blender/release/scripts/bpymodules/BPyWindow.py
Campbell Barton 531cd7c0fc Removed debug line added when testing for matrix memory leaks that messed up matrix.invert()
updated bvh import which was modified to account for that. as well as other minor changes.
2006-08-06 22:47:57 +00:00

196 lines
6.5 KiB
Python
Executable File

import Blender
from Blender import Mathutils, Window, Scene, Draw, Mesh
from Blender.Mathutils import CrossVecs, Matrix, Vector, Intersect, LineIntersect
# 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()
p = p*localInvMatrix
d = d*localInvMatrix # normalize_v3
p.x += localInvMatrix[3][0]
p.y += localInvMatrix[3][1]
p.z += localInvMatrix[3][2]
#else: # Worldspace, do nothing
d.normalize()
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