# Copyright (c) 2018 Ultimaker B.V. # Cura is released under the terms of the LGPLv3 or higher. from UM.Application import Application 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 ## A 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 class PickingPass(RenderPass): def __init__(self, width: int, height: int): super().__init__("picking", width, height) self._renderer = Application.getInstance().getRenderer() self._shader = None self._scene = Application.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()): 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() ## Get the distance in mm from the camera to at a certain pixel coordinate. def getPickedDepth(self, x: int, y: int) -> float: 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 ## Get the world coordinates of a picked point def getPickedPosition(self, x: int, y: int) -> Vector: distance = self.getPickedDepth(x, y) ray = self._scene.getActiveCamera().getRay(x, y) return ray.getPointAlongRay(distance)