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blender-archive/source/blender/editors/space_view3d/view3d_view.c

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/**
* $Id:
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <string.h>
#include <stdio.h>
#include <math.h>
#include <float.h>
#include "DNA_action_types.h"
#include "DNA_armature_types.h"
#include "DNA_camera_types.h"
#include "DNA_lamp_types.h"
#include "DNA_object_types.h"
#include "DNA_space_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_userdef_types.h"
#include "DNA_view3d_types.h"
#include "DNA_world_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_rand.h"
#include "BKE_anim.h"
#include "BKE_action.h"
#include "BKE_context.h"
#include "BKE_object.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BKE_utildefines.h"
#include "RE_pipeline.h" // make_stars
#include "BIF_gl.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "UI_view2d.h"
#include "PIL_time.h" /* smoothview */
#include "view3d_intern.h" // own include
#define BL_NEAR_CLIP 0.001
/* use this call when executing an operator,
event system doesn't set for each event the
opengl drawing context */
void view3d_operator_needs_opengl(const bContext *C)
{
ARegion *ar= CTX_wm_region(C);
/* for debugging purpose, context should always be OK */
if(ar->regiontype!=RGN_TYPE_WINDOW)
printf("view3d_operator_needs_opengl error, wrong region\n");
else {
ScrArea *sa= CTX_wm_area(C);
View3D *v3d= sa->spacedata.first;
wmSubWindowSet(CTX_wm_window(C), ar->swinid);
glMatrixMode(GL_PROJECTION);
wmLoadMatrix(v3d->winmat);
glMatrixMode(GL_MODELVIEW);
wmLoadMatrix(v3d->viewmat);
}
}
float *give_cursor(Scene *scene, View3D *v3d)
{
if(v3d && v3d->localview) return v3d->cursor;
else return scene->cursor;
}
/* ****************** smooth view operator ****************** */
struct SmoothViewStore {
float orig_dist, new_dist;
float orig_lens, new_lens;
float orig_quat[4], new_quat[4];
float orig_ofs[3], new_ofs[3];
int to_camera, orig_view;
double time_allowed;
};
/* will start timer if appropriate */
/* the arguments are the desired situation */
void smooth_view(bContext *C, Object *oldcamera, Object *camera, float *ofs, float *quat, float *dist, float *lens)
{
View3D *v3d= (View3D *)CTX_wm_space_data(C);
struct SmoothViewStore sms;
/* initialize sms */
VECCOPY(sms.new_ofs, v3d->ofs);
QUATCOPY(sms.new_quat, v3d->viewquat);
sms.new_dist= v3d->dist;
sms.new_lens= v3d->lens;
sms.to_camera= 0;
/* store the options we want to end with */
if(ofs) VECCOPY(sms.new_ofs, ofs);
if(quat) QUATCOPY(sms.new_quat, quat);
if(dist) sms.new_dist= *dist;
if(lens) sms.new_lens= *lens;
if (camera) {
view_settings_from_ob(camera, sms.new_ofs, sms.new_quat, &sms.new_dist, &sms.new_lens);
sms.to_camera= 1; /* restore view3d values in end */
}
if (C && U.smooth_viewtx) {
int changed = 0; /* zero means no difference */
if (sms.new_dist != v3d->dist)
changed = 1;
if (sms.new_lens != v3d->lens)
changed = 1;
if ((sms.new_ofs[0]!=v3d->ofs[0]) ||
(sms.new_ofs[1]!=v3d->ofs[1]) ||
(sms.new_ofs[2]!=v3d->ofs[2]) )
changed = 1;
if ((sms.new_quat[0]!=v3d->viewquat[0]) ||
(sms.new_quat[1]!=v3d->viewquat[1]) ||
(sms.new_quat[2]!=v3d->viewquat[2]) ||
(sms.new_quat[3]!=v3d->viewquat[3]) )
changed = 1;
/* The new view is different from the old one
* so animate the view */
if (changed) {
sms.time_allowed= (double)U.smooth_viewtx / 1000.0;
/* if this is view rotation only
* we can decrease the time allowed by
* the angle between quats
* this means small rotations wont lag */
if (quat && !ofs && !dist) {
float vec1[3], vec2[3];
VECCOPY(vec1, sms.new_quat);
VECCOPY(vec2, sms.orig_quat);
Normalize(vec1);
Normalize(vec2);
/* scale the time allowed by the rotation */
sms.time_allowed *= NormalizedVecAngle2(vec1, vec2)/(M_PI/2);
}
/* original values */
if (oldcamera) {
sms.orig_dist= v3d->dist; // below function does weird stuff with it...
