# Copyright (c) 2020 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.Logger import Logger 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.GL.ShaderProgram import InvalidShaderProgramError 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: try: self._shader = OpenGL.getInstance().createShaderProgram(Resources.getPath(Resources.Shaders, "camera_distance.shader")) except InvalidShaderProgramError: Logger.error("Unable to compile shader program: camera_distance.shader") return 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(copy = False), node.getMeshData(), normal_transformation=node.getCachedNormalMatrix()) 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 convert 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()