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- # 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 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()
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