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701 lines
21 KiB
Python
701 lines
21 KiB
Python
# SPDX-License-Identifier: GPL-2.0-or-later
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# -----------------------------------------------------------------------
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# Author: Alan Odom (Clockmender), Rune Morling (ermo) Copyright (c) 2019
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# -----------------------------------------------------------------------
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#
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# Common Functions used in more than one place in PDT Operations
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import bpy
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import bmesh
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import gpu
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import numpy as np
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from mathutils import Vector, Quaternion
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from gpu_extras.batch import batch_for_shader
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from math import cos, sin, pi
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from .pdt_msg_strings import (
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PDT_ERR_VERT_MODE,
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PDT_ERR_SEL_2_V_1_E,
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PDT_ERR_SEL_2_OBJS,
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PDT_ERR_NO_ACT_OBJ,
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PDT_ERR_SEL_1_EDGEM,
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)
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from . import pdt_exception
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PDT_ShaderError = pdt_exception.ShaderError
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def debug(msg, prefix=""):
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"""Print a debug message to the console if PDT's or Blender's debug flags are set.
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Note:
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The printed message will be of the form:
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{prefix}{caller file name:line number}| {msg}
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Args:
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msg: Incoming message to display
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prefix: Always Blank
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Returns:
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Nothing.
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"""
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pdt_debug = bpy.context.preferences.addons[__package__].preferences.debug
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if bpy.app.debug or bpy.app.debug_python or pdt_debug:
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import traceback
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def extract_filename(fullpath):
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"""Return only the filename part of fullpath (excluding its path).
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Args:
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fullpath: Filename's full path
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Returns:
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filename.
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"""
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# Expected to end up being a string containing only the filename
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# (i.e. excluding its preceding '/' separated path)
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filename = fullpath.split('/')[-1]
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#print(filename)
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# something went wrong
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if len(filename) < 1:
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return fullpath
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# since this is a string, just return it
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return filename
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# stack frame corresponding to the line where debug(msg) was called
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#print(traceback.extract_stack()[-2])
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laststack = traceback.extract_stack()[-2]
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#print(laststack[0])
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# laststack[0] is the caller's full file name, laststack[1] is the line number
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print(f"{prefix}{extract_filename(laststack[0])}:{laststack[1]}| {msg}")
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def oops(self, context):
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"""Error Routine.
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Note:
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Displays error message in a popup.
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Args:
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context: Blender bpy.context instance.
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Returns:
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Nothing.
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"""
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scene = context.scene
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pg = scene.pdt_pg
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self.layout.label(text=pg.error)
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def set_mode(mode_pl):
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"""Sets Active Axes for View Orientation.
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Note:
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Sets indices of axes for locational vectors:
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a3 is normal to screen, or depth
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"XY": a1 = x, a2 = y, a3 = z
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"XZ": a1 = x, a2 = z, a3 = y
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"YZ": a1 = y, a2 = z, a3 = x
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Args:
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mode_pl: Plane Selector variable as input
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Returns:
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3 Integer indices.
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"""
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order = {
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"XY": (0, 1, 2),
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"XZ": (0, 2, 1),
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"YZ": (1, 2, 0),
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"LO": (0, 1, 2),
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}
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return order[mode_pl]
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def set_axis(mode_pl):
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"""Sets Active Axes for View Orientation.
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Note:
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Sets indices for axes from taper vectors
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Axis order: Rotate Axis, Move Axis, Height Axis
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Args:
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mode_pl: Taper Axis Selector variable as input
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Returns:
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3 Integer Indices.
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"""
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order = {
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"RX-MY": (0, 1, 2),
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"RX-MZ": (0, 2, 1),
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"RY-MX": (1, 0, 2),
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"RY-MZ": (1, 2, 0),
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"RZ-MX": (2, 0, 1),
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"RZ-MY": (2, 1, 0),
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}
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return order[mode_pl]
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def check_selection(num, bm, obj):
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"""Check that the Object's select_history has sufficient entries.
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Note:
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If selection history is not Verts, clears selection and history.
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Args:
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num: The number of entries required for each operation
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bm: The Bmesh from the Object
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obj: The Object
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Returns:
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list of 3D points as Vectors.
