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import Blender
from Blender import Mathutils , Window , Scene , Draw , Mesh
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from Blender . Mathutils import CrossVecs , Matrix , Vector , Intersect
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# DESCRIPTION:
# screen_x, screen_y the origin point of the pick ray
# it is either the mouse location
# localMatrix is used if you want to have the returned values in an objects localspace.
# this is usefull when dealing with an objects data such as verts.
# or if useMid is true, the midpoint of the current 3dview
# returns
# Origin - the origin point of the pick ray
# Direction - the direction vector of the pick ray
# in global coordinates
epsilon = 1e-3 # just a small value to account for floating point errors
def mouseViewRay ( screen_x , screen_y , localMatrix = None , useMid = False ) :
# Constant function variables
p = mouseViewRay . p
d = mouseViewRay . d
for win3d in Window . GetScreenInfo ( Window . Types . VIEW3D ) : # we search all 3dwins for the one containing the point (screen_x, screen_y) (could be the mousecoords for example)
win_min_x , win_min_y , win_max_x , win_max_y = win3d [ ' vertices ' ]
# calculate a few geometric extents for this window
win_mid_x = ( win_max_x + win_min_x + 1.0 ) * 0.5
win_mid_y = ( win_max_y + win_min_y + 1.0 ) * 0.5
win_size_x = ( win_max_x - win_min_x + 1.0 ) * 0.5
win_size_y = ( win_max_y - win_min_y + 1.0 ) * 0.5
#useMid is for projecting the coordinates when we subdivide the screen into bins
if useMid : # == True
screen_x = win_mid_x
screen_y = win_mid_y
# if the given screencoords (screen_x, screen_y) are within the 3dwin we fount the right one...
if ( win_max_x > screen_x > win_min_x ) and ( win_max_y > screen_y > win_min_y ) :
# first we handle all pending events for this window (otherwise the matrices might come out wrong)
Window . QHandle ( win3d [ ' id ' ] )
# now we get a few matrices for our window...
# sorry - i cannot explain here what they all do
# - if you're not familiar with all those matrices take a look at an introduction to OpenGL...
pm = Window . GetPerspMatrix ( ) # the prespective matrix
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pmi = Matrix ( pm ) ; pmi . invert ( ) # the inverted perspective matrix
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if ( 1.0 - epsilon < pmi [ 3 ] [ 3 ] < 1.0 + epsilon ) :
# pmi[3][3] is 1.0 if the 3dwin is in ortho-projection mode (toggled with numpad 5)
hms = mouseViewRay . hms
ortho_d = mouseViewRay . ortho_d
# ortho mode: is a bit strange - actually there's no definite location of the camera ...
# but the camera could be displaced anywhere along the viewing direction.
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ortho_d . x , ortho_d . y , ortho_d . z = Window . GetViewVector ( )
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ortho_d . w = 0
# all rays are parallel in ortho mode - so the direction vector is simply the viewing direction
#hms.x, hms.y, hms.z, hms.w = (screen_x-win_mid_x) /win_size_x, (screen_y-win_mid_y) / win_size_y, 0.0, 1.0
hms [ : ] = ( screen_x - win_mid_x ) / win_size_x , ( screen_y - win_mid_y ) / win_size_y , 0.0 , 1.0
# these are the homogenious screencoords of the point (screen_x, screen_y) ranging from -1 to +1
p = ( hms * pmi ) + ( 1000 * ortho_d )
p . resize3D ( )
d [ : ] = ortho_d [ : 3 ]
# Finally we shift the position infinitely far away in
# the viewing direction to make sure the camera if outside the scene
# (this is actually a hack because this function
# is used in sculpt_mesh to initialize backface culling...)
else :
# PERSPECTIVE MODE: here everything is well defined - all rays converge at the camera's location
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vmi = Matrix ( Window . GetViewMatrix ( ) ) ; vmi . invert ( ) # the inverse viewing matrix
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fp = mouseViewRay . fp
dx = pm [ 3 ] [ 3 ] * ( ( ( screen_x - win_min_x ) / win_size_x ) - 1.0 ) - pm [ 3 ] [ 0 ]
dy = pm [ 3 ] [ 3 ] * ( ( ( screen_y - win_min_y ) / win_size_y ) - 1.0 ) - pm [ 3 ] [ 1 ]
fp [ : ] = \
pmi [ 0 ] [ 0 ] * dx + pmi [ 1 ] [ 0 ] * dy , \
pmi [ 0 ] [ 1 ] * dx + pmi [ 1 ] [ 1 ] * dy , \
pmi [ 0 ] [ 2 ] * dx + pmi [ 1 ] [ 2 ] * dy
# fp is a global 3dpoint obtained from "unprojecting" the screenspace-point (screen_x, screen_y)
#- figuring out how to calculate this took me quite some time.
