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blender-archive/source/blender/editors/interface/interface_eyedropper_depth.c

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/*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2009 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup edinterface
*
* This file defines an eyedropper for picking 3D depth value (primary use is depth-of-field).
*
* Defines:
* - #UI_OT_eyedropper_depth
*/
#include "MEM_guardedalloc.h"
#include "DNA_camera_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
#include "BLI_math_vector.h"
#include "BLI_string.h"
#include "BKE_context.h"
#include "BKE_screen.h"
#include "BKE_unit.h"
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#include "DEG_depsgraph.h"
#include "RNA_access.h"
#include "UI_interface.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "ED_space_api.h"
#include "ED_view3d.h"
#include "interface_eyedropper_intern.h"
#include "interface_intern.h"
/**
* \note #DepthDropper is only internal name to avoid confusion with other kinds of eye-droppers.
*/
typedef struct DepthDropper {
PointerRNA ptr;
PropertyRNA *prop;
bool is_undo;
bool is_set;
float init_depth; /* for resetting on cancel */
bool accum_start; /* has mouse been presed */
float accum_depth;
int accum_tot;
ARegionType *art;
void *draw_handle_pixel;
char name[200];
} DepthDropper;
static void depthdropper_draw_cb(const struct bContext *C, ARegion *region, void *arg)
{
DepthDropper *ddr = arg;
eyedropper_draw_cursor_text(C, region, ddr->name);
}
static int depthdropper_init(bContext *C, wmOperator *op)
{
int index_dummy;
SpaceType *st;
ARegionType *art;
st = BKE_spacetype_from_id(SPACE_VIEW3D);
art = BKE_regiontype_from_id(st, RGN_TYPE_WINDOW);
DepthDropper *ddr = MEM_callocN(sizeof(DepthDropper), __func__);
uiBut *but = UI_context_active_but_prop_get(C, &ddr->ptr, &ddr->prop, &index_dummy);
/* fallback to the active camera's dof */
if (ddr->prop == NULL) {
RegionView3D *rv3d = CTX_wm_region_view3d(C);
if (rv3d && rv3d->persp == RV3D_CAMOB) {
View3D *v3d = CTX_wm_view3d(C);
if (v3d->camera && v3d->camera->data && !ID_IS_LINKED(v3d->camera->data)) {
Camera *camera = (Camera *)v3d->camera->data;
RNA_pointer_create(&camera->id, &RNA_CameraDOFSettings, &camera->dof, &ddr->ptr);
ddr->prop = RNA_struct_find_property(&ddr->ptr, "focus_distance");
ddr->is_undo = true;
}
}
}
else {
ddr->is_undo = UI_but_flag_is_set(but, UI_BUT_UNDO);
}
if ((ddr->ptr.data == NULL) || (ddr->prop == NULL) ||
(RNA_property_editable(&ddr->ptr, ddr->prop) == false) ||
(RNA_property_type(ddr->prop) != PROP_FLOAT)) {
MEM_freeN(ddr);
return false;
}
op->customdata = ddr;
ddr->art = art;
ddr->draw_handle_pixel = ED_region_draw_cb_activate(
art, depthdropper_draw_cb, ddr, REGION_DRAW_POST_PIXEL);
ddr->init_depth = RNA_property_float_get(&ddr->ptr, ddr->prop);
return true;
}
static void depthdropper_exit(bContext *C, wmOperator *op)
{
WM_cursor_modal_restore(CTX_wm_window(C));
if (op->customdata) {
DepthDropper *ddr = (DepthDropper *)op->customdata;
if (ddr->art) {
ED_region_draw_cb_exit(ddr->art, ddr->draw_handle_pixel);
}
MEM_freeN(op->customdata);
op->customdata = NULL;
}
}
/* *** depthdropper id helper functions *** */
/**
* \brief get the ID from the screen.
