2011-02-21 07:25:24 +00:00
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/*
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2008-12-23 19:47:33 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2008-12-23 19:47:33 +00:00
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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2011-02-21 07:25:24 +00:00
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/** \file ED_view3d.h
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* \ingroup editors
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*/
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2012-02-17 18:59:41 +00:00
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#ifndef __ED_VIEW3D_H__
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#define __ED_VIEW3D_H__
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2008-12-23 19:47:33 +00:00
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/* ********* exports for space_view3d/ module ********** */
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2.5
Transform:
First working port of the transform code:
- Object mode only (other conversions need to be ported)
- Contraints (global and local only) working
- Snap (no edit mode, obviously) working
- Numinput working
- Gears (Ctrl and Shift) working
- Only grap, rotate, scale, shear, warp and to sphere have been added as hotkey, but the rest should work too once accessible
- No manipulator
- No drawn feedback other than moving stuff and header print (no constraint line, snap circle, ...)
- No NDOF support
I've only tested Scons support, though Makefil *should* work, I *think*.
Misc:
-QuatIsNull function in arith
-Exporting project_* and view[line|ray] functions from view3d
2008-12-29 01:41:28 +00:00
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struct ARegion;
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2009-05-16 16:18:08 +00:00
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struct BMEdge;
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struct BMFace;
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2012-02-27 13:47:53 +00:00
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struct BMVert;
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struct BPoint;
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2012-10-17 04:13:03 +00:00
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struct Base;
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2012-02-27 13:47:53 +00:00
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struct BezTriple;
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struct BoundBox;
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2012-10-05 15:44:11 +00:00
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struct EditBone;
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2009-01-01 19:18:03 +00:00
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struct ImBuf;
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2012-02-27 13:47:53 +00:00
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struct MVert;
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2009-10-26 12:42:25 +00:00
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struct Main;
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2012-10-06 03:02:14 +00:00
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struct MetaElem;
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2010-03-09 07:41:04 +00:00
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struct Nurb;
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struct Object;
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struct RegionView3D;
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struct Scene;
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2012-10-10 04:03:22 +00:00
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struct ScrArea;
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2010-03-09 07:41:04 +00:00
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struct View3D;
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struct ViewContext;
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2012-02-27 13:47:53 +00:00
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struct bContext;
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2012-10-17 04:13:03 +00:00
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struct bPoseChannel;
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struct bScreen;
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2012-02-27 13:47:53 +00:00
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struct bglMats;
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struct rcti;
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2012-01-31 18:33:31 +00:00
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struct wmOperator;
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2012-02-27 13:47:53 +00:00
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struct wmOperatorType;
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struct wmWindow;
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2008-12-23 19:47:33 +00:00
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2009-01-05 15:19:31 +00:00
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/* for derivedmesh drawing callbacks, for view3d_select, .... */
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typedef struct ViewContext {
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2010-08-10 05:41:51 +00:00
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struct Scene *scene;
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2010-03-09 07:41:04 +00:00
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struct Object *obact;
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struct Object *obedit;
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2009-01-05 15:19:31 +00:00
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struct ARegion *ar;
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struct View3D *v3d;
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2.5
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
2009-01-19 16:54:41 +00:00
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struct RegionView3D *rv3d;
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2009-05-18 08:46:04 +00:00
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struct BMEditMesh *em;
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2011-05-12 16:47:36 +00:00
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int mval[2];
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2009-01-05 15:19:31 +00:00
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} ViewContext;
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2009-01-24 13:45:24 +00:00
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typedef struct ViewDepths {
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unsigned short w, h;
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2010-10-21 07:38:09 +00:00
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short x, y; /* only for temp use for sub-rects, added to ar->winx/y */
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2009-01-24 13:45:24 +00:00
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float *depths;
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double depth_range[2];
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char damaged;
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} ViewDepths;
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2009-01-05 15:19:31 +00:00
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float *give_cursor(struct Scene *scene, struct View3D *v3d);
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2013-02-21 17:11:38 +00:00
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void ED_view3d_cursor3d_position(struct bContext *C, float fp[3], const int mval[2]);
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2008-12-23 19:47:33 +00:00
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2012-12-11 14:29:01 +00:00
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void ED_view3d_to_m4(float mat[4][4], const float ofs[3], const float quat[4], const float dist);
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void ED_view3d_from_m4(float mat[4][4], float ofs[3], float quat[4], float *dist);
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2011-05-23 02:23:03 +00:00
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void ED_view3d_from_object(struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens);
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void ED_view3d_to_object(struct Object *ob, const float ofs[3], const float quat[4], const float dist);
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2009-01-17 03:31:56 +00:00
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/* Depth buffer */
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2012-09-20 04:56:24 +00:00
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void ED_view3d_depth_update(struct ARegion *ar);
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2011-05-21 08:56:37 +00:00
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float ED_view3d_depth_read_cached(struct ViewContext *vc, int x, int y);
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2012-09-20 04:56:24 +00:00
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void ED_view3d_depth_tag_update(struct RegionView3D *rv3d);
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2009-01-17 03:31:56 +00:00
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/* Projection */
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2009-01-24 13:45:24 +00:00
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#define IS_CLIPPED 12000
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2009-01-16 01:56:11 +00:00
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refactor ED_view3d_project_short & ED_view3d_project_short_noclip,
This is apart of a code cleanup to make ED_view3d_project_short/ED_view3d_project_int/ED_view3d_project_float interchangeable. Currently they work very differently in a way thats quite confusing (and cause of bugs in blender that remain uncorrected) - fixes coming.
