forked from bartvdbraak/blender
4e2143f639
Patch provied by gsrb3d bug tracker #7061 Kent
206 lines
6.8 KiB
Python
206 lines
6.8 KiB
Python
import Blender
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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:
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# screen_x, screen_y the origin point of the pick ray
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# it is either the mouse location
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# localMatrix is used if you want to have the returned values in an objects localspace.
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# this is usefull when dealing with an objects data such as verts.
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# or if useMid is true, the midpoint of the current 3dview
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# returns
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# Origin - the origin point of the pick ray
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# Direction - the direction vector of the pick ray
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# in global coordinates
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epsilon = 1e-3 # just a small value to account for floating point errors
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def mouseViewRay(screen_x, screen_y, localMatrix=None, useMid = False):
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# Constant function variables
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p = mouseViewRay.p
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d = mouseViewRay.d
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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)
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win_min_x, win_min_y, win_max_x, win_max_y = win3d['vertices']
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# calculate a few geometric extents for this window
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win_mid_x = (win_max_x + win_min_x + 1.0) * 0.5
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win_mid_y = (win_max_y + win_min_y + 1.0) * 0.5
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win_size_x = (win_max_x - win_min_x + 1.0) * 0.5
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win_size_y = (win_max_y - win_min_y + 1.0) * 0.5
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#useMid is for projecting the coordinates when we subdivide the screen into bins
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if useMid: # == True
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screen_x = win_mid_x
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screen_y = win_mid_y
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# if the given screencoords (screen_x, screen_y) are within the 3dwin we fount the right one...
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if (win_max_x > screen_x > win_min_x) and ( win_max_y > screen_y > win_min_y):
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# first we handle all pending events for this window (otherwise the matrices might come out wrong)
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Window.QHandle(win3d['id'])
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# now we get a few matrices for our window...
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# sorry - i cannot explain here what they all do
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# - if you're not familiar with all those matrices take a look at an introduction to OpenGL...
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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):
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# pmi[3][3] is 1.0 if the 3dwin is in ortho-projection mode (toggled with numpad 5)
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hms = mouseViewRay.hms
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ortho_d = mouseViewRay.ortho_d
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# ortho mode: is a bit strange - actually there's no definite location of the camera ...
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# 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
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# all rays are parallel in ortho mode - so the direction vector is simply the viewing direction
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#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
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hms[:] = (screen_x-win_mid_x) /win_size_x, (screen_y-win_mid_y) / win_size_y, 0.0, 1.0
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# these are the homogenious screencoords of the point (screen_x, screen_y) ranging from -1 to +1
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p=(hms*pmi) + (1000*ortho_d)
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p.resize3D()
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d[:] = ortho_d[:3]
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# Finally we shift the position infinitely far away in
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# the viewing direction to make sure the camera if outside the scene
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# (this is actually a hack because this function
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# is used in sculpt_mesh to initialize backface culling...)
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else:
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# 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
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dx = pm[3][3] * (((screen_x-win_min_x)/win_size_x)-1.0) - pm[3][0]
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dy = pm[3][3] * (((screen_y-win_min_y)/win_size_y)-1.0) - pm[3][1]
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fp[:] = \
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pmi[0][0]*dx+pmi[1][0]*dy,\
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pmi[0][1]*dx+pmi[1][1]*dy,\
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pmi[0][2]*dx+pmi[1][2]*dy
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# fp is a global 3dpoint obtained from "unprojecting" the screenspace-point (screen_x, screen_y)
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#- figuring out how to calculate this took me quite some time.
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# The calculation of dxy and fp are simplified versions of my original code
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#- so it's almost impossible to explain what's going on geometrically... sorry
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p[:] = vmi[3][:3]
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# the camera's location in global 3dcoords can be read directly from the inverted viewmatrix
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#d.x, d.y, d.z =normalize_v3(sub_v3v3(p, fp))
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d[:] = p.x-fp.x, p.y-fp.y, p.z-fp.z
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#print 'd', d, 'p', p, 'fp', fp
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# the direction vector is simply the difference vector from the virtual camera's position
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#to the unprojected (screenspace) point fp
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# Do we want to return a direction in object's localspace?
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if localMatrix:
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localInvMatrix = Matrix(localMatrix)
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localInvMatrix.invert()
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localInvMatrix_notrans = localInvMatrix.rotationPart()
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p = p * localInvMatrix
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d = d * localInvMatrix # normalize_v3
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# remove the translation from d
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d.x -= localInvMatrix[3][0]
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d.y -= localInvMatrix[3][1]
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d.z -= localInvMatrix[3][2]
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d.normalize()
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'''
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# Debugging
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me = Blender.Mesh.New()
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me.verts.extend([p[0:3]])
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me.verts.extend([(p-d)[0:3]])
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me.edges.extend([0,1])
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ob = Blender.Scene.GetCurrent().objects.new(me)
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'''
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return True, p, d # Origin, Direction
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# Mouse is not in any view, return None.
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return False, None, None
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# Constant function variables
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mouseViewRay.d = Vector(0,0,0) # Perspective, 3d
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mouseViewRay.p = Vector(0,0,0)
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mouseViewRay.fp = Vector(0,0,0)
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mouseViewRay.hms = Vector(0,0,0,0) # ortho only 4d
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mouseViewRay.ortho_d = Vector(0,0,0,0) # ortho only 4d
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LMB= Window.MButs['L']
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def mouseup():
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# Loop until click
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mouse_buttons = Window.GetMouseButtons()
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while not mouse_buttons & LMB:
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Blender.sys.sleep(10)
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mouse_buttons = Window.GetMouseButtons()
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while mouse_buttons & LMB:
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Blender.sys.sleep(10)
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mouse_buttons = Window.GetMouseButtons()
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if __name__=='__main__':
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mouseup()
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x,y= Window.GetMouseCoords()
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isect, point, dir= mouseViewRay(x,y)
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if isect:
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scn= Blender.Scene.GetCurrent()
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me = Blender.Mesh.New()
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ob= Blender.Object.New('Mesh')
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ob.link(me)
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scn.link(ob)
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ob.sel= 1
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me.verts.extend([point, dir])
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me.verts[0].sel= 1
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print isect, point, dir
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def spaceRect():
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'''
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Returns the space rect
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xmin,ymin,width,height
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'''
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__UI_RECT__ = Blender.BGL.Buffer(Blender.BGL.GL_FLOAT, 4)
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Blender.BGL.glGetFloatv(Blender.BGL.GL_SCISSOR_BOX, __UI_RECT__)
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__UI_RECT__ = __UI_RECT__.list
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__UI_RECT__ = int(__UI_RECT__[0]), int(__UI_RECT__[1]), int(__UI_RECT__[2])-1, int(__UI_RECT__[3])
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return __UI_RECT__
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def mouseRelativeLoc2d(__UI_RECT__= None):
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if not __UI_RECT__:
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__UI_RECT__ = spaceRect()
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mco = Window.GetMouseCoords()
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if mco[0] > __UI_RECT__[0] and\
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mco[1] > __UI_RECT__[1] and\
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mco[0] < __UI_RECT__[0] + __UI_RECT__[2] and\
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mco[1] < __UI_RECT__[1] + __UI_RECT__[3]:
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return (mco[0] - __UI_RECT__[0], mco[1] - __UI_RECT__[1])
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else:
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return None
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