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