*/
static void depthdropper_depth_sample_pt(
bContext *C, DepthDropper *ddr, int mx, int my, float *r_depth)
{
/* we could use some clever */
bScreen *screen = CTX_wm_screen(C);
ScrArea *area = BKE_screen_find_area_xy(screen, SPACE_TYPE_ANY, mx, my);
Scene *scene = CTX_data_scene(C);
ScrArea *area_prev = CTX_wm_area(C);
ARegion *region_prev = CTX_wm_region(C);
ddr->name[0] = '\0';
if (area) {
if (area->spacetype == SPACE_VIEW3D) {
ARegion *region = BKE_area_find_region_xy(area, RGN_TYPE_WINDOW, mx, my);
if (region) {
Refactor access to dependency graph This change ensures that operators which needs access to evaluated data first makes sure there is a dependency graph. Other accesses to the dependency graph made it more explicit about whether they just need a valid dependency graph pointer or whether they expect the graph to be already evaluated. This replaces OPTYPE_USE_EVAL_DATA which is now removed. Some general rules about usage of accessors: - Drawing is expected to happen from a fully evaluated dependency graph. There is now a function to access it, which will in the future control that dependency graph is actually evaluated. This check is not yet done because there are some things to be taken care about first: for example, post-update hooks might leave scene in a state where something is still tagged for update. - All operators which needs to access evaluated state must use CTX_data_ensure_evaluated_depsgraph(). This function replaces OPTYPE_USE_EVAL_DATA. The call is generally to be done in the very beginning of the operator, prior other logic (unless this is some comprehensive operator which might or might not need access to an evaluated state). This call is never to be used from a loop. If some utility function requires evaluated state of dependency graph the graph is to be passed as an explicit argument. This way it is clear that no evaluation happens in a loop or something like this. - All cases which needs to know dependency graph pointer, but which doesn't want to actually evaluate it can use old-style function CTX_data_depsgraph_pointer(), assuming that underlying code will ensure dependency graph is evaluated prior to accessing it. - The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is explicit and local about where dependency graph is being ensured. This commit also contains some fixes of wrong usage of evaluation functions on original objects. Ideally should be split out, but in reality with all the APIs being renamed is quite tricky. Fixes T67454: Blender crash on rapid undo and select Speculation here is that sometimes undo and selection operators are sometimes handled in the same event loop iteration, which leaves non-evaluated dependency graph. Fixes T67973: Crash on Fix Deforms operator Fixes T67902: Crash when undo a loop cut Reviewers: brecht Reviewed By: brecht Subscribers: lichtwerk Maniphest Tasks: T67454 Differential Revision: https://developer.blender.org/D5343
2019-07-25 16:36:22 +02:00
struct Depsgraph *depsgraph = CTX_data_depsgraph_pointer(C);
View3D *v3d = area->spacedata.first;
RegionView3D *rv3d = region->regiondata;
/* weak, we could pass in some reference point */
const float *view_co = v3d->camera ? v3d->camera->obmat[3] : rv3d->viewinv[3];
const int mval[2] = {mx - region->winrct.xmin, my - region->winrct.ymin};
float co[3];
CTX_wm_area_set(C, area);
CTX_wm_region_set(C, region);
/* grr, always draw else we leave stale text */
ED_region_tag_redraw(region);
view3d_operator_needs_opengl(C);
if (ED_view3d_autodist(depsgraph, region, v3d, mval, co, true, NULL)) {
const float mval_center_fl[2] = {(float)region->winx / 2, (float)region->winy / 2};
float co_align[3];
/* quick way to get view-center aligned point */
ED_view3d_win_to_3d(v3d, region, co, mval_center_fl, co_align);
*r_depth = len_v3v3(view_co, co_align);
bUnit_AsString2(ddr->name,
sizeof(ddr->name),
(double)*r_depth,
4,
B_UNIT_LENGTH,
&scene->unit,
false);
}
else {
BLI_strncpy(ddr->name, "Nothing under cursor", sizeof(ddr->name));
}
}
}
}
CTX_wm_area_set(C, area_prev);
CTX_wm_region_set(C, region_prev);
}
/* sets the sample depth RGB, maintaining A */
static void depthdropper_depth_set(bContext *C, DepthDropper *ddr, const float depth)
{