view_settings_from_ob(oldcamera, sms.orig_ofs, sms.orig_quat, &sms.orig_dist, &sms.orig_lens);
}
else {
VECCOPY(sms.orig_ofs, v3d->ofs);
QUATCOPY(sms.orig_quat, v3d->viewquat);
sms.orig_dist= v3d->dist;
sms.orig_lens= v3d->lens;
}
/* grid draw as floor */
sms.orig_view= v3d->view;
v3d->view= 0;
/* ensure it shows correct */
if(sms.to_camera) v3d->persp= V3D_PERSP;
/* keep track of running timer! */
if(v3d->sms==NULL)
v3d->sms= MEM_mallocN(sizeof(struct SmoothViewStore), "smoothview v3d");
*v3d->sms= sms;
if(v3d->smooth_timer)
WM_event_remove_window_timer(CTX_wm_window(C), v3d->smooth_timer);
/* TIMER1 is hardcoded in keymap */
v3d->smooth_timer= WM_event_add_window_timer(CTX_wm_window(C), TIMER1, 1.0/30.0); /* max 30 frs/sec */
return;
}
}
/* if we get here nothing happens */
if(sms.to_camera==0) {
VECCOPY(v3d->ofs, sms.new_ofs);
QUATCOPY(v3d->viewquat, sms.new_quat);
v3d->dist = sms.new_dist;
v3d->lens = sms.new_lens;
}
ED_region_tag_redraw(CTX_wm_region(C));
}
/* only meant for timer usage */
static int view3d_smoothview_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
View3D *v3d= (View3D *)CTX_wm_space_data(C);
struct SmoothViewStore *sms= v3d->sms;
double step, step_inv;
/* escape if not our timer */
if(v3d->smooth_timer==NULL || v3d->smooth_timer!=event->customdata)
return OPERATOR_PASS_THROUGH;
step = (v3d->smooth_timer->duration)/sms->time_allowed;
/* end timer */
if(step >= 1.0f) {
/* if we went to camera, store the original */
if(sms->to_camera) {
v3d->persp= V3D_CAMOB;
VECCOPY(v3d->ofs, sms->orig_ofs);
QUATCOPY(v3d->viewquat, sms->orig_quat);
v3d->dist = sms->orig_dist;
v3d->lens = sms->orig_lens;
}
else {
VECCOPY(v3d->ofs, sms->new_ofs);
QUATCOPY(v3d->viewquat, sms->new_quat);
v3d->dist = sms->new_dist;
v3d->lens = sms->new_lens;
}
v3d->view= sms->orig_view;
MEM_freeN(v3d->sms);
v3d->sms= NULL;
WM_event_remove_window_timer(CTX_wm_window(C), v3d->smooth_timer);
v3d->smooth_timer= NULL;
}
else {
int i;
/* ease in/out */
if (step < 0.5) step = (float)pow(step*2, 2)/2;
else step = (float)1-(pow(2*(1-step),2)/2);
step_inv = 1.0-step;
for (i=0; i<3; i++)
v3d->ofs[i] = sms->new_ofs[i]*step + sms->orig_ofs[i]*step_inv;
QuatInterpol(v3d->viewquat, sms->orig_quat, sms->new_quat, step);
v3d->dist = sms->new_dist*step + sms->orig_dist*step_inv;
v3d->lens = sms->new_lens*step + sms->orig_lens*step_inv;
}
ED_region_tag_redraw(CTX_wm_region(C));
return OPERATOR_FINISHED;
}
void VIEW3D_OT_smoothview(wmOperatorType *ot)
{
/* identifiers */
ot->name= "Smooth View";
ot->idname= "VIEW3D_OT_smoothview";
/* api callbacks */
ot->invoke= view3d_smoothview_invoke;
ot->poll= ED_operator_view3d_active;
}
/* ********************************** */
/* create intersection coordinates in view Z direction at mouse coordinates */
void viewline(ARegion *ar, View3D *v3d, short mval[2], float ray_start[3], float ray_end[3])
{
float vec[4];
if(v3d->persp != V3D_ORTHO){
vec[0]= 2.0f * mval[0] / ar->winx - 1;
vec[1]= 2.0f * mval[1] / ar->winy - 1;
vec[2]= -1.0f;
vec[3]= 1.0f;
Mat4MulVec4fl(v3d->persinv, vec);
VecMulf(vec, 1.0f / vec[3]);
VECCOPY(ray_start, v3d->viewinv[3]);
VECSUB(vec, vec, ray_start);
Normalize(vec);
VECADDFAC(ray_start, v3d->viewinv[3], vec, v3d->near);
VECADDFAC(ray_end, v3d->viewinv[3], vec, v3d->far);
}
else {
vec[0] = 2.0f * mval[0] / ar->winx - 1;
vec[1] = 2.0f * mval[1] / ar->winy - 1;
vec[2] = 0.0f;
vec[3] = 1.0f;
Mat4MulVec4fl(v3d->persinv, vec);
VECADDFAC(ray_start, vec, v3d->viewinv[2], 1000.0f);
VECADDFAC(ray_end, vec, v3d->viewinv[2], -1000.0f);
}
}
/* create intersection ray in view Z direction at mouse coordinates */
void viewray(ARegion *ar, View3D *v3d, short mval[2], float ray_start[3], float ray_normal[3])
{
float ray_end[3];
viewline(ar, v3d, mval, ray_start, ray_end);
VecSubf(ray_normal, ray_end, ray_start);
Normalize(ray_normal);
}
void initgrabz(View3D *v3d, float x, float y, float z)
{
if(v3d==NULL) return;
v3d->zfac= v3d->persmat[0][3]*x+ v3d->persmat[1][3]*y+ v3d->persmat[2][3]*z+ v3d->persmat[3][3];
/* if x,y,z is exactly the viewport offset, zfac is 0 and we don't want that
* (accounting for near zero values)
* */
if (v3d->zfac < 1.e-6f && v3d->zfac > -1.e-6f) v3d->zfac = 1.0f;
/* Negative zfac means x, y, z was behind the camera (in perspective).
