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authorCampbell Barton <ideasman42@gmail.com>2011-05-12 10:32:21 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-05-12 10:32:21 +0400
commita131ce066a8ef4730892dbbf58517535e6ca0188 (patch)
tree5f4d54af7705bbd7a733b582ac822c3ab5cef30e /release
parent910220be47729d6effffb7aa33bfe05d4caa5d3d (diff)
python utility module for converting between 2d/3d region/world coordinates.
Diffstat (limited to 'release')
-rw-r--r--release/scripts/modules/view3d_utils.py93
1 files changed, 93 insertions, 0 deletions
diff --git a/release/scripts/modules/view3d_utils.py b/release/scripts/modules/view3d_utils.py
new file mode 100644
index 00000000000..a4e05e7e1c0
--- /dev/null
+++ b/release/scripts/modules/view3d_utils.py
@@ -0,0 +1,93 @@
+# ##### 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 2
+# 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, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8 compliant>
+
+
+def region_2d_to_vector_3d(region, rv3d, coord):
+ """
+ Return a direction vector from the viewport at the spesific 2d region
+ coordinate.
+
+ :arg region: region of the 3D viewport, typically bpy.context.region.
+ :type region: :class:`Region`
+ :arg rv3d: 3D region data, typically bpy.context.space_data.region_3d.
+ :type rv3d: :class:`RegionView3D`
+ :arg coord: 2d coordinates relative to the region;
+ (event.mouse_region_x, event.mouse_region_y) for example.
+ :type coord: 2d vector
+ :return: normalized 3d vector.
+ :rtype: :class:`Vector`
+ """
+ from mathutils import Vector
+
+ dx = (2.0 * coord[0] / region.width) - 1.0
+ dy = (2.0 * coord[1] / region.height) - 1.0
+
+ viewvec = rv3d.view_matrix.inverted()[2].to_3d().normalized()
+ perspinv_x, perspinv_y = rv3d.perspective_matrix.inverted().to_3x3()[0:2]
+ return ((perspinv_x * dx + perspinv_y * dy) - viewvec).normalized()
+
+
+def region_2d_to_location_3d(region, rv3d, coord, depth_location):
+ """
+ Return a 3d location from the region relative 2d coords, aligned with
+ *depth_location*.
+
+ :arg region: region of the 3D viewport, typically bpy.context.region.
+ :type region: :class:`Region`
+ :arg rv3d: 3D region data, typically bpy.context.space_data.region_3d.
+ :type rv3d: :class:`RegionView3D`
+ :arg coord: 2d coordinates relative to the region;
+ (event.mouse_region_x, event.mouse_region_y) for example.
+ :type coord: 2d vector
+ :arg depth_location: the returned vectors depth is aligned with this since
+ there is no defined depth with a 2d region input.
+ :type depth_location: 3d vector
+ :return: normalized 3d vector.
+ :rtype: :class:`Vector`
+ """
+ from mathutils.geometry import intersect_point_line
+ origin_start = rv3d.view_matrix.inverted()[3].to_3d()
+ origin_end = origin_start + region_2d_to_vector_3d(region, rv3d, coord)
+ return intersect_point_line(depth_vector, origin_start, origin_end)[0]
+
+
+def location_3d_to_region_2d(region, rv3d, coord):
+ """
+ Return the *region* relative 2d location of a 3d position.
+
+ :arg region: region of the 3D viewport, typically bpy.context.region.
+ :type region: :class:`Region`
+ :arg rv3d: 3D region data, typically bpy.context.space_data.region_3d.
+ :type rv3d: :class:`RegionView3D`
+ :arg coord: 3d worldspace location.
+ :type coord: 3d vector
+ :return: 2d location
+ :rtype: :class:`Vector`
+ """
+ prj = Vector((coord[0], coord[1], coord[2], 1.0)) * rv3d.perspective_matrix
+ if prj.w > 0.0:
+ width_half = region.width / 2.0
+ height_half = region.height / 2.0
+
+ return Vector((width_half + width_half * (prj.x / prj.w),
+ height_half + height_half * (prj.y / prj.w),
+ ))
+ else:
+ return None