# ##### 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 ##### # __all__ = ( "region_2d_to_vector_3d", "region_2d_to_origin_3d", "region_2d_to_location_3d", "location_3d_to_region_2d", ) def region_2d_to_vector_3d(region, rv3d, coord): """ Return a direction vector from the viewport at the specific 2d region coordinate. :arg region: region of the 3D viewport, typically bpy.context.region. :type region: :class:`bpy.types.Region` :arg rv3d: 3D region data, typically bpy.context.space_data.region_3d. :type rv3d: :class:`bpy.types.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:`mathutils.Vector` """ from mathutils import Vector viewinv = rv3d.view_matrix.inverted() 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.dot(persinv[3].xyz) + persinv[3][3] view_vector = ((persinv * out) / w) - viewinv.translation else: view_vector = -viewinv.col[2].xyz view_vector.normalize() return view_vector def region_2d_to_origin_3d(region, rv3d, coord, clamp=None): """ Return the 3d view origin from the region relative 2d coords. .. note:: Orthographic views have a less obvious origin, the far clip is used to define the viewport near/far extents. Since far clip can be a very large value, the result may give with numeric precision issues. To avoid this problem, you can optionally clamp the far clip to a smaller value based on the data you're operating on. :arg region: region of the 3D viewport, typically bpy.context.region. :type region: :class:`bpy.types.Region` :arg rv3d: 3D region data, typically bpy.context.space_data.region_3d. :type rv3d: :class:`bpy.types.RegionView3D` :arg coord: 2d coordinates relative to the region; (event.mouse_region_x, event.mouse_region_y) for example. :type coord: 2d vector :arg clamp: Clamp the maximum far-clip value used. (negative value will move the offset away from the view_location) :type clamp: float or None :return: The origin of the viewpoint in 3d space. :rtype: :class:`mathutils.Vector` """ viewinv = rv3d.view_matrix.inverted() if rv3d.is_perspective: origin_start = viewinv.translation.copy() else: persmat = rv3d.perspective_matrix.copy() dx = (2.0 * coord[0] / region.width) - 1.0 dy = (2.0 * coord[1] / region.height) - 1.0 persinv = persmat.inverted() origin_start = ((persinv.col[0].xyz * dx) + (persinv.col[1].xyz * dy) + viewinv.translation) if clamp != 0.0: if rv3d.view_perspective != 'CAMERA': # this value is scaled to the far clip already origin_offset = persinv.col[2].xyz if clamp is not None: if clamp < 0.0: origin_offset.negate() clamp = -clamp if origin_offset.length > clamp: origin_offset.length = clamp origin_start -= origin_offset return origin_start 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:`bpy.types.Region` :arg rv3d: 3D region data, typically bpy.context.space_data.region_3d. :type rv3d: :class:`bpy.types.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:`mathutils.Vector` """ from mathutils import Vector coord_vec = region_2d_to_vector_3d(region, rv3d, coord) depth_location = Vector(depth_location) origin_start = region_2d_to_origin_3d(region, rv3d, coord) origin_end = origin_start + coord_vec if rv3d.is_perspective: from mathutils.geometry import intersect_line_plane viewinv = rv3d.view_matrix.inverted() view_vec = viewinv.col[2].copy() return intersect_line_plane(origin_start, origin_end, depth_location, view_vec, 1, ) else: from mathutils.geometry import intersect_point_line return intersect_point_line(depth_location, origin_start, origin_end, )[0] def location_3d_to_region_2d(region, rv3d, coord, default=None): """ Return the *region* relative 2d location of a 3d position. :arg region: region of the 3D viewport, typically bpy.context.region. :type region: :class:`bpy.types.Region` :arg rv3d: 3D region data, typically bpy.context.space_data.region_3d. :type rv3d: :class:`bpy.types.RegionView3D` :arg coord: 3d worldspace location. :type coord: 3d vector :arg default: Return this value if ``coord`` is behind the origin of a perspective view. :return: 2d location :rtype: :class:`mathutils.Vector` or ``default`` argument. """ from mathutils import Vector prj = rv3d.perspective_matrix * Vector((coord[0], coord[1], coord[2], 1.0)) 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 default