From c1ab9b4b9c6c0226f8d7789b92efda9b0f33cfd1 Mon Sep 17 00:00:00 2001 From: Stephen Leger Date: Sat, 22 Jul 2017 13:25:28 +0200 Subject: archipack: T52120 release to official --- archipack/archipack_manipulator.py | 2446 ++++++++++++++++++++++++++++++++++++ 1 file changed, 2446 insertions(+) create mode 100644 archipack/archipack_manipulator.py (limited to 'archipack/archipack_manipulator.py') diff --git a/archipack/archipack_manipulator.py b/archipack/archipack_manipulator.py new file mode 100644 index 00000000..c3e0fc24 --- /dev/null +++ b/archipack/archipack_manipulator.py @@ -0,0 +1,2446 @@ +# -*- coding:utf-8 -*- + +# ##### 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 ##### + +# + +# ---------------------------------------------------------- +# Author: Stephen Leger (s-leger) +# +# ---------------------------------------------------------- +import bpy +from math import atan2, pi +from mathutils import Vector, Matrix +from mathutils.geometry import intersect_line_plane, intersect_point_line, intersect_line_sphere +from bpy_extras import view3d_utils +from bpy.types import PropertyGroup, Operator +from bpy.props import FloatVectorProperty, StringProperty, CollectionProperty, BoolProperty +from bpy.app.handlers import persistent +from .archipack_snap import snap_point +from .archipack_keymaps import Keymaps +from .archipack_gl import ( + GlLine, GlArc, GlText, + GlPolyline, GlPolygon, + TriHandle, SquareHandle, EditableText, + FeedbackPanel, GlCursorArea +) + + +# NOTE: +# Snap aware manipulators use a dirty hack : +# draw() as a callback to update values in realtime +# as transform.translate in use to allow snap +# does catch all events. +# This however has a wanted side effect: +# the manipulator take precedence over allready running +# ones, and prevent select mode to start. +# +# TODO: +# Other manipulators should use same technique to take +# precedence over allready running ones when active +# +# NOTE: +# Select mode does suffer from this stack effect: +# the last running wins. The point is left mouse select mode +# requiring left drag to be RUNNING_MODAL to prevent real +# objects select and move during manipulators selection. +# +# TODO: +# First run a separate modal dedicated to select mode. +# Selecting in whole manips stack when required +# (manips[key].manipulable.manip_stack) +# Must investigate for a way to handle unselect after drag done. + +""" + @TODO: + Last modal running wins. + Manipulateurs without snap and thus not running own modal, + may loose events events caught by select mode of last + manipulable enabled +""" + +# Arrow sizes (world units) +arrow_size = 0.05 +# Handle area size (pixels) +handle_size = 10 + + +# a global manipulator stack reference +# prevent Blender "ACCESS_VIOLATION" crashes +# use a dict to prevent collisions +# between many objects being in manipulate mode +# use object names as loose keys +# NOTE : use app.drivers to reset before file load +manips = {} + + +class ArchipackActiveManip: + """ + Store manipulated object + - object_name: manipulated object name + - stack: array of Manipulators instances + - manipulable: Manipulable instance + """ + def __init__(self, object_name): + self.object_name = object_name + # manipulators stack for object + self.stack = [] + # reference to object manipulable instance + self.manipulable = None + + @property + def dirty(self): + """ + Check for manipulable validity + to disable modal when required + """ + return ( + self.manipulable is None or + bpy.data.objects.find(self.object_name) < 0 + ) + + def exit(self): + """ + Exit manipulation mode + - exit from all running manipulators + - empty manipulators stack + - set manipulable.manipulate_mode to False + - remove reference to manipulable + """ + for m in self.stack: + if m is not None: + m.exit() + if self.manipulable is not None: + self.manipulable.manipulate_mode = False + self.manipulable = None + self.object_name = "" + self.stack.clear() + + +def remove_manipulable(key): + """ + disable and remove a manipulable from stack + """ + global manips + # print("remove_manipulable key:%s" % (key)) + if key in manips.keys(): + manips[key].exit() + manips.pop(key) + + +def check_stack(key): + """ + check for stack item validity + use in modal to destroy invalid modals + return true when invalid / not found + false when valid + """ + global manips + if key not in manips.keys(): + # print("check_stack : key not found %s" % (key)) + return True + elif manips[key].dirty: + # print("check_stack : key.dirty %s" % (key)) + remove_manipulable(key) + return True + + return False + + +def empty_stack(): + # print("empty_stack()") + """ + kill every manipulators in stack + and cleanup stack + """ + global manips + for key in manips.keys(): + manips[key].exit() + manips.clear() + + +def add_manipulable(key, manipulable): + """ + add a ArchipackActiveManip into the stack + if not allready present + setup reference to manipulable + return manipulators stack + """ + global manips + if key not in manips.keys(): + # print("add_manipulable() key:%s not found create new" % (key)) + manips[key] = ArchipackActiveManip(key) + + manips[key].manipulable = manipulable + return manips[key].stack + + +# ------------------------------------------------------------------ +# Define Manipulators +# ------------------------------------------------------------------ + + +class Manipulator(): + """ + Manipulator base class to derive other + handle keyboard and modal events + provide convenient funcs including getter and setter for datablock values + store reference of base object, datablock and manipulator + """ + keyboard_ascii = { + ".", ",", "-", "+", "1", "2", "3", + "4", "5", "6", "7", "8", "9", "0", + "c", "m", "d", "k", "h", "a", + " ", "/", "*", "'", "\"" + # "=" + } + keyboard_type = { + 'BACK_SPACE', 'DEL', + 'LEFT_ARROW', 'RIGHT_ARROW' + } + + def __init__(self, context, o, datablock, manipulator, snap_callback=None): + """ + o : object to manipulate + datablock : object data to manipulate + manipulator: object archipack_manipulator datablock + snap_callback: on snap enabled manipulators, will be called when drag occurs + """ + self.keymap = Keymaps(context) + self.feedback = FeedbackPanel() + self.active = False + self.selectable = False + self.selected = False + # active text input value for manipulator + self.keyboard_input_active = False + self.label_value = 0 + # unit for keyboard input value + self.value_type = 'LENGTH' + self.pts_mode = 'SIZE' + self.o = o + self.datablock = datablock + self.manipulator = manipulator + self.snap_callback = snap_callback + self.origin = Vector((0, 0, 1)) + self.mouse_pos = Vector((0, 0)) + self.length_entered = "" + self.line_pos = 0 + args = (self, context) + self._handle = bpy.types.SpaceView3D.draw_handler_add(self.draw_callback, args, 'WINDOW', 'POST_PIXEL') + + @classmethod + def poll(cls, context): + """ + Allow manipulator enable/disable + in given context + handles will not show + """ + return True + + def exit(self): + """ + Modal exit, DONT EVEN TRY TO OVERRIDE + """ + if self._handle is not None: + bpy.types.SpaceView3D.draw_handler_remove(self._handle, 'WINDOW') + self._handle = None + else: + print("Manipulator.exit() handle not found %s" % (type(self).__name__)) + + # Mouse event handlers, MUST be overriden + def mouse_press(self, context, event): + """ + Manipulators must implement + mouse press event handler + return True to callback manipulable_manipulate + """ + raise NotImplementedError + + def mouse_release(self, context, event): + """ + Manipulators must implement + mouse mouse_release event handler + return False to callback manipulable_release + """ + raise NotImplementedError + + def mouse_move(self, context, event): + """ + Manipulators must implement + mouse move event handler + return True to callback manipulable_manipulate + """ + raise NotImplementedError + + # Keyboard event handlers, MAY be overriden + def keyboard_done(self, context, event, value): + """ + Manipulators may implement + keyboard value validated event handler + value: changed by keyboard + return True to callback manipulable_manipulate + """ + return False + + def keyboard_editing(self, context, event, value): + """ + Manipulators may implement + keyboard value changed event handler + value: string changed by keyboard + allow realtime update of label + return False to show edited value on window header + return True when feedback show right on screen + """ + self.label_value = value + return True + + def keyboard_cancel(self, context, event): + """ + Manipulators may implement + keyboard entry cancelled + """ + return + + def cancel(self, context, event): + """ + Manipulators may implement + cancelled event (ESC RIGHTCLICK) + """ + self.active = False + return + + def undo(self, context, event): + """ + Manipulators may implement + undo event (CTRL+Z) + """ + return False + + # Internal, do not override unless you realy + # realy realy deeply know what you are doing + def keyboard_eval(self, context, event): + """ + evaluate keyboard entry while typing + do not override this one + """ + c = event.ascii + if c: + if c == ",": + c = "." + self.length_entered = self.length_entered[:self.line_pos] + c + self.length_entered[self.line_pos:] + self.line_pos += 1 + + if self.length_entered: + if event.type == 'BACK_SPACE': + self.length_entered = self.length_entered[:self.line_pos - 1] + self.length_entered[self.line_pos:] + self.line_pos -= 1 + + elif event.type == 'DEL': + self.length_entered = self.length_entered[:self.line_pos] + self.length_entered[self.line_pos + 1:] + + elif event.type == 'LEFT_ARROW': + self.line_pos = (self.line_pos - 1) % (len(self.length_entered) + 1) + + elif event.type == 'RIGHT_ARROW': + self.line_pos = (self.line_pos + 1) % (len(self.length_entered) + 1) + + try: + value = bpy.utils.units.to_value(context.scene.unit_settings.system, self.value_type, self.length_entered) + draw_on_header = self.keyboard_editing(context, event, value) + except: # ValueError: + draw_on_header = True + pass + + if draw_on_header: + a = "" + if self.length_entered: + pos = self.line_pos + a = self.length_entered[:pos] + '|' + self.length_entered[pos:] + context.area.header_text_set("%s" % (a)) + + # modal mode: do not let event bubble up + return True + + def modal(self, context, event): + """ + Modal handler + handle mouse, and keyboard events + enable and disable feedback + """ + # print("Manipulator modal:%s %s" % (event.value, event.type)) + + if event.type == 'MOUSEMOVE': + return self.mouse_move(context, event) + + elif event.value == 'PRESS': + + if event.type == 'LEFTMOUSE': + active = self.mouse_press(context, event) + if active: + self.feedback.enable() + return active + + elif self.keymap.check(event, self.keymap.undo): + if self.keyboard_input_active: + self.keyboard_input_active = False + self.keyboard_cancel(context, event) + self.feedback.disable() + # prevent undo CRASH + return True + + elif self.keyboard_input_active and ( + event.ascii in self.keyboard_ascii or + event.type in self.keyboard_type + ): + # get keyboard input + return self.keyboard_eval(context, event) + + elif event.type in {'ESC', 'RIGHTMOUSE'}: + self.feedback.disable() + if self.keyboard_input_active: + # allow keyboard exit without setting value + self.length_entered = "" + self.line_pos = 0 + self.keyboard_input_active = False + self.keyboard_cancel(context, event) + return True + elif self.active: + self.cancel(context, event) + return True + return False + + elif event.value == 'RELEASE': + + if event.type == 'LEFTMOUSE': + if not self.keyboard_input_active: + self.feedback.disable() + return self.mouse_release(context, event) + + elif self.keyboard_input_active and event.type in {'RET', 'NUMPAD_ENTER'}: + # validate keyboard input + if self.length_entered != "": + try: + value = bpy.utils.units.to_value( + context.scene.unit_settings.system, + self.value_type, self.length_entered) + self.length_entered = "" + ret = self.keyboard_done(context, event, value) + except: # ValueError: + ret = False + self.keyboard_cancel(context, event) + pass + context.area.header_text_set() + self.keyboard_input_active = False + self.feedback.disable() + return ret + + return False + + def mouse_position(self, event): + """ + store mouse position in a 2d Vector + """ + self.mouse_pos.x, self.mouse_pos.y = event.mouse_region_x, event.mouse_region_y + + def get_pos3d(self, context): + """ + convert mouse pos to 3d point over plane defined by origin and normal + pt is in world space + """ + region = context.region + rv3d = context.region_data + rM = context.active_object.matrix_world.to_3x3() + view_vector_mouse = view3d_utils.region_2d_to_vector_3d(region, rv3d, self.mouse_pos) + ray_origin_mouse = view3d_utils.region_2d_to_origin_3d(region, rv3d, self.mouse_pos) + pt = intersect_line_plane(ray_origin_mouse, ray_origin_mouse + view_vector_mouse, + self.origin, rM * self.manipulator.normal, False) + # fix issue with parallel plane + if pt is None: + pt = intersect_line_plane(ray_origin_mouse, ray_origin_mouse + view_vector_mouse, + self.origin, view_vector_mouse, False) + return pt + + def get_value(self, data, attr, index=-1): + """ + Datablock value getter with index support + """ + try: + if index > -1: + return getattr(data, attr)[index] + else: + return getattr(data, attr) + except: + print("get_value of %s %s failed" % (data, attr)) + return 0 + + def set_value(self, context, data, attr, value, index=-1): + """ + Datablock value setter with index support + """ + try: + if self.get_value(data, attr, index) != value: + # switch context so unselected object may be manipulable too + old = context.active_object + state = self.o.select + self.o.select = True + context.scene.objects.active = self.o + if index > -1: + getattr(data, attr)[index] = value + else: + setattr(data, attr, value) + self.o.select = state + old.select = True + context.scene.objects.active = old + except: + pass + + def preTranslate(self, tM, vec): + """ + return a preTranslated Matrix + tM Matrix source + vec Vector translation + """ + return tM * Matrix([ + [1, 0, 0, vec.x], + [0, 1, 0, vec.y], + [0, 0, 1, vec.z], + [0, 0, 0, 1]]) + + def _move(self, o, axis, value): + if axis == 'x': + vec = Vector((value, 0, 0)) + elif axis == 'y': + vec = Vector((0, value, 0)) + else: + vec = Vector((0, 0, value)) + o.matrix_world = self.preTranslate(o.matrix_world, vec) + + def move_linked(self, context, axis, value): + """ + Move an object along local axis + takes care of linked too, fix issue #8 + """ + old = context.active_object + bpy.ops.object.select_all(action='DESELECT') + self.o.select = True + context.scene.objects.active = self.o + bpy.ops.object.select_linked(type='OBDATA') + for o in context.selected_objects: + if o != self.o: + self._move(o, axis, value) + bpy.ops.object.select_all(action='DESELECT') + old.select = True + context.scene.objects.active = old + + def move(self, context, axis, value): + """ + Move an object along local axis + """ + self._move(self.o, axis, value) + + +# OUT OF ORDER +class SnapPointManipulator(Manipulator): + """ + np_station based snap manipulator + dosent update anything by itself. + NOTE : currently out of order + and disabled in __init__ + """ + def __init__(self, context, o, datablock, manipulator, handle_size, snap_callback=None): + + raise NotImplementedError + + self.handle = SquareHandle(handle_size, 1.2 * arrow_size, draggable=True) + Manipulator.__init__(self, context, o, datablock, manipulator, snap_callback) + + def check_hover(self): + self.handle.check_hover(self.mouse_pos) + + def mouse_press(self, context, event): + if self.handle.hover: + self.handle.hover = False + self.handle.active = True + self.o.select = True + # takeloc = self.o.matrix_world * self.manipulator.p0 + # print("Invoke sp_point_move %s" % (takeloc)) + # @TODO: + # implement and add draw and callbacks + # snap_point(takeloc, draw, callback) + return True + return False + + def mouse_release(self, context, event): + self.check_hover() + self.handle.active = False + # False to callback manipulable_release + return False + + def update(self, context, event): + # NOTE: + # dosent set anything internally + return + + def mouse_move(self, context, event): + """ + + """ + self.mouse_position(event) + if self.handle.active: + # self.handle.active = np_snap.is_running + # self.update(context) + # True here to callback manipulable_manipulate + return True + else: + self.check_hover() + return False + + def draw_callback(self, _self, context, render=False): + left, right, side, normal = self.manipulator.get_pts(self.o.matrix_world) + self.handle.set_pos(context, left, Vector((1, 0, 0)), normal=normal) + self.handle.draw(context, render) + + +# Generic snap tool for line based archipack objects (fence, wall, maybe stair too) +gl_pts3d = [] + + +class WallSnapManipulator(Manipulator): + """ + np_station snap inspired manipulator + Use prop1_name as string part index + Use prop2_name as string identifier height property for placeholders + + Misnamed as it work for all line based archipack's + primitives, currently wall and fences, + but may also work with stairs (sharing same data structure) + """ + def __init__(self, context, o, datablock, manipulator, handle_size, snap_callback=None): + self.placeholder_area = GlPolygon((0.5, 0, 0, 0.2)) + self.placeholder_line = GlPolyline((0.5, 0, 0, 0.8)) + self.placeholder_line.closed = True + self.label = GlText() + self.line = GlLine() + self.handle = SquareHandle(handle_size, 1.2 * arrow_size, draggable=True, selectable=True) + Manipulator.