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IfcOpenShell/src/bonsai/bonsai/tool/raycast.py
T
Ryan Schultz a136ca2d0d Fix #7878: Fix snapping crash with non-mesh objects
Two bugs introduced in 31b571322:
- SnapObj assumed obj.data is always a Mesh; non-mesh
  objects (empties, lights, etc.) have obj.data = None,
  causing an AttributeError on obj.data.edges.
- view3d_utils was used but never imported.

Generated with the assistance of an AI coding tool.
2026-03-31 20:30:56 -05:00

1156 lines
43 KiB
Python

# Bonsai - OpenBIM Blender Add-on
# Copyright (C) 2022 Cyril Waechter <cyril@biminsight.ch>
#
# This file is part of Bonsai.
#
# Bonsai is free software: you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation, either version 3 of the License, or
# (at your option) any later version.
#
# Bonsai is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with Bonsai. If not, see <http://www.gnu.org/licenses/>.
from __future__ import annotations
import math
from typing import Union
import bmesh
import bpy
import mathutils
import numpy as np
from mathutils import Vector
from bpy_extras import view3d_utils
import bonsai.core.tool
import bonsai.tool as tool
class Raycast(bonsai.core.tool.Raycast):
offset = 10
mouse_offset = (
(-offset, offset),
(0, offset),
(offset, offset),
(-offset, 0),
(0, 0),
(offset, 0),
(-offset, -offset),
(0, -offset),
(offset, -offset),
)
snap_objs = []
@classmethod
def get_visible_objects(cls, context: bpy.types.Context):
depsgraph = context.evaluated_depsgraph_get()
all_objs = []
for dup in depsgraph.object_instances:
if dup.is_instance: # Real dupli instance
obj = dup.instance_object
all_objs.append(obj)
else: # Usual object
obj = dup.object
all_objs.append(obj)
visible_objs = []
for obj in all_objs:
if obj.type in {"MESH", "EMPTY", "CURVE"} and (
obj.visible_in_viewport_get(bpy.context.space_data) or obj.library
): # Check for local view and local collections for this viewport and object
visible_objs.append(obj)
return visible_objs
@classmethod
def get_on_screen_2d_bounding_boxes(
cls, context: bpy.types.Context, obj: bpy.types.Object
) -> Union[tuple[bpy.types.Object, list[float]], None]:
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] = []
assert context.region
assert isinstance(context.space_data, bpy.types.SpaceView3D)
assert context.space_data.region_3d
# Do not include objects too far from camera view
if rv3d.view_perspective == "PERSP":
threshold = 200
min_distance = float("inf")
closest_distance: float = None
for point in bbox:
distance = (view_location - point).length
if distance < min_distance:
min_distance = distance
closest_distance = distance
if closest_distance > threshold:
return None
for v in bbox:
coord_2d = tool.Cad.location_3d_to_region_2d_np(context.region, context.space_data.region_3d, v)
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)
for i, axis in enumerate(zip(*transposed_bbox)):
axis: tuple[float, ...]
min_point = min(axis)
max_point = max(axis)
bbox_2d.extend([min_point, max_point])
if len(bbox_2d) == 0:
return None
# AABB
if (
bbox_2d[0] <= borders[1]
and bbox_2d[1] >= borders[0]
and bbox_2d[2] <= borders[3]
and bbox_2d[3] >= borders[2]
):
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
xmin, xmax, ymin, ymax = bbox
# extends bbox boundaries to improve snap
if cls.offset:
xmin -= cls.offset
xmax += cls.offset
ymin -= cls.offset
ymax += cls.offset
if xmin < x < xmax and ymin < y < ymax:
return True
else:
return False
@classmethod
def object_is_visible_in_clipping_plane(cls, obj):
is_visible = True
if obj.type == "EMPTY":
vertex = obj.location
is_visible = cls.point_is_visible_in_clipping_plane(vertex)
if obj.type == "CURVE":
obj = bpy.data.objects.new("new_object", obj.to_mesh().copy())
if obj.type == "MESH":
for v in obj.data.vertices:
vertex = obj.matrix_world @ v.co
is_visible = cls.point_is_visible_in_clipping_plane(vertex)
if is_visible:
break
return is_visible
@classmethod
def point_is_visible_in_clipping_plane(cls, vertex):
normals = tool.Project.get_clipping_planes_normals()
if not normals:
return True
for normal in normals:
t = (vertex - normal[0]).normalized()
result = normal[1].dot(t)
if result < 0:
return False
return True
@classmethod
def get_viewport_ray_data(
cls, context: bpy.types.Context, event: bpy.types.Event, mouse_pos: tuple[int, int] = None
):
region = context.region
rv3d = context.region_data
assert rv3d and region
original_perspective = rv3d.view_perspective
# TODO The raycast was working for orthographic view, but not when you are inside a camera view. This solution feels hacky,
