patch D2380 Added display options for the Math Vis Addon

This commit is contained in:
Gaia Clary 2016-11-30 22:50:46 +01:00
parent 07c0aac78a
commit ed9bcd88c7
3 changed files with 342 additions and 33 deletions

View File

@ -40,20 +40,178 @@ else:
from . import utils, draw
import bpy
from bpy.props import StringProperty, BoolProperty, BoolVectorProperty, FloatProperty, PointerProperty, CollectionProperty
from .utils import get_var_states
class PanelConsoleVars(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'
bl_label = "Console Vars"
bl_idname = "mathvis.panel_console_vars"
bl_category = "Math Vis"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
box = layout.box()
col = box.column(align=True)
variables = utils.get_math_data()
var_states = get_var_states()
for key in sorted(variables):
ktype = variables[key]
row = col.row(align=True)
row.label(text='%s - %s' % (key, ktype.__name__))
icon = 'RESTRICT_VIEW_OFF' if var_states.is_visible(key) else 'RESTRICT_VIEW_ON'
prop = row.operator("mathvis.toggle_display", text='', icon=icon, emboss=False)
prop.key = key
icon = 'LOCKED' if var_states.is_locked(key) else 'UNLOCKED'
prop = row.operator("mathvis.toggle_lock", text='', icon=icon, emboss=False)
prop.key = key
if var_states.is_locked(key):
row.label(text='', icon='BLANK1')
else:
prop = row.operator("mathvis.delete_var", text='', icon='X', emboss=False)
prop.key = key
col = layout.column()
col.prop(bpy.context.scene.MathVisProp, "name_hide")
col.prop(bpy.context.scene.MathVisProp, "bbox_hide")
col.prop(bpy.context.scene.MathVisProp, "bbox_scale")
col.operator("mathvis.cleanup_console")
class DeleteVar(bpy.types.Operator):
bl_idname = "mathvis.delete_var"
bl_label = "Delete Var"
bl_description = "Remove the variable from the Console."
bl_options = {'REGISTER'}
key = StringProperty(name="Key")
def execute(self, context):
locals = utils.console_namespace()
var_states = get_var_states()
var_states.delete(self.key)
del locals[self.key]
draw.tag_redraw_all_view3d_areas()
return {'FINISHED'}
class ToggleDisplay(bpy.types.Operator):
bl_idname = "mathvis.toggle_display"
bl_label = "Hide/Unhide"
bl_description = "Change the display state of the var"
bl_options = {'REGISTER'}
key = StringProperty(name="Key")
def execute(self, context):
var_states = get_var_states()
var_states.toggle_display_state(self.key)
draw.tag_redraw_all_view3d_areas()
return {'FINISHED'}
class ToggleLock(bpy.types.Operator):
bl_idname = "mathvis.toggle_lock"
bl_label = "Lock/Unlock"
bl_description = "Lock the var from being deleted"
bl_options = {'REGISTER'}
key = StringProperty(name="Key")
def execute(self, context):
var_states = get_var_states()
var_states.toggle_lock_state(self.key)
draw.tag_redraw_all_view3d_areas()
return {'FINISHED'}
class ToggleMatrixBBoxDisplay(bpy.types.Operator):
bl_idname = "mathvis.show_bbox"
bl_label = "Show BBox"
bl_description = "Show/Hide the BBox of Matrix items"
bl_options = {'REGISTER'}
def execute(self, context):
var_states = get_var_states()
var_states.toggle_show_bbox()
draw.tag_redraw_all_view3d_areas()
return {'FINISHED'}
class CleanupConsole(bpy.types.Operator):
bl_idname = "mathvis.cleanup_console"
bl_label = "Cleanup Math Vis Console"
bl_description = "Remove all visualised variables from the Console."
bl_options = {'REGISTER'}
def execute(self, context):
utils.cleanup_math_data()
draw.tag_redraw_all_view3d_areas()
return {'FINISHED'}
def menu_func_cleanup(self, context):
self.layout.operator("mathvis.cleanup_console", text="Clear Math Vis")
def console_hook():
draw.tag_redraw_all_view3d()
draw.tag_redraw_all_view3d_areas()
context = bpy.context
for window in context.window_manager.windows:
window.screen.areas.update()
def call_console_hook(self, context):
console_hook()
class MathVisStateProp(bpy.types.PropertyGroup):
key = StringProperty()
state = BoolVectorProperty(default=(False, False), size=2)
class MathVisProp(bpy.types.PropertyGroup):
bbox_hide = BoolProperty(name="Hide BBoxes",
default=False,
description="Hide the bounding boxes rendered for Matrix like items",
update=call_console_hook)
name_hide = BoolProperty(name="Hide Names",
default=False,
description="Hide the names of the rendered items",
update=call_console_hook)
bbox_scale = FloatProperty(name="Scale factor", min=0, default=1,
description="Resize the Bounding Box and the coordinate lines for the display of Matrix items")
def register():
draw.callback_enable()
import console_python
console_python.execute.hooks.append((console_hook, ()))
bpy.utils.register_module(__name__)
if not 'MathVisStateProp' in dir(bpy.types.WindowManager):
bpy.types.Scene.MathVisProp = PointerProperty(type=MathVisProp)
bpy.types.WindowManager.MathVisStateProp = CollectionProperty(type=MathVisStateProp)
bpy.types.CONSOLE_MT_console.prepend(menu_func_cleanup)
def unregister():
context = bpy.context
var_states = get_var_states()
var_states.store_states()
draw.callback_disable()
import console_python
console_python.execute.hooks.remove((console_hook, ()))
bpy.types.CONSOLE_MT_console.remove(menu_func_cleanup)
bpy.utils.unregister_module(__name__)