There are also cases where ED_view3d_project_short is used, then the values are converted from shorts into int's after because ED_view3d_project_int() behaves differently, will unify behavior of these functions after this commit.
- rather then clip/noclip versions, pass flags (for bound-box clip, window clip).
- rather then store the invalid clip-value, return success (or error value clip_near, clip_bb, clip_win, overflow).
- remove local copies of project functions from drawobject.c: view3d_project_short_clip, view3d_project_short_noclip, view3d_project_short_clip_persmat.
add functions:
- ED_view3d_project_short_global() global space projection
- ED_view3d_project_short_object() object space projection.
- ED_view3d_project_short_ex() take perspective matrix and local space option as args.
- ED_view3d_project_base() - special function to set the Object 'Base' screen coords (sx, sy), since this is a common enough operation.
2012-10-04 16:46:15 +00:00
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/* return values for ED_view3d_project_...() */
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typedef enum {
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2012-10-07 14:00:18 +00:00
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V3D_PROJ_RET_OK = 0,
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refactor ED_view3d_project_short & ED_view3d_project_short_noclip,
This is apart of a code cleanup to make ED_view3d_project_short/ED_view3d_project_int/ED_view3d_project_float interchangeable. Currently they work very differently in a way thats quite confusing (and cause of bugs in blender that remain uncorrected) - fixes coming.
There are also cases where ED_view3d_project_short is used, then the values are converted from shorts into int's after because ED_view3d_project_int() behaves differently, will unify behavior of these functions after this commit.
- rather then clip/noclip versions, pass flags (for bound-box clip, window clip).
- rather then store the invalid clip-value, return success (or error value clip_near, clip_bb, clip_win, overflow).
- remove local copies of project functions from drawobject.c: view3d_project_short_clip, view3d_project_short_noclip, view3d_project_short_clip_persmat.
add functions:
- ED_view3d_project_short_global() global space projection
- ED_view3d_project_short_object() object space projection.
- ED_view3d_project_short_ex() take perspective matrix and local space option as args.
- ED_view3d_project_base() - special function to set the Object 'Base' screen coords (sx, sy), since this is a common enough operation.
2012-10-04 16:46:15 +00:00
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V3D_PROJ_RET_CLIP_NEAR = 1, /* can't avoid this when in perspective mode, (can't avoid) */
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2013-02-28 11:29:27 +00:00
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V3D_PROJ_RET_CLIP_ZERO = 2, /* so close to zero we can't apply a perspective matrix usefully */
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V3D_PROJ_RET_CLIP_BB = 3, /* bounding box clip - RV3D_CLIPPING */
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V3D_PROJ_RET_CLIP_WIN = 4, /* outside window bounds */
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V3D_PROJ_RET_OVERFLOW = 5 /* outside range (mainly for short), (can't avoid) */
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refactor ED_view3d_project_short & ED_view3d_project_short_noclip,
This is apart of a code cleanup to make ED_view3d_project_short/ED_view3d_project_int/ED_view3d_project_float interchangeable. Currently they work very differently in a way thats quite confusing (and cause of bugs in blender that remain uncorrected) - fixes coming.
There are also cases where ED_view3d_project_short is used, then the values are converted from shorts into int's after because ED_view3d_project_int() behaves differently, will unify behavior of these functions after this commit.
- rather then clip/noclip versions, pass flags (for bound-box clip, window clip).
- rather then store the invalid clip-value, return success (or error value clip_near, clip_bb, clip_win, overflow).
- remove local copies of project functions from drawobject.c: view3d_project_short_clip, view3d_project_short_noclip, view3d_project_short_clip_persmat.
add functions:
- ED_view3d_project_short_global() global space projection
- ED_view3d_project_short_object() object space projection.
- ED_view3d_project_short_ex() take perspective matrix and local space option as args.
- ED_view3d_project_base() - special function to set the Object 'Base' screen coords (sx, sy), since this is a common enough operation.
2012-10-04 16:46:15 +00:00
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} eV3DProjStatus;
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/* some clipping tests are optional */
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typedef enum {
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V3D_PROJ_TEST_NOP = 0,
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V3D_PROJ_TEST_CLIP_BB = (1 << 0),
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V3D_PROJ_TEST_CLIP_WIN = (1 << 1),
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2012-12-21 03:49:47 +00:00
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V3D_PROJ_TEST_CLIP_NEAR = (1 << 2),
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2013-02-28 11:29:27 +00:00
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V3D_PROJ_TEST_CLIP_ZERO = (1 << 3)
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refactor ED_view3d_project_short & ED_view3d_project_short_noclip,
This is apart of a code cleanup to make ED_view3d_project_short/ED_view3d_project_int/ED_view3d_project_float interchangeable. Currently they work very differently in a way thats quite confusing (and cause of bugs in blender that remain uncorrected) - fixes coming.
There are also cases where ED_view3d_project_short is used, then the values are converted from shorts into int's after because ED_view3d_project_int() behaves differently, will unify behavior of these functions after this commit.