# but it temporarily switches the perspective_matrix from camera to the perspective_matrix from ortho view.
if original_perspective == "CAMERA":
rv3d.view_perspective = "ORTHO"
if not mouse_pos:
mouse_pos = event.mouse_region_x, event.mouse_region_y
view_vector = tool.Cad.region_2d_to_vector_3d_np(region, rv3d, mouse_pos)
ray_origin = tool.Cad.region_2d_to_origin_3d_np(
region, rv3d, mouse_pos, clamp=10
) # TODO clamp is hardcoded but might be necessary to adapt
ray_target = ray_origin + view_vector
ray_direction = ray_target - ray_origin
if original_perspective == "CAMERA":
rv3d.view_perspective = "CAMERA"
return ray_origin, ray_target, ray_direction
@classmethod
def get_object_ray_data(
cls,
context: bpy.types.Context,
event: bpy.types.Event,
obj_matrix: mathutils.Matrix,
mouse_pos: tuple[int, int] = None,
):
if mouse_pos:
ray_origin, ray_target, _ = cls.get_viewport_ray_data(context, event, mouse_pos)
else:
ray_origin, ray_target, _ = cls.get_viewport_ray_data(context, event)
matrix_inv = obj_matrix.inverted()
ray_origin_obj = matrix_inv @ ray_origin
ray_target_obj = matrix_inv @ ray_target
ray_direction_obj = ray_target_obj - ray_origin_obj
return ray_origin_obj, ray_target_obj, ray_direction_obj
@classmethod
def obj_ray_cast(
cls,
context: bpy.types.Context,
event: bpy.types.Event,
obj: bpy.types.Object,
mouse_pos: tuple[int, int] = None,
):
if mouse_pos:
ray_origin_obj, _, ray_direction_obj = cls.get_object_ray_data(
context, event, obj.matrix_world.copy(), mouse_pos
)
else:
ray_origin_obj, _, ray_direction_obj = cls.get_object_ray_data(context, event, obj.matrix_world.copy())
success, location, normal, face_index = obj.ray_cast(ray_origin_obj, ray_direction_obj)
if success:
return location, normal, face_index
else:
return None, None, None
@classmethod
def ray_cast_by_proximity_2d(
cls,
context: bpy.types.Context,
event: bpy.types.Event,
snap_obj: SnapObj,
):
def divide_vector(start, end, n):
points = []
delta = (end - start) / n
for i in range(1, n):
point = start + i * delta
points.append(point)
return points
region = context.region
rv3d = context.region_data
mouse_pos = event.mouse_region_x, event.mouse_region_y
ray_origin, ray_target, ray_direction = cls.get_viewport_ray_data(context, event)
points = []
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:
continue
distance = (Vector(mouse_pos) - point).length
if distance <= snap_threshold:
snap_point = {
"object": snap_obj.obj,
"type": "Vertex",
"point": snap_obj.verts_3d[i],
"distance": distance / 10,
}
points.append(snap_point)
count = 0
selected_edges = {}
for e in edges:
p0, p1 = edge_verts[e]
p0x, p0y = p0
p1x, p1y = p1
px, py = mouse_pos
# segment vector = p1 - p0
sx = p1x - p0x
sy = p1y - p0y
# seg length squared
seg_len_sq = sx * sx + sy * sy
if seg_len_sq == 0.0:
# degenerate segment: return distance to p0
dx = px - p0x
dy = py - p0y
dist = math.hypot(dx, dy)
return dist, (p0x, p0y), 0.0
# project (p - p0) onto seg: t = dot(p-p0, seg) / |seg|^2
apx = px - p0x
apy = py - p0y
t = (apx * sx + apy * sy) / seg_len_sq
# clamp to segment
if t <= 0.0:
t_clamped = 0.0
cx, cy = p0x, p0y
elif t >= 1.0:
t_clamped = 1.0
cx, cy = p1x, p1y
else:
t_clamped = t
cx = p0x + sx * t_clamped
cy = p0y + sy * t_clamped
dx = px - cx
dy = py - cy
dist = math.hypot(dx, dy)
if dist <= snap_threshold:
selected_edges[dist] = e
if selected_edges:
min_dist = float("inf")
for key in selected_edges:
if key < min_dist:
min_dist = key
idx = snap_obj.obj.data.edges[selected_edges[min_dist]].vertices
edge_verts = (snap_obj.verts_3d[idx[0]], snap_obj.verts_3d[idx[1]])
division_points = divide_vector(
edge_verts[0], edge_verts[1], 2
) # TODO Make it work for different divisions
for division_point in division_points:
intersection = tool.Cad.point_on_edge(division_point, (ray_target, loc))
distance = (division_point - intersection).length
if distance < snap_threshold:
snap_point = {
"object": snap_obj.obj,
"type": "Edge Center",