* This gives flipped directions, so revert back to ok default case.
*/
if (v3d->zfac < 0.0f) v3d->zfac = 1.0f;
}
void window_to_3d(ARegion *ar, View3D *v3d, float *vec, short mx, short my)
{
/* always call initgrabz */
float dx, dy;
dx= 2.0f*mx*v3d->zfac/ar->winx;
dy= 2.0f*my*v3d->zfac/ar->winy;
vec[0]= (v3d->persinv[0][0]*dx + v3d->persinv[1][0]*dy);
vec[1]= (v3d->persinv[0][1]*dx + v3d->persinv[1][1]*dy);
vec[2]= (v3d->persinv[0][2]*dx + v3d->persinv[1][2]*dy);
}
void view3d_get_object_project_mat(View3D *v3d, Object *ob, float pmat[4][4], float vmat[4][4])
{
Mat4MulMat4(vmat, ob->obmat, v3d->viewmat);
Mat4MulMat4(pmat, vmat, v3d->winmat);
Mat4CpyMat4(vmat, ob->obmat);
}
/* projectmat brings it to window coords, wmat to rotated world space */
void view3d_project_short_clip(ARegion *ar, View3D *v3d, float *vec, short *adr, float projmat[4][4], float wmat[4][4])
{
float fx, fy, vec4[4];
adr[0]= IS_CLIPPED;
/* clipplanes in eye space */
if(v3d->flag & V3D_CLIPPING) {
VECCOPY(vec4, vec);
Mat4MulVecfl(wmat, vec4);
if(view3d_test_clipping(v3d, vec4))
return;
}
VECCOPY(vec4, vec);
vec4[3]= 1.0;
Mat4MulVec4fl(projmat, vec4);
/* clipplanes in window space */
if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
if( fx>0 && fx<ar->winx) {
fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
if(fy>0.0 && fy< (float)ar->winy) {
adr[0]= (short)floor(fx);
adr[1]= (short)floor(fy);
}
}
}
}
void view3d_project_short_noclip(ARegion *ar, float *vec, short *adr, float mat[4][4])
{
float fx, fy, vec4[4];
adr[0]= IS_CLIPPED;
VECCOPY(vec4, vec);
vec4[3]= 1.0;
Mat4MulVec4fl(mat, vec4);
if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
if( fx>-32700 && fx<32700) {
fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
if(fy>-32700.0 && fy<32700.0) {
adr[0]= (short)floor(fx);
adr[1]= (short)floor(fy);
}
}
}
}
void view3d_project_float(ARegion *ar, float *vec, float *adr, float mat[4][4])
{
float vec4[4];
adr[0]= IS_CLIPPED;
VECCOPY(vec4, vec);
vec4[3]= 1.0;
Mat4MulVec4fl(mat, vec4);
if( vec4[3]>FLT_EPSILON ) {
adr[0] = (float)(ar->winx/2.0f)+(ar->winx/2.0f)*vec4[0]/vec4[3];
adr[1] = (float)(ar->winy/2.0f)+(ar->winy/2.0f)*vec4[1]/vec4[3];
} else {
adr[0] = adr[1] = 0.0f;
}
}
int boundbox_clip(View3D *v3d, float obmat[][4], BoundBox *bb)
{
/* return 1: draw */
float mat[4][4];
float vec[4], min, max;
int a, flag= -1, fl;
if(bb==NULL) return 1;
if(bb->flag & OB_BB_DISABLED) return 1;
Mat4MulMat4(mat, obmat, v3d->persmat);
for(a=0; a<8; a++) {
VECCOPY(vec, bb->vec[a]);
vec[3]= 1.0;
Mat4MulVec4fl(mat, vec);
max= vec[3];
min= -vec[3];
fl= 0;
if(vec[0] < min) fl+= 1;
if(vec[0] > max) fl+= 2;
if(vec[1] < min) fl+= 4;
if(vec[1] > max) fl+= 8;
if(vec[2] < min) fl+= 16;
if(vec[2] > max) fl+= 32;
flag &= fl;
if(flag==0) return 1;
}
return 0;
}
void project_short(ARegion *ar, View3D *v3d, float *vec, short *adr) /* clips */
{
float fx, fy, vec4[4];
adr[0]= IS_CLIPPED;
if(v3d->flag & V3D_CLIPPING) {
if(view3d_test_clipping(v3d, vec))
return;
}
VECCOPY(vec4, vec);
vec4[3]= 1.0;
Mat4MulVec4fl(v3d->persmat, vec4);
if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
if( fx>0 && fx<ar->winx) {
fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
if(fy>0.0 && fy< (float)ar->winy) {
adr[0]= (short)floor(fx);
adr[1]= (short)floor(fy);
}
}
}
}
