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https://github.com/IfcOpenShell/IfcOpenShell.git
synced 2026-08-09 09:21:46 +00:00
Snap: improve handling with objects that are partially behind the camera.
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@@ -73,8 +73,14 @@ class Raycast(bonsai.core.tool.Raycast):
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rv3d = context.region_data
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assert rv3d
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view_location = rv3d.view_matrix.inverted().translation
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view_normal = rv3d.view_rotation @ mathutils.Vector((0.0, 0.0, -1.0))
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obj_matrix = obj.matrix_world.copy()
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bbox = [obj_matrix @ Vector(v) for v in obj.bound_box]
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bbox_edges = [
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(0,1),(1,2),(2,3),(3,0),
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(4,5),(5,6),(6,7),(7,4),
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(0,4),(1,5),(2,6),(3,7)
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]
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transposed_bbox: list[Vector] = []
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bbox_2d: list[float] = []
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@@ -98,8 +104,23 @@ class Raycast(bonsai.core.tool.Raycast):
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for v in bbox:
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coord_2d = tool.Cad.location_3d_to_region_2d_np(context.region, context.space_data.region_3d, v)
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if coord_2d is not None:
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transposed_bbox.append(coord_2d)
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transposed_bbox.append(coord_2d)
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if not any(transposed_bbox):
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transposed_bbox = []
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# If there are None values in transposed_bbox it means that there are vertices behind the camera
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# so we get the intersection of the edge with the region border
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# new_bbox = []
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if any(transposed_bbox) and not all(transposed_bbox):
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new_bbox = transposed_bbox.copy()
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new_bbox = [x for x in new_bbox if x is not None]
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for edge in bbox_edges:
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if (transposed_bbox[edge[0]] is None) ^ (transposed_bbox[edge[1]] is None):
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point, _ = cls.intersect_edge_region_border(context.region, context.space_data, rv3d, bbox[edge[0]], bbox[edge[1]])
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if point:
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new_bbox.append(point)
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if new_bbox:
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transposed_bbox = new_bbox
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region = context.region
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borders = (0, region.width, 0, region.height)
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@@ -121,6 +142,99 @@ class Raycast(bonsai.core.tool.Raycast):
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return (obj, bbox_2d)
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return None
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def intersect_edge_region_border(region, space, rv3d, v1, v2):
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def segment_intersect_near_plane(view_matrix, clip_start, p_world_a, p_world_b):
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a_view = view_matrix @ p_world_a
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b_view = view_matrix @ p_world_b
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z_near = -clip_start
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za = a_view.z
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zb = b_view.z
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denom = (zb - za)
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if denom == 0.0:
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return None, None
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t = (z_near - za) / denom
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if t < 0.0 or t > 1.0:
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return None, None
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p_view = a_view.lerp(b_view, t)
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cam_world = view_matrix.inverted()
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p_world = cam_world @ p_view
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return p_world, t
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def is_inside_region(pt2d, region):
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return 0.0 <= pt2d.x <= region.width and 0.0 <= pt2d.y <= region.height
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def clamp_to_region_border(point2d, region):
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x, y = point2d
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x_clamped = max(0.0, min(region.width, x))
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y_clamped = max(0.0, min(region.height, y))
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return Vector((x_clamped, y_clamped))
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def find_nearby_onscreen_point(region, rv3d, p1, p2, initial_t_on_segment, max_iters=40, step=0.05):
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"""
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Use iterative approach: move t toward 0. Returns the first point that is inside region border
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"""
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t = initial_t_on_segment
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for i in range(max_iters):
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test_3d = p1.lerp(p2, t)
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test_2d = view3d_utils.location_3d_to_region_2d(region, rv3d, test_3d)
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if test_2d is not None and is_inside_region(test_2d, region):
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return test_3d, test_2d, t
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# move t toward 0 by reducing it by a fraction of its current value
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t -= step
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# if t is already very small, break
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if t <= 1e-6:
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break
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return None, None, None
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# Ensures that all the calculation uses the same direction based on which point is on the screen
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if view3d_utils.location_3d_to_region_2d(region, rv3d, v1):
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onscreen_vert = v1
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offscreen_vert = v2
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else:
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onscreen_vert = v2
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offscreen_vert = v1
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# v2, v1 = v1, v2
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clip_start = space.clip_start
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view_mat = rv3d.view_matrix
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inter_world, t_on_ab = segment_intersect_near_plane(view_mat, clip_start, onscreen_vert, offscreen_vert)
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if inter_world is None:
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print("No intersection with viewport near plane found for the segment.")
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return
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init_2d = view3d_utils.location_3d_to_region_2d(region, rv3d, inter_world)
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if init_2d is not None and is_inside_region(init_2d, region):
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final_world = inter_world
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final_2d = init_2d
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final_t = initial_t
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else:
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found_world, found_2d, found_t = find_nearby_onscreen_point(
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region, rv3d,
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onscreen_vert, offscreen_vert,
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t_on_ab,
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max_iters=600, step=0.01
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)
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if found_world is None:
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if init_2d is None:
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print("Initial projection invalid and iterative search failed.")