"point": division_point.copy(),
"distance": distance,
}
points.append(snap_point)
intersection = tool.Cad.intersect_edges_v2((ray_target, loc), edge_verts)
if intersection[0]:
if tool.Cad.is_point_on_edge(intersection[1], edge_verts):
distance = (intersection[1] - intersection[0]).length
if distance < snap_threshold:
snap_point = {
"object": snap_obj.obj,
"type": "Edge",
"point": intersection[1].copy(),
"edge_verts": edge_verts,
"distance": distance,
}
points.append(snap_point)
return points
@classmethod
def ray_cast_by_proximity(
cls,
context: bpy.types.Context,
event: bpy.types.Event,
obj: bpy.types.Object,
face: bpy.types.MeshPolygon = None,
custom_bmesh: bmesh.types.BMesh = None,
):
region = context.region
rv3d = context.region_data
mouse_pos = event.mouse_region_x, event.mouse_region_y
ray_origin, ray_target, ray_direction = cls.get_viewport_ray_data(context, event)
points = []
snap_threshold = cls.calculate_snap_threshold(rv3d.view_distance)
try:
loc = tool.Cad.region_2d_to_location_3d_np(region, rv3d, mouse_pos, ray_direction)
except:
loc = Vector((0, 0, 0))
# For empty object we just get the object location and return
if obj and obj.type == "EMPTY":
v = obj.location
intersection = tool.Cad.point_on_edge(v, (ray_target, loc))
distance = (v - intersection).length
if distance < snap_threshold:
snap_point = {
"object": obj,
"type": "Vertex",
"point": v.copy(),
"distance": distance,
}
points.append(snap_point)
return points
if obj and obj.type == "CURVE":
mw = obj.matrix_world.copy()
obj = bpy.data.objects.new("new_object", obj.to_mesh().copy())
obj.matrix_world = mw @ obj.matrix_world
if not custom_bmesh:
bm = bmesh.new()
if face is None: # Object without faces
bm.from_mesh(obj.data)
else: # Object with faces
verts = [bm.verts.new(obj.data.vertices[i].co) for i in face.vertices]
bm.faces.new(verts)
else:
# Measure polylines
bm = custom_bmesh
for vertex in bm.verts:
v = vertex.co
if obj:
v = obj.matrix_world.copy() @ v
intersection = tool.Cad.point_on_edge(v, (ray_target, loc))
distance = (v - intersection).length
if distance < snap_threshold:
snap_point = {
"object": obj,
"type": "Vertex",
"point": v.copy(),
"distance": distance,
}
points.append(snap_point)
for edge in bm.edges:
v1 = edge.verts[0].co
v2 = edge.verts[1].co
if obj:
v1 = obj.matrix_world.copy() @ v1
v2 = obj.matrix_world.copy() @ v2
division_point = (v1 + v2) / 2 # TODO Make it work for different divisions
intersection = tool.Cad.point_on_edge(division_point, (ray_target, loc))
distance = (division_point - intersection).length
if distance < snap_threshold:
snap_point = {
"object": obj,
"type": "Edge Center",
"point": division_point.copy(),
"distance": distance,
}
points.append(snap_point)
intersection = tool.Cad.intersect_edges_v2((ray_target, loc), (v1, v2))
if intersection[0]:
if tool.Cad.is_point_on_edge(intersection[1], (v1, v2)):
distance = (intersection[1] - intersection[0]).length
if distance < snap_threshold:
snap_point = {
"object": obj,
"type": "Edge",
"point": intersection[1].copy(),
"edge_verts": (v1, v2),
"distance": distance,
}
points.append(snap_point)
bm.free()
return points
@classmethod
def ray_cast_to_polyline(cls, context: bpy.types.Context, event: bpy.types.Event):
region = context.region
rv3d = context.region_data
mouse_pos = event.mouse_region_x, event.mouse_region_y
ray_origin, ray_target, ray_direction = cls.get_viewport_ray_data(context, event)
snap_threshold = cls.calculate_snap_threshold(rv3d.view_distance)
try:
loc = tool.Cad.region_2d_to_location_3d_np(region, rv3d, mouse_pos, ray_direction)
except:
loc = Vector((0, 0, 0))
polyline_props = tool.Model.get_polyline_props()
polyline_data = polyline_props.insertion_polyline[0]
polyline_points = polyline_data.polyline_points
polyline_points = polyline_points[
: len(polyline_points) - 1
] # It doesn't make sense to snap to the last point created
polyline_verts = []
for point_data in polyline_points:
vertex = Vector((point_data.x, point_data.y, point_data.z))
