+ cv_view_verts = []
+ cv_view_colours = []
+#}
+
+# I dont remember what this does exactly
+#
+def cv_draw_bpath( o0,o1,c0,c1 ):
+#{
+ cv_draw_sbpath( o0,o1,c0,c1,1.0,1.0 )
+#}
+
+# Semi circle to show the limit. and some lines
+#
+def draw_limit( obj, center, major, minor, amin, amax, colour ):
+#{
+ global cv_view_verts, cv_view_colours
+ f = 0.05
+ ay = major*f
+ ax = minor*f
+
+ for x in range(16):
+ #{
+ t0 = x/16
+ t1 = (x+1)/16
+ a0 = amin*(1.0-t0)+amax*t0
+ a1 = amin*(1.0-t1)+amax*t1
+
+ p0 = center + major*f*math.cos(a0) + minor*f*math.sin(a0)
+ p1 = center + major*f*math.cos(a1) + minor*f*math.sin(a1)
+
+ p0=obj.matrix_world @ p0
+ p1=obj.matrix_world @ p1
+ cv_view_verts += [p0,p1]
+ cv_view_colours += [colour,colour]
+
+ if x == 0:
+ #{
+ cv_view_verts += [p0,center]
+ cv_view_colours += [colour,colour]
+ #}
+ if x == 15:
+ #{
+ cv_view_verts += [p1,center]
+ cv_view_colours += [colour,colour]
+ #}
+ #}
+
+ cv_view_verts += [center+major*1.2*f,center+major*f*0.8]
+ cv_view_colours += [colour,colour]
+
+ cv_draw_lines()
+#}
+
+# Draws constraints and stuff for the skeleton. This isnt documented and wont be
+#
+def draw_skeleton_helpers( obj ):
+#{
+ global cv_view_verts, cv_view_colours
+
+ for bone in obj.data.bones:
+ #{
+ if bone.cv_data.collider and (obj.data.pose_position == 'REST'):
+ #{
+ c = bone.head_local
+ a = bone.cv_data.v0
+ b = bone.cv_data.v1
+
+ vs = [None]*8
+ vs[0]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+a[2]))
+ vs[1]=obj.matrix_world@Vector((c[0]+a[0],c[1]+b[1],c[2]+a[2]))
+ vs[2]=obj.matrix_world@Vector((c[0]+b[0],c[1]+b[1],c[2]+a[2]))
+ vs[3]=obj.matrix_world@Vector((c[0]+b[0],c[1]+a[1],c[2]+a[2]))
+ vs[4]=obj.matrix_world@Vector((c[0]+a[0],c[1]+a[1],c[2]+b[2]))
+ vs[5]=obj.matrix_world@Vector((c[0]+a[0],c[1]+b[1],c[2]+b[2]))
+ vs[6]=obj.matrix_world@Vector((c[0]+b[0],c[1]+b[1],c[2]+b[2]))
+ vs[7]=obj.matrix_world@Vector((c[0]+b[0],c[1]+a[1],c[2]+b[2]))
+
+ indices = [(0,1),(1,2),(2,3),(3,0),(4,5),(5,6),(6,7),(7,4),\
+ (0,4),(1,5),(2,6),(3,7)]
+
+ for l in indices:
+ #{
+ v0 = vs[l[0]]
+ v1 = vs[l[1]]
+
+ cv_view_verts += [(v0[0],v0[1],v0[2])]
+ cv_view_verts += [(v1[0],v1[1],v1[2])]
+ cv_view_colours += [(0.5,0.5,0.5,0.5),(0.5,0.5,0.5,0.5)]
+ #}
+
+ center = obj.matrix_world @ c
+ if bone.cv_data.con0:
+ #{
+ draw_limit( obj, c, Vector((0,1,0)),Vector((0,0,1)), \
+ bone.cv_data.mins[0], bone.cv_data.maxs[0], \
+ (1,0,0,1))
+ draw_limit( obj, c, Vector((0,0,1)),Vector((1,0,0)), \
+ bone.cv_data.mins[1], bone.cv_data.maxs[1], \
+ (0,1,0,1))
+ draw_limit( obj, c, Vector((1,0,0)),Vector((0,1,0)), \
+ bone.cv_data.mins[2], bone.cv_data.maxs[2], \
+ (0,0,1,1))
+ #}
+ #}
+ #}
+#}
+
+def cv_draw():
+#{
+ global cv_view_shader
+ global cv_view_verts
+ global cv_view_colours
+ global cv_view_course_i
+
+ cv_view_course_i = 0
+ cv_view_verts = []
+ cv_view_colours = []
+
+ cv_view_shader.bind()
+ gpu.state.depth_mask_set(False)
+ gpu.state.line_width_set(2.0)
+ gpu.state.face_culling_set('BACK')
+ gpu.state.depth_test_set('LESS')
+ gpu.state.blend_set('NONE')
+
+ for obj in bpy.context.collection.objects:
+ #{
+ if obj.type == 'ARMATURE':
+ #{
+ if obj.data.pose_position == 'REST':
+ draw_skeleton_helpers( obj )
+ #}
+ else:
+ #{
+ classtype = obj.cv_data.classtype
+ if (classtype != 'classtype_none') and (classtype in globals()):
+ #{
+ cl = globals()[ classtype ]
+
+ if getattr( cl, "draw_scene_helpers", None ):
+ #{
+ cl.draw_scene_helpers( obj )
+ #}
+ #}
+ #}
+ #}
+
+ cv_draw_lines()
+ return
+#}
+
+
+# ---------------------------------------------------------------------------- #
+# #
+# Blender #
+# #
+# ---------------------------------------------------------------------------- #
+
+# Checks whether this object has a classtype assigned. we can only target other
+# classes