 2:
# Two vertices selected.
# We measure the distance between the
# two selected vertices.
obj_loc = obj.matrix_world.to_translation()
vert1_loc = verts_selected[0].co.copy()
vert2_loc = verts_selected[1].co.copy()
# Convert to local or global space.
if measureLocal(sce):
p1 = vert1_loc
p2 = vert2_loc
return (p1, p2, COLOR_LOCAL)
else:
p1 = vert1_loc * obj.matrix_world
p2 = vert2_loc * obj.matrix_world
return (p1, p2, COLOR_GLOBAL)
else:
return None
elif (context.mode == 'OBJECT'):
# We are working in object mode.
if len(context.selected_objects) > 2:
return None
elif len(context.selected_objects) == 2:
# 2 objects selected.
# We measure the distance between the 2 selected objects.
obj1, obj2 = context.selected_objects
obj1_loc = obj1.matrix_world.to_translation()
obj2_loc = obj2.matrix_world.to_translation()
return (obj1_loc, obj2_loc, COLOR_GLOBAL)
elif (obj):
# One object selected.
# We measure the distance from the object to the 3D cursor.
cur_loc = sce.cursor_location
obj_loc = obj.matrix_world.to_translation()
return (obj_loc, cur_loc, COLOR_GLOBAL)
elif not context.selected_objects:
# Nothing selected.
# We measure the distance from the origin to the 3D cursor.
p1 = Vector((0.0, 0.0, 0.0))
p2 = sce.cursor_location
return (p1, p2, COLOR_GLOBAL)
else:
return None
# Return the area of a face (in global space).
# @note Copies the functionality of the following functions,
# but also respects the scaling (via the "obj.matrix_world" parameter):
# @sa: rna_mesh.c:rna_MeshFace_area_get
# @sa: math_geom.c:area_quad_v3
# @sa: math_geom.c:area_tri_v3
def faceAreaGlobal(face, obj):
area = 0.0
mat = obj.matrix_world
if len(face.vertices) == 4:
# Quad
# Get vertex indices
v1, v2, v3, v4 = face.vertices
# Get vertex data
v1 = obj.data.vertices[v1]
v2 = obj.data.vertices[v2]
v3 = obj.data.vertices[v3]
v4 = obj.data.vertices[v4]
# Apply transform matrix to vertex coordinates.
v1 = v1.co * mat
v2 = v2.co * mat
v3 = v3.co * mat
v4 = v4.co * mat
vec1 = v2 - v1
vec2 = v4 - v1
n = vec1.cross(vec2)
area = n.length / 2.0
vec1 = v4 - v3
vec2 = v2 - v3
n = vec1.cross(vec2)
area += n.length / 2.0
elif len(face.vertices) == 3:
# Triangle
# Get vertex indices
v1, v2, v3 = face.vertices
# Get vertex data
v1 = obj.data.vertices[v1]
v2 = obj.data.vertices[v2]
v3 = obj.data.vertices[v3]
# Apply transform matrix to vertex coordinates.
v1 = v1.co * mat
v2 = v2.co * mat
v3 = v3.co * mat
vec1 = v3 - v2
vec2 = v1 - v2
n = vec1.cross(vec2)
area = n.length / 2.0
return area
# Calculate the surface area of a mesh object.
# *) Set selectedOnly=1 if you only want to count selected faces.
# *) Set globalSpace=1 if you want to calculate
# the global surface area (object mode).
# Note: Be sure you have updated the mesh data before
# running this with selectedOnly=1!
# @todo Support other object types (surfaces, etc...)?
def objectSurfaceArea(obj, selectedOnly, globalSpace):
if (obj and obj.type == 'MESH' and obj.data):
areaTotal = 0
mesh = obj.data
# Count the area of all the faces.
for face in mesh.faces:
if not selectedOnly or face.select:
if globalSpace:
areaTotal += faceAreaGlobal(face, obj)
else:
areaTotal += face.area
return areaTotal
# We can not calculate an area for this object.
return -1
# User friendly access to the "space" setting.
def measureGlobal(sce):
return (sce.measure_panel_transform == "measure_global")
# User friendly access to the "space" setting.
def measureLocal(sce):
return (sce.measure_panel_transform == "measure_local")
