Despite being late, here goes. I too tried the script and although it worked in some cases, it didn't for others. The issue was not due to the lack of a back plane from the other answer (although it is a more accurate), since some objects in my tests would be selected behind or even to the side of the camera. It's due to the planes extending beyond the frustrum, potentially intersecting objects behind or even to the side of the camera.
I noticed a snippet of commented code to get the clipped points from is_segment_in_planes
. So I used those points and double checked they were reasonably within the camera frustrum via a negative epsilon:
p1_clip = p1.lerp(p2, p1_fac)
p2_clip = p1.lerp(p2, p2_fac)
epsilon = -0.5
return all(side_of_plane(p, p1_clip) > epsilon and side_of_plane(p, p2_clip) > epsilon for p in planes)
And it threw out objects that did not intersect the planes within the frustrum.
tl:dr, here's my solution:
from mathutils.geometry import normal
from mathutils import Vector
from bpy import context
def camera_as_planes(scene, obj):
"""
Return planes in world-space which represent the camera view bounds.
"""
camera = obj.data
# normalize to ignore camera scale
matrix = obj.matrix_world
frame = [matrix @ v for v in camera.view_frame(scene=scene)]
origin = matrix.to_translation()
planes = []
is_persp = (camera.type != 'ORTHO')
for i in range(4):
# find the 3rd point to define the planes direction
if is_persp:
frame_other = origin
else:
frame_other = frame[i] + matrix.col[2].xyz
n = normal((frame_other, frame[i - 1], frame[i]))
d = -n.dot(frame_other)
planes.append((n, d))
if not is_persp:
# add a 5th plane to ignore objects behind the view
n = normal((frame[0], frame[1], frame[2]))
d = -n.dot(origin)
planes.append((n, d))
return planes
def side_of_plane(p, v):
return p[0].dot(v) + p[1]
def is_segment_in_planes(p1, p2, planes):
dp = p2 - p1
p1_fac = 0.0
p2_fac = 1.0
for p in planes:
div = dp.dot(p[0])
if div != 0.0:
t = -side_of_plane(p, p1)
if div > 0.0:
# clip p1 lower bounds
if t >= div:
return False
if t > 0.0:
fac = (t / div)
p1_fac = max(fac, p1_fac)
if p1_fac > p2_fac:
return False
elif div < 0.0:
# clip p2 upper bounds
if t > 0.0:
return False
if t > div:
fac = (t / div)
p2_fac = min(fac, p2_fac)
if p1_fac > p2_fac:
return False
p1_clip = p1.lerp(p2, p1_fac)
p2_clip = p1.lerp(p2, p2_fac)
epsilon = -0.5
return all(side_of_plane(p, p1_clip) > epsilon and side_of_plane(p, p2_clip) > epsilon for p in planes)
def point_in_object(obj, pt):
xs = [v[0] for v in obj.bound_box]
ys = [v[1] for v in obj.bound_box]
zs = [v[2] for v in obj.bound_box]
pt = obj.matrix_world.inverted() @ pt
return (min(xs) <= pt.x <= max(xs) and
min(ys) <= pt.y <= max(ys) and
min(zs) <= pt.z <= max(zs))
def object_in_planes(obj, planes):
matrix = obj.matrix_world
box = [matrix @ Vector(v) for v in obj.bound_box]
epsilon = -0.00001
for v in box:
if all(side_of_plane(p, v) > epsilon for p in planes):
# one point was in all planes
return True
# possible one of our edges intersects
edges = ((0, 1), (0, 3), (0, 4), (1, 2),
(1, 5), (2, 3), (2, 6), (3, 7),
(4, 5), (4, 7), (5, 6), (6, 7))
if any(is_segment_in_planes(box[e[0]], box[e[1]], planes)
for e in edges):
return True
return False
def visible_objects(objects, planes, origin, camera):
"""
Return all objects which are inside (even partially) all planes.
"""
return [obj for obj in objects
if point_in_object(obj, origin) or object_in_planes(obj, planes)]
def select_objects_in_camera():
scene = context.scene
camera = context.scene.objects['Camera.002']
origin = camera.matrix_world.to_translation()
planes = camera_as_planes(scene, camera)
objects_in_view = visible_objects(scene.objects, planes, origin, camera)
for obj in objects_in_view:
obj.select_set(True)
if __name__ == "__main__":
select_objects_in_camera()
```