本文整理汇总了Python中bpy_extras.view3d_utils.region_2d_to_location_3d方法的典型用法代码示例。如果您正苦于以下问题:Python view3d_utils.region_2d_to_location_3d方法的具体用法?Python view3d_utils.region_2d_to_location_3d怎么用?Python view3d_utils.region_2d_to_location_3d使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类bpy_extras.view3d_utils
的用法示例。
在下文中一共展示了view3d_utils.region_2d_to_location_3d方法的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。
示例1: move_bp
# 需要导入模块: from bpy_extras import view3d_utils [as 别名]
# 或者: from bpy_extras.view3d_utils import region_2d_to_location_3d [as 别名]
def move_bp(self, context, cm, fm):
em = bpy.data.objects['Empty for BProjection']
deltax = cm.x - round(fm.x)
deltay = cm.y - round(fm.y)
sd = context.space_data
l = sd.region_3d
vr = l.view_rotation.copy()
vr.invert()
v_init = Vector((0.0, 0.0, 1.0))
pos = [-deltax, -deltay]
v = view3d_utils.region_2d_to_location_3d(context.region, l, pos, v_init)
pos = [0, 0]
vbl = view3d_utils.region_2d_to_location_3d(context.region, l, pos, v_init)
loc = vbl - v
loc.rotate(vr)
em.custom_location -= loc
self.first_mouse = cm
示例2: set_initial_view
# 需要导入模块: from bpy_extras import view3d_utils [as 别名]
# 或者: from bpy_extras.view3d_utils import region_2d_to_location_3d [as 别名]
def set_initial_view(self, context, event):
rv3d = context.region_data
region = context.region
self.initial_mouse = Vector((
event.mouse_region_x,
event.mouse_region_y))
self.initial_mouse_location_3d = (
view3d_utils.region_2d_to_location_3d(
region, rv3d, self.initial_mouse, Vector()))
self.initial_mouse_location_2d = (
space_to_view_vector(
self.camera_orientation,
self.initial_mouse_location_3d))
self.draw_start = self.initial_mouse
self.draw_end = self.initial_mouse
示例3: pan
# 需要导入模块: from bpy_extras import view3d_utils [as 别名]
# 或者: from bpy_extras.view3d_utils import region_2d_to_location_3d [as 别名]
def pan(ary):
#get reference to all the areas
area = bpy.context.window_manager.windows[0].screen.areas[1]
viewport = area.regions[4]
rv3d = area.spaces[0].region_3d
#convert view location's 3D Cords to 2D Cords
locCord = rv3d.view_location
cord = view3d_utils.location_3d_to_region_2d(viewport, rv3d, locCord)
cord[0] += float(ary[1])
cord[1] += float(ary[2])
#convert 2d cords to 3d Cords and apply
vec = view3d_utils.region_2d_to_vector_3d(viewport, rv3d, cord)
loc = view3d_utils.region_2d_to_location_3d(viewport, rv3d, cord, vec)
rv3d.view_location = loc
示例4: get_point_under_mouse
# 需要导入模块: from bpy_extras import view3d_utils [as 别名]
# 或者: from bpy_extras.view3d_utils import region_2d_to_location_3d [as 别名]
def get_point_under_mouse(context,event):
viewport_region = context.region
viewport_region_data = context.space_data.region_3d
viewport_matrix = viewport_region_data.view_matrix.inverted()
# Shooting a ray from the camera, through the mouse cursor towards the grid with a length of 100000
# If the camera is more than 100000 units away from the grid it won't detect a point
ray_start = viewport_matrix.to_translation()
ray_depth = viewport_matrix @ Vector((0,0,-100000))
# Get the 3D vector position of the mouse
ray_end = view3d_utils.region_2d_to_location_3d(viewport_region,viewport_region_data, (event.mouse_region_x, event.mouse_region_y), ray_depth )
# A triangle on the grid plane. We use these 3 points to define a plane on the grid
point_1 = Vector((0,0,0))
point_2 = Vector((0,1,0))
point_3 = Vector((1,0,0))
