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Not directly, but something like this can be done. It's a bit cumbersome though.
You can get the face-id of the face under a screen-position with SelectionPass.getFaceIdAtPosition, then work out the intended object, then get the normal from the/that mesh. (For example as happens in SelectionTool._pixelSelection)
As an alternative; if your plugin has it's own stage (like next to Prepare, Preview, Monitor) then I think it becomes an option to write your own RenderPass and shader to get the normal out that way.
if your plugin has it's own stage then I think it becomes an option to write your own RenderPass and shader
You don't need your own stage for that. The SupportEraser adds the picking pass to the Prepare and Preview pass, and OP's plugin could do the same. The problem though is that you can only get 8 bit RGBA values from the pass. Pickingpass uses a shader to encode a 24 bit "greyscale" value in the 3 R,G and B bytes. But for a normal vector, you would really want to have 3 16 bit floats. You could try to encode floats in ints, but you would still need 3 of them, and with a single renderpass you only get 4*8=32 bit maximum.
My still-in-development measuring plugin creates 3 passes to get a more accurate position than what the pickingpass affords. Perhaps OP can have another look there: https://github.com/fieldOfView/Cura-MeasureTool/
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rburema 19
Not directly, but something like this can be done. It's a bit cumbersome though.
You can get the face-id of the face under a screen-position with SelectionPass.getFaceIdAtPosition, then work out the intended object, then get the normal from the/that mesh. (For example as happens in SelectionTool._pixelSelection)
As an alternative; if your plugin has it's own stage (like next to Prepare, Preview, Monitor) then I think it becomes an option to write your own RenderPass and shader to get the normal out that way.
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ahoeben 1,586
You don't need your own stage for that. The SupportEraser adds the picking pass to the Prepare and Preview pass, and OP's plugin could do the same. The problem though is that you can only get 8 bit RGBA values from the pass. Pickingpass uses a shader to encode a 24 bit "greyscale" value in the 3 R,G and B bytes. But for a normal vector, you would really want to have 3 16 bit floats. You could try to encode floats in ints, but you would still need 3 of them, and with a single renderpass you only get 4*8=32 bit maximum.
My still-in-development measuring plugin creates 3 passes to get a more accurate position than what the pickingpass affords. Perhaps OP can have another look there: https://github.com/fieldOfView/Cura-MeasureTool/
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ahoeben 1,586
Alternatively, you could look into using the picking that is provided by Trimesh:
https://trimsh.org/trimesh.ray.ray_triangle.html
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