RNA_property_float_set(&ddr->ptr, ddr->prop, depth);
ddr->is_set = true;
RNA_property_update(C, &ddr->ptr, ddr->prop);
}
/* set sample from accumulated values */
static void depthdropper_depth_set_accum(bContext *C, DepthDropper *ddr)
{
float depth = ddr->accum_depth;
if (ddr->accum_tot) {
depth /= (float)ddr->accum_tot;
}
depthdropper_depth_set(C, ddr, depth);
}
/* single point sample & set */
static void depthdropper_depth_sample(bContext *C, DepthDropper *ddr, int mx, int my)
{
float depth = -1.0f;
if (depth != -1.0f) {
depthdropper_depth_sample_pt(C, ddr, mx, my, &depth);
depthdropper_depth_set(C, ddr, depth);
}
}
static void depthdropper_depth_sample_accum(bContext *C, DepthDropper *ddr, int mx, int my)
{
float depth = -1.0f;
depthdropper_depth_sample_pt(C, ddr, mx, my, &depth);
if (depth != -1.0f) {
ddr->accum_depth += depth;
ddr->accum_tot++;
}
}
static void depthdropper_cancel(bContext *C, wmOperator *op)
{
DepthDropper *ddr = op->customdata;
if (ddr->is_set) {
depthdropper_depth_set(C, ddr, ddr->init_depth);
}
depthdropper_exit(C, op);
}
/* main modal status check */
static int depthdropper_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
DepthDropper *ddr = (DepthDropper *)op->customdata;
/* handle modal keymap */
if (event->type == EVT_MODAL_MAP) {
switch (event->val) {
case EYE_MODAL_CANCEL:
depthdropper_cancel(C, op);
return OPERATOR_CANCELLED;
case EYE_MODAL_SAMPLE_CONFIRM: {
const bool is_undo = ddr->is_undo;
if (ddr->accum_tot == 0) {
depthdropper_depth_sample(C, ddr, event->x, event->y);
}
else {
depthdropper_depth_set_accum(C, ddr);
}
depthdropper_exit(C, op);
/* Could support finished & undo-skip. */
return is_undo ? OPERATOR_FINISHED : OPERATOR_CANCELLED;
}
case EYE_MODAL_SAMPLE_BEGIN:
/* enable accum and make first sample */
ddr->accum_start = true;
depthdropper_depth_sample_accum(C, ddr, event->x, event->y);
break;
case EYE_MODAL_SAMPLE_RESET:
ddr->accum_tot = 0;
ddr->accum_depth = 0.0f;
depthdropper_depth_sample_accum(C, ddr, event->x, event->y);
depthdropper_depth_set_accum(C, ddr);
break;
}
}
else if (event->type == MOUSEMOVE) {
if (ddr->accum_start) {
/* button is pressed so keep sampling */
depthdropper_depth_sample_accum(C, ddr, event->x, event->y);
depthdropper_depth_set_accum(C, ddr);
}
}
return OPERATOR_RUNNING_MODAL;
}
/* Modal Operator init */
static int depthdropper_invoke(bContext *C, wmOperator *op, const wmEvent *UNUSED(event))
{
/* init */
if (depthdropper_init(C, op)) {
wmWindow *win = CTX_wm_window(C);
/* Workaround for de-activating the button clearing the cursor, see T76794 */
UI_context_active_but_clear(C, win, CTX_wm_region(C));
WM_cursor_modal_set(win, WM_CURSOR_EYEDROPPER);
/* add temp handler */
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
else {
return OPERATOR_CANCELLED;
}
}
/* Repeat operator */
static int depthdropper_exec(bContext *C, wmOperator *op)
{
/* init */
if (depthdropper_init(C, op)) {
/* cleanup */
depthdropper_exit(C, op);
return OPERATOR_FINISHED;
}
else {
return OPERATOR_CANCELLED;
}
}
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static bool depthdropper_poll(bContext *C)
{
PointerRNA ptr;
PropertyRNA *prop;
int index_dummy;
uiBut *but;
/* check if there's an active button taking depth value */
if ((CTX_wm_window(C) != NULL) &&
(but = UI_context_active_but_prop_get(C, &ptr, &prop, &index_dummy)) &&
(but->type == UI_BTYPE_NUM) && (prop != NULL)) {
if ((RNA_property_type(prop) == PROP_FLOAT) &&
(RNA_property_subtype(prop) & PROP_UNIT_LENGTH) &&
(RNA_property_array_check(prop) == false)) {
return 1;
}
}
else {
RegionView3D *rv3d = CTX_wm_region_view3d(C);
if (rv3d && rv3d->persp == RV3D_CAMOB) {
View3D *v3d = CTX_wm_view3d(C);
if (v3d->camera && v3d->camera->data && !ID_IS_LINKED(v3d->camera->data)) {
return 1;
}
}
}
return 0;
}
void UI_OT_eyedropper_depth(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Eyedropper Depth";
ot->idname = "UI_OT_eyedropper_depth";
ot->description = "Sample depth from the 3D view";
/* api callbacks */
ot->invoke = depthdropper_invoke;
ot->modal = depthdropper_modal;
ot->cancel = depthdropper_cancel;
ot->exec = depthdropper_exec;
ot->poll = depthdropper_poll;
/* flags */
ot->flag = OPTYPE_UNDO | OPTYPE_BLOCKING | OPTYPE_INTERNAL;
/* properties */
}