Map Screen to World

This shows how to map from the screen to the world by adding scatter points at click event locations

map click events to world
from wgpu.gui.auto import WgpuCanvas, run

import pygfx
import pygfx as gfx
import numpy as np

from pylinalg import vec_transform, vec_unproject

canvas = WgpuCanvas()
renderer = gfx.renderers.WgpuRenderer(canvas)

# default cam position
center_cam_pos = (256, 256, 0)


# lists of everything necessary to make this plot
scenes = list()
cameras = list()
controllers = list()
camera_defaults = list()
viewports = list()

bg_colors = ["r", "g", "b", "y"]

for i in range(4):
    # create scene for this subplot
    scene = gfx.Scene()
    scenes.append(scene)

    bg = gfx.Background.from_color(bg_colors[i])
    scene.add(bg)

    # create camera, set default position, add to list
    camera = gfx.OrthographicCamera(512, 512)
    camera.show_rect(0, 512, 0, 512)
    cameras.append(camera)

    # create viewport
    viewport = gfx.Viewport(renderer)
    viewports.append(viewport)

    # controller for pan & zoom
    controller = gfx.PanZoomController(camera, register_events=renderer)
    controllers.append(controller)

    # get the initial controller params so the camera can be reset later
    camera_defaults.append(camera.get_state())


@renderer.add_event_handler("resize")
def layout(event=None):
    """
    Update the viewports when the canvas is resized
    """
    w, h = renderer.logical_size
    w2, h2 = w / 2 - 15, h / 2 - 15
    viewports[0].rect = 10, 10, w2, h2
    viewports[1].rect = w / 2 + 5, 10, w2, h2
    viewports[2].rect = 10, h / 2 + 5, w2, h2
    viewports[3].rect = w / 2 + 5, h / 2 + 5, w2, h2


def animate():
    # render the viewports
    for viewport, s, c in zip(viewports, scenes, cameras):
        viewport.render(s, c)

    renderer.flush()
    canvas.request_draw()


def add_point(ev):
    """Add point at mouse click location by mapping click position in canvas/screen space to world space"""

    # this is the click position in canvas space
    pos = (ev.x, ev.y)
    print(f"position click: {pos}")

    for viewport, scene, camera in zip(viewports, scenes, cameras):
        if not viewport.is_inside(*pos):
            continue

        # get position relative to viewport
        pos_rel = (
            pos[0] - viewport.rect[0],
            pos[1] - viewport.rect[1],
        )

        vs = viewport.logical_size

        # convert position to NDC
        x = pos_rel[0] / vs[0] * 2 - 1
        y = -(pos_rel[1] / vs[1] * 2 - 1)
        pos_ndc = (x, y, 0)

        pos_ndc += vec_transform(camera.world.position, camera.camera_matrix)
        pos_world = vec_unproject(pos_ndc[:2], camera.camera_matrix)

        # make point data
        point_data = np.array([[pos_world[0], pos_world[1], 0]], dtype=np.float32)

        # add point
        point = gfx.Points(
            gfx.Geometry(positions=point_data),
            material=gfx.PointsMaterial(color="black", size=10),
        )

        scene.add(point)


renderer.add_event_handler(add_point, "click")
layout()


if __name__ == "__main__":
    canvas.request_draw(animate)
    run()

Total running time of the script: (0 minutes 0.187 seconds)

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