# Create a 3D position on the grid under the mouse cursor using the triangle as a grid plane
# and the ray cast from the camera
return mathutils.geometry.intersect_ray_tri(point_1,point_2,point_3,ray_end,ray_start,False )
示例5: screen_to_world
# 需要导入模块: from bpy_extras import view3d_utils [as 别名]
# 或者: from bpy_extras.view3d_utils import region_2d_to_location_3d [as 别名]
def screen_to_world(context, x, y):
depth_vector = view3d_utils.region_2d_to_vector_3d(\
context.region, context.region_data, [x,y])
vector = view3d_utils.region_2d_to_location_3d(\
context.region, context.region_data, [x,y], depth_vector)
return(vector)
# turn 3d world coordinates vector into screen coordinate integers (x,y)
示例6: invoke
# 需要导入模块: from bpy_extras import view3d_utils [as 别名]
# 或者: from bpy_extras.view3d_utils import region_2d_to_location_3d [as 别名]
def invoke(self, context, event):
em = bpy.data.objects['Empty for BProjection']
context.window_manager.modal_handler_add(self)
self.first_mouse = Vector((event.mouse_region_x, event.mouse_region_y))
sd = context.space_data
l = sd.region_3d
v_init = Vector((0.0, 0.0, 1.0))
context.scene.cursor_location = view3d_utils.region_2d_to_location_3d(
context.region, l,
[event.mouse_region_x,
event.mouse_region_y], v_init
)
self.first_location = em.custom_location.copy()
self.v_offset = Vector((context.region.width, context.region.height)) - Vector((event.mouse_region_x,
event.mouse_region_y))
move_bp(self, context, Vector((event.mouse_region_x, event.mouse_region_y)) - self.v_offset, self.first_mouse)
em.custom_c3d = False
self.alpha = bpy.data.materials['Material for BProjection'].alpha
em.custom_location.z = -10
bpy.data.materials['Material for BProjection'].alpha = 0
bpy.ops.paint.image_paint(stroke=[{"name": "", "location": (0, 0, 0),
"mouse": (event.mouse_region_x, event.mouse_region_y),
"pressure": 1, "pen_flip": False,
"time": 0, "size": 1,
"is_start": False}])
self.step_prev = Vector((event.mouse_region_x, event.mouse_region_y))
return {'RUNNING_MODAL'}
# Operator Class toggle the alpha of the plane
示例7: modal
# 需要导入模块: from bpy_extras import view3d_utils [as 别名]
# 或者: from bpy_extras.view3d_utils import region_2d_to_location_3d [as 别名]
def modal(self, context, event):
em = bpy.data.objects[BProjection_Empty]
deltax = event.mouse_region_x - self.first_mouse.x
deltay = event.mouse_region_y - self.first_mouse.y
sd = context.space_data
r3d = sd.region_3d
vr = r3d.view_rotation.copy()
vr.invert()
v_init = Vector((0.0, 0.0, 1.0))
pos = [deltax, deltay]
v = view3d_utils.region_2d_to_location_3d(context.region, r3d, pos, v_init)
pos = [0, 0]
vbl = view3d_utils.region_2d_to_location_3d(context.region, r3d, pos, v_init)
loc = vbl - v
sd.region_3d.view_location += loc
loc.rotate(vr)
if not em.custom_style_clone:
em.custom_location += loc
self.first_mouse.x = event.mouse_region_x
self.first_mouse.y = event.mouse_region_y
if event.type == 'MIDDLEMOUSE'and event.value == 'RELEASE':
if self.tmp_level > -1:
for sub in context.object.modifiers:
if sub.type in ['SUBSURF', 'MULTIRES']:
sub.levels = self.tmp_level
return {'FINISHED'}
return {'RUNNING_MODAL'}
示例8: mouse_coo_to_3d_loc
# 需要导入模块: from bpy_extras import view3d_utils [as 别名]
# 或者: from bpy_extras.view3d_utils import region_2d_to_location_3d [as 别名]
def mouse_coo_to_3d_loc(event, context):
from bpy_extras.view3d_utils import region_2d_to_vector_3d, region_2d_to_location_3d
coord = event.mouse_region_x, event.mouse_region_y
region = context.region
