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blender-archive/release/scripts/templates_py/operator_modal_view3d_raycast.py
Diptangshu Dey da14a482f2 Fix T90866: Python operator templates are not accessible from menus
Python Operator templates made accessible from respective menus
(required to also use F3 search for quick access)
Also fixed Modal Draw Operator id_name (had duplicate name from other template)

Maniphest Tasks: T90866

Differential Revision: https://developer.blender.org/D13182
2021-11-16 10:45:23 +01:00

114 lines
3.9 KiB
Python

import bpy
from bpy_extras import view3d_utils
def main(context, event):
"""Run this function on left mouse, execute the ray cast"""
# get the context arguments
scene = context.scene
region = context.region
rv3d = context.region_data
coord = event.mouse_region_x, event.mouse_region_y
# get the ray from the viewport and mouse
view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
ray_target = ray_origin + view_vector
def visible_objects_and_duplis():
"""Loop over (object, matrix) pairs (mesh only)"""
depsgraph = context.evaluated_depsgraph_get()
for dup in depsgraph.object_instances:
if dup.is_instance: # Real dupli instance
obj = dup.instance_object
yield (obj, dup.matrix_world.copy())
else: # Usual object
obj = dup.object
yield (obj, obj.matrix_world.copy())
def obj_ray_cast(obj, matrix):
"""Wrapper for ray casting that moves the ray into object space"""
# get the ray relative to the object
matrix_inv = matrix.inverted()
ray_origin_obj = matrix_inv @ ray_origin
ray_target_obj = matrix_inv @ ray_target
ray_direction_obj = ray_target_obj - ray_origin_obj
# cast the ray
success, location, normal, face_index = obj.ray_cast(ray_origin_obj, ray_direction_obj)
if success:
return location, normal, face_index
else:
return None, None, None
# cast rays and find the closest object
best_length_squared = -1.0
best_obj = None
for obj, matrix in visible_objects_and_duplis():
if obj.type == 'MESH':
hit, normal, face_index = obj_ray_cast(obj, matrix)
if hit is not None:
hit_world = matrix @ hit
scene.cursor.location = hit_world
length_squared = (hit_world - ray_origin).length_squared
if best_obj is None or length_squared < best_length_squared:
best_length_squared = length_squared
best_obj = obj
# now we have the object under the mouse cursor,
# we could do lots of stuff but for the example just select.
if best_obj is not None:
# for selection etc. we need the original object,
# evaluated objects are not in viewlayer
best_original = best_obj.original
best_original.select_set(True)
context.view_layer.objects.active = best_original
class ViewOperatorRayCast(bpy.types.Operator):
"""Modal object selection with a ray cast"""
bl_idname = "view3d.modal_operator_raycast"
bl_label = "RayCast View Operator"
def modal(self, context, event):
if event.type in {'MIDDLEMOUSE', 'WHEELUPMOUSE', 'WHEELDOWNMOUSE'}:
# allow navigation
return {'PASS_THROUGH'}
elif event.type == 'LEFTMOUSE':
main(context, event)
return {'RUNNING_MODAL'}
elif event.type in {'RIGHTMOUSE', 'ESC'}:
return {'CANCELLED'}
return {'RUNNING_MODAL'}
def invoke(self, context, event):
if context.space_data.type == 'VIEW_3D':
context.window_manager.modal_handler_add(self)
return {'RUNNING_MODAL'}
else:
self.report({'WARNING'}, "Active space must be a View3d")
return {'CANCELLED'}
def menu_func(self, context):
self.layout.operator(ViewOperatorRayCast.bl_idname, text="Raycast View Modal Operator")
# Register and add to the "view" menu (required to also use F3 search "Raycast View Modal Operator" for quick access)
def register():
bpy.utils.register_class(ViewOperatorRayCast)
bpy.types.VIEW3D_MT_view.append(menu_func)
def unregister():
bpy.utils.unregister_class(ViewOperatorRayCast)
bpy.types.VIEW3D_MT_view.remove(menu_func)
if __name__ == "__main__":
register()