- rather then clip/noclip versions, pass flags (for bound-box clip, window clip).
- rather then store the invalid clip-value, return success (or error value clip_near, clip_bb, clip_win, overflow).
- remove local copies of project functions from drawobject.c: view3d_project_short_clip, view3d_project_short_noclip, view3d_project_short_clip_persmat.
add functions:
- ED_view3d_project_short_global() global space projection
- ED_view3d_project_short_object() object space projection.
- ED_view3d_project_short_ex() take perspective matrix and local space option as args.
- ED_view3d_project_base() - special function to set the Object 'Base' screen coords (sx, sy), since this is a common enough operation.
2012-10-04 16:46:15 +00:00
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} eV3DProjTest;
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2013-02-28 11:29:27 +00:00
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#define V3D_PROJ_TEST_CLIP_DEFAULT \
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(V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR)
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#define V3D_PROJ_TEST_ALL \
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(V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR | V3D_PROJ_TEST_CLIP_ZERO)
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2012-10-10 04:03:22 +00:00
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refactor ED_view3d_project_short & ED_view3d_project_short_noclip,
This is apart of a code cleanup to make ED_view3d_project_short/ED_view3d_project_int/ED_view3d_project_float interchangeable. Currently they work very differently in a way thats quite confusing (and cause of bugs in blender that remain uncorrected) - fixes coming.
There are also cases where ED_view3d_project_short is used, then the values are converted from shorts into int's after because ED_view3d_project_int() behaves differently, will unify behavior of these functions after this commit.
- rather then clip/noclip versions, pass flags (for bound-box clip, window clip).
- rather then store the invalid clip-value, return success (or error value clip_near, clip_bb, clip_win, overflow).
- remove local copies of project functions from drawobject.c: view3d_project_short_clip, view3d_project_short_noclip, view3d_project_short_clip_persmat.
add functions:
- ED_view3d_project_short_global() global space projection
- ED_view3d_project_short_object() object space projection.
- ED_view3d_project_short_ex() take perspective matrix and local space option as args.
- ED_view3d_project_base() - special function to set the Object 'Base' screen coords (sx, sy), since this is a common enough operation.
2012-10-04 16:46:15 +00:00
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2012-10-17 04:13:03 +00:00
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/* view3d_iterators.c */
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/* foreach iterators */
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2012-12-23 03:04:19 +00:00
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void meshobject_foreachScreenVert(
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struct ViewContext *vc,
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void (*func)(void *userData, struct MVert *eve, const float screen_co[2], int index),
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void *userData, const eV3DProjTest clip_flag);
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2012-10-17 04:13:03 +00:00
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void mesh_foreachScreenVert(
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struct ViewContext *vc,
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void (*func)(void *userData, struct BMVert *eve, const float screen_co[2], int index),
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void *userData, const eV3DProjTest clip_flag);
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void mesh_foreachScreenEdge(
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struct ViewContext *vc,
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void (*func)(void *userData, struct BMEdge *eed, const float screen_co_a[2], const float screen_co_b[2],
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int index),
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void *userData, const eV3DProjTest clip_flag);
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void mesh_foreachScreenFace(
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struct ViewContext *vc,
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void (*func)(void *userData, struct BMFace *efa, const float screen_co[2], int index),
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void *userData, const eV3DProjTest clip_flag);
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void nurbs_foreachScreenVert(
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struct ViewContext *vc,
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void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt,
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int beztindex, const float screen_co[2]),
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void *userData, const eV3DProjTest clip_flag);
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void mball_foreachScreenElem(
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struct ViewContext *vc,
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void (*func)(void *userData, struct MetaElem *ml, const float screen_co[2]),
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void *userData, const eV3DProjTest clip_flag);
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void lattice_foreachScreenVert(
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struct ViewContext *vc,
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void (*func)(void *userData, struct BPoint *bp,
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const float screen_co[2]),
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void *userData, const eV3DProjTest clip_flag);
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void armature_foreachScreenBone(
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struct ViewContext *vc,
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void (*func)(void *userData, struct EditBone *ebone,
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const float screen_co_a[2], const float screen_co_b[2]),
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void *userData, const eV3DProjTest clip_flag);
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void pose_foreachScreenBone(
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struct ViewContext *vc,
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void (*func)(void *userData, struct bPoseChannel *pchan,
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const float screen_co_a[2], const float screen_co_b[2]),
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void *userData, const eV3DProjTest clip_flag);
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/* *** end iterators *** */
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/* view3d_project.c */
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2013-03-14 13:58:56 +00:00
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void ED_view3d_project_float_v2_m4(const struct ARegion *ar, const float co[3], float r_co[2], float mat[4][4]);
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void ED_view3d_project_float_v3_m4(const struct ARegion *ar, const float co[3], float r_co[3], float mat[4][4]);
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2012-10-17 04:13:03 +00:00
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2013-03-14 13:58:56 +00:00
