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Improved snap "stickiness".
Added more control on how the snapping system selects the snapping point, and "M" key now updates the input panel. Added `intersect_edge_2` to Cad tool Revert "Improved snap "stickiness"." This reverts commit 85e67d3996ab8002b4cef7c0b859e9da251d39bf. A few snap and raycast changes to improve the snap feel
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@@ -171,6 +171,44 @@ class Cad:
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return r1.to_2d() if r1 else r1, r2.to_2d() if r2 else r2
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return results
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@classmethod
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def intersect_edges_2(cls, edge1, edge2):
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"""
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Calculate the closest points on two line segments.
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Note: This function doesn't use intersect_line_line
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> edge1: tuple of two vectors (v1, v2) representing the first segment
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> edge2: tuple of two vectors (v3, v4) representing the second segment
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< returns: tuple of two vectors (C1, C2) or (None, None) if lines are parallel
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"""
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# This function seems to work better then intersect_line_line
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# in orthogonal view
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# https://en.wikipedia.org/wiki/Skew_lines#Nearest_points
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# Starting and ending points
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P1, P1_end = edge1
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P2, P2_end = edge2
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# Directions
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d1 = (P1_end - P1).normalized()
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d2 = (P2_end - P2).normalized()
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n = d1.cross(d2)
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# if n is zero, lines are parallel
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if n.length == 0:
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return None, None
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n2 = d2.cross(n)
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C1 = P1 + ((P2 - P1).dot(n2) / (d1.dot(n2))) * d1
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n1 = d1.cross(n)
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C2 = P2 + ((P1 - P2).dot(n1) / (d2.dot(n1))) * d2
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return C1, C2
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@classmethod
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def get_intersection(cls, edge1, edge2):
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"""
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@@ -98,8 +98,13 @@ class Raycast(bonsai.core.tool.Raycast):
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return ray_origin_obj, ray_target_obj, ray_direction_obj
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@classmethod
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def obj_ray_cast(cls, context, event, obj):
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ray_origin_obj, _, ray_direction_obj = cls.get_object_ray_data(context, event, obj.matrix_world.copy())
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def obj_ray_cast(cls, context, event, obj, mouse_pos=None):
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if mouse_pos:
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ray_origin_obj, _, ray_direction_obj = cls.get_object_ray_data(
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context, event, obj.matrix_world.copy(), mouse_pos
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)
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else:
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ray_origin_obj, _, ray_direction_obj = cls.get_object_ray_data(context, event, obj.matrix_world.copy())
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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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@@ -114,6 +119,10 @@ 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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# Makes the snapping point more or less sticky then others
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# It changes the distance and affects how the snapping point is sorted
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sticky_factor = 0.02
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try:
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loc = view3d_utils.region_2d_to_location_3d(region, rv3d, mouse_pos, ray_direction)
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except:
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@@ -145,12 +154,12 @@ class Raycast(bonsai.core.tool.Raycast):
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if distance < 0.2:
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points.append((division_point, "Edge Center"))
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intersection = tool.Cad.intersect_edges((ray_target, loc), (world_v1, world_v2))
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intersection = tool.Cad.intersect_edges_2((ray_target, loc), (world_v1, world_v2))
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if intersection:
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if tool.Cad.is_point_on_edge(intersection[1], (world_v1, world_v2)):
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distance = (intersection[1] - intersection[0]).length
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if distance < 0.8:
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points.append((intersection[1], "Edge"))
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points.append([distance + 4 * sticky_factor, (intersection[1], "Edge")])
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bm.free()
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return points
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@@ -297,8 +297,8 @@ class Snap(bonsai.core.tool.Snap):
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cls.mouse_pos = event.mouse_region_x, event.mouse_region_y
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detected_snaps = []
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offset = 15
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snap_threshold = 0.3
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offset = 10
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mouse_offset = (
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(-offset, offset),
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(0, offset),
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@@ -487,6 +487,10 @@ class Snap(bonsai.core.tool.Snap):
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snapping_points.append(op)
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break
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if "Plane" in list(origin.keys()):
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intersection = origin["Plane"]
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snapping_points.append((intersection, "Plane"))
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for origin in detected_snaps:
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if "Axis" in list(origin.keys()):
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intersection = origin["Axis"]
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@@ -494,10 +498,6 @@ class Snap(bonsai.core.tool.Snap):
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axis_end = intersection[2]
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snapping_points.append((intersection[0], "Axis"))
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if "Plane" in list(origin.keys()):
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intersection = origin["Plane"]
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snapping_points.append((intersection, "Plane"))
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# Make Axis first priority
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if event.shift or cls.snap_axis_method in {"X", "Y", "Z"}:
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cls.update_snapping_ref(snapping_points[0][0], snapping_points[0][1])
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