Snap: improve handling with objects that are partially behind the camera.

This commit is contained in:
Bruno Perdigão
2026-03-27 10:28:22 -03:00
parent cef5d41b54
commit 31b571322b
2 changed files with 154 additions and 25 deletions
+152 -23
View File
@@ -73,8 +73,14 @@ class Raycast(bonsai.core.tool.Raycast):
rv3d = context.region_data
assert rv3d
view_location = rv3d.view_matrix.inverted().translation
view_normal = rv3d.view_rotation @ mathutils.Vector((0.0, 0.0, -1.0))
obj_matrix = obj.matrix_world.copy()
bbox = [obj_matrix @ Vector(v) for v in obj.bound_box]
bbox_edges = [
(0,1),(1,2),(2,3),(3,0),
(4,5),(5,6),(6,7),(7,4),
(0,4),(1,5),(2,6),(3,7)
]
transposed_bbox: list[Vector] = []
bbox_2d: list[float] = []
@@ -98,8 +104,23 @@ class Raycast(bonsai.core.tool.Raycast):
for v in bbox:
coord_2d = tool.Cad.location_3d_to_region_2d_np(context.region, context.space_data.region_3d, v)
if coord_2d is not None:
transposed_bbox.append(coord_2d)
transposed_bbox.append(coord_2d)
if not any(transposed_bbox):
transposed_bbox = []
# If there are None values in transposed_bbox it means that there are vertices behind the camera
# so we get the intersection of the edge with the region border
# new_bbox = []
if any(transposed_bbox) and not all(transposed_bbox):
new_bbox = transposed_bbox.copy()
new_bbox = [x for x in new_bbox if x is not None]
for edge in bbox_edges:
if (transposed_bbox[edge[0]] is None) ^ (transposed_bbox[edge[1]] is None):
point, _ = cls.intersect_edge_region_border(context.region, context.space_data, rv3d, bbox[edge[0]], bbox[edge[1]])
if point:
new_bbox.append(point)
if new_bbox:
transposed_bbox = new_bbox
region = context.region
borders = (0, region.width, 0, region.height)
@@ -121,6 +142,99 @@ class Raycast(bonsai.core.tool.Raycast):
return (obj, bbox_2d)
return None
def intersect_edge_region_border(region, space, rv3d, v1, v2):
def segment_intersect_near_plane(view_matrix, clip_start, p_world_a, p_world_b):
a_view = view_matrix @ p_world_a
b_view = view_matrix @ p_world_b
z_near = -clip_start
za = a_view.z
zb = b_view.z
denom = (zb - za)
if denom == 0.0:
return None, None
t = (z_near - za) / denom
if t < 0.0 or t > 1.0:
return None, None
p_view = a_view.lerp(b_view, t)
cam_world = view_matrix.inverted()
p_world = cam_world @ p_view
return p_world, t
def is_inside_region(pt2d, region):
return 0.0 <= pt2d.x <= region.width and 0.0 <= pt2d.y <= region.height
def clamp_to_region_border(point2d, region):
x, y = point2d
x_clamped = max(0.0, min(region.width, x))
y_clamped = max(0.0, min(region.height, y))
return Vector((x_clamped, y_clamped))
def find_nearby_onscreen_point(region, rv3d, p1, p2, initial_t_on_segment, max_iters=40, step=0.05):
"""
Use iterative approach: move t toward 0. Returns the first point that is inside region border
"""
t = initial_t_on_segment
for i in range(max_iters):
test_3d = p1.lerp(p2, t)
test_2d = view3d_utils.location_3d_to_region_2d(region, rv3d, test_3d)
if test_2d is not None and is_inside_region(test_2d, region):
return test_3d, test_2d, t
# move t toward 0 by reducing it by a fraction of its current value
t -= step
# if t is already very small, break
if t <= 1e-6:
break
return None, None, None
# Ensures that all the calculation uses the same direction based on which point is on the screen
if view3d_utils.location_3d_to_region_2d(region, rv3d, v1):
onscreen_vert = v1
offscreen_vert = v2
else:
onscreen_vert = v2
offscreen_vert = v1
# v2, v1 = v1, v2
clip_start = space.clip_start
view_mat = rv3d.view_matrix
inter_world, t_on_ab = segment_intersect_near_plane(view_mat, clip_start, onscreen_vert, offscreen_vert)
if inter_world is None:
print("No intersection with viewport near plane found for the segment.")
return
init_2d = view3d_utils.location_3d_to_region_2d(region, rv3d, inter_world)
if init_2d is not None and is_inside_region(init_2d, region):
final_world = inter_world
final_2d = init_2d
final_t = initial_t
else:
found_world, found_2d, found_t = find_nearby_onscreen_point(
region, rv3d,
onscreen_vert, offscreen_vert,
t_on_ab,
max_iters=600, step=0.01
)
if found_world is None:
if init_2d is None:
print("Initial projection invalid and iterative search failed.")
