This is an interactive tool, a modal operator that draws the x, y, width and height of the bounding box corners viewed from front (use ortho to check):
import bpy
import bgl
import blf
from mathutils import Vector
from bpy_extras.view3d_utils import location_3d_to_region_2d
class G:
top_left = Vector()
bottom_right = Vector()
def draw_poll(ob):
if ob is not None and ob.type in ('MESH', 'CURVE', 'SURFACE', 'META', 'FONT'):
return True
return False
def draw_callback_view(self, context):
ob = context.object
if not draw_poll(ob):
return
mat = ob.matrix_world
# 50% alpha, 2 pixel width line
bgl.glEnable(bgl.GL_BLEND)
bgl.glColor4f(1.0, 0.0, 0.0, 0.5)
bgl.glLineWidth(2)
bbox = [mat * Vector(b) for b in ob.bound_box]
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex3f(*bbox[0])
bgl.glVertex3f(*bbox[1])
bgl.glVertex3f(*bbox[2])
bgl.glVertex3f(*bbox[3])
bgl.glVertex3f(*bbox[0])
bgl.glVertex3f(*bbox[4])
bgl.glVertex3f(*bbox[5])
bgl.glVertex3f(*bbox[6])
bgl.glVertex3f(*bbox[7])
bgl.glVertex3f(*bbox[4])
bgl.glEnd()
bgl.glBegin(bgl.GL_LINES)
bgl.glVertex3f(*bbox[1])
bgl.glVertex3f(*bbox[5])
bgl.glVertex3f(*bbox[2])
bgl.glVertex3f(*bbox[6])
bgl.glVertex3f(*bbox[3])
bgl.glVertex3f(*bbox[7])
bgl.glEnd()
min_x = min(b.x for b in bbox)
max_x = max(b.x for b in bbox)
min_y = min(b.y for b in bbox)
max_y = max(b.y for b in bbox)
min_z = min(b.z for b in bbox)
max_z = max(b.z for b in bbox)
bgl.glColor4f(0.0, 1.0, 0.0, 0.5)
bgl.glBegin(bgl.GL_LINE_STRIP)
bgl.glVertex3f(min_x, min_y, min_z)
bgl.glVertex3f(min_x, max_y, min_z)
bgl.glVertex3f(max_x, max_y, min_z)
bgl.glVertex3f(max_x, min_y, min_z)
bgl.glVertex3f(min_x, min_y, min_z)
bgl.glVertex3f(min_x, min_y, max_z)
bgl.glVertex3f(min_x, max_y, max_z)
bgl.glVertex3f(max_x, max_y, max_z)
bgl.glVertex3f(max_x, min_y, max_z)
bgl.glVertex3f(min_x, min_y, max_z)
bgl.glEnd()
bgl.glBegin(bgl.GL_LINES)
bgl.glVertex3f(max_x, min_y, min_z)
bgl.glVertex3f(max_x, min_y, max_z)
bgl.glVertex3f(min_x, max_y, min_z)
bgl.glVertex3f(min_x, max_y, max_z)
bgl.glVertex3f(max_x, max_y, min_z)
bgl.glVertex3f(max_x, max_y, max_z)
bgl.glEnd()
G.top_left = Vector((min_x, min_y, max_z))
G.bottom_right = Vector((max_x, min_y, min_z))
bgl.glColor4f(1.0, 0.9, 0.0, 1.0)
bgl.glPointSize(5)
bgl.glBegin(bgl.GL_POINTS)
bgl.glVertex3f(*G.top_left)
bgl.glVertex3f(*G.bottom_right)
bgl.glEnd()
# restore opengl defaults
bgl.glLineWidth(1)
bgl.glDisable(bgl.GL_BLEND)
bgl.glColor4f(0.0, 0.0, 0.0, 1.0)
def draw_callback_px(self, context):
ob = context.object
if not draw_poll(ob):
return
font_id = 0
blf.size(font_id, 20, 72)
region = context.region
rv3d = context.space_data.region_3d
text = "%.2f / %.2f" % G.top_left.xz[:]
dim = blf.dimensions(font_id, text)
loc = location_3d_to_region_2d(region, rv3d, G.top_left)
loc.x -= dim[0]
blf.position(font_id, *loc.to_3d())
blf.draw(font_id, text)
text = "%.2f / %.2f" % tuple(map(abs, (G.top_left - G.bottom_right).xz))
dim = blf.dimensions(font_id, text)
loc = location_3d_to_region_2d(region, rv3d, G.bottom_right)
loc.y -= dim[1]
blf.position(font_id, *loc.to_3d())
blf.draw(font_id, text)
class ModalDrawOperator(bpy.types.Operator):
"""Draw a line with the mouse"""