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"""
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if len(bm.select_history) < num:
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return None
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active_vertex = bm.select_history[-1]
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if isinstance(active_vertex, bmesh.types.BMVert):
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vector_a = active_vertex.co
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if num == 1:
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return vector_a
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if num == 2:
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vector_b = bm.select_history[-2].co
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return vector_a, vector_b
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if num == 3:
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vector_b = bm.select_history[-2].co
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vector_c = bm.select_history[-3].co
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return vector_a, vector_b, vector_c
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if num == 4:
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vector_b = bm.select_history[-2].co
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vector_c = bm.select_history[-3].co
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vector_d = bm.select_history[-4].co
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return vector_a, vector_b, vector_c, vector_d
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else:
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for f in bm.faces:
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f.select_set(False)
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for e in bm.edges:
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e.select_set(False)
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for v in bm.verts:
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v.select_set(False)
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bmesh.update_edit_mesh(obj.data)
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bm.select_history.clear()
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return None
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def update_sel(bm, verts, edges, faces):
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"""Updates Vertex, Edge and Face Selections following a function.
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Args:
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bm: Object Bmesh
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verts: New Selection for Vertices
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edges: The Edges on which to operate
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faces: The Faces on which to operate
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Returns:
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Nothing.
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"""
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for f in bm.faces:
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f.select_set(False)
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for e in bm.edges:
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e.select_set(False)
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for v in bm.verts:
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v.select_set(False)
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for v in verts:
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v.select_set(True)
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for e in edges:
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e.select_set(True)
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for f in faces:
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f.select_set(True)
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def view_coords(x_loc, y_loc, z_loc):
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"""Converts input Vector values to new Screen Oriented Vector.
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Args:
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x_loc: X coordinate from vector
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y_loc: Y coordinate from vector
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z_loc: Z coordinate from vector
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Returns:
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Vector adjusted to View's Inverted Transformation Matrix.
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"""
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areas = [a for a in bpy.context.screen.areas if a.type == "VIEW_3D"]
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if len(areas) > 0:
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view_matrix = areas[0].spaces.active.region_3d.view_matrix
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view_matrix = view_matrix.to_3x3().normalized().inverted()
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view_location = Vector((x_loc, y_loc, z_loc))
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new_view_location = view_matrix @ view_location
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return new_view_location
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return Vector((0, 0, 0))
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def view_coords_i(x_loc, y_loc, z_loc):
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"""Converts Screen Oriented input Vector values to new World Vector.
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Note:
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Converts View transformation Matrix to Rotational Matrix
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Args:
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x_loc: X coordinate from vector
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y_loc: Y coordinate from vector
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z_loc: Z coordinate from vector
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Returns:
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Vector adjusted to View's Transformation Matrix.
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"""
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areas = [a for a in bpy.context.screen.areas if a.type == "VIEW_3D"]
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if len(areas) > 0:
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view_matrix = areas[0].spaces.active.region_3d.view_matrix
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view_matrix = view_matrix.to_3x3().normalized()
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view_location = Vector((x_loc, y_loc, z_loc))
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new_view_location = view_matrix @ view_location
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return new_view_location
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return Vector((0, 0, 0))
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def view_dir(dis_v, ang_v):
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"""Converts Distance and Angle to View Oriented Vector.
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Note:
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Converts View Transformation Matrix to Rotational Matrix (3x3)
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Angles are Converts to Radians from degrees.
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Args:
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dis_v: Scene PDT distance
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ang_v: Scene PDT angle
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Returns:
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World Vector.
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"""
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areas = [a for a in bpy.context.screen.areas if a.type == "VIEW_3D"]
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if len(areas) > 0:
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view_matrix = areas[0].spaces.active.region_3d.view_matrix
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view_matrix = view_matrix.to_3x3().normalized().inverted()
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view_location = Vector((0, 0, 0))
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view_location.x = dis_v * cos(ang_v * pi / 180)
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view_location.y = dis_v * sin(ang_v * pi / 180)
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new_view_location = view_matrix @ view_location
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return new_view_location
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return Vector((0, 0, 0))
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def euler_to_quaternion(roll, pitch, yaw):
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"""Converts Euler Rotation to Quaternion Rotation.
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Args:
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roll: Roll in Euler rotation
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pitch: Pitch in Euler rotation
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yaw: Yaw in Euler rotation
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Returns:
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Quaternion Rotation.