# The calculation of dxy and fp are simplified versions of my original code
#- so it's almost impossible to explain what's going on geometrically... sorry
p [ : ] = vmi [ 3 ] [ : 3 ]
# the camera's location in global 3dcoords can be read directly from the inverted viewmatrix
#d.x, d.y, d.z =normalize_v3(sub_v3v3(p, fp))
d [ : ] = p . x - fp . x , p . y - fp . y , p . z - fp . z
#print 'd', d, 'p', p, 'fp', fp
# the direction vector is simply the difference vector from the virtual camera's position
#to the unprojected (screenspace) point fp
# Do we want to return a direction in object's localspace?
if localMatrix :
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localInvMatrix = Matrix ( localMatrix )
localInvMatrix . invert ( )
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localInvMatrix_notrans = localInvMatrix . rotationPart ( )
p = p * localInvMatrix
d = d * localInvMatrix # normalize_v3
# remove the translation from d
d . x - = localInvMatrix [ 3 ] [ 0 ]
d . y - = localInvMatrix [ 3 ] [ 1 ]
d . z - = localInvMatrix [ 3 ] [ 2 ]
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d . normalize ( )
'''
# Debugging
me = Blender . Mesh . New ( )
me . verts . extend ( [ p [ 0 : 3 ] ] )
me . verts . extend ( [ ( p - d ) [ 0 : 3 ] ] )
me . edges . extend ( [ 0 , 1 ] )
ob = Blender . Scene . GetCurrent ( ) . objects . new ( me )
'''
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return True , p , d # Origin, Direction
# Mouse is not in any view, return None.
return False , None , None
# Constant function variables
mouseViewRay . d = Vector ( 0 , 0 , 0 ) # Perspective, 3d
mouseViewRay . p = Vector ( 0 , 0 , 0 )
mouseViewRay . fp = Vector ( 0 , 0 , 0 )
mouseViewRay . hms = Vector ( 0 , 0 , 0 , 0 ) # ortho only 4d
mouseViewRay . ortho_d = Vector ( 0 , 0 , 0 , 0 ) # ortho only 4d
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LMB = Window . MButs [ ' L ' ]
def mouseup ( ) :
# Loop until click
mouse_buttons = Window . GetMouseButtons ( )
while not mouse_buttons & LMB :
Blender . sys . sleep ( 10 )
mouse_buttons = Window . GetMouseButtons ( )
while mouse_buttons & LMB :
Blender . sys . sleep ( 10 )
mouse_buttons = Window . GetMouseButtons ( )
if __name__ == ' __main__ ' :
mouseup ( )
x , y = Window . GetMouseCoords ( )
isect , point , dir = mouseViewRay ( x , y )
if isect :
scn = Blender . Scene . GetCurrent ( )
me = Blender . Mesh . New ( )
ob = Blender . Object . New ( ' Mesh ' )
ob . link ( me )
scn . link ( ob )
ob . sel = 1
me . verts . extend ( [ point , dir ] )
me . verts [ 0 ] . sel = 1
print isect , point , dir
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def spaceRect ( ) :
'''
Returns the space rect
xmin , ymin , width , height
'''
__UI_RECT__ = Blender . BGL . Buffer ( Blender . BGL . GL_FLOAT , 4 )
Blender . BGL . glGetFloatv ( Blender . BGL . GL_SCISSOR_BOX , __UI_RECT__ )
__UI_RECT__ = __UI_RECT__ . list
__UI_RECT__ = int ( __UI_RECT__ [ 0 ] ) , int ( __UI_RECT__ [ 1 ] ) , int ( __UI_RECT__ [ 2 ] ) - 1 , int ( __UI_RECT__ [ 3 ] )
return __UI_RECT__
def mouseRelativeLoc2d ( __UI_RECT__ = None ) :
if not __UI_RECT__ :
__UI_RECT__ = spaceRect ( )
mco = Window . GetMouseCoords ( )
if mco [ 0 ] > __UI_RECT__ [ 0 ] and \
mco [ 1 ] > __UI_RECT__ [ 1 ] and \
mco [ 0 ] < __UI_RECT__ [ 0 ] + __UI_RECT__ [ 2 ] and \
mco [ 1 ] < __UI_RECT__ [ 1 ] + __UI_RECT__ [ 3 ] :
return ( mco [ 0 ] - __UI_RECT__ [ 0 ] , mco [ 1 ] - __UI_RECT__ [ 1 ] )
else :
return None