intersection, _ = mathutils.geometry.intersect_point_line(vertex, ray_target, loc)
distance = (vertex - intersection).length
if distance < snap_threshold:
snap_point = {
"type": "Vertex",
"point": vertex,
"distance": distance,
"object": None,
}
polyline_verts.append(snap_point)
return polyline_verts
@classmethod
def ray_cast_to_measure(cls, context: bpy.types.Context, event: bpy.types.Event, points: bpy.types.Collection):
bm = bmesh.new()
bm.verts.index_update()
bm.edges.index_update()
indices = list(range(len(points) - 1))
edges = [(i, i + 1) for i in range(len(points) - 1)]
new_verts = [bm.verts.new(Vector((point.x, point.y, point.z))) for point in points]
new_edges = [bm.edges.new((new_verts[e[0]], new_verts[e[1]])) for e in edges]
bm.verts.index_update()
bm.edges.index_update()
snapping_points = cls.ray_cast_by_proximity(context, event, None, custom_bmesh=bm)
bm.free()
return snapping_points
@classmethod
def ray_cast_to_plane(
cls, context: bpy.types.Context, event: bpy.types.Event, plane_origin: Vector, plane_normal: Vector
):
region = context.region
rv3d = context.region_data
mouse_pos = event.mouse_region_x, event.mouse_region_y
ray_origin, ray_target, ray_direction = cls.get_viewport_ray_data(context, event)
if tool.Ifc.get():
default_container_elevation = tool.Root.get_default_container_elevation()
else:
default_container_elevation = 0.0
intersection = Vector((0, 0, default_container_elevation))
try:
loc = tool.Cad.region_2d_to_location_3d_np(region, rv3d, mouse_pos, ray_direction)
intersection = tool.Cad.intersect_edge_plane_v2(ray_target, loc, plane_origin, plane_normal)
except:
intersection = Vector((0, 0, default_container_elevation))
if intersection == None:
intersection = Vector((0, 0, default_container_elevation))
return intersection
@classmethod
def ray_cast_to_edge_intersection(cls, context: bpy.types.Context, event: bpy.types.Event, edges: list[dict]):
region = context.region
rv3d = context.region_data
mouse_pos = event.mouse_region_x, event.mouse_region_y
ray_origin, ray_target, ray_direction = cls.get_viewport_ray_data(context, event)
snap_threshold = cls.calculate_snap_threshold(rv3d.view_distance)
try:
loc = tool.Cad.region_2d_to_location_3d_np(region, rv3d, mouse_pos, ray_direction)
except:
loc = Vector((0, 0, 0))
for e1, e2 in zip(edges, edges[1:] + [edges[0]]):
if tool.Cad.are_vectors_equal(e1["point"], e2["point"], tolerance=0.1):
edge_intersection = tool.Cad.intersect_edges_v2(e1["edge_verts"], e2["edge_verts"])
if edge_intersection[1]:
mouse_intersection, _ = mathutils.geometry.intersect_point_line(
edge_intersection[1], ray_target, loc
)
distance = (edge_intersection[1] - mouse_intersection).length
if distance < snap_threshold:
snap_point = {
"object": None,
"type": "Edge Intersection",
"point": edge_intersection[1],
"distance": distance,
}
return snap_point
@classmethod
def filter_objects_to_raycast(
cls,
context: bpy.types.Context,
event: bpy.types.Event,
objs_2d_bbox: Union[tuple[bpy.types.Object, list[float]]],
) -> list[bpy.types.Object]:
mouse_pos = event.mouse_region_x, event.mouse_region_y
objs_to_raycast = []
for obj, bbox_2d in objs_2d_bbox:
if bbox_2d:
if tool.Raycast.intersect_mouse_2d_bounding_box(mouse_pos, bbox_2d):
if tool.Raycast.object_is_visible_in_clipping_plane(obj):
snap_obj = cls.create_snap_obj(obj)
if snap_obj is not None:
objs_to_raycast.append(snap_obj)
return objs_to_raycast
@classmethod
def cast_rays_to_single_object(
cls,
context: bpy.types.Context,
event: bpy.types.Event,
obj: bpy.types.Object,
) -> Union[tuple[bpy.types.Object, Vector, int], tuple[None, None, None]]:
mouse_pos = event.mouse_region_x, event.mouse_region_y
hit = None
face_index = None
# Wireframes
if obj.type in {"EMPTY", "CURVE"} or (hasattr(obj.data, "polygons") and len(obj.data.polygons) == 0):
return None, None, None
# Meshes
else:
hit, normal, face_index = tool.Raycast.obj_ray_cast(context, event, obj)
if hit is None:
# Tried original mouse position. Now it will try the offsets.
original_mouse_pos = mouse_pos
for value in cls.mouse_offset:
mouse_pos = tuple(x + y for x, y in zip(original_mouse_pos, value))
hit, normal, face_index = tool.Raycast.obj_ray_cast(context, event, obj, mouse_pos)
if hit:
break
mouse_pos = original_mouse_pos
if hit:
hit_world = obj.original.matrix_world @ hit
return obj, hit_world, face_index
else:
return None, None, None
@classmethod
def cast_rays_and_get_best_object(
cls,
context: bpy.types.Context,
event: bpy.types.Event,
objs_to_raycast: list[bpy.types.Object],
include_wireframes: bool = True,
) -> Union[tuple[bpy.types.Object, Vector, int], tuple[None, None, None]]:
best_length_squared = 1.0
best_obj = None
best_hit = None
best_face_index = None
ray_origin, ray_target, ray_direction = cls.get_viewport_ray_data(context, event)
for snap_obj in objs_to_raycast:
if not include_wireframes and (
snap_obj.obj.type in {"EMPTY", "CURVE"}
or (hasattr(snap_obj.obj.data, "polygons") and len(snap_obj.obj.data.polygons) == 0)
):
continue
hit_obj, hit, face_index = cls.cast_rays_to_single_object(context, event, snap_obj.obj)
if hit is not None:
length_squared = (hit - ray_origin).length_squared
if best_obj is None or length_squared < best_length_squared:
best_length_squared = length_squared
best_obj = hit_obj
best_hit = hit
best_face_index = face_index
if best_obj is not None:
return best_obj, best_hit, best_face_index
else:
return None, None, None
@classmethod
def ray_cast_and_get_closest_to_camera_snaps(
cls,
context: bpy.types.Context,
event: bpy.types.Event,
objs_to_raycast: list[bpy.types.Object],
) -> Union[tuple[bpy.types.Object, Vector, int], tuple[None, None, None]]:
closest_length_squared = 1.0
closest_obj = None
closest_hit = None
closest_face_index = None
ray_origin, ray_target, ray_direction = cls.get_viewport_ray_data(context, event)
closest_snaps = []
hit = None
for snap_obj in objs_to_raycast:
if (snap_obj.obj.type in {"EMPTY", "CURVE"}
or (hasattr(snap_obj.obj.data, "polygons") and len(snap_obj.obj.data.polygons) == 0)
):
# For wireframe objects we have to test all the snaps to see which is closer
snap_points = tool.Raycast.ray_cast_by_proximity_2d(context, event, snap_obj)
closest_wf_hit = None
closest_wf_length_squared = 1.0
closest_wf_point = None
if snap_points:
for point in snap_points:
point["group"] = "Wireframe"
closest_snaps.append(point)
length = (point["point"] - ray_origin).length_squared
if closest_wf_hit is None or length < closest_wf_length_squared:
closest_wf_length_squared = length
closest_wf_hit = point["point"]
closest_wf_point = point
if closest_wf_point:
hit_obj = closest_wf_point["object"]
hit = closest_wf_point["point"]