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"""
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# fmt: off
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quat_x = (np.sin(roll/2) * np.cos(pitch/2) * np.cos(yaw/2)
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- np.cos(roll/2) * np.sin(pitch/2) * np.sin(yaw/2))
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quat_y = (np.cos(roll/2) * np.sin(pitch/2) * np.cos(yaw/2)
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+ np.sin(roll/2) * np.cos(pitch/2) * np.sin(yaw/2))
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quat_z = (np.cos(roll/2) * np.cos(pitch/2) * np.sin(yaw/2)
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- np.sin(roll/2) * np.sin(pitch/2) * np.cos(yaw/2))
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quat_w = (np.cos(roll/2) * np.cos(pitch/2) * np.cos(yaw/2)
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+ np.sin(roll/2) * np.sin(pitch/2) * np.sin(yaw/2))
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# fmt: on
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return Quaternion((quat_w, quat_x, quat_y, quat_z))
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def arc_centre(vector_a, vector_b, vector_c):
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"""Calculates Centre of Arc from 3 Vector Locations using standard Numpy routine
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Args:
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vector_a: Active vector location
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vector_b: Second vector location
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vector_c: Third vector location
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Returns:
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Vector representing Arc Centre and Float representing Arc Radius.
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"""
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coord_a = np.array([vector_a.x, vector_a.y, vector_a.z])
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coord_b = np.array([vector_b.x, vector_b.y, vector_b.z])
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coord_c = np.array([vector_c.x, vector_c.y, vector_c.z])
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line_a = np.linalg.norm(coord_c - coord_b)
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line_b = np.linalg.norm(coord_c - coord_a)
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line_c = np.linalg.norm(coord_b - coord_a)
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# fmt: off
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line_s = (line_a+line_b+line_c) / 2
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radius = (
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line_a*line_b*line_c/4
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/ np.sqrt(line_s
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* (line_s-line_a)
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* (line_s-line_b)
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* (line_s-line_c))
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)
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base_1 = line_a*line_a * (line_b*line_b + line_c*line_c - line_a*line_a)
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base_2 = line_b*line_b * (line_a*line_a + line_c*line_c - line_b*line_b)
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base_3 = line_c*line_c * (line_a*line_a + line_b*line_b - line_c*line_c)
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# fmt: on
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intersect_coord = np.column_stack((coord_a, coord_b, coord_c))
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intersect_coord = intersect_coord.dot(np.hstack((base_1, base_2, base_3)))
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intersect_coord /= base_1 + base_2 + base_3
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return Vector((intersect_coord[0], intersect_coord[1], intersect_coord[2])), radius
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def intersection(vertex_a, vertex_b, vertex_c, vertex_d, plane):
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"""Calculates Intersection Point of 2 Imagined Lines from 4 Vectors.
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Note:
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Calculates Converging Intersect Location and indication of
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whether the lines are convergent using standard Numpy Routines
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Args:
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vertex_a: Active vector location of first line
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vertex_b: Second vector location of first line
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vertex_c: Third vector location of 2nd line
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vertex_d: Fourth vector location of 2nd line
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plane: Working Plane 4 Vector Locations representing 2 lines and Working Plane
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Returns:
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Intersection Vector and Boolean for convergent state.
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"""
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if plane == "LO":
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vertex_offset = vertex_b - vertex_a
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vertex_b = view_coords_i(vertex_offset.x, vertex_offset.y, vertex_offset.z)
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vertex_offset = vertex_d - vertex_a
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vertex_d = view_coords_i(vertex_offset.x, vertex_offset.y, vertex_offset.z)
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vertex_offset = vertex_c - vertex_a
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vertex_c = view_coords_i(vertex_offset.x, vertex_offset.y, vertex_offset.z)
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vector_ref = Vector((0, 0, 0))
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coord_a = (vertex_c.x, vertex_c.y)
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coord_b = (vertex_d.x, vertex_d.y)
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coord_c = (vertex_b.x, vertex_b.y)
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coord_d = (vector_ref.x, vector_ref.y)
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else:
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a1, a2, a3 = set_mode(plane)
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coord_a = (vertex_c[a1], vertex_c[a2])
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coord_b = (vertex_d[a1], vertex_d[a2])
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coord_c = (vertex_a[a1], vertex_a[a2])
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coord_d = (vertex_b[a1], vertex_b[a2])
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v_stack = np.vstack([coord_a, coord_b, coord_c, coord_d])
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h_stack = np.hstack((v_stack, np.ones((4, 1))))
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line_a = np.cross(h_stack[0], h_stack[1])
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line_b = np.cross(h_stack[2], h_stack[3])
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x_loc, y_loc, z_loc = np.cross(line_a, line_b)
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if z_loc == 0:
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return Vector((0, 0, 0)), False
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new_x_loc = x_loc / z_loc
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new_z_loc = y_loc / z_loc
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if plane == "LO":
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new_y_loc = 0
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else:
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new_y_loc = vertex_a[a3]
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# Order Vector Delta
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if plane == "XZ":
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vector_delta = Vector((new_x_loc, new_y_loc, new_z_loc))
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elif plane == "XY":
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vector_delta = Vector((new_x_loc, new_z_loc, new_y_loc))
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elif plane == "YZ":
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vector_delta = Vector((new_y_loc, new_x_loc, new_z_loc))
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else:
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# Must be Local View Plane
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vector_delta = view_coords(new_x_loc, new_z_loc, new_y_loc) + vertex_a
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return vector_delta, True
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def get_percent(obj, flip_percent, per_v, data, scene):
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"""Calculates a Percentage Distance between 2 Vectors.
