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Diffstat (limited to 'release/scripts/bpymodules/BPyWindow.py')
-rw-r--r--release/scripts/bpymodules/BPyWindow.py206
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
-
-
-
-
-
-
-
-
- \ No newline at end of file