expre-gen/blender/3.4/scripts/addons/space_view3d_math_vis/draw.py

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2025-10-17 09:47:23 +08:00
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
import blf
import gpu
from gpu_extras.batch import batch_for_shader
from . import utils
from mathutils import Vector
SpaceView3D = bpy.types.SpaceView3D
callback_handle = []
if not bpy.app.background:
single_color_shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR')
smooth_color_shader = gpu.shader.from_builtin('3D_SMOOTH_COLOR')
else:
single_color_shader = None
smooth_color_shader = None
COLOR_POINT = (1.0, 0.0, 1.0, 1)
COLOR_LINE = (0.5, 0.5, 1, 1)
COLOR_LINE_ACTIVE = (1.0, 1.0, 0.5, 1)
COLOR_BOUNDING_BOX = (1.0, 1.0, 1.0, 1.0)
COLOR_BOUNDING_BOX_ACTIVE = (1.0, 0.5, 0.0, 1.0)
def tag_redraw_areas():
context = bpy.context
# Py can't access notifers
for window in context.window_manager.windows:
for area in window.screen.areas:
if area.type in ['VIEW_3D', 'PROPERTIES']:
area.tag_redraw()
def callback_enable():
if callback_handle:
return
handle_pixel = SpaceView3D.draw_handler_add(draw_callback_px, (), 'WINDOW', 'POST_PIXEL')
handle_view = SpaceView3D.draw_handler_add(draw_callback_view, (), 'WINDOW', 'POST_VIEW')
callback_handle[:] = handle_pixel, handle_view
tag_redraw_areas()
def callback_disable():
if not callback_handle:
return
handle_pixel, handle_view = callback_handle
SpaceView3D.draw_handler_remove(handle_pixel, 'WINDOW')
SpaceView3D.draw_handler_remove(handle_view, 'WINDOW')
callback_handle[:] = []
tag_redraw_areas()
def draw_callback_px():
context = bpy.context
if context.window_manager.MathVisProp.name_hide:
return
font_id = 0
ui_scale = context.preferences.system.ui_scale
blf.size(font_id, round(12 * ui_scale), 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:
return
region = context.region
region3d = context.space_data.region_3d
region_mid_width = region.width / 2.0
region_mid_height = region.height / 2.0
perspective_matrix = region3d.perspective_matrix.copy()
def draw_text(text, vec, dx=3.0, dy=-4.0):
vec_4d = perspective_matrix @ vec.to_4d()
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 + dx, y + dy, 0.0)
blf.draw(font_id, text)
if data_vector:
for key, vec in data_vector.items():
draw_text(key, vec)
if data_vector_array:
for key, vec in data_vector_array.items():
if vec:
draw_text(key, vec[0])
if data_matrix:
for key, mat in data_matrix.items():
loc = Vector((mat[0][3], mat[1][3], mat[2][3]))
draw_text(key, loc, dx=10, dy=-20)
offset_y = 20
if data_quat:
loc = context.scene.cursor.location.copy()
for key, mat in data_quat.items():
draw_text(key, loc, dy=-offset_y)
offset_y += 20
if data_euler:
loc = context.scene.cursor.location.copy()
for key, mat in data_euler.items():
draw_text(key, loc, dy=-offset_y)
offset_y += 20
def draw_callback_view():
settings = bpy.context.window_manager.MathVisProp
prop_states = bpy.context.window_manager.MathVisStatePropList
scale = settings.bbox_scale
with_bounding_box = not settings.bbox_hide
if settings.in_front:
gpu.state.depth_test_set('ALWAYS')
else:
gpu.state.depth_test_set('LESS')
data_matrix, data_quat, data_euler, data_vector, data_vector_array = utils.console_math_data()
if settings.index in range(0,len(prop_states)):
