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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 3
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program. If not, see <http://www.gnu.org/licenses/>.
#
# ##### END GPL LICENSE BLOCK #####
__all__ = (
"SnapContext",
)
import bgl
from mathutils import Vector
VERT = 1
EDGE = 2
FACE = 4
class _Internal:
from .mesh_drawing import (
gpu_Indices_enable_state,
gpu_Indices_restore_state,
gpu_Indices_use_clip_planes,
gpu_Indices_set_ProjectionMatrix,
)
from .utils_projection import (
region_2d_to_orig_and_view_vector,
intersect_boundbox_threshold,
intersect_ray_segment_fac,
project_co_v3,
)
from mathutils.geometry import intersect_line_plane
class _SnapObjectData():
__slots__ = ('data', 'mat')
def __init__(self, data, omat):
self.data = data
self.mat = omat
class SnapContext():
"""
Initializes the snap context with the region and space where the snap objects will be added.
.. note::
After the context has been created, add the objects with the `add_obj` method.
:arg region: region of the 3D viewport, typically bpy.context.region.
:type region: :class:`bpy.types.Region`
:arg space: 3D region data, typically bpy.context.space_data.
:type space: :class:`bpy.types.SpaceView3D`
"""
def __init__(self, region, space):
import gpu
import ctypes
self.freed = False
self.snap_objects = []
self.drawn_count = 0
self._offset_cur = 1 # Starts with index 1
self.region = region
self.rv3d = space.region_3d
if self.rv3d.is_perspective:
self.depth_range = Vector((space.clip_start, space.clip_end))
else:
self.depth_range = Vector((-space.clip_end, space.clip_end))
self.proj_mat = None
self.mval = Vector((0, 0))
self._snap_mode = VERT | EDGE | FACE
self.set_pixel_dist(12)
self._offscreen = gpu.offscreen.new(self.region.width, self.region.height)
self._texture = self._offscreen.color_texture
bgl.glBindTexture(bgl.GL_TEXTURE_2D, self._texture)
NULL = bgl.Buffer(bgl.GL_INT, 1, (ctypes.c_int32 * 1).from_address(0))
bgl.glTexImage2D(bgl.GL_TEXTURE_2D, 0, bgl.GL_R32UI, self.region.width, self.region.height, 0, bgl.GL_RED_INTEGER, bgl.GL_UNSIGNED_INT, NULL)
del NULL
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MIN_FILTER, bgl.GL_NEAREST)
bgl.glTexParameteri(bgl.GL_TEXTURE_2D, bgl.GL_TEXTURE_MAG_FILTER, bgl.GL_NEAREST)
bgl.glBindTexture(bgl.GL_TEXTURE_2D, 0)
self.winsize = Vector((self._offscreen.width, self._offscreen.height))
## PRIVATE ##
def _get_snap_obj_by_index(self, index):
for snap_obj in self.snap_objects[:self.drawn_count]:
data = snap_obj.data[1]
if index < data.first_index + data.get_tot_elems():
return snap_obj
return None
def _get_nearest_index(self):
loc = [self._dist_px, self._dist_px]
d = 1
m = self.threshold
max = 2 * m - 1
offset = 1
last_snap_obj = None
r_value = 0
while m < max:
for i in range(2):
while 2 * loc[i] * d < m:
value = int(self._snap_buffer[loc[0]][loc[1]])
loc[i] += d
if value >= offset:
r_value = value
snap_obj = self._get_snap_obj_by_index(r_value)
if self._snap_mode & FACE and self._snap_mode & (VERT | EDGE) and last_snap_obj != snap_obj:
data = snap_obj.data[1]
offset = data.first_index + data.num_tris
last_snap_obj = snap_obj
continue
return snap_obj, r_value
d = -d
m += 4 * self._dist_px * d + 1
return last_snap_obj, r_value
def _get_loc(self, snap_obj, index):
index -= snap_obj.data[1].first_index
gpu_data = snap_obj.data[1]
if gpu_data.draw_tris:
if index < snap_obj.data[1].num_tris:
tri_verts = gpu_data.get_tri_verts(index)
tri_co = [snap_obj.mat * Vector(v) for v in gpu_data.get_tri_co(index)]
nor = (tri_co[1] - tri_co[0]).cross(tri_co[2] - tri_co[0])
return _Internal.intersect_line_plane(self.last_ray[1], self.last_ray[1] + self.last_ray[0], tri_co[0], nor), tri_verts
index -= gpu_data.num_tris
if gpu_data.draw_edges:
if index < snap_obj.data[1].num_edges:
edge_verts = gpu_data.get_edge_verts(index)
edge_co = [snap_obj.mat * Vector(v) for v in gpu_data.get_edge_co(index)]
fac = _Internal.intersect_ray_segment_fac(*edge_co, *self.last_ray)
if (self._snap_mode) & VERT and (fac < 0.25 or fac > 0.75):
co = edge_co[0] if fac < 0.5 else edge_co[1]
proj_co = _Internal.project_co_v3(self, co)
dist = self.mval - proj_co
if abs(dist.x) < self._dist_px and abs(dist.y) < self._dist_px:
return co, (edge_verts[0] if fac < 0.5 else edge_verts[1],)
if fac <= 0.0:
co = edge_co[0]
elif fac >= 1.0:
co = edge_co[1]