# Converts 3D coordinates in a 3DRegion
# into 2D screen coordinates for that region.
def region3d_get_2d_coordinates(context, loc_3d):
# 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.region_data.perspective_matrix
total_mat = view_mat
# Order is important
vec = Vector((loc_3d[0], loc_3d[1], loc_3d[2], 1.0)) * total_mat
# dehomogenise
vec = 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)
return Vector((x, y, 0))
def draw_measurements_callback(self, context):
sce = context.scene
draw = 0
if hasattr(sce, "measure_panel_draw"):
draw = sce.measure_panel_draw
# 2D drawing code example
#bgl.glBegin(bgl.GL_LINE_STRIP)
#bgl.glVertex2i(0, 0)
#bgl.glVertex2i(80, 100)
#bgl.glEnd()
# Get measured 3D points and colors.
line = getMeasurePoints(context)
if (line and draw):
p1, p2, color = line
# Get and convert the Perspective Matrix of the current view/region.
view3d = bpy.context
region = view3d.region_data
perspMatrix = region.perspective_matrix
tempMat = [perspMatrix[i][j] for i in range(4) for j in range(4)]
perspBuff = bgl.Buffer(bgl.GL_FLOAT, 16, tempMat)
# ---
# Store previous OpenGL settings.
# Store MatrixMode
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)
# ---
# Draw 3D stuff.
width = 1
bgl.glLineWidth(width)
# X
bgl.glColor4f(1, 0, 0, 0.8)
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex3f(p1[0], p1[1], p1[2])
bgl.glVertex3f(p2[0], p1[1], p1[2])
bgl.glEnd()
# Y
bgl.glColor4f(0, 1, 0, 0.8)
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex3f(p1[0], p1[1], p1[2])
bgl.glVertex3f(p1[0], p2[1], p1[2])
bgl.glEnd()
# Z
bgl.glColor4f(0, 0, 1, 0.8)
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex3f(p1[0], p1[1], p1[2])
bgl.glVertex3f(p1[0], p1[1], p2[2])
bgl.glEnd()
# Dist
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])
# ---
# Draw (2D) text
# We do this after drawing the lines so
# we can draw it OVER the line.
coord_2d = region3d_get_2d_coordinates(context, p2 + (p1 - p2) * 0.5)
OFFSET_LINE = 10 # Offset the text a bit to the right.
OFFSET_Y = 15 # Offset of the lines.
OFFSET_VALUE = 30 # Offset of value(s) from the text.
dist = (p1 - p2).length
# Write distance value into the scene property,
# so we can display it in the panel & refresh the panel.
if hasattr(sce, "measure_panel_dist"):
sce.measure_panel_dist = dist
context.area.tag_redraw()
texts = [("Dist:", round(dist, PRECISION)),
("X:", round(abs(p1[0] - p2[0]), PRECISION)),
("Y:", round(abs(p1[1] - p2[1]), PRECISION)),
("Z:", round(abs(p1[2] - p2[2]), PRECISION))]
# Draw all texts
# @todo Get user pref for text color in 3D View
bgl.glColor4f(1.0, 1.0, 1.0, 1.0)
blf.size(0, 12, 72) # Prevent font size to randomly change.
loc_x = coord_2d[0] + OFFSET_LINE
loc_y = coord_2d[1]
for t in texts:
text = t[0]
value = str(t[1]) + " BU"
blf.position(0, loc_x, loc_y, 0)
blf.draw(0, text)
blf.position(0, loc_x + OFFSET_VALUE, loc_y, 0)
blf.draw(0, value)
loc_y -= OFFSET_Y
# Handle mesh surface area calulations
if (sce.measure_panel_calc_area):
# Get a single selected object (or nothing).
obj = getSingleObject(context)
if (context.mode == 'EDIT_MESH'):
obj = context.active_object
if (obj and obj.type == 'MESH' and obj.data):
# "Note: a Mesh will return the selection state of the mesh
# when EditMode was last exited. A Python script operating
# in EditMode must exit EditMode before getting the current
# selection state of the mesh."
# http://www.blender.org/documentation/249PythonDoc/
# /Mesh.MVert-class.html#sel
# We can only provide this by existing & re-entering EditMode.
# @todo: Better way to do this?
# Get mesh data from Object.
mesh = obj.data
# Get transformation matrix from object.
ob_mat = obj.matrix_world
# Also make an inversed copy! of the matrix.
ob_mat_inv = ob_mat.copy()
Matrix.invert(ob_mat_inv)
