Cleanup: trailing space
[blender-addons.git] / space_view3d_math_vis / draw.py
blobca798a90815446d79be11c8b09081423bc1af684
1 # SPDX-License-Identifier: GPL-2.0-or-later
3 # <pep8 compliant>
5 import bpy
6 import blf
7 import gpu
8 import bgl
9 from gpu_extras.batch import batch_for_shader
11 from . import utils
12 from mathutils import Vector
14 SpaceView3D = bpy.types.SpaceView3D
15 callback_handle = []
17 if not bpy.app.background:
18 single_color_shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
19 smooth_color_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
20 else:
21 single_color_shader = None
22 smooth_color_shader = None
24 COLOR_POINT = (1.0, 0.0, 1.0, 1)
25 COLOR_LINE = (0.5, 0.5, 1, 1)
26 COLOR_LINE_ACTIVE = (1.0, 1.0, 0.5, 1)
27 COLOR_BOUNDING_BOX = (1.0, 1.0, 1.0, 1.0)
28 COLOR_BOUNDING_BOX_ACTIVE = (1.0, 0.5, 0.0, 1.0)
31 def tag_redraw_areas():
32 context = bpy.context
34 # Py cant access notifers
35 for window in context.window_manager.windows:
36 for area in window.screen.areas:
37 if area.type in ['VIEW_3D', 'PROPERTIES']:
38 area.tag_redraw()
41 def callback_enable():
42 if callback_handle:
43 return
45 handle_pixel = SpaceView3D.draw_handler_add(draw_callback_px, (), 'WINDOW', 'POST_PIXEL')
46 handle_view = SpaceView3D.draw_handler_add(draw_callback_view, (), 'WINDOW', 'POST_VIEW')
47 callback_handle[:] = handle_pixel, handle_view
49 tag_redraw_areas()
52 def callback_disable():
53 if not callback_handle:
54 return
56 handle_pixel, handle_view = callback_handle
57 SpaceView3D.draw_handler_remove(handle_pixel, 'WINDOW')
58 SpaceView3D.draw_handler_remove(handle_view, 'WINDOW')
59 callback_handle[:] = []
61 tag_redraw_areas()
64 def draw_callback_px():
65 context = bpy.context
67 if context.window_manager.MathVisProp.name_hide:
68 return
70 font_id = 0
71 ui_scale = context.preferences.system.ui_scale
72 blf.size(font_id, round(12 * ui_scale), 72)
74 data_matrix, data_quat, data_euler, data_vector, data_vector_array = utils.console_math_data()
75 if not data_matrix and not data_quat and not data_euler and not data_vector and not data_vector_array:
76 return
78 region = context.region
79 region3d = context.space_data.region_3d
81 region_mid_width = region.width / 2.0
82 region_mid_height = region.height / 2.0
84 perspective_matrix = region3d.perspective_matrix.copy()
86 def draw_text(text, vec, dx=3.0, dy=-4.0):
87 vec_4d = perspective_matrix @ vec.to_4d()
88 if vec_4d.w > 0.0:
89 x = region_mid_width + region_mid_width * (vec_4d.x / vec_4d.w)
90 y = region_mid_height + region_mid_height * (vec_4d.y / vec_4d.w)
92 blf.position(font_id, x + dx, y + dy, 0.0)
93 blf.draw(font_id, text)
95 if data_vector:
96 for key, vec in data_vector.items():
97 draw_text(key, vec)
99 if data_vector_array:
100 for key, vec in data_vector_array.items():
101 if vec:
102 draw_text(key, vec[0])
104 if data_matrix:
105 for key, mat in data_matrix.items():
106 loc = Vector((mat[0][3], mat[1][3], mat[2][3]))
107 draw_text(key, loc, dx=10, dy=-20)
109 offset_y = 20
110 if data_quat:
111 loc = context.scene.cursor.location.copy()
112 for key, mat in data_quat.items():
113 draw_text(key, loc, dy=-offset_y)
114 offset_y += 20
116 if data_euler:
117 loc = context.scene.cursor.location.copy()
118 for key, mat in data_euler.items():
119 draw_text(key, loc, dy=-offset_y)
120 offset_y += 20
123 def draw_callback_view():
124 settings = bpy.context.window_manager.MathVisProp
125 prop_states = bpy.context.window_manager.MathVisStatePropList
127 scale = settings.bbox_scale
128 with_bounding_box = not settings.bbox_hide
130 if settings.in_front:
131 bgl.glDepthFunc(bgl.GL_ALWAYS)
132 else:
133 bgl.glDepthFunc(bgl.GL_LESS)