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eV3DProjStatus ED_view3d_project_base(const struct ARegion *ar, struct Base *base);
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2012-10-17 04:13:03 +00:00
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2012-10-04 17:52:12 +00:00
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/* *** short *** */
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2013-03-14 13:58:56 +00:00
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eV3DProjStatus ED_view3d_project_short_ex(const struct ARegion *ar, float perspmat[4][4], const bool is_local,
|
2012-10-10 04:03:22 +00:00
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const float co[3], short r_co[2], const eV3DProjTest flag);
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2013-03-14 13:58:56 +00:00
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eV3DProjStatus ED_view3d_project_short_global(const struct ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag);
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eV3DProjStatus ED_view3d_project_short_object(const struct ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag);
|
2012-10-04 17:52:12 +00:00
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/* *** int *** */
|
2013-03-14 13:58:56 +00:00
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eV3DProjStatus ED_view3d_project_int_ex(const struct ARegion *ar, float perspmat[4][4], const bool is_local,
|
2012-10-10 04:03:22 +00:00
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const float co[3], int r_co[2], const eV3DProjTest flag);
|
2013-03-14 13:58:56 +00:00
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eV3DProjStatus ED_view3d_project_int_global(const struct ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag);
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eV3DProjStatus ED_view3d_project_int_object(const struct ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag);
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2012-10-04 17:52:12 +00:00
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2012-10-05 01:27:28 +00:00
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/* *** float *** */
|
2013-03-14 13:58:56 +00:00
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eV3DProjStatus ED_view3d_project_float_ex(const struct ARegion *ar, float perspmat[4][4], const bool is_local,
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const float co[3], float r_co[2], const eV3DProjTest flag);
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eV3DProjStatus ED_view3d_project_float_global(const struct ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag);
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eV3DProjStatus ED_view3d_project_float_object(const struct ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag);
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float ED_view3d_calc_zfac(const struct RegionView3D *rv3d, const float co[3], bool *r_flip);
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void ED_view3d_win_to_ray(const struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3]);
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void ED_view3d_global_to_vector(const struct RegionView3D *rv3d, const float coord[3], float vec[3]);
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void ED_view3d_win_to_3d(const struct ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]);
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void ED_view3d_win_to_delta(const struct ARegion *ar, const float mval[2], float out[3], const float zfac);
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void ED_view3d_win_to_vector(const struct ARegion *ar, const float mval[2], float out[3]);
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void ED_view3d_win_to_segment(const struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3]);
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int ED_view3d_win_to_segment_clip(const struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3]);
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void ED_view3d_ob_project_mat_get(const struct RegionView3D *v3d, struct Object *ob, float pmat[4][4]);
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2012-10-17 04:13:03 +00:00
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void ED_view3d_unproject(struct bglMats *mats, float out[3], const float x, const float y, const float z);
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/* end */
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2012-09-20 04:56:24 +00:00
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refactor ED_view3d_project_short & ED_view3d_project_short_noclip,
This is apart of a code cleanup to make ED_view3d_project_short/ED_view3d_project_int/ED_view3d_project_float interchangeable. Currently they work very differently in a way thats quite confusing (and cause of bugs in blender that remain uncorrected) - fixes coming.
There are also cases where ED_view3d_project_short is used, then the values are converted from shorts into int's after because ED_view3d_project_int() behaves differently, will unify behavior of these functions after this commit.
- rather then clip/noclip versions, pass flags (for bound-box clip, window clip).
- rather then store the invalid clip-value, return success (or error value clip_near, clip_bb, clip_win, overflow).
- remove local copies of project functions from drawobject.c: view3d_project_short_clip, view3d_project_short_noclip, view3d_project_short_clip_persmat.
add functions:
- ED_view3d_project_short_global() global space projection
- ED_view3d_project_short_object() object space projection.
- ED_view3d_project_short_ex() take perspective matrix and local space option as args.
- ED_view3d_project_base() - special function to set the Object 'Base' screen coords (sx, sy), since this is a common enough operation.
2012-10-04 16:46:15 +00:00
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2012-09-20 04:56:24 +00:00
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2013-03-14 07:56:40 +00:00
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bool ED_view3d_clip_range_get(struct View3D *v3d, struct RegionView3D *rv3d,
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float *r_clipsta, float *r_clipend, const bool use_ortho_factor);
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bool ED_view3d_viewplane_get(struct View3D *v3d, struct RegionView3D *rv3d, int winxi, int winyi,
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struct rctf *r_viewplane, float *r_clipsta, float *r_clipend);
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void ED_view3d_calc_camera_border(struct Scene *scene, struct ARegion *ar,
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struct View3D *v3d, struct RegionView3D *rv3d,
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struct rctf *viewborder_r, const bool no_shift);
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void ED_view3d_calc_camera_border_size(struct Scene *scene, struct ARegion *ar,
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struct View3D *v3d, struct RegionView3D *rv3d,
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float r_size[2]);
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2009-01-20 11:09:26 +00:00
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2012-09-20 04:56:24 +00:00
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void ED_view3d_clipping_calc(struct BoundBox *bb, float planes[4][4], struct bglMats *mats, const struct rcti *rect);
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2012-12-11 14:29:01 +00:00
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void ED_view3d_clipping_local(struct RegionView3D *rv3d, float mat[4][4]);
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2013-03-04 07:15:09 +00:00