__init__(self, context, o, datablock, manipulator, snap_callback) + self.selectable = True + + def select(self, cursor_area): + self.selected = self.selected or cursor_area.in_area(self.handle.pos_2d) + self.handle.selected = self.selected + + def deselect(self, cursor_area): + self.selected = not cursor_area.in_area(self.handle.pos_2d) + self.handle.selected = self.selected + + def check_hover(self): + self.handle.check_hover(self.mouse_pos) + + def mouse_press(self, context, event): + global gl_pts3d + global manips + if self.handle.hover: + self.active = True + self.handle.active = True + gl_pts3d = [] + idx = int(self.manipulator.prop1_name) + + # get selected manipulators idx + selection = [] + for m in manips[self.o.name].stack: + if m is not None and m.selected: + selection.append(int(m.manipulator.prop1_name)) + + # store all points of wall + for i, part in enumerate(self.datablock.parts): + p0, p1, side, normal = part.manipulators[2].get_pts(self.o.matrix_world) + # if selected p0 will move and require placeholder + gl_pts3d.append((p0, p1, i in selection or i == idx)) + + self.feedback.instructions(context, "Move / Snap", "Drag to move, use keyboard to input values", [ + ('CTRL', 'Snap'), + ('X Y', 'Constraint to axis (toggle Global Local None)'), + ('SHIFT+Z', 'Constraint to xy plane'), + ('MMBTN', 'Constraint to axis'), + ('RIGHTCLICK or ESC', 'exit without change') + ]) + self.feedback.enable() + self.handle.hover = False + self.o.select = True + takeloc, right, side, dz = self.manipulator.get_pts(self.o.matrix_world) + dx = (right - takeloc).normalized() + dy = dz.cross(dx) + takemat = Matrix([ + [dx.x, dy.x, dz.x, takeloc.x], + [dx.y, dy.y, dz.y, takeloc.y], + [dx.z, dy.z, dz.z, takeloc.z], + [0, 0, 0, 1] + ]) + snap_point(takemat=takemat, draw=self.sp_draw, callback=self.sp_callback, + constraint_axis=(True, True, False)) + # this prevent other selected to run + return True + + return False + + def mouse_release(self, context, event): + self.check_hover() + self.handle.active = False + self.active = False + self.feedback.disable() + # False to callback manipulable_release + return False + + def sp_callback(self, context, event, state, sp): + """ + np station callback on moving, place, or cancel + """ + global gl_pts3d + + if state == 'SUCCESS': + + self.o.select = True + # apply changes to wall + d = self.datablock + d.auto_update = False + + g = d.get_generator() + + # rotation relative to object + rM = self.o.matrix_world.inverted().to_3x3() + delta = (rM * sp.delta).to_2d() + # x_axis = (rM * Vector((1, 0, 0))).to_2d() + + # update generator + idx = 0 + for p0, p1, selected in gl_pts3d: + + if selected: + + # new location in object space + pt = g.segs[idx].lerp(0) + delta + + # move last point of segment before current + if idx > 0: + g.segs[idx - 1].p1 = pt + + # move first point of current segment + g.segs[idx].p0 = pt + + idx += 1 + + # update properties from generator + idx = 0 + for p0, p1, selected in gl_pts3d: + + if selected: + + # adjust segment before current + if idx > 0: + w = g.segs[idx - 1] + part = d.parts[idx - 1] + + if idx > 1: + part.a0 = w.delta_angle(g.segs[idx - 2]) + else: + part.a0 = w.straight(1, 0).angle + + if "C_" in part.type: + part.radius = w.r + else: + part.length = w.length + + # adjust current segment + w = g.segs[idx] + part = d.parts[idx] + + if idx > 0: + part.a0 = w.delta_angle(g.segs[idx - 1]) + else: + part.a0 = w.straight(1, 0).angle + # move object when point 0 + self.o.location += sp.delta + + if "C_" in part.type: + part.radius = w.r + else: + part.length = w.length + + # adjust next one + if idx + 1 < d.n_parts: + d.parts[idx + 1].a0 = g.segs[idx + 1].delta_angle(w) + + idx += 1 + + self.mouse_release(context, event) + d.auto_update = True + + if state == 'CANCEL': + self.mouse_release(context, event) + + return + + def sp_draw(self, sp, context): + # draw wall placeholders + + global gl_pts3d + + if self.o is None: + return + + z = self.get_value(self.datablock, self.manipulator.prop2_name) + + placeholders = [] + for p0, p1, selected in gl_pts3d: + pt = p0.copy() + if selected: + # when selected, p0 is moving + # last one p1 should move too + # last one require a placeholder too + pt += sp.delta + if len(placeholders) > 0: + placeholders[-1][1] = pt + placeholders[-1][2] = True + placeholders.append([pt, p1, selected]) + + # first selected and closed -> should move last p1 too + if gl_pts3d[0][2] and self.datablock.closed: + placeholders[-1][1] = placeholders[0][0].copy() + placeholders[-1][2] = True + + # last one not visible when not closed + if not self.datablock.closed: + placeholders[-1][2] = False + + for p0, p1, selected in placeholders: + if selected: + self.placeholder_area.set_pos([p0, p1, Vector((p1.x, p1.y, p1.z + z)), Vector((p0.x, p0.y, p0.z + z))]) + self.placeholder_line.set_pos([p0, p1, Vector((p1.x, p1.y, p1.z + z)), Vector((p0.x, p0.y, p0.z + z))]) + self.placeholder_area.draw(context, render=False) + self.placeholder_line.draw(context, render=False) + + p0, p1, side, normal = self.manipulator.get_pts(self.o.matrix_world) + self.line.p = p0 + self.line.v = sp.delta + self.label.set_pos(context, self.line.length, self.line.lerp(0.5), self.line.v, normal=Vector((0, 0, 1))) + self.line.draw(context, render=False) + self.label.draw(context, render=False) + + def mouse_move(self, context, event): + self.mouse_position(event) + if self.handle.active: + # False here to pass_through + # print("i'm able to pick up mouse move event while transform running") + return False + else: + self.check_hover() + return False + + def draw_callback(self, _self, context, render=False): + left, right, side, normal = self.manipulator.get_pts(self.o.matrix_world) + self.handle.set_pos(context, left, (left - right).normalized(), normal=normal) + self.handle.draw(context, render) + self.feedback.draw(context, render) + + +class CounterManipulator(Manipulator): + """ + increase or decrease an integer step by step + right on click to prevent misuse + """ + def __init__(self, context, o, datablock, manipulator, handle_size, snap_callback=None): + self.handle_left = TriHandle(handle_size, arrow_size, draggable=True) + self.handle_right = TriHandle(handle_size, arrow_size, draggable=True) + self.line_0 = GlLine() + self.label = GlText() + self.label.unit_mode = 'NONE' + self.label.precision = 0 + Manipulator.__init__(self, context, o, datablock, manipulator, snap_callback) + + def check_hover(self): + self.handle_right.check_hover(self.mouse_pos) + self.handle_left.check_hover(self.mouse_pos) + + def mouse_press(self, context, event): + if self.handle_right.hover: + value = self.get_value(self.datablock, self.manipulator.prop1_name) + self.set_value(context, self.datablock, self.manipulator.prop1_name, value + 1) + self.handle_right.active = True + return True + if self.handle_left.hover: + value = self.get_value(self.datablock, self.manipulator.prop1_name) + self.set_value(context, self.datablock, self.manipulator.prop1_name, value - 1) + self.handle_left.active = True + return True + return False + + def mouse_release(self, context, event): + self.check_hover() + self.handle_right.active = False + self.handle_left.active = False + return False + + def mouse_move(self, context, event): + self.mouse_position(event) + if self.handle_right.active: + return True + if self.handle_left.active: + return True + else: + self.check_hover() + return False + + def draw_callback(self, _self, context, render=False): + """ + draw on screen feedback using gl. + """ + # won't render counter + if render: + return + left, right, side, normal = self.manipulator.get_pts(self.o.matrix_world) + self.origin = left + self.line_0.p = left + self.line_0.v = right - left + self.line_0.z_axis = normal + self.label.z_axis = normal + value = self.get_value(self.datablock, self.manipulator.prop1_name) + self.handle_left.set_pos(context, self.line_0.p, -self.line_0.v, normal=normal) + self.handle_right.set_pos(context, self.line_0.lerp(1), self.line_0.v, normal=normal) + self.label.set_pos(context, value, self.line_0.lerp(0.5), self.line_0.v, normal=normal) + self.label.draw(context, render) + self.handle_left.draw(context, render) + self.handle_right.draw(context, render) + + +class DumbStringManipulator(Manipulator): + """ + not a real manipulator, but allow to show a string + """ + def __init__(self, context, o, datablock, manipulator, handle_size, snap_callback=None): + self.label = GlText(colour=(0, 0, 0, 1)) + self.label.unit_mode = 'NONE' + self.label.label = manipulator.prop1_name + Manipulator.__init__(self, context, o, datablock, manipulator, snap_callback) + + def check_hover(self): + return False + + def mouse_press(self, context, event): + return False + + def mouse_release(self, context, event): + return False + + def mouse_move(self, context, event): + return False + + def draw_callback(self, _self, context, render=False): + """ + draw on screen feedback using gl. + """ + # won't render string + if render: + return + left, right, side, normal = self.manipulator.get_pts(self.o.matrix_world) + pos = left + 0.5 * (right - left) + self.label.set_pos(context, None, pos, pos, normal=normal) + self.label.draw(context, render) + + +class SizeManipulator(Manipulator): + + def __init__(self, context, o, datablock, manipulator, handle_size, snap_callback=None): + self.handle_left = TriHandle(handle_size, arrow_size) + self.handle_right = TriHandle(handle_size, arrow_size, draggable=True) + self.line_0 = GlLine() + self.line_1 = GlLine() + self.line_2 = GlLine() + self.label = EditableText(handle_size, arrow_size, draggable=True) + # self.label.label = 'S ' + Manipulator.