blender/release/scripts/bpymodules/BPyWindow.py
2007-08-28 10:07:08 +00:00

206 lines
6.8 KiB
Python

import Blender
from Blender import Mathutils, Window, Scene, Draw, Mesh
from Blender.Mathutils import CrossVecs, Matrix, Vector, Intersect
# 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
pmi = Matrix(pm); pmi.invert() # the inverted perspective matrix
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.
ortho_d.x, ortho_d.y, ortho_d.z = Window.GetViewVector()
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
vmi = Matrix(Window.GetViewMatrix()); vmi.invert() # the inverse viewing matrix
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:
localInvMatrix = Matrix(localMatrix)
localInvMatrix.invert()
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]
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)
'''
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
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
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