ray cast function, very useful to be able to cast rays into the scene for scripts.

  hit_co, hit_no, success = scene.ray_cast(start_co, end_co)
This commit is contained in:
Campbell Barton
2013-04-11 09:57:26 +00:00
parent 548f0fb88c
commit bf77ad00b3
3 changed files with 51 additions and 2 deletions

View File

@@ -1573,7 +1573,7 @@ static bool snapObjectsRay(Scene *scene, short snap_mode, Base *base_act, View3D
}
for (base = FIRSTBASE; base != NULL; base = base->next) {
if ((BASE_VISIBLE(v3d, base)) &&
if ((BASE_VISIBLE_BGMODE(v3d, scene, base)) &&
(base->flag & (BA_HAS_RECALC_OB | BA_HAS_RECALC_DATA)) == 0 &&
((mode == SNAP_NOT_SELECTED && (base->flag & (SELECT | BA_WAS_SEL)) == 0) ||

View File

@@ -1394,6 +1394,9 @@ typedef struct Scene {
#define BASE_VISIBLE(v3d, base) ( \
(base->lay & v3d->lay) && \
(base->object->restrictflag & OB_RESTRICT_VIEW) == 0)
#define BASE_VISIBLE_BGMODE(v3d, scene, base) ( \
(base->lay & (v3d ? v3d->lay : scene->lay)) && \
(base->object->restrictflag & OB_RESTRICT_VIEW) == 0)
#define FIRSTBASE scene->base.first
#define LASTBASE scene->base.last

View File

@@ -52,7 +52,7 @@
#include "BKE_scene.h"
#include "BKE_writeavi.h"
#include "ED_transform.h"
static void rna_Scene_frame_set(Scene *scene, int frame, float subframe)
{
@@ -91,6 +91,28 @@ static void rna_SceneRender_get_frame_path(RenderData *rd, int frame, char *name
rd->scemode & R_EXTENSION, TRUE);
}
static void rna_Scene_ray_cast(Scene *scene, ReportList *reports, float ray_start[3], float ray_end[3],
float r_location[3], float r_normal[3], int *r_success)
{
float dummy_dist_px = 0;
float ray_nor[3];
sub_v3_v3v3(ray_nor, ray_end, ray_start);
if (snapObjectsRayEx(scene, NULL, NULL, NULL, NULL, SCE_SNAP_MODE_FACE,
ray_start, ray_nor,
NULL, &dummy_dist_px, r_location, r_normal, SNAP_ALL))
{
*r_success = true;
}
else {
zero_v3(r_location);
zero_v3(r_normal);
*r_success = false;
}
}
#ifdef WITH_COLLADA
/* don't remove this, as COLLADA exporting cannot be done through operators in render() callback. */
#include "../../collada/collada.h"
@@ -143,6 +165,30 @@ void RNA_api_scene(StructRNA *srna)
RNA_def_function_ui_description(func,
"Update data tagged to be updated from previous access to data or operators");
/* Ray Cast */
func = RNA_def_function(srna, "ray_cast", "rna_Scene_ray_cast");
RNA_def_function_ui_description(func, "Cast a ray onto in object space");
RNA_def_function_flag(func, FUNC_USE_REPORTS);
/* ray start and end */
parm = RNA_def_float_vector(func, "start", 3, NULL, -FLT_MAX, FLT_MAX, "", "", -1e4, 1e4);
RNA_def_property_flag(parm, PROP_REQUIRED);
parm = RNA_def_float_vector(func, "end", 3, NULL, -FLT_MAX, FLT_MAX, "", "", -1e4, 1e4);
RNA_def_property_flag(parm, PROP_REQUIRED);
/* return location and normal */
parm = RNA_def_float_vector(func, "location", 3, NULL, -FLT_MAX, FLT_MAX, "Location",
"The hit location of this ray cast", -1e4, 1e4);
RNA_def_property_flag(parm, PROP_THICK_WRAP);
RNA_def_function_output(func, parm);
parm = RNA_def_float_vector(func, "normal", 3, NULL, -FLT_MAX, FLT_MAX, "Normal",
"The face normal at the ray cast hit location", -1e4, 1e4);
RNA_def_property_flag(parm, PROP_THICK_WRAP);
RNA_def_function_output(func, parm);
parm = RNA_def_boolean(func, "result", 0, "", "");
RNA_def_function_output(func, parm);
#ifdef WITH_COLLADA
/* don't remove this, as COLLADA exporting cannot be done through operators in render() callback. */
func = RNA_def_function(srna, "collada_export", "rna_Scene_collada_export");