__init__(self, context, o, datablock, manipulator, snap_callback) + + def check_hover(self): + self.handle_right.check_hover(self.mouse_pos) + self.label.check_hover(self.mouse_pos) + + def mouse_press(self, context, event): + global gl_pts3d + if self.handle_right.hover: + self.active = True + self.original_size = self.get_value(self.datablock, self.manipulator.prop1_name) + self.original_location = self.o.matrix_world.translation.copy() + self.feedback.instructions(context, "Size", "Drag or Keyboard to modify size", [ + ('CTRL', 'Snap'), + ('SHIFT', 'Round'), + ('RIGHTCLICK or ESC', 'cancel') + ]) + left, right, side, dz = self.manipulator.get_pts(self.o.matrix_world) + dx = (right - left).normalized() + dy = dz.cross(dx) + takemat = Matrix([ + [dx.x, dy.x, dz.x, right.x], + [dx.y, dy.y, dz.y, right.y], + [dx.z, dy.z, dz.z, right.z], + [0, 0, 0, 1] + ]) + gl_pts3d = [left, right] + snap_point(takemat=takemat, + draw=self.sp_draw, + callback=self.sp_callback, + constraint_axis=(True, False, False)) + self.handle_right.active = True + return True + if self.label.hover: + self.feedback.instructions(context, "Size", "Use keyboard to modify size", + [('ENTER', 'Validate'), ('RIGHTCLICK or ESC', 'cancel')]) + self.label.active = True + self.keyboard_input_active = True + return True + return False + + def mouse_release(self, context, event): + self.active = False + self.check_hover() + self.handle_right.active = False + if not self.keyboard_input_active: + self.feedback.disable() + return False + + def mouse_move(self, context, event): + self.mouse_position(event) + if self.active: + self.update(context, event) + return True + else: + self.check_hover() + return False + + def cancel(self, context, event): + if self.active: + self.mouse_release(context, event) + self.set_value(context, self.datablock, self.manipulator.prop1_name, self.original_size) + + def keyboard_done(self, context, event, value): + self.set_value(context, self.datablock, self.manipulator.prop1_name, value) + self.label.active = False + return True + + def keyboard_cancel(self, context, event): + self.label.active = False + return False + + def update(self, context, event): + # 0 1 2 + # |_____| + # + pt = self.get_pos3d(context) + pt, t = intersect_point_line(pt, self.line_0.p, self.line_2.p) + length = (self.line_0.p - pt).length + if event.alt: + length = round(length, 1) + self.set_value(context, self.datablock, self.manipulator.prop1_name, length) + + def draw_callback(self, _self, context, render=False): + """ + draw on screen feedback using gl. + """ + left, right, side, normal = self.manipulator.get_pts(self.o.matrix_world) + self.origin = left + self.line_1.p = left + self.line_1.v = right - left + self.line_0.z_axis = normal + self.line_1.z_axis = normal + self.line_2.z_axis = normal + self.label.z_axis = normal + self.line_0 = self.line_1.sized_normal(0, side.x * 1.1) + self.line_2 = self.line_1.sized_normal(1, side.x * 1.1) + self.line_1.offset(side.x * 1.0) + self.handle_left.set_pos(context, self.line_1.p, -self.line_1.v, normal=normal) + self.handle_right.set_pos(context, self.line_1.lerp(1), self.line_1.v, normal=normal) + if not self.keyboard_input_active: + self.label_value = self.line_1.length + self.label.set_pos(context, self.label_value, self.line_1.lerp(0.5), self.line_1.v, normal=normal) + self.line_0.draw(context, render) + self.line_1.draw(context, render) + self.line_2.draw(context, render) + self.handle_left.draw(context, render) + self.handle_right.draw(context, render) + self.label.draw(context, render) + self.feedback.draw(context, render) + + def sp_draw(self, sp, context): + global gl_pts3d + if self.o is None: + return + p0 = gl_pts3d[0].copy() + p1 = gl_pts3d[1].copy() + p1 += sp.delta + self.sp_update(context, p0, p1) + return + + def sp_callback(self, context, event, state, sp): + + if state == 'SUCCESS': + self.sp_draw(sp, context) + self.mouse_release(context, event) + + if state == 'CANCEL': + p0 = gl_pts3d[0].copy() + p1 = gl_pts3d[1].copy() + self.sp_update(context, p0, p1) + self.mouse_release(context, event) + + def sp_update(self, context, p0, p1): + length = (p0 - p1).length + self.set_value(context, self.datablock, self.manipulator.prop1_name, length) + + +class SizeLocationManipulator(SizeManipulator): + """ + Handle resizing by any of the boundaries + of objects with centered pivots + so when size change, object should move of the + half of the change in the direction of change. + + Also take care of moving linked objects too + Changing size is not necessary as link does + allredy handle this and childs panels are + updated by base object. + """ + def __init__(self, context, o, datablock, manipulator, handle_size, snap_callback=None): + SizeManipulator.__init__(self, context, o, datablock, manipulator, handle_size, snap_callback) + self.handle_left.draggable = True + + def check_hover(self): + self.handle_right.check_hover(self.mouse_pos) + self.handle_left.check_hover(self.mouse_pos) + self.label.check_hover(self.mouse_pos) + + def mouse_press(self, context, event): + if self.handle_right.hover: + self.active = True + self.original_location = self.o.matrix_world.translation.copy() + self.original_size = self.get_value(self.datablock, self.manipulator.prop1_name) + self.feedback.instructions(context, "Size", "Drag to modify size", [ + ('ALT', 'Round value'), ('RIGHTCLICK or ESC', 'cancel') + ]) + self.handle_right.active = True + return True + if self.handle_left.hover: + self.active = True + self.original_location = self.o.matrix_world.translation.copy() + self.original_size = self.get_value(self.datablock, self.manipulator.prop1_name) + self.feedback.instructions(context, "Size", "Drag to modify size", [ + ('ALT', 'Round value'), ('RIGHTCLICK or ESC', 'cancel') + ]) + self.handle_left.active = True + return True + if self.label.hover: + self.feedback.instructions(context, "Size", "Use keyboard to modify size", + [('ENTER', 'Validate'), ('RIGHTCLICK or ESC', 'cancel')]) + self.label.active = True + self.keyboard_input_active = True + return True + return False + + def mouse_release(self, context, event): + self.active = False + self.check_hover() + self.handle_right.active = False + self.handle_left.active = False + if not self.keyboard_input_active: + self.feedback.disable() + return False + + def mouse_move(self, context, event): + self.mouse_position(event) + if self.handle_right.active or self.handle_left.active: + self.update(context, event) + return True + else: + self.check_hover() + return False + + def keyboard_done(self, context, event, value): + self.set_value(context, self.datablock, self.manipulator.prop1_name, value) + # self.move_linked(context, self.manipulator.prop2_name, dl) + self.label.active = False + self.feedback.disable() + return True + + def cancel(self, context, event): + if self.active: + self.mouse_release(context, event) + # must move back to original location + itM = self.o.matrix_world.inverted() + dl = self.get_value(itM * self.original_location, self.manipulator.prop2_name) + + self.move(context, self.manipulator.prop2_name, dl) + self.set_value(context, self.datablock, self.manipulator.prop1_name, self.original_size) + self.move_linked(context, self.manipulator.prop2_name, dl) + + def update(self, context, event): + # 0 1 2 + # |_____| + # + pt = self.get_pos3d(context) + pt, t = intersect_point_line(pt, self.line_0.p, self.line_2.p) + + len_0 = (pt - self.line_0.p).length + len_1 = (pt - self.line_2.p).length + + length = max(len_0, len_1) + + if event.alt: + length = round(length, 1) + + dl = length - self.line_1.length + + if len_0 > len_1: + dl = 0.5 * dl + else: + dl = -0.5 * dl + + self.move(context, self.manipulator.prop2_name, dl) + self.set_value(context, self.datablock, self.manipulator.prop1_name, length) + self.move_linked(context, self.manipulator.prop2_name, dl) + + +class SnapSizeLocationManipulator(SizeLocationManipulator): + """ + Snap aware extension of SizeLocationManipulator + Handle resizing by any of the boundaries + of objects with centered pivots + so when size change, object should move of the + half of the change in the direction of change. + + Also take care of moving linked objects too + Changing size is not necessary as link does + allredy handle this and childs panels are + updated by base object. + + + """ + def __init__(self, context, o, datablock, manipulator, handle_size, snap_callback=None): + SizeLocationManipulator.