face_index = None
else:
# Solid objects
hit_obj, hit, face_index = cls.cast_rays_to_single_object(context, event, snap_obj.obj)
if hit:
snap_point = {
"point": hit,
"type": "Face",
"group": "Object",
"object": hit_obj,
"face_index": face_index,
"distance": 9, # High value so it has low priority
}
closest_snaps.append(snap_point)
# Here we test which is closer, including wireframe and solid objects
if hit is not None:
length_squared = (hit - ray_origin).length_squared
if closest_obj is None or length_squared < closest_length_squared:
closest_length_squared = length_squared
closest_obj = hit_obj
closest_hit = hit
closest_face_index = face_index
# Label snaps from the closest object
if closest_obj is not None:
for snap in closest_snaps:
if snap["object"] == closest_obj:
snap["is_closest_to_camera"] = True
return closest_snaps
@classmethod
def calculate_snap_threshold(cls, view_distance):
snap_threshold = view_distance / 100
area = tool.Blender.get_view3d_area()
lens = area.spaces.active.lens
xp = np.array([1, 10, 50])
fp = np.array([50, 10, 1])
value = np.interp(lens, xp, fp)
if lens < 50:
snap_threshold *= value
return snap_threshold
@classmethod
def create_snap_obj(cls, obj):
if obj.data is None or not isinstance(obj.data, bpy.types.Mesh):
return None
for snap_obj in cls.snap_objs:
if obj.name == snap_obj.obj.name:
return snap_obj
snap_obj = SnapObj(obj)
cls.snap_objs.append(snap_obj)
return snap_obj
@classmethod
def clear_snap_objs(cls):
TreeNode.__clear_all__()
SnapObj.__clear_all__()
cls.snap_objs.clear()
class TreeNode:
all = []
def __init__(self, box: tuple):
self.__class__.all.append(self)
self.box = box
self.child_a = None
self.child_b = None
self.edges = []
def __clear_all__():
for instance in TreeNode.all:
del instance
TreeNode.all.clear()
class SnapObj:
max_depth = 9
all = []
def __init__(self, obj: bpy.types.Object):
self.__class__.all.append(self)
self.obj = obj
self.root = self._create_root_node()
self.root.edges = [e.index for e in obj.data.edges]
self.split_box(self.root, 0)
self.verts_3d = [obj.matrix_world @ v.co for v in obj.data.vertices]
self.snap_points = []
def __clear_all__():
for instance in SnapObj.all:
del instance
SnapObj.all.clear()
def _create_root_node(self) -> TreeNode:
bbox = tool.Blender.get_object_bounding_box(self.obj)
min_point = self.obj.matrix_world @ bbox["min_point"]
max_point = self.obj.matrix_world @ bbox["max_point"]
new_bbox = self.expand_bounding_box((min_point, max_point))
return TreeNode(new_bbox)
def divide_bounding_box_along_longest_axis(
self, min_pt: Vector, max_pt: Vector
) -> Union[tuple[Vector, Vector], tuple[Vector, Vector]]:
"""
Divide a bounding box into two equal parts along the axis with the longest dimension.
