# <pep8 compliant>
+def _is_persp_matrix(persmat, eps=0.00001):
+ """
+ crummy way to check if its a perspective matrix
+ """
+ return not (
+ abs(persmat[0][3]) < eps and \
+ abs(persmat[1][3]) < eps and \
+ abs(persmat[2][3]) < eps and \
+ abs(persmat[3][3] - 1.0) < eps)
+
+
def region_2d_to_vector_3d(region, rv3d, coord):
"""
Return a direction vector from the viewport at the spesific 2d region
"""
from mathutils import Vector
- dx = (2.0 * coord[0] / region.width) - 1.0
- dy = (2.0 * coord[1] / region.height) - 1.0
+ persmat = rv3d.perspective_matrix.copy()
+ viewvec = rv3d.view_matrix.inverted()[2].xyz.normalized()
- viewvec = rv3d.view_matrix.inverted()[2].to_3d().normalized()
- perspinv_x, perspinv_y = rv3d.perspective_matrix.inverted().to_3x3()[0:2]
- return ((perspinv_x * dx + perspinv_y * dy) - viewvec).normalized()
+ if _is_persp_matrix(persmat):
+ dx = (2.0 * coord[0] / region.width) - 1.0
+ dy = (2.0 * coord[1] / region.height) - 1.0
+
+ perspinv_x, perspinv_y = persmat.inverted().to_3x3()[0:2]
+ return ((perspinv_x * dx + perspinv_y * dy) - viewvec).normalized()
+ else:
+ return viewvec
def region_2d_to_location_3d(region, rv3d, coord, depth_location):
:rtype: :class:`Vector`
"""
from mathutils.geometry import intersect_point_line
- origin_start = rv3d.view_matrix.inverted()[3].to_3d()
+
+ persmat = rv3d.perspective_matrix.copy()
+
+ if _is_persp_matrix(persmat):
+ origin_start = rv3d.view_matrix.inverted()[3].to_3d()
+ else:
+ dx = (2.0 * coord[0] / region.width) - 1.0
+ dy = (2.0 * coord[1] / region.height) - 1.0
+ persinv = persmat.inverted()
+ viewinv = rv3d.view_matrix.inverted()
+ origin_start = (persinv[0].xyz * dx) + (persinv[1].xyz * dy) + viewinv[3].xyz
+
origin_end = origin_start + region_2d_to_vector_3d(region, rv3d, coord)
+
return intersect_point_line(depth_location, origin_start, origin_end)[0]