__init__(self, context, o, datablock, manipulator, handle_size, snap_callback) + + def mouse_press(self, context, event): + global gl_pts3d + if self.handle_right.hover: + self.active = True + self.original_size = self.get_value(self.datablock, self.manipulator.prop1_name) + self.original_location = self.o.matrix_world.translation.copy() + self.feedback.instructions(context, "Size", "Drag or Keyboard to modify size", [ + ('CTRL', 'Snap'), + ('SHIFT', 'Round'), + ('RIGHTCLICK or ESC', 'cancel') + ]) + left, right, side, dz = self.manipulator.get_pts(self.o.matrix_world) + dx = (right - left).normalized() + dy = dz.cross(dx) + takemat = Matrix([ + [dx.x, dy.x, dz.x, right.x], + [dx.y, dy.y, dz.y, right.y], + [dx.z, dy.z, dz.z, right.z], + [0, 0, 0, 1] + ]) + gl_pts3d = [left, right] + snap_point(takemat=takemat, + draw=self.sp_draw, + callback=self.sp_callback, + constraint_axis=(True, False, False)) + + self.handle_right.active = True + return True + + if self.handle_left.hover: + self.active = True + self.original_size = self.get_value(self.datablock, self.manipulator.prop1_name) + self.original_location = self.o.matrix_world.translation.copy() + self.feedback.instructions(context, "Size", "Drag or Keyboard to modify size", [ + ('CTRL', 'Snap'), + ('SHIFT', 'Round'), + ('RIGHTCLICK or ESC', 'cancel') + ]) + left, right, side, dz = self.manipulator.get_pts(self.o.matrix_world) + dx = (left - right).normalized() + dy = dz.cross(dx) + takemat = Matrix([ + [dx.x, dy.x, dz.x, left.x], + [dx.y, dy.y, dz.y, left.y], + [dx.z, dy.z, dz.z, left.z], + [0, 0, 0, 1] + ]) + gl_pts3d = [left, right] + snap_point(takemat=takemat, + draw=self.sp_draw, + callback=self.sp_callback, + constraint_axis=(True, False, False)) + self.handle_left.active = True + return True + + if self.label.hover: + self.feedback.instructions(context, "Size", "Use keyboard to modify size", + [('ENTER', 'Validate'), ('RIGHTCLICK or ESC', 'cancel')]) + self.label.active = True + self.keyboard_input_active = True + return True + + return False + + def sp_draw(self, sp, context): + global gl_pts3d + if self.o is None: + return + p0 = gl_pts3d[0].copy() + p1 = gl_pts3d[1].copy() + if self.handle_right.active: + p1 += sp.delta + else: + p0 += sp.delta + self.sp_update(context, p0, p1) + + # snapping child objects may require base object update + # eg manipulating windows requiring wall update + if self.snap_callback is not None: + snap_helper = context.active_object + self.snap_callback(context, o=self.o, manipulator=self) + context.scene.objects.active = snap_helper + + return + + def sp_callback(self, context, event, state, sp): + + if state == 'SUCCESS': + self.sp_draw(sp, context) + self.mouse_release(context, event) + + if state == 'CANCEL': + p0 = gl_pts3d[0].copy() + p1 = gl_pts3d[1].copy() + self.sp_update(context, p0, p1) + self.mouse_release(context, event) + + def sp_update(self, context, p0, p1): + l0 = self.get_value(self.datablock, self.manipulator.prop1_name) + length = (p0 - p1).length + dp = length - l0 + if self.handle_left.active: + dp = -dp + dl = 0.5 * dp + self.move(context, self.manipulator.prop2_name, dl) + self.set_value(context, self.datablock, self.manipulator.prop1_name, length) + self.move_linked(context, self.manipulator.prop2_name, dl) + + +class DeltaLocationManipulator(SizeManipulator): + """ + Move a child window or door in wall segment + not limited to this by the way + """ + def __init__(self, context, o, datablock, manipulator, handle_size, snap_callback=None): + SizeManipulator.__init__(self, context, o, datablock, manipulator, handle_size, snap_callback) + self.label.label = '' + self.feedback.instructions(context, "Move", "Drag to move", [ + ('CTRL', 'Snap'), + ('SHIFT', 'Round value'), + ('RIGHTCLICK or ESC', 'cancel') + ]) + + def check_hover(self): + self.handle_right.check_hover(self.mouse_pos) + + def mouse_press(self, context, event): + global gl_pts3d + if self.handle_right.hover: + self.original_location = self.o.matrix_world.translation.copy() + self.active = True + self.feedback.enable() + self.handle_right.active = True + + left, right, side, dz = self.manipulator.get_pts(self.o.matrix_world) + dp = (right - left) + dx = dp.normalized() + dy = dz.cross(dx) + p0 = left + 0.5 * dp + takemat = Matrix([ + [dx.x, dy.x, dz.x, p0.x], + [dx.y, dy.y, dz.y, p0.y], + [dx.z, dy.z, dz.z, p0.z], + [0, 0, 0, 1] + ]) + gl_pts3d = [p0] + snap_point(takemat=takemat, + draw=self.sp_draw, + callback=self.sp_callback, + constraint_axis=( + self.manipulator.prop1_name == 'x', + self.manipulator.prop1_name == 'y', + self.manipulator.prop1_name == 'z')) + return True + return False + + def mouse_release(self, context, event): + self.check_hover() + self.feedback.disable() + self.active = False + self.handle_right.active = False + return False + + def mouse_move(self, context, event): + self.mouse_position(event) + if self.handle_right.active: + # self.update(context, event) + return True + else: + self.check_hover() + return False + + def sp_draw(self, sp, context): + global gl_pts3d + if self.o is None: + return + p0 = gl_pts3d[0].copy() + p1 = p0 + sp.delta + itM = self.o.matrix_world.inverted() + dl = self.get_value(itM * p1, self.manipulator.prop1_name) + self.move(context, self.manipulator.prop1_name, dl) + + # snapping child objects may require base object update + # eg manipulating windows requiring wall update + if self.snap_callback is not None: + snap_helper = context.active_object + self.snap_callback(context, o=self.o, manipulator=self) + context.scene.objects.active = snap_helper + + return + + def sp_callback(self, context, event, state, sp): + + if state == 'SUCCESS': + self.sp_draw(sp, context) + self.mouse_release(context, event) + + if state == 'CANCEL': + self.cancel(context, event) + + def cancel(self, context, event): + if self.active: + self.mouse_release(context, event) + # must move back to original location + itM = self.o.matrix_world.inverted() + dl = self.get_value(itM * self.original_location, self.manipulator.prop1_name) + self.move(context, self.manipulator.prop1_name, dl) + + def draw_callback(self, _self, context, render=False): + """ + draw on screen feedback using gl. + """ + left, right, side, normal = self.manipulator.get_pts(self.o.matrix_world) + self.origin = left + self.line_1.p = left + self.line_1.v = right - left + self.line_1.z_axis = normal + self.handle_left.set_pos(context, self.line_1.lerp(0.5), -self.line_1.v, normal=normal) + self.handle_right.set_pos(context, self.line_1.lerp(0.5), self.line_1.v, normal=normal) + self.handle_left.draw(context, render) + self.handle_right.draw(context, render) + self.feedback.draw(context) + + +class DumbSizeManipulator(SizeManipulator): + """ + Show a size while not being editable + """ + def __init__(self, context, o, datablock, manipulator, handle_size, snap_callback=None): + SizeManipulator.__init__(self, context, o, datablock, manipulator, handle_size, snap_callback) + self.handle_right.draggable = False + self.label.draggable = False + self.label.colour_inactive = (0, 0, 0, 1) + # self.label.label = 'Dumb ' + + def mouse_move(self, context, event): + return False + + +class AngleManipulator(Manipulator): + """ + NOTE: + There is a default shortcut to +5 and -5 on angles with left/right arrows + + Manipulate angle between segments + bound to [-pi, pi] + """ + + def __init__(self, context, o, datablock, manipulator, handle_size, snap_callback=None): + # Angle + self.handle_right = TriHandle(handle_size, arrow_size, draggable=True) + self.handle_center = SquareHandle(handle_size, arrow_size) + self.arc = GlArc() + self.line_0 = GlLine() + self.line_1 = GlLine() + self.label_a = EditableText(handle_size, arrow_size, draggable=True) + self.label_a.unit_type = 'ANGLE' + Manipulator.__init__(self, context, o, datablock, manipulator, snap_callback) + self.pts_mode = 'RADIUS' + + def check_hover(self): + self.handle_right.check_hover(self.mouse_pos) + self.label_a.check_hover(self.mouse_pos) + + def mouse_press(self, context, event): + if self.handle_right.hover: + self.active = True + self.original_angle = self.get_value(self.datablock, self.manipulator.prop1_name) + self.feedback.instructions(context, "Angle", "Drag to modify angle", [ + ('SHIFT', 'Round value'), + ('RIGHTCLICK or ESC', 'cancel') + ]) + self.handle_right.active = True + return True + if self.label_a.hover: + self.feedback.instructions(context, "Angle (degree)", "Use keyboard to modify angle", + [('ENTER', 'validate'), + ('RIGHTCLICK or ESC', 'cancel')]) + self.value_type = 'ROTATION' + self.label_a.active = True + self.label_value = self.get_value(self.datablock, self.manipulator.prop1_name) + self.keyboard_input_active = True + return True + return False + + def mouse_release(self, context, event): + self.check_hover() + self.handle_right.active = False + self.active = False + return False + + def mouse_move(self, context, event): + self.mouse_position(event) + if self.active: + # print("AngleManipulator.mouse_move") + self.update(context, event) + return True + else: + self.check_hover() + return False + + def keyboard_done(self, context, event, value): + self.set_value(context, self.datablock, self.manipulator.prop1_name, value) + self.label_a.active = False + return True + + def keyboard_cancel(self, context, event): + self.label_a.active = False + return False + + def cancel(self, context, event): + if self.active: + self.mouse_release(context, event) + self.set_value(context, self.datablock, self.manipulator.prop1_name, self.original_angle) + + def update(self, context, event): + pt = self.get_pos3d(context) + c = self.arc.c + v = 2 * self.arc.r * (pt - c).normalized() + v0 = c - v + v1 = c + v + p0, p1 = intersect_line_sphere(v0, v1, c, self.arc.r) + if p0 is not None and p1 is not None: + + if (p1 - pt).length < (p0 - pt).length: + p0, p1 = p1, p0 + + v = p0 - self.arc.c + da = atan2(v.y, v.x) - self.line_0.angle + if da > pi: + da -= 2 * pi + if da < -pi: + da += 2 * pi + # from there pi > da > -pi + # print("a:%.4f