# Get the selected vertices.
# @todo: Better (more efficient) way to do this?
verts_selected = [v for v in mesh.vertices if v.select == 1]
if len(verts_selected) >= 3:
# Get selected faces
# @todo: Better (more efficient) way to do this?
faces_selected = [f for f in mesh.faces
if f.select == 1]
if len(faces_selected) > 0:
area = objectSurfaceArea(obj, True,
measureGlobal(sce))
if (area >= 0):
sce.measure_panel_area1 = area
elif (context.mode == 'OBJECT'):
# We are working in object mode.
if len(context.selected_objects) > 2:
return
# @todo Make this work again.
# # We have more that 2 objects selected...
#
# mesh_objects = [o for o in context.selected_objects
# if (o.type == 'MESH')]
# if (len(mesh_objects) > 0):
# # ... and at least one of them is a mesh.
#
# for o in mesh_objects:
# area = objectSurfaceArea(o, False,
# measureGlobal(sce))
# if (area >= 0):
# #row.label(text=o.name, icon='OBJECT_DATA')
# #row.label(text=str(round(area, PRECISION))
# # + " BU^2")
elif len(context.selected_objects) == 2:
# 2 objects selected.
obj1, obj2 = context.selected_objects
# Calculate surface area of the objects.
area1 = objectSurfaceArea(obj1, False, measureGlobal(sce))
area2 = objectSurfaceArea(obj2, False, measureGlobal(sce))
sce.measure_panel_area1 = area1
sce.measure_panel_area2 = area2
elif (obj):
# One object selected.
# Calculate surface area of the object.
area = objectSurfaceArea(obj, False, measureGlobal(sce))
if (area >= 0):
sce.measure_panel_area1 = area
class VIEW3D_OT_display_measurements(bpy.types.Operator):
'''Display the measurements made in the 'Measure' panel'''
bl_idname = "view3d.display_measurements"
bl_label = "Display the measurements made in the" \
" 'Measure' panel in the 3D View."
bl_options = {'REGISTER'}
def modal(self, context, event):
context.area.tag_redraw()
return {'FINISHED'}
def execute(self, context):
if context.area.type == 'VIEW_3D':
mgr_ops = context.window_manager.operators.values()
if not self.bl_idname in [op.bl_idname for op in mgr_ops]:
# Add the region OpenGL drawing callback
for WINregion in context.area.regions:
if WINregion.type == 'WINDOW':
context.window_manager.modal_handler_add(self)
self._handle = WINregion.callback_add(
draw_measurements_callback,
(self, context),
'POST_PIXEL')
print("Measure panel display callback added")
return {'RUNNING_MODAL'}
return {'CANCELLED'}
else:
self.report({'WARNING'}, "View3D not found, cannot run operator")
return {'CANCELLED'}
class VIEW3D_OT_activate_measure_panel(bpy.types.Operator):
bl_label = "Activate"
bl_idname = "view3d.activate_measure_panel"
bl_description = "Activate the callback needed to draw the lines."
bl_options = {'REGISTER'}
def invoke(self, context, event):
# Execute operator (this adds the callback)
# if it wasn't done yet.
bpy.ops.view3d.display_measurements()
return {'FINISHED'}
class VIEW3D_OT_reenter_editmode(bpy.types.Operator):
bl_label = "Re-enter EditMode"
bl_idname = "view3d.reenter_editmode"
bl_description = "Update mesh data of an active mesh object." \
" This is done by exiting and re-entering mesh edit mode."
bl_options = {'REGISTER'}
def invoke(self, context, event):
# Get the active object.
obj = context.active_object
if (obj and obj.type == 'MESH' and context.mode == 'EDIT_MESH'):
# Exit and re-enter mesh EditMode.
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')
return {'FINISHED'}
return {'CANCELLED'}
class VIEW3D_PT_measure(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Measure"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
# Only display this panel in the object and edit mode 3D view.
if (context.area.type == 'VIEW_3D' and
(context.mode == 'EDIT_MESH'
or context.mode == 'OBJECT')):
return 1
return 0
def draw_header(self, context):
layout = self.layout
sce = context.scene
# Force a redraw.
# This prevents the lines still be drawn after
# disabling the "measure_panel_draw" checkbox.
# @todo Better solution?
context.area.tag_redraw()
mgr_ops = context.window_manager.operators.values()
if (not "VIEW3D_OT_display_measurements"
in [op.bl_idname for op in mgr_ops]):
layout.operator("view3d.activate_measure_panel",
text="Activate")
else:
layout.prop(sce, "measure_panel_draw")
context.area.tag_redraw()
def draw(self, context):
layout = self.layout
sce = context.scene
# Get a single selected object (or nothing).
obj = getSingleObject(context)
if (context.mode == 'EDIT_MESH'):
obj = context.active_object
if (obj and obj.type == 'MESH' and obj.data):