void project_int(ARegion *ar, View3D *v3d, float *vec, int *adr)
{
float fx, fy, vec4[4];
adr[0]= (int)2140000000.0f;
VECCOPY(vec4, vec);
vec4[3]= 1.0;
Mat4MulVec4fl(v3d->persmat, vec4);
if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
if( fx>-2140000000.0f && fx<2140000000.0f) {
fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
if(fy>-2140000000.0f && fy<2140000000.0f) {
adr[0]= (int)floor(fx);
adr[1]= (int)floor(fy);
}
}
}
}
void project_int_noclip(ARegion *ar, View3D *v3d, float *vec, int *adr)
{
float fx, fy, vec4[4];
VECCOPY(vec4, vec);
vec4[3]= 1.0;
Mat4MulVec4fl(v3d->persmat, vec4);
if( fabs(vec4[3]) > BL_NEAR_CLIP ) {
fx = (ar->winx/2)*(1 + vec4[0]/vec4[3]);
fy = (ar->winy/2)*(1 + vec4[1]/vec4[3]);
adr[0] = (int)floor(fx);
adr[1] = (int)floor(fy);
}
else
{
adr[0] = ar->winx / 2;
adr[1] = ar->winy / 2;
}
}
void project_short_noclip(ARegion *ar, View3D *v3d, float *vec, short *adr)
{
float fx, fy, vec4[4];
adr[0]= IS_CLIPPED;
VECCOPY(vec4, vec);
vec4[3]= 1.0;
Mat4MulVec4fl(v3d->persmat, vec4);
if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
if( fx>-32700 && fx<32700) {
fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
if(fy>-32700.0 && fy<32700.0) {
adr[0]= (short)floor(fx);
adr[1]= (short)floor(fy);
}
}
}
}
void project_float(ARegion *ar, View3D *v3d, float *vec, float *adr)
{
float vec4[4];
adr[0]= IS_CLIPPED;
VECCOPY(vec4, vec);
vec4[3]= 1.0;
Mat4MulVec4fl(v3d->persmat, vec4);
if( vec4[3]>BL_NEAR_CLIP ) {
adr[0] = (float)(ar->winx/2.0)+(ar->winx/2.0)*vec4[0]/vec4[3];
adr[1] = (float)(ar->winy/2.0)+(ar->winy/2.0)*vec4[1]/vec4[3];
}
}
void project_float_noclip(ARegion *ar, View3D *v3d, float *vec, float *adr)
{
float vec4[4];
VECCOPY(vec4, vec);
vec4[3]= 1.0;
Mat4MulVec4fl(v3d->persmat, vec4);
if( fabs(vec4[3]) > BL_NEAR_CLIP ) {
adr[0] = (float)(ar->winx/2.0)+(ar->winx/2.0)*vec4[0]/vec4[3];
adr[1] = (float)(ar->winy/2.0)+(ar->winy/2.0)*vec4[1]/vec4[3];
}
else
{
adr[0] = ar->winx / 2.0f;
adr[1] = ar->winy / 2.0f;
}
}
/* also exposed in previewrender.c */
int get_view3d_viewplane(View3D *v3d, int winxi, int winyi, rctf *viewplane, float *clipsta, float *clipend, float *pixsize)
{
Camera *cam=NULL;
float lens, fac, x1, y1, x2, y2;
float winx= (float)winxi, winy= (float)winyi;
int orth= 0;
lens= v3d->lens;
*clipsta= v3d->near;
*clipend= v3d->far;
if(v3d->persp==V3D_CAMOB) {
if(v3d->camera) {
if(v3d->camera->type==OB_LAMP ) {
Lamp *la;
la= v3d->camera->data;
fac= cos( M_PI*la->spotsize/360.0);
x1= saacos(fac);
lens= 16.0*fac/sin(x1);
*clipsta= la->clipsta;
*clipend= la->clipend;
}
else if(v3d->camera->type==OB_CAMERA) {
cam= v3d->camera->data;
lens= cam->lens;
*clipsta= cam->clipsta;
*clipend= cam->clipend;
}
}
}
if(v3d->persp==V3D_ORTHO) {
if(winx>winy) x1= -v3d->dist;
else x1= -winx*v3d->dist/winy;
x2= -x1;
if(winx>winy) y1= -winy*v3d->dist/winx;
else y1= -v3d->dist;
y2= -y1;
*clipend *= 0.5; // otherwise too extreme low zbuffer quality
*clipsta= - *clipend;
orth= 1;
}
else {
/* fac for zoom, also used for camdx */
if(v3d->persp==V3D_CAMOB) {
fac= (1.41421+( (float)v3d->camzoom )/50.0);
fac*= fac;
}
else fac= 2.0;
/* viewplane size depends... */
if(cam && cam->type==CAM_ORTHO) {
/* ortho_scale == 1 means exact 1 to 1 mapping */
float dfac= 2.0*cam->ortho_scale/fac;
if(winx>winy) x1= -dfac;
else x1= -winx*dfac/winy;
x2= -x1;
