drawing arrows

This commit is contained in:
QwiglyDee
2020-12-11 04:15:37 +07:00
committed by Dion Moult
parent cc5f34a705
commit f37283f61c
@@ -1,10 +1,15 @@
"""Viewport decorations"""
import math
from functools import reduce
from bpy.types import SpaceView3D
from mathutils import Vector
import bpy
import blf
from bpy_extras.view3d_utils import location_3d_to_region_2d
import gpu
import bgl
from gpu.types import GPUShader, GPUBatch, GPUIndexBuf, GPUVertBuf, GPUVertFormat
from gpu_extras.batch import batch_for_shader
class ViewDecorator(object):
@@ -31,11 +36,81 @@ class DimensionDecorator(ViewDecorator):
- puts metric text next to each segment
"""
VERT_GLSL = """
uniform mat4 viewMatrix;
in vec3 pos;
out vec4 gl_Position;
void main() {
gl_Position = viewMatrix * vec4(pos, 1.0);
}
"""
GEOM_GLSL = """
layout(lines) in;
layout(line_strip, max_vertices=8) out;
uniform float angle;
uniform float length;
void main() {
vec4 p0 = gl_in[0].gl_Position, p1 = gl_in[1].gl_Position;
float c = cos(angle), s = sin(angle);
mat4 rot_a = mat4( c, -s, 0, 0,
+s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
mat4 rot_b = mat4( c, +s, 0, 0,
-s, c, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1);
vec4 dir = normalize(p1 - p0);
vec4 arr_a = rot_a * dir * length;
vec4 arr_b = rot_b * dir * length;
gl_Position = p0;
EmitVertex();
gl_Position = p1;
EmitVertex();
EndPrimitive();
gl_Position = p0 + arr_a;
EmitVertex();
gl_Position = p0;
EmitVertex();
gl_Position = p0 + arr_b;
EmitVertex();
EndPrimitive();
gl_Position = p1 - arr_a;
EmitVertex();
gl_Position = p1;
EmitVertex();
gl_Position = p1 - arr_b;
EmitVertex();
EndPrimitive();
}
"""
FRAG_GLSL = """
uniform vec3 color;
out vec4 fragColor;
void main() {
fragColor = vec4(color, 1.0);
}
"""
def __init__(self, props, context):
self.context = context
self.props = props
self.font_id = 0 # TODO: take font from styles
self.dpi = context.preferences.system.dpi
self.shader = self.create_shader()
@classmethod
def create_shader(cls):
return GPUShader(vertexcode=cls.VERT_GLSL, fragcode=cls.FRAG_GLSL, geocode=cls.GEOM_GLSL)
def __call__(self):
# get active drawing, if any
@@ -48,9 +123,10 @@ class DimensionDecorator(ViewDecorator):
return
curve = collection.all_objects['IfcAnnotation/Dimension']
for segm in self.iter_segments(curve):
segments = list(self.iter_segments(curve))
self.draw_arrows(segments)
for segm in segments:
self.draw_label(segm)
self.draw_arrow(segm)
def iter_segments(self, curve):
"""Yields each segment converted to world coords
@@ -105,5 +181,18 @@ class DimensionDecorator(ViewDecorator):
blf.draw(self.font_id, text)
blf.disable(self.font_id, blf.ROTATION)
def draw_arrow(self, segm):
pass
def draw_arrows(self, segments):
def coords(segm):
return [(segm[0].x, segm[0].y, segm[0].z),
(segm[1].x, segm[1].y, segm[1].z)]
points = list(reduce(lambda points, segm: points + coords(segm),
segments, []))
batch = batch_for_shader(self.shader, 'LINES', {'pos': points})
self.shader.bind()
matrix = self.context.region_data.perspective_matrix
self.shader.uniform_float("viewMatrix", matrix)
# TODO: get everything from styles
self.shader.uniform_float('color', (1.0, 1.0, 1.0))
self.shader.uniform_float('angle', math.pi / 12)
self.shader.uniform_float('length', 0.05)
batch.draw(self.shader)