Created
March 7, 2023 21:08
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Blender operator to shoot a ray into the scene and draw a 3D cube on the closest face
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import bpy | |
from bpy_extras import view3d_utils | |
import gpu | |
from gpu_extras.batch import batch_for_shader | |
from mathutils import Vector | |
def draw(shade, bat): | |
shade.bind() | |
shade.uniform_float("color", (1, 0, 0, 0.25)) | |
bat.draw(shade) | |
def remove(handler): | |
bpy.types.SpaceView3D.draw_handler_remove(handler, 'WINDOW') | |
for area in bpy.context.window.screen.areas: | |
if area.type == 'VIEW_3D': | |
area.tag_redraw() | |
indices = ( | |
(0, 1, 3), (0, 2, 3), (4, 5, 7), (4, 6, 7), | |
(0, 4, 5), (0, 1, 5), (2, 0, 4), (2, 6, 4), | |
(1, 3, 7), (1, 5, 7), (3, 2, 6), (3, 6, 7)) | |
def main(context, event, cor): | |
"""Run this function on left mouse, execute the ray cast""" | |
# get the context arguments | |
scene = context.scene | |
region = context.region | |
rv3d = context.region_data | |
coord = event.mouse_region_x, event.mouse_region_y | |
# get the ray from the viewport and mouse | |
view_vector = view3d_utils.region_2d_to_vector_3d(region, rv3d, coord) | |
ray_origin = view3d_utils.region_2d_to_origin_3d(region, rv3d, coord) | |
ray_target = ray_origin + view_vector | |
isHit, loc, normal, index, hit_obj, matrix = scene.ray_cast(context.evaluated_depsgraph_get(), ray_origin, view_vector) | |
if isHit: | |
return hit_obj, index, matrix | |
return None, 0, None | |
class ViewOperatorRayCast(bpy.types.Operator): | |
"""Modal object selection with a ray cast""" | |
bl_idname = "view3d.modal_operator_raycast" | |
bl_label = "RayCast View Operator" | |
def __init__(self): | |
self.prev_obj = None | |
self.prev_index = 0 | |
self.shader = None | |
self.batch = None | |
self.draw_handler = None | |
def modal(self, context, event): | |
if event.type in {'MIDDLEMOUSE', 'WHEELUPMOUSE', 'WHEELDOWNMOUSE'}: | |
# allow navigation | |
return {'PASS_THROUGH'} | |
elif event.type == 'MOUSEMOVE': | |
coords = [ | |
Vector((-0.05, -0.05, -0.05)), Vector((+0.05, -0.05, -0.05)), | |
Vector((-0.05, +0.05, -0.05)), Vector((+0.05, +0.05, -0.05)), | |
Vector((-0.05, -0.05, +0.05)), Vector((+0.05, -0.05, +0.05)), | |
Vector((-0.05, +0.05, +0.05)), Vector((+0.05, +0.05, +0.05))] | |
hit_obj, index, matrix = main(context, event, coords) | |
if hit_obj is not None and (self.prev_obj != hit_obj or self.prev_index != index): | |
face_world_loc = matrix @ (hit_obj.data.polygons[index].center) | |
coords = [face_world_loc + c for c in coords] | |
self.shader = gpu.shader.from_builtin('3D_UNIFORM_COLOR') | |
self.batch = batch_for_shader(self.shader, 'TRIS', {"pos": coords}, indices=indices) | |
if self.draw_handler is not None: | |
remove(self.draw_handler) | |
self.draw_handler = bpy.types.SpaceView3D.draw_handler_add(draw, (self.shader, self.batch), 'WINDOW', 'POST_VIEW') | |
for area in bpy.context.window.screen.areas: | |
if area.type == 'VIEW_3D': | |
area.tag_redraw() | |
self.prev_obj = hit_obj | |
self.prev_index = index | |
return {'RUNNING_MODAL'} | |
elif event.type in {'RIGHTMOUSE', 'ESC'}: | |
if self.draw_handler is not None: | |
remove(self.draw_handler) | |
return {'CANCELLED'} | |
return {'RUNNING_MODAL'} | |
def invoke(self, context, event): | |
if context.space_data.type == 'VIEW_3D': | |
context.window_manager.modal_handler_add(self) | |
return {'RUNNING_MODAL'} | |
else: | |
self.report({'WARNING'}, "Active space must be a View3d") | |
return {'CANCELLED'} | |
def menu_func(self, context): | |
self.layout.operator(ViewOperatorRayCast.bl_idname, text="Raycast View Modal Operator") | |
# Register and add to the "view" menu (required to also use F3 search "Raycast View Modal Operator" for quick access). | |
def register(): | |
bpy.utils.register_class(ViewOperatorRayCast) | |
bpy.types.VIEW3D_MT_view.append(menu_func) | |
def unregister(): | |
bpy.utils.unregister_class(ViewOperatorRayCast) | |
bpy.types.VIEW3D_MT_view.remove(menu_func) | |
if __name__ == "__main__": | |
register() |
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