
Without this it's impractical to subscribe to any change to the cursor. Fixes T61969 by having gizmos update on any change to the cursor.
110 lines
3.5 KiB
Python
110 lines
3.5 KiB
Python
import bpy
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from bpy_extras import view3d_utils
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def main(context, event):
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"""Run this function on left mouse, execute the ray cast"""
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# get the context arguments
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scene = context.scene
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region = context.region
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rv3d = context.region_data
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coord = event.mouse_region_x, event.mouse_region_y
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# get the ray from the viewport and mouse
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view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord)
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ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord)
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ray_target = ray_origin + view_vector
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def visible_objects_and_duplis():
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"""Loop over (object, matrix) pairs (mesh only)"""
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for obj in context.visible_objects:
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if obj.type == 'MESH':
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yield (obj, obj.matrix_world.copy())
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if obj.instance_type != 'NONE':
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obj.dupli_list_create(scene)
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for dob in obj.dupli_list:
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obj_dupli = dob.object
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if obj_dupli.type == 'MESH':
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yield (obj_dupli, dob.matrix.copy())
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obj.dupli_list_clear()
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def obj_ray_cast(obj, matrix):
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"""Wrapper for ray casting that moves the ray into object space"""
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# get the ray relative to the object
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matrix_inv = matrix.inverted()
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ray_origin_obj = matrix_inv @ ray_origin
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ray_target_obj = matrix_inv @ ray_target
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ray_direction_obj = ray_target_obj - ray_origin_obj
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# cast the ray
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success, location, normal, face_index = obj.ray_cast(ray_origin_obj, ray_direction_obj)
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if success:
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return location, normal, face_index
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else:
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return None, None, None
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# cast rays and find the closest object
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best_length_squared = -1.0
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best_obj = None
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for obj, matrix in visible_objects_and_duplis():
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if obj.type == 'MESH':
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hit, normal, face_index = obj_ray_cast(obj, matrix)
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if hit is not None:
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hit_world = matrix @ hit
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scene.cursor.location = hit_world
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length_squared = (hit_world - ray_origin).length_squared
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if best_obj is None or length_squared < best_length_squared:
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best_length_squared = length_squared
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best_obj = obj
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# now we have the object under the mouse cursor,
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# we could do lots of stuff but for the example just select.
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if best_obj is not None:
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best_obj.select_set(True)
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context.view_layer.objects.active = best_obj
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class ViewOperatorRayCast(bpy.types.Operator):
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"""Modal object selection with a ray cast"""
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bl_idname = "view3d.modal_operator_raycast"
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bl_label = "RayCast View Operator"
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def modal(self, context, event):
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if event.type in {'MIDDLEMOUSE', 'WHEELUPMOUSE', 'WHEELDOWNMOUSE'}:
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# allow navigation
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return {'PASS_THROUGH'}
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elif event.type == 'LEFTMOUSE':
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main(context, event)
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return {'RUNNING_MODAL'}
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elif event.type in {'RIGHTMOUSE', 'ESC'}:
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return {'CANCELLED'}
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return {'RUNNING_MODAL'}
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def invoke(self, context, event):
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if context.space_data.type == 'VIEW_3D':
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context.window_manager.modal_handler_add(self)
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return {'RUNNING_MODAL'}
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else:
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self.report({'WARNING'}, "Active space must be a View3d")
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return {'CANCELLED'}
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def register():
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bpy.utils.register_class(ViewOperatorRayCast)
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def unregister():
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bpy.utils.unregister_class(ViewOperatorRayCast)
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if __name__ == "__main__":
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register()
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