# "Note: a Mesh will return the selection state of the mesh
# when EditMode was last exited. A Python script operating
# in EditMode must exit EditMode before getting the current
# selection state of the mesh."
# http://www.blender.org/documentation/249PythonDoc/
# /Mesh.MVert-class.html#sel
# We can only provide this by existing & re-entering EditMode.
# @todo: Better way to do this?
# Get mesh data from Object.
mesh = obj.data
# Get transformation matrix from object.
ob_mat = obj.matrix_world
# Also make an inversed copy! of the matrix.
ob_mat_inv = ob_mat.copy()
Matrix.invert(ob_mat_inv)
# Get the selected vertices.
# @todo: Better (more efficient) way to do this?
verts_selected = [v for v in mesh.vertices if v.select == 1]
if len(verts_selected) == 0:
# Nothing selected.
# We measure the distance from...
# local ... the object center to the 3D cursor.
# global ... the origin to the 3D cursor.
row = layout.row()
row.prop(sce, "measure_panel_dist")
row = layout.row()
row.label(text="", icon='CURSOR')
row.label(text="", icon='ARROW_LEFTRIGHT')
if measureLocal(sce):
row.label(text="Obj. Center")
else:
row.label(text="Origin [0,0,0]")
row = layout.row()
row.operator("view3d.reenter_editmode",
text="Update selection & distance")
# @todo
# description="The surface area value can" \
# " not be updated in mesh edit mode" \
# " automatically. Press this button" \
# " to do this manually, after you changed" \
# " the selection.")
row = layout.row()
row.prop(sce,
"measure_panel_transform",
expand=True)
elif len(verts_selected) == 1:
# One vertex selected.
# We measure the distance from the
# selected vertex object to the 3D cursor.
row = layout.row()
row.prop(sce, "measure_panel_dist")
row = layout.row()
row.label(text="", icon='CURSOR')
row.label(text="", icon='ARROW_LEFTRIGHT')
row.label(text="", icon='VERTEXSEL')
row = layout.row()
row.operator("view3d.reenter_editmode",
text="Update selection & distance")
row = layout.row()
row.prop(sce,
"measure_panel_transform",
expand=True)
elif len(verts_selected) == 2:
# Two vertices selected.
# We measure the distance between the
# two selected vertices.
row = layout.row()
row.prop(sce, "measure_panel_dist")
row = layout.row()
row.label(text="", icon='VERTEXSEL')
row.label(text="", icon='ARROW_LEFTRIGHT')
row.label(text="", icon='VERTEXSEL')
row = layout.row()
row.operator("view3d.reenter_editmode",
text="Update selection & distance")
row = layout.row()
row.prop(sce,
"measure_panel_transform",
expand=True)
else:
row = layout.row()
row.prop(sce, "measure_panel_calc_area",
text="Surface area (selected faces):")
if (sce.measure_panel_calc_area):
# Get selected faces
# @todo: Better (more efficient) way to do this?
faces_selected = [f for f in mesh.faces
if f.select == 1]
if len(faces_selected) > 0:
if (sce.measure_panel_area1 >= 0):
row = layout.row()
row.label(
text=str(len(faces_selected)),
icon='FACESEL')
row.prop(sce, "measure_panel_area1")
row = layout.row()
row.operator("view3d.reenter_editmode",
text="Update selection & area")
row = layout.row()
row.prop(sce,
"measure_panel_transform",
expand=True)
else:
row = layout.row()
row.label(text="Selection not supported.",
icon='INFO')
row = layout.row()
row.operator("view3d.reenter_editmode",
text="Update selection")
else:
row = layout.row()
row.operator("view3d.reenter_editmode",
text="Update selection")
elif (context.mode == 'OBJECT'):
# We are working in object mode.
if len(context.selected_objects) > 2:
# We have more that 2 objects selected...
row = layout.row()
row.prop(sce, "measure_panel_calc_area",
text="Surface area (selected faces):")
if (sce.measure_panel_calc_area):
mesh_objects = [o for o in context.selected_objects
if (o.type == 'MESH')]
if (len(mesh_objects) > 0):