rv3d = context.space_data.region_3d
vec = region_2d_to_vector_3d(region, rv3d, coord)
loc = region_2d_to_location_3d(region, rv3d, coord, vec)
return loc
示例9: invoke
# 需要导入模块: from bpy_extras import view3d_utils [as 别名]
# 或者: from bpy_extras.view3d_utils import region_2d_to_location_3d [as 别名]
def invoke (self, context, event):
viewport_region = context.region
viewport_region_data = context.space_data.region_3d
viewport_matrix = viewport_region_data.view_matrix.inverted()
# Shooting a ray from the camera, through the mouse cursor towards the grid with a length of 100000
# If the camera is more than 100000 units away from the grid it won't detect a point
ray_start = viewport_matrix.to_translation()
ray_depth = viewport_matrix @ Vector((0,0,-100000))
# Get the 3D vector position of the mouse
ray_end = view3d_utils.region_2d_to_location_3d(viewport_region,viewport_region_data, (event.mouse_region_x, event.mouse_region_y), ray_depth )
# A triangle on the grid plane. We use these 3 points to define a plane on the grid
point_1 = Vector((0,0,0))
point_2 = Vector((0,1,0))
point_3 = Vector((1,0,0))
# Create a 3D position on the grid under the mouse cursor using the triangle as a grid plane
# and the ray cast from the camera
position_on_grid = mathutils.geometry.intersect_ray_tri(point_1,point_2,point_3,ray_end,ray_start,False )
# Create an empty for testing
empty = self.create_test_empty(context)
# Place the empty on the grid under the mouse cursor
empty.location = position_on_grid
return {'FINISHED'}
示例10: mouseTo3d
# 需要导入模块: from bpy_extras import view3d_utils [as 别名]
# 或者: from bpy_extras.view3d_utils import region_2d_to_location_3d [as 别名]
def mouseTo3d(context, x, y):
'''Convert event.mouse_region to world coordinates'''
if context.area.type != 'VIEW_3D':
raise Exception('Wrong context')
coords = (x, y)
reg = context.region
reg3d = context.region_data
vec = region_2d_to_vector_3d(reg, reg3d, coords)
loc = region_2d_to_location_3d(reg, reg3d, coords, vec) #WARNING, this function return indeterminate value when view3d clip distance is too large
return loc
示例11: modal
# 需要导入模块: from bpy_extras import view3d_utils [as 别名]
# 或者: from bpy_extras.view3d_utils import region_2d_to_location_3d [as 别名]
def modal(self, context, event):
context.area.tag_redraw()
if event.type =='LEFT_ALT' or event.type == 'RIGHT_ALT':
if event.value == 'PRESS': pt_buf.alt = True
if event.value == 'RELEASE': pt_buf.alt = False
return {'RUNNING_MODAL'}
elif event.type =='LEFT_SHIFT' or event.type == 'RIGHT_SHIFT':
if event.value == 'PRESS': pt_buf.shift = True
if event.value == 'RELEASE': pt_buf.shift = False
return {'RUNNING_MODAL'}
elif event.type == 'MOUSEMOVE':
if pt_buf.list_m_loc_2d != []:
pt_buf_list_m_loc_3d_last_2d = location_3d_to_region_2d(context.region, context.space_data.region_3d, pt_buf.list_m_loc_3d[-1])
if pt_buf.alt == True:
pt_buf.x = pt_buf_list_m_loc_3d_last_2d[0]
pt_buf.y = event.mouse_region_y
elif pt_buf.shift == True:
pt_buf.x = event.mouse_region_x
pt_buf.y = pt_buf_list_m_loc_3d_last_2d[1]
else:
pt_buf.x = event.mouse_region_x
pt_buf.y = event.mouse_region_y
else:
pt_buf.x = event.mouse_region_x
pt_buf.y = event.mouse_region_y
elif event.type == 'LEFTMOUSE':
if event.value == 'PRESS':
mouse_loc_2d = Vector((pt_buf.x, pt_buf.y))
pt_buf.list_m_loc_2d.append(mouse_loc_2d)
mouse_loc_3d = region_2d_to_location_3d(context.region, context.space_data.region_3d, mouse_loc_2d, pt_buf.depth_location)