da:%.4f a0:%.4f" % (atan2(v.y, v.x), da, self.line_0.angle)) + if da > pi: + da = pi + if da < -pi: + da = -pi + if event.shift: + da = round(da / pi * 180, 0) / 180 * pi + self.set_value(context, self.datablock, self.manipulator.prop1_name, da) + + def draw_callback(self, _self, context, render=False): + c, left, right, normal = self.manipulator.get_pts(self.o.matrix_world) + self.line_0.z_axis = normal + self.line_1.z_axis = normal + self.arc.z_axis = normal + self.label_a.z_axis = normal + self.origin = c + self.line_0.p = c + self.line_1.p = c + self.arc.c = c + self.line_0.v = left + self.line_0.v = -self.line_0.cross.normalized() + self.line_1.v = right + self.line_1.v = self.line_1.cross.normalized() + self.arc.a0 = self.line_0.angle + self.arc.da = self.get_value(self.datablock, self.manipulator.prop1_name) + self.arc.r = 1.0 + self.handle_right.set_pos(context, self.line_1.lerp(1), + self.line_1.sized_normal(1, -1 if self.arc.da > 0 else 1).v) + self.handle_center.set_pos(context, self.arc.c, -self.line_0.v) + label_value = self.arc.da + if self.keyboard_input_active: + label_value = self.label_value + self.label_a.set_pos(context, label_value, self.arc.lerp(0.5), -self.line_0.v) + self.arc.draw(context, render) + self.line_0.draw(context, render) + self.line_1.draw(context, render) + self.handle_right.draw(context, render) + self.handle_center.draw(context, render) + self.label_a.draw(context, render) + self.feedback.draw(context, render) + + +class DumbAngleManipulator(AngleManipulator): + def __init__(self, context, o, datablock, manipulator, handle_size, snap_callback=None): + AngleManipulator.__init__(self, context, o, datablock, manipulator, handle_size, snap_callback=None) + self.handle_right.draggable = False + self.label_a.draggable = False + + def draw_callback(self, _self, context, render=False): + c, left, right, normal = self.manipulator.get_pts(self.o.matrix_world) + self.line_0.z_axis = normal + self.line_1.z_axis = normal + self.arc.z_axis = normal + self.label_a.z_axis = normal + self.origin = c + self.line_0.p = c + self.line_1.p = c + self.arc.c = c + self.line_0.v = left + self.line_0.v = -self.line_0.cross.normalized() + self.line_1.v = right + self.line_1.v = self.line_1.cross.normalized() + self.arc.a0 = self.line_0.angle + self.arc.da = self.line_1.v.to_2d().angle_signed(self.line_0.v.to_2d()) + self.arc.r = 1.0 + self.handle_right.set_pos(context, self.line_1.lerp(1), + self.line_1.sized_normal(1, -1 if self.arc.da > 0 else 1).v) + self.handle_center.set_pos(context, self.arc.c, -self.line_0.v) + label_value = self.arc.da + self.label_a.set_pos(context, label_value, self.arc.lerp(0.5), -self.line_0.v) + self.arc.draw(context, render) + self.line_0.draw(context, render) + self.line_1.draw(context, render) + self.handle_right.draw(context, render) + self.handle_center.draw(context, render) + self.label_a.draw(context, render) + self.feedback.draw(context, render) + + +class ArcAngleManipulator(Manipulator): + """ + Manipulate angle of an arc + when angle < 0 the arc center is on the left part of the circle + when angle > 0 the arc center is on the right part of the circle + bound to [-pi, pi] + """ + + def __init__(self, context, o, datablock, manipulator, handle_size, snap_callback=None): + + # Fixed + self.handle_left = SquareHandle(handle_size, arrow_size) + # Angle + self.handle_right = TriHandle(handle_size, arrow_size, draggable=True) + self.handle_center = SquareHandle(handle_size, arrow_size) + self.arc = GlArc() + self.line_0 = GlLine() + self.line_1 = GlLine() + self.label_a = EditableText(handle_size, arrow_size, draggable=True) + self.label_r = EditableText(handle_size, arrow_size, draggable=False) + self.label_a.unit_type = 'ANGLE' + Manipulator.__init__(self, context, o, datablock, manipulator, snap_callback) + self.pts_mode = 'RADIUS' + + def check_hover(self): + self.handle_right.check_hover(self.mouse_pos) + self.label_a.check_hover(self.mouse_pos) + + def mouse_press(self, context, event): + if self.handle_right.hover: + self.active = True + self.original_angle = self.get_value(self.datablock, self.manipulator.prop1_name) + self.feedback.instructions(context, "Angle (degree)", "Drag to modify angle", [ + ('SHIFT', 'Round value'), + ('RIGHTCLICK or ESC', 'cancel') + ]) + self.handle_right.active = True + return True + if self.label_a.hover: + self.feedback.instructions(context, "Angle (degree)", "Use keyboard to modify angle", + [('ENTER', 'validate'), + ('RIGHTCLICK or ESC', 'cancel')]) + self.value_type = 'ROTATION' + self.label_value = self.get_value(self.datablock, self.manipulator.prop1_name) + self.label_a.active = True + self.keyboard_input_active = True + return True + if self.label_r.hover: + self.feedback.instructions(context, "Radius", "Use keyboard to modify radius", + [('ENTER', 'validate'), + ('RIGHTCLICK or ESC', 'cancel')]) + self.value_type = 'LENGTH' + self.label_r.active = True + self.keyboard_input_active = True + return True + return False + + def mouse_release(self, context, event): + self.check_hover() + self.handle_right.active = False + self.active = False + return False + + def mouse_move(self, context, event): + self.mouse_position(event) + if self.handle_right.active: + self.update(context, event) + return True + else: + self.check_hover() + return False + + def keyboard_done(self, context, event, value): + self.set_value(context, self.datablock, self.manipulator.prop1_name, value) + self.label_a.active = False + self.label_r.active = False + return True + + def keyboard_cancel(self, context, event): + self.label_a.active = False + self.label_r.active = False + return False + + def cancel(self, context, event): + if self.active: + self.mouse_release(context, event) + self.set_value(context, self.datablock, self.manipulator.prop1_name, self.original_angle) + + def update(self, context, event): + + pt = self.get_pos3d(context) + c = self.arc.c + + v = 2 * self.arc.r * (pt - c).normalized() + v0 = c - v + v1 = c + v + p0, p1 = intersect_line_sphere(v0, v1, c, self.arc.r) + + if p0 is not None and p1 is not None: + # find nearest mouse intersection point + if (p1 - pt).length < (p0 - pt).length: + p0, p1 = p1, p0 + + v = p0 - self.arc.c + + s = self.arc.tangeant(0, 1) + res, d, t = s.point_sur_segment(pt) + if d > 0: + # right side + a = self.arc.sized_normal(0, self.arc.r).angle + else: + a = self.arc.sized_normal(0, -self.arc.r).angle + + da = atan2(v.y, v.x) - a + + # bottom side +- pi + if t < 0: + # right + if d > 0: + da = pi + else: + da = -pi + # top side bound to +- pi + else: + if da > pi: + da -= 2 * pi + if da < -pi: + da += 2 * pi + + if event.shift: + da = round(da / pi * 180, 0) / 180 * pi + self.set_value(context, self.datablock, self.manipulator.prop1_name, da) + + def draw_callback(self, _self, context, render=False): + # center : 3d points + # left : 3d vector pt-c + # right : 3d vector pt-c + c, left, right, normal = self.manipulator.get_pts(self.o.matrix_world) + self.line_0.z_axis = normal + self.line_1.z_axis = normal + self.arc.z_axis = normal + self.label_a.z_axis = normal + self.label_r.z_axis = normal + self.origin = c + self.line_0.p = c + self.line_1.p = c + self.arc.c = c + self.line_0.v = left + self.line_1.v = right + self.arc.a0 = self.line_0.angle + self.arc.da = self.get_value(self.datablock, self.manipulator.prop1_name) + self.arc.r = left.length + self.handle_left.set_pos(context, self.line_0.lerp(1), self.line_0.v) + self.handle_right.set_pos(context, self.line_1.lerp(1), + self.line_1.sized_normal(1, -1 if self.arc.da > 0 else 1).v) + self.handle_center.set_pos(context, self.arc.c, -self.line_0.v) + label_a_value = self.arc.da + label_r_value = self.arc.r + if self.keyboard_input_active: + if self.value_type == 'LENGTH': + label_r_value = self.label_value + else: + label_a_value = self.label_value + self.label_a.set_pos(context, label_a_value, self.arc.lerp(0.5), -self.line_0.v) + self.label_r.set_pos(context, label_r_value, self.line_0.lerp(0.5), self.line_0.v) + self.arc.draw(context, render) + self.line_0.draw(context, render) + self.line_1.draw(context, render) + self.handle_left.draw(context, render) + self.handle_right.draw(context, render) + self.handle_center.draw(context, render) + self.label_r.draw(context, render) + self.label_a.draw(context, render) + self.feedback.draw(context, render) + + +class ArcAngleRadiusManipulator(ArcAngleManipulator): + """ + Manipulate angle and radius of an arc + when angle < 0 the arc center is on the left part of the circle + when angle > 0 the arc center is on the right part of the circle + bound to [-pi, pi] + """ + + def __init__(self, context, o, datablock, manipulator, handle_size, snap_callback=None): + ArcAngleManipulator.