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int ED_view3d_clipping_test(struct RegionView3D *rv3d, const float co[3], const bool is_local);
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2012-02-28 13:03:56 +00:00
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void ED_view3d_clipping_set(struct RegionView3D *rv3d);
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void ED_view3d_clipping_enable(void);
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void ED_view3d_clipping_disable(void);
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2011-05-21 08:56:37 +00:00
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float ED_view3d_pixel_size(struct RegionView3D *rv3d, const float co[3]);
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2012-11-30 06:10:01 +00:00
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float ED_view3d_radius_to_persp_dist(const float angle, const float radius);
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float ED_view3d_radius_to_ortho_dist(const float lens, const float radius);
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2008-12-30 16:03:29 +00:00
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2012-12-11 14:29:01 +00:00
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void drawcircball(int mode, const float cent[3], float rad, float tmat[4][4]);
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2009-01-10 18:33:16 +00:00
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2009-01-01 19:18:03 +00:00
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/* backbuffer select and draw support */
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2009-01-15 15:01:39 +00:00
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void view3d_validate_backbuf(struct ViewContext *vc);
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2009-01-01 19:18:03 +00:00
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struct ImBuf *view3d_read_backbuf(struct ViewContext *vc, short xmin, short ymin, short xmax, short ymax);
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2012-10-10 01:22:19 +00:00
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unsigned int view3d_sample_backbuf_rect(struct ViewContext *vc, const int mval[2], int size,
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unsigned int min, unsigned int max, float *dist, short strict,
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2012-05-12 20:39:39 +00:00
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void *handle, unsigned int (*indextest)(void *handle, unsigned int index));
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2009-01-01 19:18:03 +00:00
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unsigned int view3d_sample_backbuf(struct ViewContext *vc, int x, int y);
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2008-12-30 16:03:29 +00:00
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2009-11-30 01:13:46 +00:00
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/* draws and does a 4x4 sample */
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2011-05-20 13:09:34 +00:00
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int ED_view3d_autodist(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, const int mval[2], float mouse_worldloc[3]);
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2009-02-19 23:53:40 +00:00
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2011-05-20 13:09:34 +00:00
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/* only draw so ED_view3d_autodist_simple can be called many times after */
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int ED_view3d_autodist_init(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, int mode);
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int ED_view3d_autodist_simple(struct ARegion *ar, const int mval[2], float mouse_worldloc[3], int margin, float *force_depth);
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int ED_view3d_autodist_depth(struct ARegion *ar, const int mval[2], int margin, float *depth);
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int ED_view3d_autodist_depth_seg(struct ARegion *ar, const int mval_sta[2], const int mval_end[2], int margin, float *depth);
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2009-11-30 01:13:46 +00:00
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2009-01-05 15:19:31 +00:00
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/* select */
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#define MAXPICKBUF 10000
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short view3d_opengl_select(struct ViewContext *vc, unsigned int *buffer, unsigned int bufsize, rcti *input);
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2009-01-17 03:31:56 +00:00
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2009-01-13 15:18:41 +00:00
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void view3d_set_viewcontext(struct bContext *C, struct ViewContext *vc);
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2009-01-17 03:31:56 +00:00
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void view3d_operator_needs_opengl(const struct bContext *C);
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2011-01-18 01:04:14 +00:00
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void view3d_region_operator_needs_opengl(struct wmWindow *win, struct ARegion *ar);
|
2013-03-09 10:28:28 +00:00
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bool view3d_get_view_aligned_coordinate(struct ARegion *ar, float fp[3], const int mval[2], const bool do_fallback);
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2011-12-26 20:19:55 +00:00
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void view3d_get_transformation(const struct ARegion *ar, struct RegionView3D *rv3d, struct Object *ob, struct bglMats *mats);
|
2009-01-15 15:01:39 +00:00
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2011-03-02 05:05:12 +00:00
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/* XXX should move to BLI_math */
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2012-10-10 01:22:19 +00:00
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int edge_inside_circle(const float cent[2], float radius, const float screen_co_a[2], const float screen_co_b[2]);
|
2009-01-05 15:19:31 +00:00
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2009-06-26 15:48:09 +00:00
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/* get 3d region from context, also if mouse is in header or toolbar */
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struct RegionView3D *ED_view3d_context_rv3d(struct bContext *C);
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2012-01-14 12:24:25 +00:00
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int ED_view3d_context_user_region(struct bContext *C, struct View3D **v3d_r, struct ARegion **ar_r);
|
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int ED_operator_rv3d_user_region_poll(struct bContext *C);
|
2.5
Vertex Paint back!
Added WM level "paint cursor" system, which manages a custom painting
cursor for tools or modes.
- Activate it with WM_paint_cursor_activate(). That function wants two
callbacks, a poll(C) to check whether there's a cursor in given context
and ARegion, and a draw(C, x, y) which gets called when appropriate.
- While paintcursor is active, the WM handles necessary redrawing events
for all regions, also to nicely clear the cursor on region exit.
- WM_paint_cursor_activate returns a handle, which you have to use to
end the paint cursor. This handle also means you can register as many
custom cursors as you want.
At the moment, vertex paint mode registers only a mousemove handler,
all other events are still normally handled. This is stuff for the
future todo.
