1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
|
# SPDX-License-Identifier: GPL-2.0-or-later
from mathutils import Vector
from mathutils.geometry import intersect_point_line
def depth_get(co, ray_start, ray_dir):
dvec = co - ray_start
return dvec.dot(ray_dir)
def region_2d_to_orig_and_view_vector(region, rv3d, coord):
viewinv = rv3d.view_matrix.inverted_safe()
persinv = rv3d.perspective_matrix.inverted_safe()
dx = (2.0 * coord[0] / region.width) - 1.0
dy = (2.0 * coord[1] / region.height) - 1.0
if rv3d.is_perspective:
origin_start = viewinv.translation.copy()
out = Vector((dx, dy, -0.5))
w = out.dot(persinv[3].xyz) + persinv[3][3]
view_vector = ((persinv @ out) / w) - origin_start
else:
view_vector = -viewinv.col[2].xyz
origin_start = ((persinv.col[0].xyz * dx) +
(persinv.col[1].xyz * dy) +
viewinv.translation)
view_vector.normalize()
return view_vector, origin_start
def project_co_v3(sctx, co):
proj_co = sctx.proj_mat @ co.to_4d()
try:
proj_co.xy /= proj_co.w
except Exception as e:
print(e)
win_half = sctx.winsize * 0.5
proj_co[0] = (proj_co[0] + 1.0) * win_half[0]
proj_co[1] = (proj_co[1] + 1.0) * win_half[1]
return proj_co.xy
def intersect_boundbox_threshold(sctx, MVP, ray_origin_local, ray_direction_local, bbmin, bbmax):
local_bvmin = Vector()
local_bvmax = Vector()
tmin = Vector()
tmax = Vector()
if (ray_direction_local[0] < 0.0):
local_bvmin[0] = bbmax[0]
local_bvmax[0] = bbmin[0]
else:
local_bvmin[0] = bbmin[0]
local_bvmax[0] = bbmax[0]
if (ray_direction_local[1] < 0.0):
local_bvmin[1] = bbmax[1]
local_bvmax[1] = bbmin[1]
else:
local_bvmin[1] = bbmin[1]
local_bvmax[1] = bbmax[1]
if (ray_direction_local[2] < 0.0):
local_bvmin[2] = bbmax[2]
local_bvmax[2] = bbmin[2]
else:
local_bvmin[2] = bbmin[2]
local_bvmax[2] = bbmax[2]
if (ray_direction_local[0]):
tmin[0] = (local_bvmin[0] - ray_origin_local[0]) / ray_direction_local[0]
tmax[0] = (local_bvmax[0] - ray_origin_local[0]) / ray_direction_local[0]
else:
tmin[0] = sctx.depth_range[0]
tmax[0] = sctx.depth_range[1]
if (ray_direction_local[1]):
tmin[1] = (local_bvmin[1] - ray_origin_local[1]) / ray_direction_local[1]
tmax[1] = (local_bvmax[1] - ray_origin_local[1]) / ray_direction_local[1]
else:
tmin[1] = sctx.depth_range[0]
tmax[1] = sctx.depth_range[1]
if (ray_direction_local[2]):
tmin[2] = (local_bvmin[2] - ray_origin_local[2]) / ray_direction_local[2]
tmax[2] = (local_bvmax[2] - ray_origin_local[2]) / ray_direction_local[2]
else:
tmin[2] = sctx.depth_range[0]
tmax[2] = sctx.depth_range[1]
# `va` and `vb` are the coordinates of the AABB edge closest to the ray #
va = Vector()
vb = Vector()
# `rtmin` and `rtmax` are the minimum and maximum distances of the ray hits on the AABB #
if ((tmax[0] <= tmax[1]) and (tmax[0] <= tmax[2])):
rtmax = tmax[0]
va[0] = vb[0] = local_bvmax[0]
main_axis = 3
elif ((tmax[1] <= tmax[0]) and (tmax[1] <= tmax[2])):
rtmax = tmax[1]
va[1] = vb[1] = local_bvmax[1]
main_axis = 2
else:
rtmax = tmax[2]
va[2] = vb[2] = local_bvmax[2]
main_axis = 1
if ((tmin[0] >= tmin[1]) and (tmin[0] >= tmin[2])):
rtmin = tmin[0]
va[0] = vb[0] = local_bvmin[0]
main_axis -= 3
elif ((tmin[1] >= tmin[0]) and (tmin[1] >= tmin[2])):
rtmin = tmin[1]
va[1] = vb[1] = local_bvmin[1]
main_axis -= 1
else:
rtmin = tmin[2]
va[2] = vb[2] = local_bvmin[2]
main_axis -= 2
if (main_axis < 0):
main_axis += 3
#ifdef IGNORE_BEHIND_RAY
depth_max = depth_get(local_bvmax, ray_origin_local, ray_direction_local)
if (depth_max < sctx.depth_range[0]):
return False
#endif
if (rtmin <= rtmax):
# if rtmin < rtmax, ray intersect `AABB` #
return True
if (ray_direction_local[main_axis] < 0.0):
va[main_axis] = local_bvmax[main_axis]
vb[main_axis] = local_bvmin[main_axis]
else:
va[main_axis] = local_bvmin[main_axis]
vb[main_axis] = local_bvmax[main_axis]
win_half = sctx.winsize * 0.5
scale = abs(local_bvmax[main_axis] - local_bvmin[main_axis])
va2d = Vector((
(MVP[0].xyz.dot(va) + MVP[0][3]),
(MVP[1].xyz.dot(va) + MVP[1][3]),
))
vb2d = Vector((
(va2d[0] + MVP[0][main_axis] * scale),
(va2d[1] + MVP[1][main_axis] * scale),
))
depth_a = MVP[3].xyz.dot(va) + MVP[3][3]
depth_b = depth_a + MVP[3][main_axis] * scale
va2d /= depth_a
vb2d /= depth_b
va2d[0] = (va2d[0] + 1.0) * win_half[0]
va2d[1] = (va2d[1] + 1.0) * win_half[1]
vb2d[0] = (vb2d[0] + 1.0) * win_half[0]
vb2d[1] = (vb2d[1] + 1.0) * win_half[1]
p, fac = intersect_point_line(sctx.mval, va2d, vb2d)
if fac < 0.0:
return (sctx.mval - va2d).length_squared < sctx._dist_px_sq
elif fac > 1.0:
return (sctx.mval - vb2d).length_squared < sctx._dist_px_sq
else:
return (sctx.mval - p).length_squared < sctx._dist_px_sq
def intersect_ray_segment_fac(v0, v1, ray_direction, ray_origin):
a = v1 - v0
t = v0 - ray_origin
n = a.cross(ray_direction)
nlen = n.length_squared
# if (nlen == 0.0f) the lines are parallel, has no nearest point, only distance squared.*/
if nlen == 0.0:
# Calculate the distance to the nearest point to origin then #
return a.dot(ray_direction) < 0
else:
c = n - t
cray = c.cross(ray_direction)
return cray.dot(n) / nlen
|