blender/release/scripts/templates_py/operator_modal_view3d_raycast.py

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import bpy
from bpy_extras import view3d_utils
def main(context, event, ray_max=1000.0):
"""Run this function on left mouse, execute the ray cast"""
# get the context arguments
scene = context.scene
region = context.region
rv3d = context.region_data
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coord = event.mouse_region_x, event.mouse_region_y
# get the ray from the viewport and mouse
view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
if rv3d.view_perspective == 'ORTHO':
# move ortho origin back
ray_origin = ray_origin - (view_vector * (ray_max / 2.0))
ray_target = ray_origin + (view_vector * ray_max)
def visible_objects_and_duplis():
"""Loop over (object, matrix) pairs (mesh only)"""
for obj in context.visible_objects:
if obj.type == 'MESH':
yield (obj, obj.matrix_world.copy())
if obj.dupli_type != 'NONE':
obj.dupli_list_create(scene)
for dob in obj.dupli_list:
obj_dupli = dob.object
if obj_dupli.type == 'MESH':
yield (obj_dupli, dob.matrix.copy())
obj.dupli_list_clear()
def obj_ray_cast(obj, matrix):
"""Wrapper for ray casting that moves the ray into object space"""
# get the ray relative to the object
matrix_inv = matrix.inverted()
ray_origin_obj = matrix_inv * ray_origin
ray_target_obj = matrix_inv * ray_target
# cast the ray
hit, normal, face_index = obj.ray_cast(ray_origin_obj, ray_target_obj)
if face_index != -1:
return hit, normal, face_index
else:
return None, None, None
# cast rays and find the closest object
best_length_squared = ray_max * ray_max
best_obj = None
for obj, matrix in visible_objects_and_duplis():
if obj.type == 'MESH':
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hit, normal, face_index = obj_ray_cast(obj, matrix)
if hit is not None:
hit_world = matrix * hit
scene.cursor_location = hit_world
length_squared = (hit_world - ray_origin).length_squared
if length_squared < best_length_squared:
best_length_squared = length_squared
best_obj = obj
# now we have the object under the mouse cursor,
# we could do lots of stuff but for the example just select.
if best_obj is not None:
best_obj.select = True
context.scene.objects.active = best_obj
class ViewOperatorRayCast(bpy.types.Operator):
"""Modal object selection with a ray cast"""
bl_idname = "view3d.modal_operator_raycast"
bl_label = "RayCast View Operator"
def modal(self, context, event):
if event.type in {'MIDDLEMOUSE', 'WHEELUPMOUSE', 'WHEELDOWNMOUSE'}:
# allow navigation
return {'PASS_THROUGH'}
elif event.type == 'LEFTMOUSE':
main(context, event)
return {'RUNNING_MODAL'}
elif event.type in {'RIGHTMOUSE', 'ESC'}:
return {'CANCELLED'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
if context.space_data.type == 'VIEW_3D':
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "Active space must be a View3d")
return {'CANCELLED'}
def register():
bpy.utils.register_class(ViewOperatorRayCast)
def unregister():
bpy.utils.unregister_class(ViewOperatorRayCast)
if __name__ == "__main__":
register()