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|
# -*- 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 #####
# <pep8 compliant>
# ----------------------------------------------------------
# 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 already running
# ones, and prevent select mode to start.
#
# TODO:
# Other manipulators should use same technique to take
# precedence over already 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 already 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 overridden
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 overridden
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 really
# really really 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
self.o.matrix_world.translation += 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()
# prevent ValueError in angle_signed
if self.line_0.length == 0 or self.line_1.length == 0:
return
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 {} already 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 positioned and a scaling vector
# RADIUS = 1 absolute positioned (center) and 2 relatives (sides)
# POLYGON = 2 absolute positioned 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: optional 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
# Silently 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 is not None and 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 is not None and 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 overridden
as it provide all needed
functionality 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)
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