if(winx>winy) y1= -winy*dfac/winx;
else y1= -dfac;
y2= -y1;
orth= 1;
}
else {
float dfac;
if(winx>winy) dfac= 64.0/(fac*winx*lens);
else dfac= 64.0/(fac*winy*lens);
x1= - *clipsta * winx*dfac;
x2= -x1;
y1= - *clipsta * winy*dfac;
y2= -y1;
orth= 0;
}
/* cam view offset */
if(cam) {
float dx= 0.5*fac*v3d->camdx*(x2-x1);
float dy= 0.5*fac*v3d->camdy*(y2-y1);
x1+= dx;
x2+= dx;
y1+= dy;
y2+= dy;
}
}
if(pixsize) {
float viewfac;
if(orth) {
viewfac= (winx >= winy)? winx: winy;
*pixsize= 1.0f/viewfac;
}
else {
viewfac= (((winx >= winy)? winx: winy)*lens)/32.0;
*pixsize= *clipsta/viewfac;
}
}
viewplane->xmin= x1;
viewplane->ymin= y1;
viewplane->xmax= x2;
viewplane->ymax= y2;
return orth;
}
/* important to not set windows active in here, can be renderwin for example */
void setwinmatrixview3d(View3D *v3d, int winx, int winy, rctf *rect) /* rect: for picking */
{
rctf viewplane;
float clipsta, clipend, x1, y1, x2, y2;
int orth;
orth= get_view3d_viewplane(v3d, winx, winy, &viewplane, &clipsta, &clipend, NULL);
// printf("%d %d %f %f %f %f %f %f\n", winx, winy, viewplane.xmin, viewplane.ymin, viewplane.xmax, viewplane.ymax, clipsta, clipend);
x1= viewplane.xmin;
y1= viewplane.ymin;
x2= viewplane.xmax;
y2= viewplane.ymax;
if(rect) { /* picking */
rect->xmin/= (float)winx;
rect->xmin= x1+rect->xmin*(x2-x1);
rect->ymin/= (float)winy;
rect->ymin= y1+rect->ymin*(y2-y1);
rect->xmax/= (float)winx;
rect->xmax= x1+rect->xmax*(x2-x1);
rect->ymax/= (float)winy;
rect->ymax= y1+rect->ymax*(y2-y1);
if(orth) wmOrtho(rect->xmin, rect->xmax, rect->ymin, rect->ymax, -clipend, clipend);
else wmFrustum(rect->xmin, rect->xmax, rect->ymin, rect->ymax, clipsta, clipend);
}
else {
if(orth) wmOrtho(x1, x2, y1, y2, clipsta, clipend);
else wmFrustum(x1, x2, y1, y2, clipsta, clipend);
}
/* not sure what this was for? (ton) */
glMatrixMode(GL_PROJECTION);
wmGetMatrix(v3d->winmat);
glMatrixMode(GL_MODELVIEW);
}
/* Gets the lens and clipping values from a camera of lamp type object */
static void object_lens_clip_settings(Object *ob, float *lens, float *clipsta, float *clipend)
{
if (!ob) return;
if(ob->type==OB_LAMP ) {
Lamp *la = ob->data;
if (lens) {
float x1, fac;
fac= cos( M_PI*la->spotsize/360.0);
x1= saacos(fac);
*lens= 16.0*fac/sin(x1);
}
if (clipsta) *clipsta= la->clipsta;
if (clipend) *clipend= la->clipend;
}
else if(ob->type==OB_CAMERA) {
Camera *cam= ob->data;
if (lens) *lens= cam->lens;
if (clipsta) *clipsta= cam->clipsta;
if (clipend) *clipend= cam->clipend;
}
else {
if (lens) *lens= 35.0f;
}
}
/* Gets the view trasnformation from a camera
* currently dosnt take camzoom into account
*
* The dist is not modified for this function, if NULL its assimed zero
* */
void view_settings_from_ob(Object *ob, float *ofs, float *quat, float *dist, float *lens)
{
float bmat[4][4];
float imat[4][4];
float tmat[3][3];
if (!ob) return;
/* Offset */
if (ofs) {
where_is_object(ob);
VECCOPY(ofs, ob->obmat[3]);
VecMulf(ofs, -1.0f); /*flip the vector*/
}
/* Quat */
if (quat) {
Mat4CpyMat4(bmat, ob->obmat);
Mat4Ortho(bmat);
Mat4Invert(imat, bmat);
Mat3CpyMat4(tmat, imat);
Mat3ToQuat(tmat, quat);
}
if (dist) {
float vec[3];
Mat3CpyMat4(tmat, ob->obmat);
vec[0]= vec[1] = 0.0;
vec[2]= -(*dist);
Mat3MulVecfl(tmat, vec);
VecSubf(ofs, ofs, vec);
}
/* Lens */
if (lens)
object_lens_clip_settings(ob, lens, NULL, NULL);
