# ##### 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 ##### # 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 if rv3d.is_perspective: persinv = rv3d.perspective_matrix.inverted() out = Vector(((2.0 * coord[0] / region.width) - 1.0, (2.0 * coord[1] / region.height) - 1.0, -0.5 )) w = (out[0] * persinv[0][3]) + (out[1] * persinv[1][3]) + (out[2] * persinv[2][3]) + persinv[3][3] return ((out * persinv) / w) - rv3d.view_matrix.inverted()[3].xyz else: return rv3d.view_matrix.inverted()[2].xyz.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 import Vector from mathutils.geometry import intersect_point_line persmat = rv3d.perspective_matrix.copy() coord_vec = region_2d_to_vector_3d(region, rv3d, coord) depth_location = Vector(depth_location) if rv3d.is_perspective: from mathutils.geometry import intersect_line_plane origin_start = rv3d.view_matrix.inverted()[3].to_3d() origin_end = origin_start + coord_vec view_vec = rv3d.view_matrix.inverted()[2] return intersect_line_plane(origin_start, origin_end, depth_location, view_vec, 1) else: dx = (2.0 * coord[0] / region.width) - 1.0 dy = (2.0 * coord[1] / region.height) - 1.0 persinv = persmat.inverted() viewinv = rv3d.view_matrix.inverted() origin_start = (persinv[0].xyz * dx) + (persinv[1].xyz * dy) + viewinv[3].xyz origin_end = origin_start + coord_vec return intersect_point_line(depth_location, 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