blender/release/scripts/modules/bpy_extras/view3d_utils.py
2011-10-17 06:58:07 +00:00

137 lines
5.0 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8-80 compliant>
__all__ = (
"region_2d_to_vector_3d",
"region_2d_to_location_3d",
"location_3d_to_region_2d",
)
def region_2d_to_vector_3d(region, rv3d, coord):
"""
Return a direction vector from the viewport at the specific 2d region
coordinate.
:arg region: region of the 3D viewport, typically bpy.context.region.
:type region: :class:`bpy.types.Region`
:arg rv3d: 3D region data, typically bpy.context.space_data.region_3d.
:type rv3d: :class:`bpy.types.RegionView3D`
:arg coord: 2d coordinates relative to the region:
(event.mouse_region_x, event.mouse_region_y) for example.
:type coord: 2d vector
:return: normalized 3d vector.
:rtype: :class:`mathutils.Vector`
"""
from mathutils import Vector
if rv3d.is_perspective:
persinv = rv3d.perspective_matrix.inverted()
out = Vector(((2.0 * coord[0] / region.width) - 1.0,
(2.0 * coord[1] / region.height) - 1.0,
-0.5
))
w = ((out[0] * persinv[0][3]) +
(out[1] * persinv[1][3]) +
(out[2] * persinv[2][3]) + persinv[3][3])
return ((persinv * out) / w) - rv3d.view_matrix.inverted()[3].xyz
else:
return rv3d.view_matrix.inverted()[2].xyz.normalized()
def region_2d_to_location_3d(region, rv3d, coord, depth_location):
"""
Return a 3d location from the region relative 2d coords, aligned with
*depth_location*.
:arg region: region of the 3D viewport, typically bpy.context.region.
:type region: :class:`bpy.types.Region`
:arg rv3d: 3D region data, typically bpy.context.space_data.region_3d.
:type rv3d: :class:`bpy.types.RegionView3D`
:arg coord: 2d coordinates relative to the region;
(event.mouse_region_x, event.mouse_region_y) for example.
:type coord: 2d vector
:arg depth_location: the returned vectors depth is aligned with this since
there is no defined depth with a 2d region input.
:type depth_location: 3d vector
:return: normalized 3d vector.
:rtype: :class:`mathutils.Vector`
"""
from mathutils import Vector
from mathutils.geometry import intersect_point_line
persmat = rv3d.perspective_matrix.copy()
coord_vec = region_2d_to_vector_3d(region, rv3d, coord)
depth_location = Vector(depth_location)
if rv3d.is_perspective:
from mathutils.geometry import intersect_line_plane
origin_start = rv3d.view_matrix.inverted()[3].to_3d()
origin_end = origin_start + coord_vec
view_vec = rv3d.view_matrix.inverted()[2]
return intersect_line_plane(origin_start,
origin_end,
depth_location,
view_vec, 1,
)
else:
dx = (2.0 * coord[0] / region.width) - 1.0
dy = (2.0 * coord[1] / region.height) - 1.0
persinv = persmat.inverted()
viewinv = rv3d.view_matrix.inverted()
origin_start = ((persinv[0].xyz * dx) +
(persinv[1].xyz * dy) + viewinv[3].xyz)
origin_end = origin_start + coord_vec
return intersect_point_line(depth_location,
origin_start,
origin_end,
)[0]
def location_3d_to_region_2d(region, rv3d, coord):
"""
Return the *region* relative 2d location of a 3d position.
:arg region: region of the 3D viewport, typically bpy.context.region.
:type region: :class:`bpy.types.Region`
:arg rv3d: 3D region data, typically bpy.context.space_data.region_3d.
:type rv3d: :class:`bpy.types.RegionView3D`
:arg coord: 3d worldspace location.
:type coord: 3d vector
:return: 2d location
:rtype: :class:`mathutils.Vector`
"""
from mathutils import Vector
prj = rv3d.perspective_matrix * Vector((coord[0], coord[1], coord[2], 1.0))
if prj.w > 0.0:
width_half = region.width / 2.0
height_half = region.height / 2.0
return Vector((width_half + width_half * (prj.x / prj.w),
height_half + height_half * (prj.y / prj.w),
))
else:
return None