}
void obmat_to_viewmat(View3D *v3d, Object *ob, short smooth)
{
float bmat[4][4];
float tmat[3][3];
v3d->view= 0; /* dont show the grid */
Mat4CpyMat4(bmat, ob->obmat);
Mat4Ortho(bmat);
Mat4Invert(v3d->viewmat, bmat);
/* view quat calculation, needed for add object */
Mat3CpyMat4(tmat, v3d->viewmat);
if (smooth) {
float new_quat[4];
if (v3d->persp==V3D_CAMOB && v3d->camera) {
/* were from a camera view */
float orig_ofs[3];
float orig_dist= v3d->dist;
float orig_lens= v3d->lens;
VECCOPY(orig_ofs, v3d->ofs);
/* Switch from camera view */
Mat3ToQuat(tmat, new_quat);
v3d->persp=V3D_PERSP;
v3d->dist= 0.0;
view_settings_from_ob(v3d->camera, v3d->ofs, NULL, NULL, &v3d->lens);
smooth_view(NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); // XXX
v3d->persp=V3D_CAMOB; /* just to be polite, not needed */
} else {
Mat3ToQuat(tmat, new_quat);
smooth_view(NULL, NULL, NULL, NULL, new_quat, NULL, NULL); // XXX
}
} else {
Mat3ToQuat(tmat, v3d->viewquat);
}
}
/* dont set windows active in in here, is used by renderwin too */
void setviewmatrixview3d(View3D *v3d)
{
if(v3d->persp==V3D_CAMOB) { /* obs/camera */
if(v3d->camera) {
where_is_object(v3d->camera);
obmat_to_viewmat(v3d, v3d->camera, 0);
}
else {
QuatToMat4(v3d->viewquat, v3d->viewmat);
v3d->viewmat[3][2]-= v3d->dist;
}
}
else {
QuatToMat4(v3d->viewquat, v3d->viewmat);
if(v3d->persp==V3D_PERSP) v3d->viewmat[3][2]-= v3d->dist;
if(v3d->ob_centre) {
Object *ob= v3d->ob_centre;
float vec[3];
VECCOPY(vec, ob->obmat[3]);
if(ob->type==OB_ARMATURE && v3d->ob_centre_bone[0]) {
bPoseChannel *pchan= get_pose_channel(ob->pose, v3d->ob_centre_bone);
if(pchan) {
VECCOPY(vec, pchan->pose_mat[3]);
Mat4MulVecfl(ob->obmat, vec);
}
}
i_translate(-vec[0], -vec[1], -vec[2], v3d->viewmat);
}
else i_translate(v3d->ofs[0], v3d->ofs[1], v3d->ofs[2], v3d->viewmat);
}
}
void setcameratoview3d(View3D *v3d)
{
Object *ob;
float dvec[3];
ob= v3d->camera;
dvec[0]= v3d->dist*v3d->viewinv[2][0];
dvec[1]= v3d->dist*v3d->viewinv[2][1];
dvec[2]= v3d->dist*v3d->viewinv[2][2];
VECCOPY(ob->loc, dvec);
VecSubf(ob->loc, ob->loc, v3d->ofs);
v3d->viewquat[0]= -v3d->viewquat[0];
/* */
/*if (ob->transflag & OB_QUAT) {
QUATCOPY(ob->quat, v3d->viewquat);
} else {*/
QuatToEul(v3d->viewquat, ob->rot);
/*}*/
v3d->viewquat[0]= -v3d->viewquat[0];
}
/* IGLuint-> GLuint*/
/* Warning: be sure to account for a negative return value
* This is an error, "Too many objects in select buffer"
* and no action should be taken (can crash blender) if this happens
*/
short view3d_opengl_select(Scene *scene, ARegion *ar, View3D *v3d, unsigned int *buffer, unsigned int bufsize, rcti *input)
{
rctf rect;
short code, hits;
G.f |= G_PICKSEL;
/* case not a border select */
if(input->xmin==input->xmax) {
rect.xmin= input->xmin-12; // seems to be default value for bones only now
rect.xmax= input->xmin+12;
rect.ymin= input->ymin-12;
rect.ymax= input->xmin+12;
}
else {
rect.xmin= input->xmin;
rect.xmax= input->xmax;
rect.ymin= input->ymin;
rect.ymax= input->ymax;
}
setwinmatrixview3d(v3d, ar->winx, ar->winy, &rect);
Mat4MulMat4(v3d->persmat, v3d->viewmat, v3d->winmat);
if(v3d->drawtype > OB_WIRE) {
v3d->zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
}
if(v3d->flag & V3D_CLIPPING)
view3d_set_clipping(v3d);
glSelectBuffer( bufsize, (GLuint *)buffer);
