Fixed operator_modal_view3d_raycast.py template so that it uses hit points in world space to give correct selection. Also set selected object to active.

This commit is contained in:
Luke Frisken 2012-12-18 10:43:06 +00:00
parent b7e3967134
commit fa617f1d2a

@ -16,7 +16,6 @@ def main(context, event, ray_max=10000.0):
ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
ray_target = ray_origin + (view_vector * ray_max)
scene.cursor_location = ray_target
def visible_objects_and_duplis():
"""Loop over (object, matrix) pairs (mesh only)"""
@ -58,7 +57,9 @@ def main(context, event, ray_max=10000.0):
if obj.type == 'MESH':
hit, normal, face_index = obj_ray_cast(obj, matrix)
if hit is not None:
length_squared = (hit - ray_origin).length_squared
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
@ -67,6 +68,7 @@ def main(context, event, ray_max=10000.0):
# 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):
@ -105,3 +107,4 @@ def unregister():
if __name__ == "__main__":
register()