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Note:
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Calculates a point that lies a set percentage between two given points
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using standard Numpy Routines.
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Works for either 2 vertices for an object in Edit mode
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or 2 selected objects in Object mode.
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Args:
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obj: The Object under consideration
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flip_percent: Setting this to True measures the percentage starting from the second vector
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per_v: Percentage Input Value
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data: pg.flip, pg.percent scene variables & Operational Mode
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scene: Context Scene
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Returns:
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World Vector.
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"""
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pg = scene.pdt_pg
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if obj.mode == "EDIT":
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bm = bmesh.from_edit_mesh(obj.data)
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verts = [v for v in bm.verts if v.select]
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if len(verts) == 2:
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vector_a = verts[0].co
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vector_b = verts[1].co
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if vector_a is None:
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pg.error = PDT_ERR_VERT_MODE
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bpy.context.window_manager.popup_menu(oops, title="Error", icon="ERROR")
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return None
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else:
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pg.error = PDT_ERR_SEL_2_V_1_E + str(len(verts)) + " Vertices"
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bpy.context.window_manager.popup_menu(oops, title="Error", icon="ERROR")
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return None
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coord_a = np.array([vector_a.x, vector_a.y, vector_a.z])
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coord_b = np.array([vector_b.x, vector_b.y, vector_b.z])
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if obj.mode == "OBJECT":
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objs = bpy.context.view_layer.objects.selected
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if len(objs) != 2:
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pg.error = PDT_ERR_SEL_2_OBJS + str(len(objs)) + ")"
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bpy.context.window_manager.popup_menu(oops, title="Error", icon="ERROR")
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return None
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coord_a = np.array(
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[
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objs[-1].matrix_world.decompose()[0].x,
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objs[-1].matrix_world.decompose()[0].y,
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objs[-1].matrix_world.decompose()[0].z,
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]
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)
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coord_b = np.array(
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[
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objs[-2].matrix_world.decompose()[0].x,
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objs[-2].matrix_world.decompose()[0].y,
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objs[-2].matrix_world.decompose()[0].z,
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]
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)
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coord_c = coord_b - coord_a
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coord_d = np.array([0, 0, 0])
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_per_v = per_v
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if (flip_percent and data != "MV") or data == "MV":
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_per_v = 100 - per_v
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coord_out = (coord_d+coord_c) * (_per_v / 100) + coord_a
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return Vector((coord_out[0], coord_out[1], coord_out[2]))
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def obj_check(obj, scene, operation):
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"""Check Object & Selection Validity.
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Args:
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obj: Active Object
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scene: Active Scene
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operation: The Operation e.g. Create New Vertex
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Returns:
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Object Bmesh
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Validity Boolean.