Args:
min_pt: The minimum point of the bounding box.
max_pt: The maximum point of the bounding box.
Returns:
list: A list of two tuples, each containing the minimum and maximum points of the divided boxes.
"""
# Calculate the dimensions of the box
dx = max_pt.x - min_pt.x
dy = max_pt.y - min_pt.y
dz = max_pt.z - min_pt.z
# Determine the axis with the longest dimension
if dx >= dy and dx >= dz:
# Divide along the x-axis
mid_x = min_pt.x + dx / 2
box1 = (min_pt, Vector((mid_x, max_pt.y, max_pt.z)))
box2 = (Vector((mid_x, min_pt.y, min_pt.z)), max_pt)
elif dy >= dx and dy >= dz:
# Divide along the y-axis
mid_y = min_pt.y + dy / 2
box1 = (min_pt, Vector((max_pt.x, mid_y, max_pt.z)))
box2 = (Vector((min_pt.x, mid_y, min_pt.z)), max_pt)
else:
# Divide along the z-axis
mid_z = min_pt.z + dz / 2
box1 = (min_pt, Vector((max_pt.x, max_pt.y, mid_z)))
box2 = (Vector((min_pt.x, min_pt.y, mid_z)), max_pt)
return [box1, box2]
def expand_bounding_box(self, box: tuple[Vector, Vector], offset: float = 0.1) -> tuple[Vector, Vector]:
"""
Expand a 3D bounding box by a given offset.
Args:
min_pt: The minimum point of the bounding box.
max_pt: The maximum point of the bounding box.
offset: The offset to expand the bounding box by.
Returns:
tuple: A tuple containing the new minimum and maximum points of the expanded bounding box.
"""
min_pt, max_pt = box
# Calculate the new minimum and maximum points
new_min_pt = Vector((min_pt.x - offset, min_pt.y - offset, min_pt.z - offset))
new_max_pt = Vector((max_pt.x + offset, max_pt.y + offset, max_pt.z + offset))
return new_min_pt, new_max_pt
def split_box(self, parent: TreeNode, depth: int):
"""
Splits the bounding box creating two child nodes to compose a BVH Tree recursively.
Args:
parent: the TreeNode instance that represents the parent node of a BVH Tree.
depth: the depth of the BVH Tree no be used in recursion.
"""
if depth > self.max_depth:
return
box_a, box_b = self.divide_bounding_box_along_longest_axis(parent.box[0], parent.box[1])
parent.child_a = TreeNode(box_a)
parent.child_b = TreeNode(box_b)
edges_a = []
edges_b = []
for e in parent.edges:
verts_idx = [v for v in self.obj.data.edges[e].vertices]
verts_coords = []
for idx in verts_idx:
if idx < len(self.obj.data.vertices):
verts_coords.append(self.obj.matrix_world @ self.obj.data.vertices[idx].co)
if self.line_intersects_box(verts_coords[0], verts_coords[1], parent.child_a.box):
edges_a.append(e)
if self.line_intersects_box(verts_coords[0], verts_coords[1], parent.child_b.box):
edges_b.append(e)
parent.child_a.edges = edges_a
parent.child_b.edges = edges_b
self.split_box(parent.child_a, depth + 1)
self.split_box(parent.child_b, depth + 1)
def raycast_box(
self, context: bpy.types.Context, event: bpy.types.Event, node: TreeNode, rays: tuple[Vector, Vector]
) -> bool:
"""
Raycast bounding box.