glRenderMode(GL_SELECT);
glInitNames(); /* these two calls whatfor? It doesnt work otherwise */
glPushName(-1);
code= 1;
if(G.obedit && G.obedit->type==OB_MBALL) {
draw_object(scene, ar, v3d, BASACT, DRAW_PICKING|DRAW_CONSTCOLOR);
}
else if ((G.obedit && G.obedit->type==OB_ARMATURE)) {
draw_object(scene, ar, v3d, BASACT, DRAW_PICKING|DRAW_CONSTCOLOR);
}
else {
Base *base;
v3d->xray= TRUE; // otherwise it postpones drawing
for(base= scene->base.first; base; base= base->next) {
if(base->lay & v3d->lay) {
if (base->object->restrictflag & OB_RESTRICT_SELECT)
base->selcol= 0;
else {
base->selcol= code;
glLoadName(code);
draw_object(scene, ar, v3d, base, DRAW_PICKING|DRAW_CONSTCOLOR);
/* we draw group-duplicators for selection too */
if((base->object->transflag & OB_DUPLI) && base->object->dup_group) {
ListBase *lb;
DupliObject *dob;
Base tbase;
tbase.flag= OB_FROMDUPLI;
lb= object_duplilist(scene, base->object);
for(dob= lb->first; dob; dob= dob->next) {
tbase.object= dob->ob;
Mat4CpyMat4(dob->ob->obmat, dob->mat);
draw_object(scene, ar, v3d, &tbase, DRAW_PICKING|DRAW_CONSTCOLOR);
Mat4CpyMat4(dob->ob->obmat, dob->omat);
}
free_object_duplilist(lb);
}
code++;
}
}
}
v3d->xray= FALSE; // restore
}
glPopName(); /* see above (pushname) */
hits= glRenderMode(GL_RENDER);
G.f &= ~G_PICKSEL;
setwinmatrixview3d(v3d, ar->winx, ar->winy, NULL);
Mat4MulMat4(v3d->persmat, v3d->viewmat, v3d->winmat);
if(v3d->drawtype > OB_WIRE) {
v3d->zbuf= 0;
glDisable(GL_DEPTH_TEST);
}
// XXX persp(PERSP_WIN);
if(v3d->flag & V3D_CLIPPING)
view3d_clr_clipping();
if(hits<0) printf("Too many objects in select buffer\n"); // XXX make error message
return hits;
}
// XXX solve: localview on region level? no.... layers are area, so all regions in area have to be set
static unsigned int free_localbit(void)
{
unsigned int lay;
ScrArea *sa;
bScreen *sc;
lay= 0;
/* sometimes we loose a localview: when an area is closed */
/* check all areas: which localviews are in use? */
for(sc= G.main->screen.first; sc; sc= sc->id.next) {
for(sa= sc->areabase.first; sa; sa= sa->next) {
SpaceLink *sl= sa->spacedata.first;
for(; sl; sl= sl->next) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
lay |= v3d->lay;
}
}
}
}
if( (lay & 0x01000000)==0) return 0x01000000;
if( (lay & 0x02000000)==0) return 0x02000000;
if( (lay & 0x04000000)==0) return 0x04000000;
if( (lay & 0x08000000)==0) return 0x08000000;
if( (lay & 0x10000000)==0) return 0x10000000;
if( (lay & 0x20000000)==0) return 0x20000000;
if( (lay & 0x40000000)==0) return 0x40000000;
if( (lay & 0x80000000)==0) return 0x80000000;
return 0;
}
void initlocalview(Scene *scene, ARegion *ar, View3D *v3d)
{
Base *base;
float size = 0.0, min[3], max[3], afm[3];
unsigned int locallay;
int ok=0;
if(v3d->localvd) return;
INIT_MINMAX(min, max);
locallay= free_localbit();
if(locallay==0) {
printf("Sorry, no more than 8 localviews\n"); // XXX error
ok= 0;
}
else {
if(G.obedit) {
minmax_object(G.obedit, min, max);
ok= 1;
BASACT->lay |= locallay;
G.obedit->lay= BASACT->lay;
}
else {
base= FIRSTBASE;
while(base) {
if(TESTBASE(v3d, base)) {
minmax_object(base->object, min, max);
base->lay |= locallay;
base->object->lay= base->lay;
ok= 1;
}
base= base->next;
}
}
afm[0]= (max[0]-min[0]);
afm[1]= (max[1]-min[1]);
afm[2]= (max[2]-min[2]);
