Optimized ifc text viewport rotation algorithm

This commit is contained in:
Andrej730
2023-03-22 14:37:48 +05:00
parent e173ea7f80
commit e551bf531c
@@ -2075,47 +2075,17 @@ class TextDecorator(BaseDecorator):
def decorate(self, context, obj):
self.draw_labels(context, obj)
def project_point_onto_camera(self, point, camera_projection):
# TODO is this needlessly complex?
camera = bpy.context.scene.camera
return camera.matrix_world.inverted() @ geometry.intersect_line_plane(
point.xyz,
point.xyz - Vector(camera_projection),
camera.location,
Vector(camera_projection),
)
def get_camera_dimensions(self):
render = bpy.context.scene.render
camera = bpy.context.scene.camera
if render.resolution_x > render.resolution_y: # is_landscape
width = camera.data.ortho_scale
height = width / render.resolution_x * render.resolution_y
else:
height = camera.data.ortho_scale
width = height / render.resolution_y * render.resolution_x
return width, height
def draw_labels(self, context, obj):
region = context.region
region3d = context.region_data
# TODO: optimize for realtime viewport render
# currently it's just copied from svgwriter
# to make rotation work in viewport
camera = bpy.context.scene.camera
camera_dimensions = Vector(self.get_camera_dimensions())
x_offset, y_offset = camera_dimensions / 2
position = obj.matrix_world.translation
camera_projection = tuple(
camera.matrix_world.to_quaternion() @ Vector((0, 0, -1))
)
text_position = self.project_point_onto_camera(position, camera_projection)
text_position = Vector(((x_offset + text_position.x), (y_offset - text_position.y)))
local_x_axis = obj.matrix_world.to_quaternion() @ Vector((1, 0, 0))
projected_x_axis = self.project_point_onto_camera(position + local_x_axis, camera_projection)
text_dir = (Vector((x_offset + projected_x_axis.x, y_offset + projected_x_axis.y)) - text_position)
def matrix_only_rotation(m):
return m.to_3x3().normalized().to_4x4()
text_dir = Vector((1,0))
text_dir_world = matrix_only_rotation(region3d.perspective_matrix.inverted()) @ text_dir.to_3d()
text_dir_world_rotated = matrix_only_rotation(obj.matrix_world) @ text_dir_world
text_dir = (matrix_only_rotation(region3d.perspective_matrix) @ text_dir_world_rotated).to_2d().normalized()
pos = location_3d_to_region_2d(region, region3d, obj.matrix_world.translation)
props = obj.BIMTextProperties