return
# fallback: clamp projected point to border via manual mapping
final_2d = clamp_to_region_border(init_2d, region)
final_world = None
final_t = None
# print("Iterative search failed; using clamped 2D:", final_2d)
else:
final_world = found_world
final_2d = found_2d
final_t = found_t
# print(f"Found onscreen point at t={final_t:.4f}")
# print("Final 2D:", final_2d)
return final_2d, v2
@classmethod
def intersect_mouse_2d_bounding_box(cls, mouse_pos: tuple[int, int], bbox: list[float, float, float, float]):
x, y = mouse_pos
@@ -241,7 +355,7 @@ class Raycast(bonsai.core.tool.Raycast):
cls,
context: bpy.types.Context,
event: bpy.types.Event,
snap_obj,
snap_obj: SnapObj,
):
def divide_vector(start, end, n):
@@ -258,22 +372,45 @@ class Raycast(bonsai.core.tool.Raycast):
ray_origin, ray_target, ray_direction = cls.get_viewport_ray_data(context, event)
points = []
verts_2d = [
view3d_utils.location_3d_to_region_2d(region, rv3d, v) for v in snap_obj.verts_3d
] # Numpy version is worst in performance
verts_2d = [
view3d_utils.location_3d_to_region_2d(region, rv3d, v) for v in snap_obj.verts_3d
] # Numpy version is worst in performance
snap_threshold = 10.0
try:
loc = tool.Cad.region_2d_to_location_3d_np(region, rv3d, mouse_pos, ray_direction)
except:
loc = Vector((0, 0, 0))
verts_2d = [
view3d_utils.location_3d_to_region_2d(region, rv3d, v) for v in snap_obj.verts_3d
] # Numpy version is worst in performance
intersected = snap_obj.raycast_boxes(
context, event, snap_obj.root, intersected=[], rays=(ray_origin, ray_direction)
)
edges = []
for it in intersected:
edges.extend(it.edges)
edges = set(edges)
edge_verts = {}
for e in edges:
verts_idx = tuple(snap_obj.obj.data.edges[e].vertices)
verts = snap_obj.obj.data.vertices
v1 = snap_obj.obj.matrix_world @ verts[verts_idx[0]].co
v1_2d = verts_2d[verts_idx[0]]
v2 = snap_obj.obj.matrix_world @ verts[verts_idx[1]].co
v2_2d = verts_2d[verts_idx[1]]
if (v1_2d is None) ^ (v2_2d is None):
point, _ = cls.intersect_edge_region_border(region, context.space_data, rv3d, v1, v2)
if v1_2d is None:
edge_verts[e] = (point, v2_2d)
else:
edge_verts[e] = (v1_2d, point)
else:
edge_verts[e] = (v1_2d, v2_2d)
snap_threshold = 10.0
for i, point in enumerate(verts_2d):
if not point:
break
continue
distance = (Vector(mouse_pos) - point).length
if distance <= snap_threshold:
snap_point = {
@@ -284,20 +421,12 @@ class Raycast(bonsai.core.tool.Raycast):
}
points.append(snap_point)
intersected = snap_obj.raycast_boxes(
context, event, snap_obj.root, intersected=[], rays=(ray_origin, ray_direction)
)
edges = []
for it in intersected:
edges.extend(it.edges)
edges = set(edges)
count = 0
selected_edges = {}
for e in edges:
idx = snap_obj.obj.data.edges[e].vertices
p0x, p0y = verts_2d[idx[0]][0], verts_2d[idx[0]][1]
p1x, p1y = verts_2d[idx[1]][0], verts_2d[idx[1]][1]
p0, p1 = edge_verts[e]
p0x, p0y = p0
p1x, p1y = p1
px, py = mouse_pos
# segment vector = p1 - p0
+2 -2
View File
@@ -398,7 +398,7 @@ class Snap(bonsai.core.tool.Snap):
for snap in closest_snaps:
if snap_obj.obj == snap["object"]:
if xray_mode:
if "face_index" in snap and snap["face_index"]:
if "face_index" in snap and snap["face_index"] is not None:
snap_points = tool.Raycast.ray_cast_by_proximity_2d(context, event, snap_obj)
for point in snap_points:
point["group"] = "Object"
@@ -407,7 +407,7 @@ class Snap(bonsai.core.tool.Snap):
# If it is a solid object that is closest to camera it ignores all the rest
if "is_closest_to_camera" in snap and snap["is_closest_to_camera"] and snap["group"] == "Object":
closest_snap = [snap] # discards objects that aren't the closest
if "face_index" in snap and snap["face_index"]:
if "face_index" in snap and snap["face_index"] is not None:
snap_points = tool.Raycast.ray_cast_by_proximity_2d(context, event, snap_obj)
for point in snap_points:
point["group"] = "Object"