else:
co = edge_co[0] + fac * (edge_co[1] - edge_co[0])
return co, edge_verts
index -= gpu_data.num_edges
if gpu_data.draw_verts:
if index < snap_obj.data[1].num_verts:
return snap_obj.mat * Vector(gpu_data.get_loosevert_co(index)), (gpu_data.get_loosevert_index(index),)
return None, None
def _get_snap_obj_by_obj(self, obj):
for snap_obj in self.snap_objects:
if obj == snap_obj.data[0]:
return snap_obj
def __del__(self):
if not self.freed:
self._offscreen.free()
# Some objects may still be being referenced
for snap_obj in self.snap_objects:
del snap_obj.data
del snap_obj.mat
del snap_obj
del self.snap_objects
## PUBLIC ##
def update_all(self):
self.drawn_count = 0
self._offset_cur = 1
bgl.glClearColor(0.0, 0.0, 0.0, 0.0)
bgl.glClear(bgl.GL_COLOR_BUFFER_BIT | bgl.GL_DEPTH_BUFFER_BIT)
def update_drawn_snap_object(self, snap_obj):
if len(snap_obj.data) > 1:
del snap_obj.data[1:]
#self.update_all()
# Update on next snap_get call #
self.proj_mat = None
def use_clip_planes(self, value):
_Internal.gpu_Indices_use_clip_planes(self.rv3d, value)
def set_pixel_dist(self, dist_px):
self._dist_px = int(dist_px)
self._dist_px_sq = self._dist_px ** 2
self.threshold = 2 * self._dist_px + 1
self._snap_buffer = bgl.Buffer(bgl.GL_FLOAT, (self.threshold, self.threshold))
def set_snap_mode(self, snap_to_vert, snap_to_edge, snap_to_face):
snap_mode = 0
if snap_to_vert:
snap_mode |= VERT
if snap_to_edge:
snap_mode |= EDGE
if snap_to_face:
snap_mode |= FACE
if snap_mode != self._snap_mode:
self._snap_mode = snap_mode
self.update_all()
def add_obj(self, obj, matrix):
matrix = matrix.copy()
snap_obj = self._get_snap_obj_by_obj(obj)
if not snap_obj:
self.snap_objects.append(_SnapObjectData([obj], matrix))
else:
self.snap_objects.append(_SnapObjectData(snap_obj.data, matrix))
return self.snap_objects[-1]
def get_ray(self, mval):
self.last_ray = _Internal.region_2d_to_orig_and_view_vector(self.region, self.rv3d, mval)
return self.last_ray
def snap_get(self, mval):
ret = None, None
self.mval[:] = mval
snap_vert = self._snap_mode & VERT != 0
snap_edge = self._snap_mode & EDGE != 0
snap_face = self._snap_mode & FACE != 0
_Internal.gpu_Indices_enable_state()
self._offscreen.bind()
#bgl.glDisable(bgl.GL_DITHER) # dithering and AA break color coding, so disable #
#multisample_enabled = bgl.glIsEnabled(bgl.GL_MULTISAMPLE)
#bgl.glDisable(bgl.GL_MULTISAMPLE)
bgl.glEnable(bgl.GL_DEPTH_TEST)
proj_mat = self.rv3d.perspective_matrix.copy()
if self.proj_mat != proj_mat:
self.proj_mat = proj_mat
_Internal.gpu_Indices_set_ProjectionMatrix(self.proj_mat)
self.update_all()
ray_dir, ray_orig = self.get_ray(mval)
for i, snap_obj in enumerate(self.snap_objects[self.drawn_count:], self.drawn_count):
obj = snap_obj.data[0]
bbmin = Vector(obj.bound_box[0])
bbmax = Vector(obj.bound_box[6])
if bbmin != bbmax:
MVP = proj_mat * snap_obj.mat
mat_inv = snap_obj.mat.inverted()
ray_orig_local = mat_inv * ray_orig
ray_dir_local = mat_inv.to_3x3() * ray_dir
in_threshold = _Internal.intersect_boundbox_threshold(self, MVP, ray_orig_local, ray_dir_local, bbmin, bbmax)
else:
proj_co = _Internal.project_co_v3(self, snap_obj.mat.translation)
dist = self.mval - proj_co
in_threshold = abs(dist.x) < self._dist_px and abs(dist.y) < self._dist_px
#snap_obj.data[1] = primitive_point
if in_threshold:
if len(snap_obj.data) == 1:
from .mesh_drawing import GPU_Indices_Mesh
snap_obj.data.append(GPU_Indices_Mesh(obj, snap_face, snap_edge, snap_vert))
snap_obj.data[1].set_draw_mode(snap_face, snap_edge, snap_vert)
snap_obj.data[1].set_ModelViewMatrix(snap_obj.mat)
snap_obj.data[1].Draw(self._offset_cur)
self._offset_cur += snap_obj.data[1].get_tot_elems()
self.snap_objects[self.drawn_count], self.snap_objects[i] = self.snap_objects[i], self.snap_objects[self.drawn_count]
self.drawn_count += 1
bgl.glReadBuffer(bgl.GL_COLOR_ATTACHMENT0)
bgl.glReadPixels(
int(self.mval[0]) - self._dist_px, int(self.mval[1]) - self._dist_px,
self.threshold, self.threshold, bgl.GL_RED_INTEGER, bgl.GL_UNSIGNED_INT, self._snap_buffer)
bgl.glReadBuffer(bgl.GL_BACK)
snap_obj, index = self._get_nearest_index()
#print(index)
if snap_obj:
ret = self._get_loc(snap_obj, index)
self._offscreen.unbind()
_Internal.gpu_Indices_restore_state()
return snap_obj, ret[0], ret[1]
def free(self):
self.__del__()
self.freed = True
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