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move.py
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from bpy.types import Operator, Context, Event
from mathutils import Vector
from bpy.props import FloatVectorProperty
from ..declarations import Operators
from .base_2d import Operator2d
from ..stateful_operator.state import state_from_args
from ..stateful_operator.utilities.register import register_stateops_factory
from ..utilities.data_handling import get_flat_deps
from ..solver import solve_system
from ..utilities.view import get_pos_2d
def get_points(context: Context):
"""Return a list of points that are either selected or a dependency of a selected entity"""
entities = context.scene.sketcher.entities.selected_active
points = []
def add(p):
if p in points:
return
points.append(p)
def is_point2d(e):
if not e.is_2d():
return False
if not e.is_point():
return False
return True
for entity in entities:
if not entity:
continue
if is_point2d(entity):
add(entity)
continue
dependencies = get_flat_deps(entity)
for e in dependencies:
if not is_point2d(e):
continue
add(e)
return points
# NOTE: Only 2D for now
class View3D_OT_slvs_move(Operator, Operator2d):
"""Move selected entities around, independent of constraints"""
bl_idname = Operators.Move
bl_label = "Move Entities"
bl_options = {"UNDO", "REGISTER"}
offset: FloatVectorProperty(
name="Offset", subtype="COORDINATES", size=2, options={"SKIP_SAVE"}
)
states = (
state_from_args(
"Offset",
description="Offset vector to apply to the selection of entities",
property="offset",
state_func="get_offset",
interactive=True,
),
)
def invoke(self, context: Context, event: Event):
coords = Vector((event.mouse_region_x, event.mouse_region_y))
retval = super().invoke(context, event)
self.origin_coords = get_pos_2d(context, self.sketch.wp, coords)
return retval
def get_offset(self, context: Context, coords):
wp = self.sketch.wp
pos = get_pos_2d(context, wp, coords)
if pos is None:
return None
delta = Vector(pos) - self.origin_coords
return delta
def main(self, context: Context):
points = get_points(context)
for point in points:
if point.fixed:
continue
point.co += self.offset
return {"FINISHED"}
def fini(self, context: Context, succeede: bool):
if succeede:
solve_system(context, sketch=self.sketch)
register, unregister = register_stateops_factory((View3D_OT_slvs_move,))