pt_buf.list_m_loc_3d.append(mouse_loc_3d)
pt_buf.depth_location = pt_buf.list_m_loc_3d[-1] # <----- depth location
elif event.value == 'RELEASE':
pass
elif event.type == 'RIGHTMOUSE':
context.space_data.draw_handler_remove(self._handle_px, 'WINDOW')
self.execute(context)
pt_buf.sws = 'off'
return {'FINISHED'}
elif event.type == 'ESC':
context.space_data.draw_handler_remove(self._handle_px, 'WINDOW')
pt_buf.list_m_loc_2d[:] = []
pt_buf.list_m_loc_3d[:] = []
pt_buf.depth_location = Vector((0.0, 0.0, 0.0))
pt_buf.sws = 'off'
return {'CANCELLED'}
return {"PASS_THROUGH"}
示例12: Picking
# 需要导入模块: from bpy_extras import view3d_utils [as 别名]
# 或者: from bpy_extras.view3d_utils import region_2d_to_location_3d [as 别名]
def Picking(context, event):
# 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():
for obj in context.visible_objects:
if obj.type == 'MESH':
yield (obj, obj.matrix_world.copy())
if obj.dupli_type != 'NONE':
obj.dupli_list_create(scene)
for dob in obj.dupli_list:
obj_dupli = dob.object
if obj_dupli.type == 'MESH':
yield (obj_dupli, dob.matrix.copy())
obj.dupli_list_clear()
def obj_ray_cast(obj, matrix):
# 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
# cast rays and find the closest object
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
length_squared = (hit_world - ray_origin).length_squared
if best_obj is None or length_squared < best_length_squared:
scene.cursor_location = hit_world
best_length_squared = length_squared
best_obj = obj
else:
if best_obj is None:
depthLocation = region_2d_to_vector_3d(region, rv3d, coord)
loc = region_2d_to_location_3d(region, rv3d, coord, depthLocation)
scene.cursor_location = loc
示例13: is_point_inside_mesh
# 需要导入模块: from bpy_extras import view3d_utils [as 别名]
# 或者: from bpy_extras.view3d_utils import region_2d_to_location_3d [as 别名]
def is_point_inside_mesh(p, obj, mult_by_mat_world=False):
from mathutils import Vector
p = Vector(p)
if mult_by_mat_world:
p = p * get_matrix_world()
res, point, normal, face = obj.closest_point_on_mesh(p)
p2 = point-p
v = p2.dot(normal)
return not(v < 0.0)
# def mouse_coo_to_3d_loc(event, context):
# from bpy_extras.view3d_utils import region_2d_to_vector_3d, region_2d_to_location_3d
# try:
# # coord = event.mouse_region_x, event.mouse_region_y
# area, region = get_3d_area_region()
# coord = (event.mouse_x - area.x, event.mouse_y - area.y)
# # region = context.region
# # rv3d = context.space_data.region_3d
# rv3d = area.spaces.active.region_3d
# vec = region_2d_to_vector_3d(region, rv3d, coord)
# pos = region_2d_to_location_3d(region, rv3d, coord, vec)
# except:
# pos = None
# print(traceback.format_exc())
# print("Couldn't convert mouse coo to 3d loc!")
# return pos
#
# def mouse_coo_to_3d_loc(event, context):
# from bpy_extras.view3d_utils import region_2d_to_vector_3d, region_2d_to_location_3d
#
# mouse_pos = [event.mouse_region_x, event.mouse_region_y]
#
# # Contextual active object, 2D and 3D regions
# object = bpy.data.objects['inflated_rh']
# region = bpy.context.region
# region3D = bpy.context.space_data.region_3d
#
# # The direction indicated by the mouse position from the current view
# view_vector = region_2d_to_vector_3d(region, region3D, mouse_pos)
# # The 3D location in this direction
# loc = region_2d_to_location_3d(region, region3D, mouse_pos, view_vector)
# # The 3D location converted in object local coordinates
# loc = object.matrix_world.inverted() * loc
# return loc