size= 0.7*MAX3(afm[0], afm[1], afm[2]);
if(size<=0.01) size= 0.01;
}
if(ok) {
v3d->localvd= MEM_mallocN(sizeof(View3D), "localview");
memcpy(v3d->localvd, v3d, sizeof(View3D));
v3d->ofs[0]= -(min[0]+max[0])/2.0;
v3d->ofs[1]= -(min[1]+max[1])/2.0;
v3d->ofs[2]= -(min[2]+max[2])/2.0;
v3d->dist= size;
// correction for window aspect ratio
if(ar->winy>2 && ar->winx>2) {
size= (float)ar->winx/(float)ar->winy;
if(size<1.0) size= 1.0/size;
v3d->dist*= size;
}
if (v3d->persp==V3D_CAMOB) v3d->persp= V3D_PERSP;
if (v3d->near> 0.1) v3d->near= 0.1;
v3d->cursor[0]= -v3d->ofs[0];
v3d->cursor[1]= -v3d->ofs[1];
v3d->cursor[2]= -v3d->ofs[2];
v3d->lay= locallay;
// XXX countall();
// XXX scrarea_queue_winredraw(curarea);
}
else {
/* clear flags */
base= FIRSTBASE;
while(base) {
if( base->lay & locallay ) {
base->lay-= locallay;
if(base->lay==0) base->lay= v3d->layact;
if(base->object != G.obedit) base->flag |= SELECT;
base->object->lay= base->lay;
}
base= base->next;
}
// XXX scrarea_queue_headredraw(curarea);
v3d->localview= 0;
}
// XXX BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT);
}
void restore_localviewdata(View3D *vd)
{
if(vd->localvd==0) return;
VECCOPY(vd->ofs, vd->localvd->ofs);
vd->dist= vd->localvd->dist;
vd->persp= vd->localvd->persp;
vd->view= vd->localvd->view;
vd->near= vd->localvd->near;
vd->far= vd->localvd->far;
vd->lay= vd->localvd->lay;
vd->layact= vd->localvd->layact;
vd->drawtype= vd->localvd->drawtype;
vd->camera= vd->localvd->camera;
QUATCOPY(vd->viewquat, vd->localvd->viewquat);
}
void endlocalview(Scene *scene, ScrArea *sa)
{
View3D *v3d;
struct Base *base;
unsigned int locallay;
if(sa->spacetype!=SPACE_VIEW3D) return;
v3d= sa->spacedata.first;
if(v3d->localvd) {
locallay= v3d->lay & 0xFF000000;
restore_localviewdata(v3d);
MEM_freeN(v3d->localvd);
v3d->localvd= 0;
v3d->localview= 0;
/* for when in other window the layers have changed */
if(v3d->scenelock) v3d->lay= scene->lay;
base= FIRSTBASE;
while(base) {
if( base->lay & locallay ) {
base->lay-= locallay;
if(base->lay==0) base->lay= v3d->layact;
if(base->object != G.obedit) {
base->flag |= SELECT;
base->object->flag |= SELECT;
}
base->object->lay= base->lay;
}
base= base->next;
}
// XXX countall();
// XXX allqueue(REDRAWVIEW3D, 0); /* because of select */
// XXX allqueue(REDRAWOOPS, 0); /* because of select */
// XXX BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT);
}
}
void view3d_align_axis_to_vector(View3D *v3d, int axisidx, float vec[3])
{
float alignaxis[3] = {0.0, 0.0, 0.0};
float norm[3], axis[3], angle, new_quat[4];
if(axisidx > 0) alignaxis[axisidx-1]= 1.0;
else alignaxis[-axisidx-1]= -1.0;
VECCOPY(norm, vec);
Normalize(norm);
angle= (float)acos(Inpf(alignaxis, norm));
Crossf(axis, alignaxis, norm);
VecRotToQuat(axis, -angle, new_quat);
v3d->view= 0;
if (v3d->persp==V3D_CAMOB && v3d->camera) {
/* switch out of camera view */
float orig_ofs[3];
float orig_dist= v3d->dist;
float orig_lens= v3d->lens;
VECCOPY(orig_ofs, v3d->ofs);
v3d->persp= V3D_PERSP;
v3d->dist= 0.0;
view_settings_from_ob(v3d->camera, v3d->ofs, NULL, NULL, &v3d->lens);
smooth_view(NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); // XXX
} else {
if (v3d->persp==V3D_CAMOB) v3d->persp= V3D_PERSP; /* switch out of camera mode */
smooth_view(NULL, NULL, NULL, NULL, new_quat, NULL, NULL); // XXX
}
}