2009-01-09 13:55:45 +00:00
|
|
|
|
2009-10-22 23:22:05 +00:00
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void ED_view3d_init_mats_rv3d(struct Object *ob, struct RegionView3D *rv3d);
|
2011-06-09 03:56:32 +00:00
|
|
|
void ED_view3d_init_mats_rv3d_gl(struct Object *ob, struct RegionView3D *rv3d);
|
2009-10-22 23:22:05 +00:00
|
|
|
|
2010-06-04 01:39:34 +00:00
|
|
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int ED_view3d_scene_layer_set(int lay, const int *values, int *active);
|
2009-10-26 12:42:25 +00:00
|
|
|
|
2009-10-28 18:03:04 +00:00
|
|
|
int ED_view3d_context_activate(struct bContext *C);
|
2012-10-23 12:25:08 +00:00
|
|
|
void ED_view3d_draw_offscreen_init(struct Scene *scene, struct View3D *v3d);
|
2009-10-28 18:03:04 +00:00
|
|
|
void ED_view3d_draw_offscreen(struct Scene *scene, struct View3D *v3d, struct ARegion *ar,
|
2013-01-05 15:33:18 +00:00
|
|
|
int winx, int winy, float viewmat[4][4], float winmat[4][4], int do_bgpic);
|
2009-10-28 18:03:04 +00:00
|
|
|
|
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
|
|
|
struct ImBuf *ED_view3d_draw_offscreen_imbuf(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int sizex, int sizey, unsigned int flag,
|
2013-01-05 15:33:18 +00:00
|
|
|
int draw_background, int alpha_mode, char err_out[256]);
|
Color Management, Stage 2: Switch color pipeline to use OpenColorIO
Replace old color pipeline which was supporting linear/sRGB color spaces
only with OpenColorIO-based pipeline.
This introduces two configurable color spaces:
- Input color space for images and movie clips. This space is used to convert
images/movies from color space in which file is saved to Blender's linear
space (for float images, byte images are not internally converted, only input
space is stored for such images and used later).
This setting could be found in image/clip data block settings.
- Display color space which defines space in which particular display is working.
This settings could be found in scene's Color Management panel.
When render result is being displayed on the screen, apart from converting image
to display space, some additional conversions could happen.
This conversions are:
- View, which defines tone curve applying before display transformation.
These are different ways to view the image on the same display device.
For example it could be used to emulate film view on sRGB display.
- Exposure affects on image exposure before tone map is applied.
- Gamma is post-display gamma correction, could be used to match particular
display gamma.
- RGB curves are user-defined curves which are applying before display
transformation, could be used for different purposes.
All this settings by default are only applying on render result and does not
affect on other images. If some particular image needs to be affected by this
transformation, "View as Render" setting of image data block should be set to
truth. Movie clips are always affected by all display transformations.
This commit also introduces configurable color space in which sequencer is
working. This setting could be found in scene's Color Management panel and
it should be used if such stuff as grading needs to be done in color space
different from sRGB (i.e. when Film view on sRGB display is use, using VD16
space as sequencer's internal space would make grading working in space
which is close to the space using for display).
Some technical notes:
- Image buffer's float buffer is now always in linear space, even if it was
created from 16bit byte images.
- Space of byte buffer is stored in image buffer's rect_colorspace property.
- Profile of image buffer was removed since it's not longer meaningful.
- OpenGL and GLSL is supposed to always work in sRGB space. It is possible
to support other spaces, but it's quite large project which isn't so
much important.
- Legacy Color Management option disabled is emulated by using None display.
It could have some regressions, but there's no clear way to avoid them.
- If OpenColorIO is disabled on build time, it should make blender behaving
in the same way as previous release with color management enabled.
More details could be found at this page (more details would be added soon):
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management
--
Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO
integration and to Brecht van Lommel for some further development and code/
usecase review!
2012-09-15 10:05:07 +00:00
|
|
|
struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(struct Scene *scene, struct Object *camera, int width, int height, unsigned int flag, int drawtype,
|
2013-01-05 15:33:18 +00:00
|
|
|
int use_solid_tex, int draw_background, int alpha_mode, char err_out[256]);
|
|
|
|
|
void ED_view3d_offscreen_sky_color_get(struct Scene *scene, float sky_color[3]);
|
2009-11-21 16:44:05 +00:00
|
|
|
|
2012-01-17 16:31:13 +00:00
|
|
|
struct Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]);
|
2010-11-08 03:44:52 +00:00
|
|
|
void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, short do_clip);
|
2012-12-11 14:29:01 +00:00
|
|
|
void ED_view3d_update_viewmat(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, float viewmat[4][4], float winmat[4][4]);
|
2013-03-09 03:46:30 +00:00
|
|
|
bool ED_view3d_lock(struct RegionView3D *rv3d);
|
Drag and drop 2.5 integration! Finally, slashdot regulars can use
Blender too now! :)
** Drag works as follows:
- drag-able items are defined by the standard interface ui toolkit
- each button can get this feature, via uiButSetDragXXX(but, ...).
There are calls to define drag-able images, ID blocks, RNA paths,
file paths, and so on. By default you drag an icon, exceptionally
an ImBuf
- Drag items are registered centrally in the WM, it allows more drag
items simultaneous too, but not implemented
** Drop works as follows:
- On mouse release, and if drag items exist in the WM, it converts
the mouse event to an EVT_DROP type. This event then gets the full
drag info as customdata
- drop regions are defined with WM_dropbox_add(), similar to keymaps
you can make a "drop map" this way, which become 'drop map handlers'
in the queues.
- next to that the UI kit handles some common button types (like
accepting ID or names) to be catching a drop event too.
