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Diffstat (limited to 'release/scripts/bpymodules/BPyWindow.py')
-rw-r--r-- | release/scripts/bpymodules/BPyWindow.py | 206 |
1 files changed, 0 insertions, 206 deletions
diff --git a/release/scripts/bpymodules/BPyWindow.py b/release/scripts/bpymodules/BPyWindow.py deleted file mode 100644 index d3fd4fa88b5..00000000000 --- a/release/scripts/bpymodules/BPyWindow.py +++ /dev/null @@ -1,206 +0,0 @@ -import Blender -from Blender import Mathutils, Window, Scene, Draw, Mesh -from Blender.Mathutils import Matrix, Vector, Intersect - -# 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() - localInvMatrix_notrans = localInvMatrix.rotationPart() - p = p * localInvMatrix - d = d * localInvMatrix # normalize_v3 - - # remove the translation from d - d.x -= localInvMatrix[3][0] - d.y -= localInvMatrix[3][1] - d.z -= localInvMatrix[3][2] - - - d.normalize() - ''' - # Debugging - me = Blender.Mesh.New() - me.verts.extend([p[0:3]]) - me.verts.extend([(p-d)[0:3]]) - me.edges.extend([0,1]) - ob = Blender.Scene.GetCurrent().objects.new(me) - ''' - 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 - - - - - - - - -
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