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"""
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|
|
|
pg = scene.pdt_pg
|
|
_operation = operation.upper()
|
|
|
|
if obj is None:
|
|
pg.error = PDT_ERR_NO_ACT_OBJ
|
|
bpy.context.window_manager.popup_menu(oops, title="Error", icon="ERROR")
|
|
return None, False
|
|
if obj.mode == "EDIT":
|
|
bm = bmesh.from_edit_mesh(obj.data)
|
|
if _operation == "S":
|
|
if len(bm.edges) < 1:
|
|
pg.error = f"{PDT_ERR_SEL_1_EDGEM} {len(bm.edges)})"
|
|
bpy.context.window_manager.popup_menu(oops, title="Error", icon="ERROR")
|
|
return None, False
|
|
return bm, True
|
|
if len(bm.select_history) >= 1:
|
|
vector_a = None
|
|
if _operation not in {"D", "E", "F", "G", "N", "S"}:
|
|
vector_a = check_selection(1, bm, obj)
|
|
else:
|
|
verts = [v for v in bm.verts if v.select]
|
|
if len(verts) > 0:
|
|
vector_a = verts[0]
|
|
if vector_a is None:
|
|
pg.error = PDT_ERR_VERT_MODE
|
|
bpy.context.window_manager.popup_menu(oops, title="Error", icon="ERROR")
|
|
return None, False
|
|
return bm, True
|
|
return None, True
|
|
|
|
|
|
def dis_ang(values, flip_angle, plane, scene):
|
|
"""Set Working Axes when using Direction command.
|
|
|
|
Args:
|
|
values: Input Arguments
|
|
flip_angle: Whether to flip the angle
|
|
plane: Working Plane
|
|
scene: Current Scene
|
|
|
|
Returns:
|
|
Directional Offset as a Vector.
|
|
"""
|
|
|
|
pg = scene.pdt_pg
|
|
dis_v = float(values[0])
|
|
ang_v = float(values[1])
|
|
if flip_angle:
|
|
if ang_v > 0:
|
|
ang_v = ang_v - 180
|
|
else:
|
|
ang_v = ang_v + 180
|
|
pg.angle = ang_v
|
|
if plane == "LO":
|
|
vector_delta = view_dir(dis_v, ang_v)
|
|
else:
|
|
a1, a2, _ = set_mode(plane)
|
|
vector_delta = Vector((0, 0, 0))
|
|
# fmt: off
|
|
vector_delta[a1] = vector_delta[a1] + (dis_v * cos(ang_v * pi/180))
|
|
vector_delta[a2] = vector_delta[a2] + (dis_v * sin(ang_v * pi/180))
|
|
# fmt: on
|
|
return vector_delta
|
|
|
|
|
|
# Shader for displaying the Pivot Point as Graphics.
|
|
#
|
|
SHADER = gpu.shader.from_builtin("3D_UNIFORM_COLOR") if not bpy.app.background else None
|
|
|
|
|
|
def draw_3d(coords, gtype, rgba, context):
|
|
"""Draw Pivot Point Graphics.
|
|
|
|
Note:
|
|
Draws either Lines Points, or Tris using defined shader
|
|
|
|
Args:
|
|
coords: Input Coordinates List
|
|
gtype: Graphic Type
|
|
rgba: Colour in RGBA format
|
|
context: Blender bpy.context instance.
|
|
|
|
Returns:
|
|
Nothing.
|
|
"""
|
|
|
|
batch = batch_for_shader(SHADER, gtype, {"pos": coords})
|
|
|
|
try:
|
|
if coords is not None:
|
|
gpu.state.blend_set('ALPHA')
|
|
SHADER.bind()
|
|
SHADER.uniform_float("color", rgba)
|
|
batch.draw(SHADER)
|
|
except:
|
|
raise PDT_ShaderError
|
|
|
|
|
|
def draw_callback_3d(self, context):
|
|
"""Create Coordinate List for Pivot Point Graphic.
|
|
|
|
Note:
|
|
Creates coordinates for Pivot Point Graphic consisting of 6 Tris
|
|
and one Point colour coded Red; X axis, Green; Y axis, Blue; Z axis
|
|
and a yellow point based upon screen scale
|
|
|
|
Args:
|
|
context: Blender bpy.context instance.
|
|
|
|
Returns:
|
|
Nothing.