# ... and at least one of them is a mesh.
# Calculate and display surface area of the objects.
# @todo: Convert to scene units! We do not have a
# FloatProperty field here for automatic conversion.
row = layout.row()
row.label(text="Multiple objects not yet supported",
icon='INFO')
row = layout.row()
row.label(text="(= More than two meshes)",
icon='INFO')
# @todo Make this work again.
# for o in mesh_objects:
# area = objectSurfaceArea(o, False,
# measureGlobal(sce))
# if (area >= 0):
# row = layout.row()
# row.label(text=o.name, icon='OBJECT_DATA')
# row.label(text=str(round(area, PRECISION))
# + " BU^2")
row = layout.row()
row.prop(sce,
"measure_panel_transform",
expand=True)
elif len(context.selected_objects) == 2:
# 2 objects selected.
# We measure the distance between the 2 selected objects.
obj1, obj2 = context.selected_objects
row = layout.row()
row.prop(sce, "measure_panel_dist")
row = layout.row()
row.label(text="", icon='OBJECT_DATA')
row.prop(obj1, "name", text="")
row.label(text="", icon='ARROW_LEFTRIGHT')
row.label(text="", icon='OBJECT_DATA')
row.prop(obj2, "name", text="")
row = layout.row()
row.prop(sce, "measure_panel_calc_area",
text="Surface area:")
if (sce.measure_panel_calc_area):
# Display surface area of the objects.
if (sce.measure_panel_area1 >= 0
or sce.measure_panel_area2 >= 0):
if (sce.measure_panel_area1 >= 0):
row = layout.row()
row.label(text=obj1.name, icon='OBJECT_DATA')
row.prop(sce, "measure_panel_area1")
if (sce.measure_panel_area2 >= 0):
row = layout.row()
row.label(text=obj2.name, icon='OBJECT_DATA')
row.prop(sce, "measure_panel_area2")
row = layout.row()
row.prop(sce,
"measure_panel_transform",
expand=True)
elif (obj):
# One object selected.
# We measure the distance from the object to the 3D cursor.
row = layout.row()
row.prop(sce, "measure_panel_dist")
row = layout.row()
row.label(text="", icon='CURSOR')
row.label(text="", icon='ARROW_LEFTRIGHT')
row.label(text="", icon='OBJECT_DATA')
row.prop(obj, "name", text="")
row = layout.row()
row.prop(sce, "measure_panel_calc_area",
text="Surface area:")
if (sce.measure_panel_calc_area):
# Display surface area of the object.
if (sce.measure_panel_area1 >= 0):
row = layout.row()
row.label(text=obj.name, icon='OBJECT_DATA')
row.prop(sce, "measure_panel_area1")
row = layout.row()
row.prop(sce,
"measure_panel_transform",
expand=True)
elif not context.selected_objects:
# Nothing selected.
# We measure the distance from the origin to the 3D cursor.
row = layout.row()
row.prop(sce, "measure_panel_dist")
row = layout.row()
row.label(text="", icon='CURSOR')
row.label(text="", icon='ARROW_LEFTRIGHT')
row.label(text="Origin [0,0,0]")
else:
row = layout.row()
row.label(text="Selection not supported.",
icon='INFO')
def register():
bpy.utils.register_module(__name__)
# Define a temporary attribute for the distance value
bpy.types.Scene.measure_panel_dist = bpy.props.FloatProperty(
name="Distance",
precision=PRECISION,
unit="LENGTH")
bpy.types.Scene.measure_panel_area1 = bpy.props.FloatProperty(
precision=PRECISION,
unit="AREA")
bpy.types.Scene.measure_panel_area2 = bpy.props.FloatProperty(
precision=PRECISION,
unit="AREA")
TRANSFORM = [
("measure_global", "Global",
"Calculate values in global space."),
("measure_local", "Local",
"Calculate values inside the local object space.")]
# Define dropdown for the global/local setting
bpy.types.Scene.measure_panel_transform = bpy.props.EnumProperty(
name="Space",
description="Choose in which space you want to measure.",
items=TRANSFORM,
default='measure_global')
# Define property for the draw setting.
bpy.types.Scene.measure_panel_draw = bpy.props.BoolProperty(
description="Draw distances in 3D View",
default=1)
# Define property for the calc-area setting.
# @todo prevent double calculations for each refresh automatically?
bpy.types.Scene.measure_panel_calc_area = bpy.props.BoolProperty(
description="Calculate mesh surface area (heavy CPU" \
" usage on bigger meshes)",
default=0)
pass
def unregister():
bpy.utils.unregister_module(__name__)
pass
if __name__ == "__main__":
register()