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authorVilém Duha <vilda.novak@gmail.com>2021-01-24 00:56:19 +0300
committerVilém Duha <vilda.novak@gmail.com>2021-01-24 00:56:19 +0300
commit896eaa753e82c4bf217ed7cc5f044bec71b306fc (patch)
tree74c13fa3ed9b7e016c59779ce4ab96a1fcee4d44
parente76c30bb1354a3ab59814efa86e4a39f5c915699 (diff)
BlenderKit: fix back-side snapping.
also remove forgotten prints.
-rw-r--r--blenderkit/ui.py7
1 files changed, 4 insertions, 3 deletions
diff --git a/blenderkit/ui.py b/blenderkit/ui.py
index 60ffa812..8d39b56f 100644
--- a/blenderkit/ui.py
+++ b/blenderkit/ui.py
@@ -907,7 +907,6 @@ def mouse_raycast(context, mx, my):
r = context.region
rv3d = context.region_data
coord = mx, my
- print(dir(rv3d))
# get the ray from the viewport and mouse
view_vector = view3d_utils.region_2d_to_vector_3d(r, rv3d, coord)
if rv3d.view_perspective == 'CAMERA' and rv3d.is_perspective == False:
@@ -919,12 +918,14 @@ def mouse_raycast(context, mx, my):
ray_target = ray_origin + (view_vector * 1000000000)
- print(view_vector, ray_origin)
vec = ray_target - ray_origin
has_hit, snapped_location, snapped_normal, face_index, object, matrix = deep_ray_cast(
bpy.context.view_layer.depsgraph, ray_origin, vec)
- print(has_hit)
+
+ #backface snapping inversion
+ if view_vector.angle(snapped_normal)<math.pi/2:
+ snapped_normal = -snapped_normal
# print(has_hit, snapped_location, snapped_normal, face_index, object, matrix)
# rote = mathutils.Euler((0, 0, math.pi))
randoffset = math.pi