|
|
"""
|
|
|
|
scene = context.scene
|
|
pg = scene.pdt_pg
|
|
region_width = context.region.width
|
|
x_loc = pg.pivot_loc.x
|
|
y_loc = pg.pivot_loc.y
|
|
z_loc = pg.pivot_loc.z
|
|
# Scale it from view
|
|
areas = [a for a in context.screen.areas if a.type == "VIEW_3D"]
|
|
if len(areas) > 0:
|
|
scale_factor = abs(areas[0].spaces.active.region_3d.window_matrix.decompose()[2][1])
|
|
# Check for orhtographic view and resize
|
|
#if areas[0].spaces.active.region_3d.is_orthographic_side_view:
|
|
# dim_a = region_width / sf / 60000 * pg.pivot_size
|
|
#else:
|
|
# dim_a = region_width / sf / 5000 * pg.pivot_size
|
|
dim_a = region_width / scale_factor / 50000 * pg.pivot_size
|
|
dim_b = dim_a * 0.65
|
|
dim_c = dim_a * 0.05 + (pg.pivot_width * dim_a * 0.02)
|
|
dim_o = dim_c / 3
|
|
|
|
# fmt: off
|
|
# X Axis
|
|
coords = [
|
|
(x_loc, y_loc, z_loc),
|
|
(x_loc+dim_b, y_loc-dim_o, z_loc),
|
|
(x_loc+dim_b, y_loc+dim_o, z_loc),
|
|
(x_loc+dim_a, y_loc, z_loc),
|
|
(x_loc+dim_b, y_loc+dim_c, z_loc),
|
|
(x_loc+dim_b, y_loc-dim_c, z_loc),
|
|
]
|
|
# fmt: on
|
|
colour = (1.0, 0.0, 0.0, pg.pivot_alpha)
|
|
draw_3d(coords, "TRIS", colour, context)
|
|
coords = [(x_loc, y_loc, z_loc), (x_loc+dim_a, y_loc, z_loc)]
|
|
draw_3d(coords, "LINES", colour, context)
|
|
# fmt: off
|
|
# Y Axis
|
|
coords = [
|
|
(x_loc, y_loc, z_loc),
|
|
(x_loc-dim_o, y_loc+dim_b, z_loc),
|
|
(x_loc+dim_o, y_loc+dim_b, z_loc),
|
|
(x_loc, y_loc+dim_a, z_loc),
|
|
(x_loc+dim_c, y_loc+dim_b, z_loc),
|
|
(x_loc-dim_c, y_loc+dim_b, z_loc),
|
|
]
|
|
# fmt: on
|
|
colour = (0.0, 1.0, 0.0, pg.pivot_alpha)
|
|
draw_3d(coords, "TRIS", colour, context)
|
|
coords = [(x_loc, y_loc, z_loc), (x_loc, y_loc + dim_a, z_loc)]
|
|
draw_3d(coords, "LINES", colour, context)
|
|
# fmt: off
|
|
# Z Axis
|
|
coords = [
|
|
(x_loc, y_loc, z_loc),
|
|
(x_loc-dim_o, y_loc, z_loc+dim_b),
|
|
(x_loc+dim_o, y_loc, z_loc+dim_b),
|
|
(x_loc, y_loc, z_loc+dim_a),
|
|
(x_loc+dim_c, y_loc, z_loc+dim_b),
|
|
(x_loc-dim_c, y_loc, z_loc+dim_b),
|
|
]
|
|
# fmt: on
|
|
colour = (0.2, 0.5, 1.0, pg.pivot_alpha)
|
|
draw_3d(coords, "TRIS", colour, context)
|
|
coords = [(x_loc, y_loc, z_loc), (x_loc, y_loc, z_loc + dim_a)]
|
|
draw_3d(coords, "LINES", colour, context)
|
|
# Centre
|
|
coords = [(x_loc, y_loc, z_loc)]
|
|
colour = (1.0, 1.0, 0.0, pg.pivot_alpha)
|
|
draw_3d(coords, "POINTS", colour, context)
|
|
|
|
|
|
def scale_set(self, context):
|
|
"""Sets Scale by dividing Pivot Distance by System Distance.
|
|
|
|
Note:
|
|
Sets Pivot Point Scale Factors by Measurement
|
|
Uses pg.pivotdis & pg.distance scene variables
|
|
|
|
Args:
|
|
context: Blender bpy.context instance.
|
|
|
|
Returns:
|
|
Status Set.
|
|
"""
|
|
|
|
scene = context.scene
|
|
pg = scene.pdt_pg
|
|
sys_distance = pg.distance
|
|
scale_distance = pg.pivot_dis
|
|
if scale_distance > 0:
|
|
scale_factor = scale_distance / sys_distance
|
|
pg.pivot_scale = Vector((scale_factor, scale_factor, scale_factor))
|