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Move ray picking to DepthPass
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2 changed files with 12 additions and 7 deletions
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@ -1,7 +1,7 @@
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# Copyright (c) 2018 Ultimaker B.V.
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# Cura is released under the terms of the LGPLv3 or higher.
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from UM.Application import Application
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from UM.Math.Color import Color
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from UM.Math.Vector import Vector
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from UM.Resources import Resources
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from UM.View.RenderPass import RenderPass
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@ -11,8 +11,8 @@ from UM.View.RenderBatch import RenderBatch
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from UM.Scene.Iterator.DepthFirstIterator import DepthFirstIterator
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## A RenderPass subclass that renders a depthmap of selectable objects to a texture.
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# It uses the active camera by default, but it can be overridden to use a different camera.
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## A RenderPass subclass that renders a the distance of selectable objects from the active camera to a texture.
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# The texture is used to map a 2d location (eg the mouse location) to a world space position
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#
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# Note that in order to increase precision, the 24 bit depth value is encoded into all three of the R,G & B channels
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class DepthPass(RenderPass):
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@ -47,7 +47,7 @@ class DepthPass(RenderPass):
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self.release()
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## Get the distance in mm from the camera to at a certain pixel coordinate.
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def getDepthAtPosition(self, x, y):
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def getPickedDepth(self, x, y) -> float:
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output = self.getOutput()
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window_size = self._renderer.getWindowSize()
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@ -61,3 +61,10 @@ class DepthPass(RenderPass):
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distance = output.pixel(px, py) # distance in micron, from in r, g & b channels
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distance = (distance & 0x00ffffff) / 1000. # drop the alpha channel and covert to mm
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return distance
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## Get the world coordinates of a picked point
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def getPickedPosition(self, x, y) -> Vector:
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distance = self.getPickedDepth(x, y)
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ray = self._scene.getActiveCamera().getRay(x, y)
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return ray.getPointAlongRay(distance)
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@ -34,9 +34,7 @@ class SupportEraser(Tool):
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depth_pass = DepthPass(active_camera.getViewportWidth(), active_camera.getViewportHeight())
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depth_pass.render()
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distance = depth_pass.getDepthAtPosition(event.x, event.y)
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ray = active_camera.getRay(event.x, event.y)
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picked_position = ray.getPointAlongRay(distance)
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picked_position = depth_pass.getPickedPosition(event.x, event.y)
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# Add the anto_overhang_mesh cube:
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self._createEraserMesh(picked_position)
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