Args:
context: Blender context.
event: Blender event.
node: a TreeNode instance.
rays: tuple containing ray origin and ray direction
Returns:
True if hits the box or False otherwise.
"""
box = node.box
min_v = box[0]
max_v = box[1]
t_min = 0.0
t_max = float("inf")
ray_origin, ray_dir = rays
inv_dir = Vector((1.0 / r if r != 0.0 else 1e32) for r in (ray_dir.x, ray_dir.y, ray_dir.z))
# X
tx1 = (min_v.x - ray_origin.x) * inv_dir[0]
tx2 = (max_v.x - ray_origin.x) * inv_dir[0]
tmin = min(tx1, tx2)
tmax = max(tx1, tx2)
# Y
ty1 = (min_v.y - ray_origin.y) * inv_dir[1]
ty2 = (max_v.y - ray_origin.y) * inv_dir[1]
tmin = max(tmin, min(ty1, ty2))
tmax = min(tmax, max(ty1, ty2))
# Z
tz1 = (min_v.z - ray_origin.z) * inv_dir[2]
tz2 = (max_v.z - ray_origin.z) * inv_dir[2]
tmin = max(tmin, min(tz1, tz2))
tmax = min(tmax, max(tz1, tz2))
return (tmax >= max(tmin, t_min)) and (tmin <= t_max)
def line_intersects_box(self, v1: mathutils.Vector, v2: mathutils.Vector, box: tuple) -> bool:
"""
Check if a line segment intersects an axis-aligned bounding box (AABB).
Args:
v1: The first endpoint of the line segment as a mathutils.Vector.
v2: The second endpoint of the line segment as a mathutils.Vector.
box: A tuple containing the minimum and maximum points of the AABB, where each point is a mathutils.Vector.
Returns:
bool: True if the segment [v1, v2] intersects the AABB; otherwise, False.
"""
bmin, bmax = box
dir = v2 - v1
tmin = 0.0
tmax = 1.0
for i in range(3):
if abs(dir[i]) < 1e-12:
# Line is parallel to slab. If origin not within slab -> no hit.
if v1[i] < bmin[i] or v1[i] > bmax[i]:
return False
else:
ood = 1.0 / dir[i]
t1 = (bmin[i] - v1[i]) * ood
t2 = (bmax[i] - v1[i]) * ood
if t1 > t2:
t1, t2 = t2, t1
if t1 > tmin:
tmin = t1
if t2 < tmax:
tmax = t2
if tmin > tmax:
return False
# If any overlap in [0,1] exists, there's intersection
return (tmax >= 0.0) and (tmin <= 1.0)
def raycast_boxes(
self,
context: bpy.types.Context,
event: bpy.Types.Event,
node: TreeNode,
intersected: Union[TreeNode] = [],
rays: tuple[Vector, Vector] = (),
) -> Union[TreeNode]:
"""
Raycast bounding box subdivisions recursively.
Args:
context: Blender context.
event: Blender event.
node: a TreeNode instance.
intersected: list of intersected boxes to use in recursion.
rays: tuple containing ray origin and ray direction
Returns:
tuple: a list of TreeNode instances that represent the subdivided boxes hit by the ray cast.
"""
if not node.child_a:
intersected.append(node)
return intersected
intersects_a = self.raycast_box(context, event, node.child_a, rays)
intersects_b = self.raycast_box(context, event, node.child_b, rays)
if intersects_a:
intersected = self.raycast_boxes(context, event, node.child_a, intersected, rays)
if intersects_b:
intersected = self.raycast_boxes(context, event, node.child_b, intersected, rays)
return intersected