active_index = settings.index
active_key = prop_states[active_index].name
else:
active_index = -1
active_key = None
if data_vector:
coords = [tuple(vec.to_3d()) for vec in data_vector.values()]
draw_points(coords)
if data_vector_array:
for key, line in data_vector_array.items():
coords = [tuple(vec.to_3d()) for vec in line]
if key == active_key:
draw_line(coords, COLOR_LINE_ACTIVE)
else:
draw_line(coords, COLOR_LINE)
if data_matrix:
draw_matrices(data_matrix, scale, with_bounding_box, active_key)
if data_euler or data_quat:
cursor = bpy.context.scene.cursor.location.copy()
derived_matrices = []
for key, quat in data_quat.values():
matrix = quat.to_matrix().to_4x4()
matrix.translation = cursor
derived_matrices[key] = matrix
for key, eul in data_euler.values():
matrix = eul.to_matrix().to_4x4()
matrix.translation = cursor
derived_matrices[key] = matrix
draw_matrices(derived_matrices, scale, with_bounding_box, active_key)
def draw_points(points):
batch = batch_from_points(points, "POINTS")
single_color_shader.bind()
single_color_shader.uniform_float("color", COLOR_POINT)
batch.draw(single_color_shader)
def draw_line(points, color):
batch = batch_from_points(points, "LINE_STRIP")
single_color_shader.bind()
single_color_shader.uniform_float("color", color)
batch.draw(single_color_shader)
def batch_from_points(points, type):
return batch_for_shader(single_color_shader, type, {"pos": points})
def draw_matrices(matrices, scale, with_bounding_box, active_key):
x_p = Vector((scale, 0.0, 0.0))
x_n = Vector((-scale, 0.0, 0.0))
y_p = Vector((0.0, scale, 0.0))
y_n = Vector((0.0, -scale, 0.0))
z_p = Vector((0.0, 0.0, scale))
z_n = Vector((0.0, 0.0, -scale))
red_dark = (0.2, 0.0, 0.0, 1.0)
red_light = (1.0, 0.2, 0.2, 1.0)
green_dark = (0.0, 0.2, 0.0, 1.0)
green_light = (0.2, 1.0, 0.2, 1.0)
blue_dark = (0.0, 0.0, 0.2, 1.0)
blue_light = (0.4, 0.4, 1.0, 1.0)
coords = []
colors = []
selected = []
active = []
for key, matrix in matrices.items():
coords.append(matrix @ x_n)
coords.append(matrix @ x_p)
colors.extend((red_dark, red_light))
coords.append(matrix @ y_n)
coords.append(matrix @ y_p)
colors.extend((green_dark, green_light))
coords.append(matrix @ z_n)
coords.append(matrix @ z_p)
colors.extend((blue_dark, blue_light))
if key == active_key:
active.append(matrix)
else:
selected.append(matrix)
batch = batch_for_shader(smooth_color_shader, "LINES", {
"pos": coords,
"color": colors
})
batch.draw(smooth_color_shader)
if with_bounding_box:
if selected:
draw_bounding_boxes(selected, scale, COLOR_BOUNDING_BOX)
if active:
draw_bounding_boxes(active, scale, COLOR_BOUNDING_BOX_ACTIVE)
def draw_bounding_boxes(matrices, scale, color):
boundbox_points = []
for x in (-scale, scale):
for y in (-scale, scale):
for z in (-scale, scale):
boundbox_points.append(Vector((x, y, z)))
boundbox_lines = [
(0, 1), (1, 3), (3, 2), (2, 0), (0, 4), (4, 5),
(5, 7), (7, 6), (6, 4), (1, 5), (2, 6), (3, 7)
]
points = []
for matrix in matrices:
for v1, v2 in boundbox_lines:
points.append(matrix @ boundbox_points[v1])
points.append(matrix @ boundbox_points[v2])
batch = batch_from_points(points, "LINES")
single_color_shader.bind()
single_color_shader.uniform_float("color", color)
batch.draw(single_color_shader)