View File

@ -27,16 +27,14 @@ SpaceView3D = bpy.types.SpaceView3D
callback_handle = []
def tag_redraw_all_view3d():
def tag_redraw_all_view3d_areas():
context = bpy.context
# Py cant access notifers
for window in context.window_manager.windows:
for area in window.screen.areas:
if area.type == 'VIEW_3D':
for region in area.regions:
if region.type == 'WINDOW':
region.tag_redraw()
area.tag_redraw()
def callback_enable():
@ -47,7 +45,7 @@ def callback_enable():
handle_view = SpaceView3D.draw_handler_add(draw_callback_view, (), 'WINDOW', 'POST_VIEW')
callback_handle[:] = handle_pixel, handle_view
tag_redraw_all_view3d()
tag_redraw_all_view3d_areas()
def callback_disable():
@ -59,7 +57,7 @@ def callback_disable():
SpaceView3D.draw_handler_remove(handle_view, 'WINDOW')
callback_handle[:] = []
tag_redraw_all_view3d()
tag_redraw_all_view3d_areas()
def draw_callback_px():
@ -71,6 +69,11 @@ def draw_callback_px():
data_matrix, data_quat, data_euler, data_vector, data_vector_array = utils.console_math_data()
name_hide = context.scene.MathVisProp.name_hide
if name_hide:
return
if not data_matrix and not data_quat and not data_euler and not data_vector and not data_vector_array:
'''
@ -92,13 +95,13 @@ def draw_callback_px():
# vars for projection
perspective_matrix = region3d.perspective_matrix.copy()
def draw_text(text, vec):
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 + 3.0, y - 4.0, 0.0)
blf.position(font_id, x + dx, y + dy, 0.0)
blf.draw(font_id, text)
# points
@ -114,34 +117,56 @@ def draw_callback_px():
# matrix
if data_matrix:
for key, mat in data_matrix.items():
draw_text(key, mat[3])
loc = Vector((mat[0][3], mat[1][3], mat[2][3]))
draw_text(key, loc, dx=10, dy=-20)
line = 20
if data_quat:
loc = context.scene.cursor_location.copy()
for key, mat in data_quat.items():
draw_text(key, loc)
draw_text(key, loc, dy=-line)
line += 20
if data_euler:
loc = context.scene.cursor_location.copy()
for key, mat in data_euler.items():
draw_text(key, loc)
draw_text(key, loc, dy=-line)
line += 20
def draw_callback_view():
context = bpy.context
from bgl import glEnable, glDisable, glColor3f, glVertex3f, glPointSize, glLineWidth, glBegin, glEnd, glLineStipple, GL_POINTS, GL_LINE_STRIP, GL_LINES, GL_LINE_STIPPLE
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 modifiers
bbox_hide = context.scene.MathVisProp.bbox_hide
bbox_scale = context.scene.MathVisProp.bbox_scale
# 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))
x_p = Vector((bbox_scale, 0.0, 0.0))
x_n = Vector((-bbox_scale, 0.0, 0.0))
y_p = Vector((0.0, bbox_scale, 0.0))
y_n = Vector((0.0, -bbox_scale, 0.0))
z_p = Vector((0.0, 0.0, bbox_scale))
z_n = Vector((0.0, 0.0, -bbox_scale))
bb = [Vector() for i in range(8)]
def draw_matrix(mat):
@ -176,7 +201,7 @@ def draw_callback_view():
glEnd()
# z
glColor3f(0.2, 0.2, 1.0)
glColor3f(0.4, 0.4, 1.0)
glBegin(GL_LINES)
glVertex3f(*(zero_tx))
glVertex3f(*(mat * z_p))
@ -189,11 +214,14 @@ def draw_callback_view():
glEnd()
# bounding box
if bbox_hide:
return
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):
for x in (-bbox_scale, bbox_scale):
for y in (-bbox_scale, bbox_scale):
for z in (-bbox_scale, bbox_scale):
bb[i][:] = x, y, z
bb[i] = mat * bb[i]
i += 1