__init__(self, context, o, datablock, manipulator, handle_size, snap_callback) + self.handle_center = TriHandle(handle_size, arrow_size, draggable=True) + self.label_r.draggable = True + + def check_hover(self): + self.handle_right.check_hover(self.mouse_pos) + self.handle_center.check_hover(self.mouse_pos) + self.label_a.check_hover(self.mouse_pos) + self.label_r.check_hover(self.mouse_pos) + + def mouse_press(self, context, event): + if self.handle_right.hover: + self.active = True + self.original_angle = self.get_value(self.datablock, self.manipulator.prop1_name) + self.feedback.instructions(context, "Angle (degree)", "Drag to modify angle", [ + ('SHIFT', 'Round value'), + ('RIGHTCLICK or ESC', 'cancel') + ]) + self.handle_right.active = True + return True + if self.handle_center.hover: + self.active = True + self.original_radius = self.get_value(self.datablock, self.manipulator.prop2_name) + self.feedback.instructions(context, "Radius", "Drag to modify radius", [ + ('SHIFT', 'Round value'), + ('RIGHTCLICK or ESC', 'cancel') + ]) + self.handle_center.active = True + return True + if self.label_a.hover: + self.feedback.instructions(context, "Angle (degree)", "Use keyboard to modify angle", + [('ENTER', 'validate'), + ('RIGHTCLICK or ESC', 'cancel')]) + self.value_type = 'ROTATION' + self.label_value = self.get_value(self.datablock, self.manipulator.prop1_name) + self.label_a.active = True + self.keyboard_input_active = True + return True + if self.label_r.hover: + self.feedback.instructions(context, "Radius", "Use keyboard to modify radius", + [('ENTER', 'validate'), + ('RIGHTCLICK or ESC', 'cancel')]) + self.value_type = 'LENGTH' + self.label_r.active = True + self.keyboard_input_active = True + return True + return False + + def mouse_release(self, context, event): + self.check_hover() + self.active = False + self.handle_right.active = False + self.handle_center.active = False + return False + + def mouse_move(self, context, event): + self.mouse_position(event) + if self.handle_right.active: + self.update(context, event) + return True + elif self.handle_center.active: + self.update_radius(context, event) + return True + else: + self.check_hover() + return False + + def keyboard_done(self, context, event, value): + if self.value_type == 'LENGTH': + self.set_value(context, self.datablock, self.manipulator.prop2_name, value) + self.label_r.active = False + else: + self.set_value(context, self.datablock, self.manipulator.prop1_name, value) + self.label_a.active = False + return True + + def update_radius(self, context, event): + pt = self.get_pos3d(context) + c = self.arc.c + left = self.line_0.lerp(1) + p, t = intersect_point_line(pt, c, left) + radius = (left - p).length + if event.alt: + radius = round(radius, 1) + self.set_value(context, self.datablock, self.manipulator.prop2_name, radius) + + def cancel(self, context, event): + if self.handle_right.active: + self.mouse_release(context, event) + self.set_value(context, self.datablock, self.manipulator.prop1_name, self.original_angle) + if self.handle_center.active: + self.mouse_release(context, event) + self.set_value(context, self.datablock, self.manipulator.prop2_name, self.original_radius) + + +# ------------------------------------------------------------------ +# Define a single Manipulator Properties to store on object +# ------------------------------------------------------------------ + + +# Allow registering manipulators classes +manipulators_class_lookup = {} + + +def register_manipulator(type_key, manipulator_class): + if type_key in manipulators_class_lookup.keys(): + raise RuntimeError("Manipulator of type {} allready exists, unable to override".format(type_key)) + manipulators_class_lookup[type_key] = manipulator_class + + +class archipack_manipulator(PropertyGroup): + """ + A property group to add to manipulable objects + type_key: type of manipulator + prop1_name = the property name of object to modify + prop2_name = another property name of object to modify (eg: angle and radius) + p0, p1, p2 3d Vectors as base points to represent manipulators on screen + normal Vector normal of plane on with draw manipulator + """ + type_key = StringProperty(default='SIZE') + + # How 3d points are stored in manipulators ? + # SIZE = 2 absolute positionned and a scaling vector + # RADIUS = 1 absolute positionned (center) and 2 relatives (sides) + # POLYGON = 2 absolute positionned and a relative vector (for rect polygons) + + pts_mode = StringProperty(default='SIZE') + prop1_name = StringProperty() + prop2_name = StringProperty() + p0 = FloatVectorProperty(subtype='XYZ') + p1 = FloatVectorProperty(subtype='XYZ') + p2 = FloatVectorProperty(subtype='XYZ') + # allow orientation of manipulators by default on xy plane, + # but may be used to constrain heights on local object space + normal = FloatVectorProperty(subtype='XYZ', default=(0, 0, 1)) + + def set_pts(self, pts, normal=None): + """ + set 3d location of gl points (in object space) + pts: array of 3 vectors 3d + normal: optionnal vector 3d default to Z axis + """ + pts = [Vector(p) for p in pts] + self.p0, self.p1, self.p2 = pts + if normal is not None: + self.normal = Vector(normal) + + def get_pts(self, tM): + """ + convert points from local to world absolute + to draw them at the right place + tM : object's world matrix + """ + rM = tM.to_3x3() + if self.pts_mode in ['SIZE', 'POLYGON']: + return tM * self.p0, tM * self.p1, self.p2, rM * self.normal + else: + return tM * self.p0, rM * self.p1, rM * self.p2, rM * self.normal + + def get_prefs(self, context): + global __name__ + global arrow_size + global handle_size + try: + # retrieve addon name from imports + addon_name = __name__.split('.')[0] + prefs = context.user_preferences.addons[addon_name].preferences + arrow_size = prefs.arrow_size + handle_size = prefs.handle_size + except: + pass + + def setup(self, context, o, datablock, snap_callback=None): + """ + Factory return a manipulator object or None + o: object + datablock: datablock to modify + snap_callback: function call y + """ + + self.get_prefs(context) + + global manipulators_class_lookup + + if self.type_key not in manipulators_class_lookup.keys() or \ + not manipulators_class_lookup[self.type_key].poll(context): + # RuntimeError is overkill but may be enabled for debug purposes + # Silentely ignore allow skipping manipulators if / when deps as not meet + # manip stack will simply be filled with None objects + # raise RuntimeError("Manipulator of type {} not found".format(self.type_key)) + return None + + m = manipulators_class_lookup[self.type_key](context, o, datablock, self, handle_size, snap_callback) + # points storage model as described upside + self.pts_mode = m.pts_mode + return m + + +# ------------------------------------------------------------------ +# Define Manipulable to make a PropertyGroup manipulable +# ------------------------------------------------------------------ + + +class ARCHIPACK_OT_manipulate(Operator): + bl_idname = "archipack.manipulate" + bl_label = "Manipulate" + bl_description = "Manipulate" + bl_options = {'REGISTER', 'UNDO'} + + object_name = StringProperty(default="") + + @classmethod + def poll(self, context): + return context.active_object is not None + + def exit_selectmode(self, context, key): + """ + Hide select area on exit + """ + global manips + if key in manips.keys(): + if manips[key].manipulable is not None: + manips[key].manipulable.manipulable_exit_selectmode(context) + + def modal(self, context, event): + global manips + # Exit on stack change + # handle multiple object stack + # use object_name property to find manupulated object in stack + # select and make object active + # and exit when not found + if context.area is not None: + context.area.tag_redraw() + key = self.object_name + if check_stack(key): + self.exit_selectmode(context, key) + remove_manipulable(key) + # print("modal exit by check_stack(%s)" % (key)) + return {'FINISHED'} + + res = manips[key].manipulable.manipulable_modal(context, event) + + if 'FINISHED' in res: + self.exit_selectmode(context, key) + remove_manipulable(key) + # print("modal exit by {FINISHED}") + + return res + + def invoke(self, context, event): + if context.space_data.type == 'VIEW_3D': + context.window_manager.modal_handler_add(self) + return {'RUNNING_MODAL'} + else: + self.report({'WARNING'}, "Active space must be a View3d") + return {'CANCELLED'} + + +class ARCHIPACK_OT_disable_manipulate(Operator): + bl_idname = "archipack.disable_manipulate" + bl_label = "Disable Manipulate" + bl_description = "Disable any active manipulator" + bl_options = {'REGISTER', 'UNDO'} + + @classmethod + def poll(self, context): + return True + + def execute(self, context): + empty_stack() + return {'FINISHED'} + + +class Manipulable(): + """ + A class extending PropertyGroup to setup gl manipulators + Beware : prevent crash calling manipulable_disable() + before changing manipulated data structure + """ + manipulators = CollectionProperty( + type=archipack_manipulator, + # options={'SKIP_SAVE'}, + # options={'HIDDEN'}, + description="store 3d points to draw gl manipulators" + ) + manipulable_refresh = BoolProperty( + default=False, + options={'SKIP_SAVE'}, + description="Flag enable to rebuild manipulators when data model change" + ) + manipulate_mode = BoolProperty( + default=False, + options={'SKIP_SAVE'}, + description="Flag manipulation state so we are able to toggle" + ) + select_mode = BoolProperty( + default=False, + options={'SKIP_SAVE'}, + description="Flag select state so we are able to