- Every "drop box" has two callbacks:
- poll() = check if the event drag data is relevant for this box
- copy() = fill in custom properties in the dropbox to initialize
an operator
- The dropbox handler then calls its standard Operator with its
dropbox properties.
** Currently implemented
Drag items:
- ID icons in browse buttons
- ID icons in context menu of properties region
- ID icons in outliner and rna viewer
- FileBrowser icons
- FileBrowser preview images
Drag-able icons are subtly visualized by making them brighter a bit
on mouse-over. In case the icon is a button or UI element too (most
cases), the drag-able feature will make the item react to
mouse-release instead of mouse-press.
Drop options:
- UI buttons: ID and text buttons (paste name)
- View3d: Object ID drop copies object
- View3d: Material ID drop assigns to object under cursor
- View3d: Image ID drop assigns to object UV texture under cursor
- Sequencer: Path drop will add either Image or Movie strip
- Image window: Path drop will open image
** Drag and drop Notes:
- Dropping into another Blender window (from same application) works
too. I've added code that passes on mousemoves and clicks to other
windows, without activating them though. This does make using multi-window
Blender a bit friendler.
- Dropping a file path to an image, is not the same as dropping an
Image ID... keep this in mind. Sequencer for example wants paths to
be dropped, textures in 3d window wants an Image ID.
- Although drop boxes could be defined via Python, I suggest they're
part of the UI and editor design (= how we want an editor to work), and
not default offered configurable like keymaps.
- At the moment only one item can be dragged at a time. This is for
several reasons.... For one, Blender doesn't have a well defined
uniform way to define "what is selected" (files, outliner items, etc).
Secondly there's potential conflicts on what todo when you drop mixed
drag sets on spots. All undefined stuff... nice for later.
- Example to bypass the above: a collection of images that form a strip,
should be represented in filewindow as a single sequence anyway.
This then will fit well and gets handled neatly by design.
- Another option to check is to allow multiple options per drop... it
could show the operator as a sort of menu, allowing arrow or scrollwheel
to choose. For time being I'd prefer to try to design a singular drop
though, just offer only one drop action per data type on given spots.
- What does work already, but a tad slow, is to use a function that
detects an object (type) under cursor, so a drag item's option can be
further refined (like drop object on object = parent). (disabled)
** More notes
- Added saving for Region layouts (like split points for toolbar)
- Label buttons now handle mouse over
- File list: added full path entry for drop feature.
- Filesel bugfix: wm_operator_exec() got called there and fully handled,
while WM event code tried same. Added new OPERATOR_HANDLED flag for this.
Maybe python needs it too?
- Cocoa: added window move event, so multi-win setups work OK (didnt save).
- Interface_handlers.c: removed win->active
- Severe area copy bug: area handlers were not set to NULL
- Filesel bugfix: next/prev folder list was not copied on area copies
** Leftover todos
- Cocoa windows seem to hang on cases still... needs check
- Cocoa 'draw overlap' swap doesn't work
- Cocoa window loses focus permanently on using Spotlight
(for these reasons, makefile building has Carbon as default atm)
- ListView templates in UI cannot become dragged yet, needs review...
it consists of two overlapping UI elements, preventing handling icon clicks.
- There's already Ghost library code to handle dropping from OS
into Blender window. I've noticed this code is unfinished for Macs, but
seems to be complete for Windows. Needs test... currently, an external
drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
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2011-12-24 03:03:42 +00:00
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uint64_t ED_view3d_datamask(struct Scene *scene, struct View3D *v3d);
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2012-01-09 02:50:09 +00:00
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uint64_t ED_view3d_screen_datamask(struct bScreen *screen);
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uint64_t ED_view3d_object_datamask(struct Scene *scene);
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Drag and drop 2.5 integration! Finally, slashdot regulars can use
Blender too now! :)
** Drag works as follows:
- drag-able items are defined by the standard interface ui toolkit
- each button can get this feature, via uiButSetDragXXX(but, ...).
There are calls to define drag-able images, ID blocks, RNA paths,
file paths, and so on. By default you drag an icon, exceptionally
an ImBuf
- Drag items are registered centrally in the WM, it allows more drag
items simultaneous too, but not implemented
** Drop works as follows:
- On mouse release, and if drag items exist in the WM, it converts
the mouse event to an EVT_DROP type. This event then gets the full
drag info as customdata
- drop regions are defined with WM_dropbox_add(), similar to keymaps
you can make a "drop map" this way, which become 'drop map handlers'
in the queues.
- next to that the UI kit handles some common button types (like
accepting ID or names) to be catching a drop event too.
- Every "drop box" has two callbacks:
- poll() = check if the event drag data is relevant for this box
- copy() = fill in custom properties in the dropbox to initialize
an operator
- The dropbox handler then calls its standard Operator with its
dropbox properties.
** Currently implemented
Drag items:
- ID icons in browse buttons
- ID icons in context menu of properties region
- ID icons in outliner and rna viewer
- FileBrowser icons
- FileBrowser preview images
Drag-able icons are subtly visualized by making them brighter a bit
on mouse-over. In case the icon is a button or UI element too (most
cases), the drag-able feature will make the item react to
mouse-release instead of mouse-press.
