Cura/cura/PickingPass.py
Jelle Spijker 6aedab78dc
Converted comments in dir Cura/cura to rst style
Converted doxygen style comments to reStructuredText style in the files found in Cura/cura directory using the script dox_2_rst.py (provided in the Uranium repo). Comments were manually checked and changed if needed.
2020-04-21 16:58:45 +02:00

92 lines
3.5 KiB
Python

# Copyright (c) 2018 Ultimaker B.V.
# Cura is released under the terms of the LGPLv3 or higher.
from typing import Optional, TYPE_CHECKING
from UM.Qt.QtApplication import QtApplication
from UM.Math.Vector import Vector
from UM.Resources import Resources
from UM.View.RenderPass import RenderPass
from UM.View.GL.OpenGL import OpenGL
from UM.View.RenderBatch import RenderBatch
from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
if TYPE_CHECKING:
from UM.View.GL.ShaderProgram import ShaderProgram
class PickingPass(RenderPass):
"""A :py:class:`Uranium.UM.View.RenderPass` subclass that renders a the distance of selectable objects from the
active camera to a texture.
The texture is used to map a 2d location (eg the mouse location) to a world space position
.. note:: that in order to increase precision, the 24 bit depth value is encoded into all three of the R,G & B channels
"""
def __init__(self, width: int, height: int) -> None:
super().__init__("picking", width, height)
self._renderer = QtApplication.getInstance().getRenderer()
self._shader = None #type: Optional[ShaderProgram]
self._scene = QtApplication.getInstance().getController().getScene()
def render(self) -> None:
if not self._shader:
self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "camera_distance.shader"))
width, height = self.getSize()
self._gl.glViewport(0, 0, width, height)
self._gl.glClearColor(1.0, 1.0, 1.0, 0.0)
self._gl.glClear(self._gl.GL_COLOR_BUFFER_BIT | self._gl.GL_DEPTH_BUFFER_BIT)
# Create a new batch to be rendered
batch = RenderBatch(self._shader)
# Fill up the batch with objects that can be sliced. `
for node in DepthFirstIterator(self._scene.getRoot()): #type: ignore #Ignore type error because iter() should get called automatically by Python syntax.
if node.callDecoration("isSliceable") and node.getMeshData() and node.isVisible():
batch.addItem(node.getWorldTransformation(), node.getMeshData())
self.bind()
batch.render(self._scene.getActiveCamera())
self.release()
def getPickedDepth(self, x: int, y: int) -> float:
"""Get the distance in mm from the camera to at a certain pixel coordinate.
:param x: x component of coordinate vector in pixels
:param y: y component of coordinate vector in pixels
:return: distance in mm from the camera to pixel coordinate
"""
output = self.getOutput()
window_size = self._renderer.getWindowSize()
px = (0.5 + x / 2.0) * window_size[0]
py = (0.5 + y / 2.0) * window_size[1]
if px < 0 or px > (output.width() - 1) or py < 0 or py > (output.height() - 1):
return -1
distance = output.pixel(px, py) # distance in micron, from in r, g & b channels
distance = (distance & 0x00ffffff) / 1000. # drop the alpha channel and covert to mm
return distance
def getPickedPosition(self, x: int, y: int) -> Vector:
"""Get the world coordinates of a picked point
:param x: x component of coordinate vector in pixels
:param y: y component of coordinate vector in pixels
:return: vector of the world coordinate
"""
distance = self.getPickedDepth(x, y)
camera = self._scene.getActiveCamera()
if camera:
return camera.getRay(x, y).getPointAlongRay(distance)
return Vector()