bl_idname = "view3d.modal_operator"
bl_label = "Simple Modal View3D Operator"
def modal(self, context, event):
context.area.tag_redraw()
if event.type in {'ESC'}:
bpy.types.SpaceView3D.draw_handler_remove(self._handle_view, 'WINDOW')
bpy.types.SpaceView3D.draw_handler_remove(self._handle_px, 'WINDOW')
return {'CANCELLED'}
return {'PASS_THROUGH'}
def invoke(self, context, event):
if context.area.type == 'VIEW_3D':
# the arguments we pass the the callback
args = (self, context)
# Add the region OpenGL drawing callback
# draw in view space with 'POST_VIEW' and 'PRE_VIEW'
self._handle_view = bpy.types.SpaceView3D.draw_handler_add(draw_callback_view, args, 'WINDOW', 'POST_VIEW')
self._handle_px = bpy.types.SpaceView3D.draw_handler_add(draw_callback_px, args, 'WINDOW', 'POST_PIXEL')
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "View3D not found, cannot run operator")
return {'CANCELLED'}
def register():
bpy.utils.register_class(ModalDrawOperator)
def unregister():
bpy.utils.unregister_class(ModalDrawOperator)
if __name__ == "__main__":
register()
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D':
context = bpy.context.copy()
context['area'] = area
bpy.ops.view3d.modal_operator(context, 'INVOKE_DEFAULT')
break
The relevant part for you (front view only):
import bpy
from mathutils import Vector
ob = bpy.context.object
mat = ob.matrix_world
bbox = [mat * Vector(b) for b in ob.bound_box]
min_x = min(b.x for b in bbox)
max_x = max(b.x for b in bbox)
min_z = min(b.z for b in bbox)
max_z = max(b.z for b in bbox)
top_left = Vector((min_x, max_z))
bottom_right = Vector((max_x, min_z))
# x and y
#top_left
# width and height
#tuple(map(abs, (top_left - bottom_right))
And here's some code to write out what you asked for (front view):
import bpy
from mathutils import Vector
def main():
# specify the object
ob = bpy.context.object
# change to your desired output location and file name
filepath = r"D:\temp\bounds_2d.txt"
scene = bpy.context.scene
frame_current = scene.frame_current
frame_start = scene.frame_start
frame_end = scene.frame_end
write_bounds_3d(filepath, ob, frame_start, frame_end)
scene.frame_set(frame_current)
def write_bounds_3d(filepath, ob, frame_start, frame_end):
with open(filepath, "w") as file:
for frame in range(frame_start, frame_end + 1):
bpy.context.scene.frame_set(frame)
file.write("%f %f %f %f\n" % get_bounds(ob))
def get_bounds(ob):
mat = ob.matrix_world
bbox = [mat * Vector(b) for b in ob.bound_box]
min_x = min(b.x for b in bbox)
max_x = max(b.x for b in bbox)
min_y = min(b.y for b in bbox)
max_y = max(b.y for b in bbox)
top_left = Vector((min_x, max_y))
bottom_right = Vector((max_x, min_y))
# make flat tuple, x y width height
return top_left.to_tuple() + tuple(map(abs, (top_left - bottom_right)))
if __name__ == '__main__':
main()
x y width height
actuallyleft top right bottom
? $\endgroup$x & y
are the position of the top left corner of the rectangle of the bounding box facing the camera, while thewidth & hight
are the distance from the top left corner to the top right corner and distance from the top left corner to the bottom left corner respectively. $\endgroup$