135 data_matrix, data_quat, data_euler, data_vector, data_vector_array = utils.console_math_data()
136 if settings.index in range(0,len(prop_states)):
137 active_index = settings.index
138 active_key = prop_states[active_index].name
139 else:
140 active_index = -1
141 active_key = None
143 if data_vector:
144 coords = [tuple(vec.to_3d()) for vec in data_vector.values()]
145 draw_points(coords)
147 if data_vector_array:
148 for key, line in data_vector_array.items():
149 coords = [tuple(vec.to_3d()) for vec in line]
150 if key == active_key:
151 draw_line(coords, COLOR_LINE_ACTIVE)
152 else:
153 draw_line(coords, COLOR_LINE)
155 if data_matrix:
156 draw_matrices(data_matrix, scale, with_bounding_box, active_key)
158 if data_euler or data_quat:
159 cursor = bpy.context.scene.cursor.location.copy()
160 derived_matrices = []
161 for key, quat in data_quat.values():
162 matrix = quat.to_matrix().to_4x4()
163 matrix.translation = cursor
164 derived_matrices[key] = matrix
165 for key, eul in data_euler.values():
166 matrix = eul.to_matrix().to_4x4()
167 matrix.translation = cursor
168 derived_matrices[key] = matrix
169 draw_matrices(derived_matrices, scale, with_bounding_box, active_key)
172 def draw_points(points):
173 batch = batch_from_points(points, "POINTS")
174 single_color_shader.bind()
175 single_color_shader.uniform_float("color", COLOR_POINT)
176 batch.draw(single_color_shader)
179 def draw_line(points, color):
180 batch = batch_from_points(points, "LINE_STRIP")
181 single_color_shader.bind()
182 single_color_shader.uniform_float("color", color)
183 batch.draw(single_color_shader)
186 def batch_from_points(points, type):
187 return batch_for_shader(single_color_shader, type, {"pos": points})
190 def draw_matrices(matrices, scale, with_bounding_box, active_key):
191 x_p = Vector((scale, 0.0, 0.0))
192 x_n = Vector((-scale, 0.0, 0.0))
193 y_p = Vector((0.0, scale, 0.0))
194 y_n = Vector((0.0, -scale, 0.0))
195 z_p = Vector((0.0, 0.0, scale))
196 z_n = Vector((0.0, 0.0, -scale))
198 red_dark = (0.2, 0.0, 0.0, 1.0)
199 red_light = (1.0, 0.2, 0.2, 1.0)
200 green_dark = (0.0, 0.2, 0.0, 1.0)
201 green_light = (0.2, 1.0, 0.2, 1.0)
202 blue_dark = (0.0, 0.0, 0.2, 1.0)
203 blue_light = (0.4, 0.4, 1.0, 1.0)
205 coords = []
206 colors = []
207 selected = []
208 active = []
209 for key, matrix in matrices.items():
210 coords.append(matrix @ x_n)
211 coords.append(matrix @ x_p)
212 colors.extend((red_dark, red_light))
213 coords.append(matrix @ y_n)
214 coords.append(matrix @ y_p)
215 colors.extend((green_dark, green_light))
216 coords.append(matrix @ z_n)
217 coords.append(matrix @ z_p)
218 colors.extend((blue_dark, blue_light))
219 if key == active_key:
220 active.append(matrix)
221 else:
222 selected.append(matrix)
224 batch = batch_for_shader(smooth_color_shader, "LINES", {
225 "pos": coords,
226 "color": colors
228 batch.draw(smooth_color_shader)
230 if with_bounding_box:
231 if selected:
232 draw_bounding_boxes(selected, scale, COLOR_BOUNDING_BOX)
233 if active:
234 draw_bounding_boxes(active, scale, COLOR_BOUNDING_BOX_ACTIVE)
237 def draw_bounding_boxes(matrices, scale, color):
238 boundbox_points = []
239 for x in (-scale, scale):
240 for y in (-scale, scale):
241 for z in (-scale, scale):
242 boundbox_points.append(Vector((x, y, z)))
244 boundbox_lines = [
245 (0, 1), (1, 3), (3, 2), (2, 0), (0, 4), (4, 5),
246 (5, 7), (7, 6), (6, 4), (1, 5), (2, 6), (3, 7)
249 points = []
250 for matrix in matrices:
251 for v1, v2 in boundbox_lines:
252 points.append(matrix @ boundbox_points[v1])
253 points.append(matrix @ boundbox_points[v2])
255 batch = batch_from_points(points, "LINES")
257 single_color_shader.bind()
258 single_color_shader.uniform_float("color", color)
259 batch.draw(single_color_shader)