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#====================== 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 ========================
import bpy
import blf
from . import utils
from mathutils import Vector, Matrix
callbacks = {}
def callbacks_clear():
for region, handle_pixel, handle_view in callbacks.values():
region.callback_remove(handle_pixel)
region.callback_remove(handle_view)
callbacks.clear()
def draw_callback_px(self, context):
from bgl import glColor3f
font_id = 0 # XXX, need to find out how best to get this.
blf.size(font_id, 12, 72)
data_matrix, data_quat, data_euler, data_vector, data_vector_array = utils.console_math_data()
if not data_matrix and not data_quat and not data_euler and not data_vector and not data_vector_array:
# draw some text
glColor3f(1.0, 0.0, 0.0)
blf.position(font_id, 180, 10, 0)
blf.draw(font_id, "Python Console has no mathutils definitions")
return
glColor3f(1.0, 1.0, 1.0)
region = context.region
region3d = context.space_data.region_3d
region_mid_width = region.width / 2.0
region_mid_height = region.height / 2.0
# vars for projection
perspective_matrix = region3d.perspective_matrix.copy()
def draw_text(text, vec):
vec_4d = Vector((vec.x, vec.y, vec.z, 1.0))
vec_4d *= perspective_matrix
if vec_4d.w > 0.0:
x = region_mid_width + region_mid_width * (vec_4d.x / vec_4d.w)
y = region_mid_height + region_mid_height * (vec_4d.y / vec_4d.w)
blf.position(font_id, x + 3.0, y - 4.0, 0.0)
blf.draw(font_id, text)
# points
if data_vector:
for key, vec in data_vector.items():
draw_text(key, vec)
# lines
if data_vector_array:
for key, vec in data_vector_array.items():
draw_text(key, vec[0])
# matrix
if data_matrix:
for key, mat in data_matrix.items():
draw_text(key, mat[3])
if data_quat:
loc = context.scene.cursor_location.copy()
for key, mat in data_quat.items():
draw_text(key, loc)
if data_euler:
loc = context.scene.cursor_location.copy()
for key, mat in data_euler.items():
draw_text(key, loc)
def draw_callback_view(self, context):
from bgl import glEnable, glDisable, glColor3f, glVertex3f, glPointSize, glLineWidth, glBegin, glEnd, glLineStipple, GL_POINTS, GL_LINE_STRIP, GL_LINES, GL_LINE_STIPPLE
data_matrix, data_quat, data_euler, data_vector, data_vector_array = utils.console_math_data()
# draw_matrix vars
zero = Vector((0.0, 0.0, 0.0))
x_p = Vector((1.0, 0.0, 0.0))
x_n = Vector((-1.0, 0.0, 0.0))
y_p = Vector((0.0, 1.0, 0.0))
y_n = Vector((0.0, -1.0, 0.0))
z_p = Vector((0.0, 0.0, 1.0))
z_n = Vector((0.0, 0.0, -1.0))
bb = [Vector() for i in range(8)]
def draw_matrix(mat):
zero_tx = zero * mat
glLineWidth(2.0)
# x
glColor3f(1.0, 0.2, 0.2)
glBegin(GL_LINES)
glVertex3f(*(zero_tx))
glVertex3f(*(x_p * mat))
glEnd()
glColor3f(0.6, 0.0, 0.0)
glBegin(GL_LINES)
glVertex3f(*(zero_tx))
glVertex3f(*(x_n * mat))
glEnd()
# y
glColor3f(0.2, 1.0, 0.2)
glBegin(GL_LINES)
glVertex3f(*(zero_tx))
glVertex3f(*(y_p * mat))
glEnd()
glColor3f(0.0, 0.6, 0.0)
glBegin(GL_LINES)
glVertex3f(*(zero_tx))
glVertex3f(*(y_n * mat))
glEnd()
# z
glColor3f(0.2, 0.2, 1.0)
glBegin(GL_LINES)
glVertex3f(*(zero_tx))
glVertex3f(*(z_p * mat))
glEnd()
glColor3f(0.0, 0.0, 0.6)
glBegin(GL_LINES)
glVertex3f(*(zero_tx))
glVertex3f(*(z_n * mat))
glEnd()
# bounding box
i = 0
glColor3f(1.0, 1.0, 1.0)
for x in (-1.0, 1.0):
for y in (-1.0, 1.0):
for z in (-1.0, 1.0):
bb[i][:] = x, y, z
bb[i] *= mat
i += 1
# strip
glLineWidth(1.0)
glLineStipple(1, 0xAAAA)
glEnable(GL_LINE_STIPPLE)
glBegin(GL_LINE_STRIP)
for i in 0, 1, 3, 2, 0, 4, 5, 7, 6, 4:
glVertex3f(*bb[i])
glEnd()
# not done by the strip
glBegin(GL_LINES)
glVertex3f(*bb[1])
glVertex3f(*bb[5])
glVertex3f(*bb[2])
glVertex3f(*bb[6])
glVertex3f(*bb[3])
glVertex3f(*bb[7])
glEnd()
glDisable(GL_LINE_STIPPLE)
# points
if data_vector:
glPointSize(3.0);
glBegin(GL_POINTS)
glColor3f(0.5, 0.5, 1)
for key, vec in data_vector.items():
glVertex3f(*vec.to_3d())
glEnd();
glPointSize(1.0)
# lines
if data_vector_array:
glColor3f(0.5, 0.5, 1)
glLineWidth(2.0)
for line in data_vector_array.values():
glBegin(GL_LINE_STRIP)
for vec in line:
glVertex3f(*vec)
glEnd();
glPointSize(1.0)
glLineWidth(1.0)
# matrix
if data_matrix:
for mat in data_matrix.values():
draw_matrix(mat)
if data_quat:
loc = context.scene.cursor_location.copy()
for quat in data_quat.values():
mat = quat.to_matrix().to_4x4()
mat[3][0:3] = loc
draw_matrix(mat)
if data_euler:
loc = context.scene.cursor_location.copy()
for eul in data_euler.values():
mat = eul.to_matrix().to_4x4()
mat[3][0:3] = loc
draw_matrix(mat)
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