View File

@ -18,6 +18,10 @@
# <pep8 compliant>
import bpy
from bpy.props import BoolProperty
def console_namespace():
import console_python
get_consoles = console_python.get_console
@ -28,6 +32,127 @@ def console_namespace():
return {}
def is_display_list(listvar):
from mathutils import Vector
for var in listvar:
if type(var) is not Vector:
return False
return True
class VarStates:
states = {}
def store_states(self):
# Store the display states, called upon unregister the Addon
# This is useful when you press F8 to reload the Addons.
# Then this function preserves the display states of the
# console variables.
context = bpy.context
if len(self.states) > 0:
state_props = context.window_manager.MathVisStateProp
state_props.clear()
for key, state in self.states.items():
if key:
state_prop = state_props.add()
state_prop.key = key
state_prop.state = state
def __init__(self):
# Get the display state from the stored values (if exists)
# This happens after you pressed F8 to reload the Addons.
context = bpy.context
if 'MathVisStateProp' in dir(bpy.types.WindowManager):
state_props = context.window_manager.MathVisStateProp
if state_props:
for state_prop in state_props:
key = state_prop.key
state = state_prop.state
self.states[key] = [state[0], state[1]]
state_props.clear()
def get(self, key, default):
return self.states.get(key, default)
def delete(self, key):
if key in self.states:
del self.states[key]
def is_visible(self, key):
if key in self.states:
disp, lock = self.states[key]
return disp
return True
def toggle_display_state(self, key):
if key in self.states:
disp, lock = self.states[key]
self.states[key] = [not disp, lock]
else:
self.states[key] = [False, False]
def is_locked(self, key):
if key in self.states:
disp, lock = self.states[key]
return lock
return False
def toggle_lock_state(self, key):
if key in self.states:
disp, lock = self.states[key]
self.states[key] = [disp, not lock]
else:
self.states[key] = [True, True]
global g_var_states
g_var_states = None
def get_var_states():
global g_var_states
if g_var_states == None:
g_var_states = VarStates()
return g_var_states
def get_math_data():
from mathutils import Matrix, Vector, Quaternion, Euler
locals = console_namespace()
if not locals:
return {}
variables = {}
for key, var in locals.items():
if key[0] == "_" or not var:
continue
if type(var) in {Matrix, Vector, Quaternion, Euler} or \
type(var) in {tuple, list} and is_display_list(var):
variables[key] = type(var)
return variables
def cleanup_math_data():
from mathutils import Matrix, Vector, Quaternion, Euler
locals = console_namespace()
if not locals:
return
var_states = get_var_states()
variables = get_math_data()
for key in variables.keys():
if var_states.is_locked(key):
continue
del locals[key]
var_states.delete(key)
def console_math_data():
from mathutils import Matrix, Vector, Quaternion, Euler
@ -36,17 +161,22 @@ def console_math_data():
data_euler = {}
data_vector = {}
data_vector_array = {}
var_states = get_var_states()
for key, var in console_namespace().items():
if key[0] == "_":
continue
disp, lock = var_states.get(key, [True, False])
if not disp:
continue
var_type = type(var)
if var_type is Matrix:
if len(var.col) != 4 or len(var.row) != 4:
if len(var.col) == len(var.row):
var = var.to_4x4()
var = var.to_4x4()
else: # todo, support 4x3 matrix
continue
data_matrix[key] = var
@ -58,14 +188,7 @@ def console_math_data():
data_quat[key] = var
elif var_type is Euler:
data_euler[key] = var
elif var_type in {list, tuple}:
if var:
ok = True
for item in var:
if type(item) is not Vector:
ok = False
break
if ok:
data_vector_array[key] = var
elif var_type in {list, tuple} and is_display_list(var):
data_vector_array[key] = var
return data_matrix, data_quat, data_euler, data_vector, data_vector_array