Drop options:
- UI buttons: ID and text buttons (paste name)
- View3d: Object ID drop copies object
- View3d: Material ID drop assigns to object under cursor
- View3d: Image ID drop assigns to object UV texture under cursor
- Sequencer: Path drop will add either Image or Movie strip
- Image window: Path drop will open image
** Drag and drop Notes:
- Dropping into another Blender window (from same application) works
too. I've added code that passes on mousemoves and clicks to other
windows, without activating them though. This does make using multi-window
Blender a bit friendler.
- Dropping a file path to an image, is not the same as dropping an
Image ID... keep this in mind. Sequencer for example wants paths to
be dropped, textures in 3d window wants an Image ID.
- Although drop boxes could be defined via Python, I suggest they're
part of the UI and editor design (= how we want an editor to work), and
not default offered configurable like keymaps.
- At the moment only one item can be dragged at a time. This is for
several reasons.... For one, Blender doesn't have a well defined
uniform way to define "what is selected" (files, outliner items, etc).
Secondly there's potential conflicts on what todo when you drop mixed
drag sets on spots. All undefined stuff... nice for later.
- Example to bypass the above: a collection of images that form a strip,
should be represented in filewindow as a single sequence anyway.
This then will fit well and gets handled neatly by design.
- Another option to check is to allow multiple options per drop... it
could show the operator as a sort of menu, allowing arrow or scrollwheel
to choose. For time being I'd prefer to try to design a singular drop
though, just offer only one drop action per data type on given spots.
- What does work already, but a tad slow, is to use a function that
detects an object (type) under cursor, so a drag item's option can be
further refined (like drop object on object = parent). (disabled)
** More notes
- Added saving for Region layouts (like split points for toolbar)
- Label buttons now handle mouse over
- File list: added full path entry for drop feature.
- Filesel bugfix: wm_operator_exec() got called there and fully handled,
while WM event code tried same. Added new OPERATOR_HANDLED flag for this.
Maybe python needs it too?
- Cocoa: added window move event, so multi-win setups work OK (didnt save).
- Interface_handlers.c: removed win->active
- Severe area copy bug: area handlers were not set to NULL
- Filesel bugfix: next/prev folder list was not copied on area copies
** Leftover todos
- Cocoa windows seem to hang on cases still... needs check
- Cocoa 'draw overlap' swap doesn't work
- Cocoa window loses focus permanently on using Spotlight
(for these reasons, makefile building has Carbon as default atm)
- ListView templates in UI cannot become dragged yet, needs review...
it consists of two overlapping UI elements, preventing handling icon clicks.
- There's already Ghost library code to handle dropping from OS
into Blender window. I've noticed this code is unfinished for Macs, but
seems to be complete for Windows. Needs test... currently, an external
drop event will print in console when succesfully delivered to Blender's WM.
2010-01-26 18:18:21 +00:00
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2011-05-15 02:39:36 +00:00
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/* camera lock functions */
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2011-05-23 15:46:09 +00:00
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int ED_view3d_camera_lock_check(struct View3D *v3d, struct RegionView3D *rv3d);
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2011-05-15 02:39:36 +00:00
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/* copy the camera to the view before starting a view transformation */
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2011-05-14 17:50:33 +00:00
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void ED_view3d_camera_lock_init(struct View3D *v3d, struct RegionView3D *rv3d);
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2011-08-27 11:52:59 +00:00
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/* copy the view to the camera, return TRUE if */
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int ED_view3d_camera_lock_sync(struct View3D *v3d, struct RegionView3D *rv3d);
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2011-05-14 17:50:33 +00:00
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2012-05-05 16:38:23 +00:00
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void ED_view3D_lock_clear(struct View3D *v3d);
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2011-11-18 14:28:45 +00:00
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struct BGpic *ED_view3D_background_image_new(struct View3D *v3d);
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void ED_view3D_background_image_remove(struct View3D *v3d, struct BGpic *bgpic);
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2011-11-23 16:12:11 +00:00
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void ED_view3D_background_image_clear(struct View3D *v3d);
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2011-11-07 12:55:18 +00:00
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2012-11-30 06:55:36 +00:00
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#define VIEW3D_MARGIN 1.4f
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2012-12-11 15:56:11 +00:00
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#define VIEW3D_DIST_FALLBACK 1.0f
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float ED_view3d_offset_distance(float mat[4][4], const float ofs[3], const float dist_fallback);
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2012-12-09 10:48:18 +00:00
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float ED_scene_grid_scale(struct Scene *scene, const char **grid_unit);
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2012-05-31 16:04:03 +00:00
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float ED_view3d_grid_scale(struct Scene *scene, struct View3D *v3d, const char **grid_unit);
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2012-01-31 18:33:31 +00:00
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/* view matrix properties utilities */
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2012-04-23 06:37:16 +00:00
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/* unused */
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#if 0
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2012-01-31 18:33:31 +00:00
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void ED_view3d_operator_properties_viewmat(struct wmOperatorType *ot);
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void ED_view3d_operator_properties_viewmat_set(struct bContext *C, struct wmOperator *op);
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void ED_view3d_operator_properties_viewmat_get(struct wmOperator *op, int *winx, int *winy, float persmat[4][4]);
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2012-04-23 06:37:16 +00:00
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#endif
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2012-01-31 18:33:31 +00:00
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2012-02-17 18:59:41 +00:00
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#endif /* __ED_VIEW3D_H__ */
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