toggle" + ) + manipulable_selectable = BoolProperty( + default=False, + options={'SKIP_SAVE'}, + description="Flag make manipulators selectable" + ) + keymap = None + + # selectable manipulators + manipulable_area = GlCursorArea() + manipulable_start_point = Vector((0, 0)) + manipulable_end_point = Vector((0, 0)) + manipulable_draw_handler = None + + def setup_manipulators(self): + """ + Must implement manipulators creation + TODO: call from update and manipulable_setup + """ + raise NotImplementedError + + def manipulable_draw_callback(self, _self, context): + self.manipulable_area.draw(context) + + def manipulable_disable(self, context): + """ + disable gl draw handlers + """ + o = context.active_object + if o is not None: + self.manipulable_exit_selectmode(context) + remove_manipulable(o.name) + self.manip_stack = add_manipulable(o.name, self) + + self.manipulate_mode = False + self.select_mode = False + + def manipulable_exit_selectmode(self, context): + self.manipulable_area.disable() + self.select_mode = False + # remove select draw handler + if self.manipulable_draw_handler is not None: + bpy.types.SpaceView3D.draw_handler_remove( + self.manipulable_draw_handler, + 'WINDOW') + self.manipulable_draw_handler = None + + def manipulable_setup(self, context): + """ + TODO: Implement the setup part as per parent object basis + """ + self.manipulable_disable(context) + o = context.active_object + self.setup_manipulators() + for m in self.manipulators: + self.manip_stack.append(m.setup(context, o, self)) + + def _manipulable_invoke(self, context): + + object_name = context.active_object.name + + # store a reference to self for operators + add_manipulable(object_name, self) + + # copy context so manipulator always use + # invoke time context + ctx = context.copy() + + # take care of context switching + # when call from outside of 3d view + if context.space_data.type != 'VIEW_3D': + for window in bpy.context.window_manager.windows: + screen = window.screen + for area in screen.areas: + if area.type == 'VIEW_3D': + ctx['area'] = area + for region in area.regions: + if region.type == 'WINDOW': + ctx['region'] = region + break + if ctx is not None: + bpy.ops.archipack.manipulate(ctx, 'INVOKE_DEFAULT', object_name=object_name) + + def manipulable_invoke(self, context): + """ + call this in operator invoke() + NB: + if override dont forget to call: + _manipulable_invoke(context) + + """ + # print("manipulable_invoke self.manipulate_mode:%s" % (self.manipulate_mode)) + + if self.manipulate_mode: + self.manipulable_disable(context) + return False + # else: + # bpy.ops.archipack.disable_manipulate('INVOKE_DEFAULT') + + # self.manip_stack = [] + # kills other's manipulators + # self.manipulate_mode = True + self.manipulable_setup(context) + self.manipulate_mode = True + + self._manipulable_invoke(context) + + return True + + def manipulable_modal(self, context, event): + """ + call in operator modal() + should not be overriden + as it provide all needed + functionnality out of the box + """ + # setup again when manipulators type change + if self.manipulable_refresh: + # print("manipulable_refresh") + self.manipulable_refresh = False + self.manipulable_setup(context) + self.manipulate_mode = True + + if context.area is None: + self.manipulable_disable(context) + return {'FINISHED'} + + context.area.tag_redraw() + + if self.keymap is None: + self.keymap = Keymaps(context) + + if self.keymap.check(event, self.keymap.undo): + # user feedback on undo by disabling manipulators + self.manipulable_disable(context) + return {'FINISHED'} + + # clean up manipulator on delete + if self.keymap.check(event, self.keymap.delete): # {'X'}: + # @TODO: + # for doors and windows, seek and destroy holes object if any + # a dedicated delete method into those objects may be an option ? + # A type check is required any way we choose + # + # Time for a generic archipack's datablock getter / filter into utils + # + # May also be implemented into nearly hidden "reference point" + # to delete / duplicate / link duplicate / unlink of + # a complete set of wall, doors and windows at once + self.manipulable_disable(context) + + if bpy.ops.object.delete.poll(): + bpy.ops.object.delete('INVOKE_DEFAULT', use_global=False) + + return {'FINISHED'} + + """ + # handle keyborad for select mode + if self.select_mode: + if event.type in {'A'} and event.value == 'RELEASE': + return {'RUNNING_MODAL'} + """ + + for manipulator in self.manip_stack: + # manipulator should return false on left mouse release + # so proper release handler is called + # and return true to call manipulate when required + # print("manipulator:%s" % manipulator) + if manipulator is not None and manipulator.modal(context, event): + self.manipulable_manipulate(context, event, manipulator) + return {'RUNNING_MODAL'} + + # print("Manipulable %s %s" % (event.type, event.value)) + + # Manipulators are not active so check for selection + if event.type == 'LEFTMOUSE': + + # either we are starting select mode + # user press on area not over maniuplator + # Prevent 3 mouse emultation to select when alt pressed + if self.manipulable_selectable and event.value == 'PRESS' and not event.alt: + self.select_mode = True + self.manipulable_area.enable() + self.manipulable_start_point = Vector((event.mouse_region_x, event.mouse_region_y)) + self.manipulable_area.set_location( + context, + self.manipulable_start_point, + self.manipulable_start_point) + # add a select draw handler + args = (self, context) + self.manipulable_draw_handler = bpy.types.SpaceView3D.draw_handler_add( + self.manipulable_draw_callback, + args, + 'WINDOW', + 'POST_PIXEL') + # don't keep focus + # as this prevent click over ui + # return {'RUNNING_MODAL'} + + elif event.value == 'RELEASE': + if self.select_mode: + # confirm selection + + self.manipulable_exit_selectmode(context) + + # keep focus + # return {'RUNNING_MODAL'} + + else: + # allow manipulator action on release + for manipulator in self.manip_stack: + if manipulator is not None and manipulator.selectable: + manipulator.selected = False + self.manipulable_release(context) + + elif self.select_mode and event.type == 'MOUSEMOVE' and event.value == 'PRESS': + # update select area size + self.manipulable_end_point = Vector((event.mouse_region_x, event.mouse_region_y)) + self.manipulable_area.set_location( + context, + self.manipulable_start_point, + self.manipulable_end_point) + if event.shift: + # deselect + for i, manipulator in enumerate(self.manip_stack): + if manipulator is not None and manipulator.selectable: + manipulator.deselect(self.manipulable_area) + else: + # select / more + for i, manipulator in enumerate(self.manip_stack): + if manipulator is not None and manipulator.selectable: + manipulator.select(self.manipulable_area) + # keep focus to prevent left select mouse to actually move object + return {'RUNNING_MODAL'} + + # event.alt here to prevent 3 button mouse emulation exit while zooming + if event.type in {'RIGHTMOUSE', 'ESC'} and event.value == 'PRESS' and not event.alt: + self.manipulable_disable(context) + self.manipulable_exit(context) + return {'FINISHED'} + + return {'PASS_THROUGH'} + + # Callbacks + def manipulable_release(self, context): + """ + Override with action to do on mouse release + eg: big update + """ + return + + def manipulable_exit(self, context): + """ + Override with action to do when modal exit + """ + return + + def manipulable_manipulate(self, context, event, manipulator): + """ + Override with action to do when a handle is active (pressed and mousemove) + """ + return + + +@persistent +def cleanup(dummy=None): + empty_stack() + + +def register(): + # Register default manipulators + global manips + global manipulators_class_lookup + manipulators_class_lookup = {} + manips = {} + register_manipulator('SIZE', SizeManipulator) + register_manipulator('SIZE_LOC', SizeLocationManipulator) + register_manipulator('ANGLE', AngleManipulator) + register_manipulator('DUMB_ANGLE', DumbAngleManipulator) + register_manipulator('ARC_ANGLE_RADIUS', ArcAngleRadiusManipulator) + register_manipulator('COUNTER', CounterManipulator) + register_manipulator('DUMB_SIZE', DumbSizeManipulator) + register_manipulator('DELTA_LOC', DeltaLocationManipulator) + register_manipulator('DUMB_STRING', DumbStringManipulator) + + # snap aware size loc + register_manipulator('SNAP_SIZE_LOC', SnapSizeLocationManipulator) + # register_manipulator('SNAP_POINT', SnapPointManipulator) + # wall's line based object snap + register_manipulator('WALL_SNAP', WallSnapManipulator) + bpy.utils.register_class(ARCHIPACK_OT_manipulate) + bpy.utils.register_class(ARCHIPACK_OT_disable_manipulate) + bpy.utils.register_class(archipack_manipulator) + bpy.app.handlers.load_pre.append(cleanup) + + +def unregister(): + global manips + global manipulators_class_lookup + empty_stack() + del manips + manipulators_class_lookup.clear() + del manipulators_class_lookup + bpy.utils.unregister_class(ARCHIPACK_OT_manipulate) + bpy.utils.unregister_class(ARCHIPACK_OT_disable_manipulate) + bpy.utils.unregister_class(archipack_manipulator) + bpy.app.handlers.load_pre.remove(cleanup) -- cgit v1.2.3