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return
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# fallback: clamp projected point to border via manual mapping
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final_2d = clamp_to_region_border(init_2d, region)
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final_world = None
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final_t = None
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# print("Iterative search failed; using clamped 2D:", final_2d)
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else:
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final_world = found_world
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final_2d = found_2d
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final_t = found_t
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# print(f"Found onscreen point at t={final_t:.4f}")
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# print("Final 2D:", final_2d)
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return final_2d, v2
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@classmethod
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def intersect_mouse_2d_bounding_box(cls, mouse_pos: tuple[int, int], bbox: list[float, float, float, float]):
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x, y = mouse_pos
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@@ -241,7 +355,7 @@ class Raycast(bonsai.core.tool.Raycast):
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cls,
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context: bpy.types.Context,
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event: bpy.types.Event,
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snap_obj,
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snap_obj: SnapObj,
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):
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def divide_vector(start, end, n):
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@@ -258,22 +372,45 @@ class Raycast(bonsai.core.tool.Raycast):
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ray_origin, ray_target, ray_direction = cls.get_viewport_ray_data(context, event)
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points = []
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verts_2d = [
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view3d_utils.location_3d_to_region_2d(region, rv3d, v) for v in snap_obj.verts_3d
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] # Numpy version is worst in performance
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verts_2d = [
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view3d_utils.location_3d_to_region_2d(region, rv3d, v) for v in snap_obj.verts_3d
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] # Numpy version is worst in performance
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snap_threshold = 10.0
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try:
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loc = tool.Cad.region_2d_to_location_3d_np(region, rv3d, mouse_pos, ray_direction)
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except:
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loc = Vector((0, 0, 0))
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verts_2d = [
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view3d_utils.location_3d_to_region_2d(region, rv3d, v) for v in snap_obj.verts_3d
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] # Numpy version is worst in performance
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intersected = snap_obj.raycast_boxes(
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context, event, snap_obj.root, intersected=[], rays=(ray_origin, ray_direction)
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)
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edges = []
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for it in intersected:
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edges.extend(it.edges)
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edges = set(edges)
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edge_verts = {}
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for e in edges:
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verts_idx = tuple(snap_obj.obj.data.edges[e].vertices)
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verts = snap_obj.obj.data.vertices
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v1 = snap_obj.obj.matrix_world @ verts[verts_idx[0]].co
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v1_2d = verts_2d[verts_idx[0]]
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v2 = snap_obj.obj.matrix_world @ verts[verts_idx[1]].co
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v2_2d = verts_2d[verts_idx[1]]
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if (v1_2d is None) ^ (v2_2d is None):
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point, _ = cls.intersect_edge_region_border(region, context.space_data, rv3d, v1, v2)
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if v1_2d is None:
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edge_verts[e] = (point, v2_2d)
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else:
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edge_verts[e] = (v1_2d, point)
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else:
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edge_verts[e] = (v1_2d, v2_2d)
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snap_threshold = 10.0
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for i, point in enumerate(verts_2d):
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if not point:
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break
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continue
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distance = (Vector(mouse_pos) - point).length
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if distance <= snap_threshold:
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snap_point = {
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@@ -284,20 +421,12 @@ class Raycast(bonsai.core.tool.Raycast):
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}
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points.append(snap_point)
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intersected = snap_obj.raycast_boxes(
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context, event, snap_obj.root, intersected=[], rays=(ray_origin, ray_direction)
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)
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edges = []
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for it in intersected:
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edges.extend(it.edges)
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edges = set(edges)
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count = 0
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selected_edges = {}
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for e in edges:
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idx = snap_obj.obj.data.edges[e].vertices
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p0x, p0y = verts_2d[idx[0]][0], verts_2d[idx[0]][1]
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p1x, p1y = verts_2d[idx[1]][0], verts_2d[idx[1]][1]
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p0, p1 = edge_verts[e]
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p0x, p0y = p0
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p1x, p1y = p1
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px, py = mouse_pos
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# segment vector = p1 - p0
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@@ -398,7 +398,7 @@ class Snap(bonsai.core.tool.Snap):
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for snap in closest_snaps:
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if snap_obj.obj == snap["object"]:
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if xray_mode:
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if "face_index" in snap and snap["face_index"]:
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if "face_index" in snap and snap["face_index"] is not None:
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snap_points = tool.Raycast.ray_cast_by_proximity_2d(context, event, snap_obj)
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for point in snap_points:
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point["group"] = "Object"
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@@ -407,7 +407,7 @@ class Snap(bonsai.core.tool.Snap):
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# If it is a solid object that is closest to camera it ignores all the rest
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if "is_closest_to_camera" in snap and snap["is_closest_to_camera"] and snap["group"] == "Object":
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closest_snap = [snap] # discards objects that aren't the closest
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if "face_index" in snap and snap["face_index"]:
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if "face_index" in snap and snap["face_index"] is not None:
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snap_points = tool.Raycast.ray_cast_by_proximity_2d(context, event, snap_obj)
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for point in snap_points:
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point["group"] = "Object"
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