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- from typing import Optional, TYPE_CHECKING
- from UM.Qt.QtApplication import QtApplication
- 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
- if TYPE_CHECKING:
- from UM.View.GL.ShaderProgram import ShaderProgram
- class PickingPass(RenderPass):
- def __init__(self, width: int, height: int) -> None:
- super().__init__("picking", width, height)
- self._renderer = QtApplication.getInstance().getRenderer()
- self._shader = None
- self._scene = QtApplication.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)
-
- batch = RenderBatch(self._shader)
-
- 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()
-
- 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 = (distance & 0x00ffffff) / 1000.
- return distance
-
- def getPickedPosition(self, x: int, y: int) -> Vector:
- distance = self.getPickedDepth(x, y)
- camera = self._scene.getActiveCamera()
- if camera:
- return camera.getRay(x, y).getPointAlongRay(distance)
- return Vector()
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