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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2014-08-05 10:47:59 -04:00
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struct rctf;
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2012-02-27 13:47:53 +00:00
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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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2015-03-17 12:02:10 +05:00
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struct wmWindowManager;
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2015-02-12 18:54:41 +01:00
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struct GPUFX;
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struct GPUOffScreen;
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struct GPUFXSettings;
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enum eGPUFXFlags;
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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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2013-03-20 23:14:18 +00:00
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bool damaged;
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2009-01-24 13:45:24 +00:00
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} ViewDepths;
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2013-10-26 04:07:18 +00:00
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float *ED_view3d_cursor3d_get(struct Scene *scene, struct View3D *v3d);
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void ED_view3d_cursor3d_position(struct bContext *C, float fp[3], const int mval[2]);
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2014-07-21 12:02:05 +02:00
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void ED_view3d_cursor3d_update(struct bContext *C, const int mval[2]);
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2008-12-23 19:47:33 +00:00
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2013-12-09 17:03:37 +11:00
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struct Camera *ED_view3d_camera_data_get(struct View3D *v3d, struct RegionView3D *rv3d);
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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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2014-03-25 14:21:50 +11:00
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void ED_view3d_lastview_store(struct RegionView3D *rv3d);
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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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2015-03-21 22:34:20 +11:00
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float ED_view3d_depth_read_cached(const 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);
|
|
|
|
|
/* *** end iterators *** */
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* view3d_project.c */
|
2013-03-14 13:58:56 +00:00
|
|
|
void ED_view3d_project_float_v2_m4(const struct ARegion *ar, const float co[3], float r_co[2], float mat[4][4]);
|
|
|
|
|
void ED_view3d_project_float_v3_m4(const struct ARegion *ar, const float co[3], float r_co[3], float mat[4][4]);
|
2012-10-17 04:13:03 +00:00
|
|
|
|
2013-03-14 13:58:56 +00:00
|
|
|
eV3DProjStatus ED_view3d_project_base(const struct ARegion *ar, struct Base *base);
|
2012-10-17 04:13:03 +00:00
|
|
|
|
2012-10-04 17:52:12 +00:00
|
|
|
/* *** short *** */
|
2013-03-14 13:58:56 +00:00
|
|
|
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
|
|
|
const float co[3], short r_co[2], const eV3DProjTest flag);
|
2013-03-14 13:58:56 +00:00
|
|
|
eV3DProjStatus ED_view3d_project_short_global(const struct ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag);
|
|
|
|
|
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
|
|
|
|
|
|
|
|
/* *** int *** */
|
2013-03-14 13:58:56 +00:00
|
|
|
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
|
|
|
const float co[3], int r_co[2], const eV3DProjTest flag);
|
2013-03-14 13:58:56 +00:00
|
|
|
eV3DProjStatus ED_view3d_project_int_global(const struct ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag);
|
|
|
|
|
eV3DProjStatus ED_view3d_project_int_object(const struct ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag);
|
2012-10-04 17:52:12 +00:00
|
|
|
|
2012-10-05 01:27:28 +00:00
|
|
|
/* *** float *** */
|
2013-03-14 13:58:56 +00:00
|
|
|
eV3DProjStatus ED_view3d_project_float_ex(const struct ARegion *ar, float perspmat[4][4], const bool is_local,
|
|
|
|
|
const float co[3], float r_co[2], const eV3DProjTest flag);
|
|
|
|
|
eV3DProjStatus ED_view3d_project_float_global(const struct ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag);
|
|
|
|
|
eV3DProjStatus ED_view3d_project_float_object(const struct ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag);
|
|
|
|
|
|
|
|
|
|
float ED_view3d_calc_zfac(const struct RegionView3D *rv3d, const float co[3], bool *r_flip);
|
2013-04-22 20:00:37 +00:00
|
|
|
bool ED_view3d_win_to_ray(const struct ARegion *ar, struct View3D *v3d, const float mval[2],
|
|
|
|
|
float ray_start[3], float ray_normal[3], const bool do_clip);
|
2014-01-29 20:10:03 +01:00
|
|
|
bool ED_view3d_win_to_ray_ex(const struct ARegion *ar, struct View3D *v3d, const float mval[2],
|
|
|
|
|
float r_ray_co[3], float r_ray_normal[3], float r_ray_start[3], bool do_clip);
|
2013-03-14 13:58:56 +00:00
|
|
|
void ED_view3d_global_to_vector(const struct RegionView3D *rv3d, const float coord[3], float vec[3]);
|
|
|
|
|
void ED_view3d_win_to_3d(const struct ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]);
|
2013-03-26 02:37:29 +00:00
|
|
|
void ED_view3d_win_to_3d_int(const struct ARegion *ar, const float depth_pt[3], const int mval[2], float out[3]);
|
2013-03-14 13:58:56 +00:00
|
|
|
void ED_view3d_win_to_delta(const struct ARegion *ar, const float mval[2], float out[3], const float zfac);
|
|
|
|
|
void ED_view3d_win_to_vector(const struct ARegion *ar, const float mval[2], float out[3]);
|
2013-04-22 20:00:37 +00:00
|
|
|
bool ED_view3d_win_to_segment(const struct ARegion *ar, struct View3D *v3d, const float mval[2],
|
|
|
|
|
float r_ray_start[3], float r_ray_end[3], const bool do_clip);
|
2013-03-14 13:58:56 +00:00
|
|
|
void ED_view3d_ob_project_mat_get(const struct RegionView3D *v3d, struct Object *ob, float pmat[4][4]);
|
2015-04-28 23:34:40 +10:00
|
|
|
void ED_view3d_ob_project_mat_get_from_obmat(const struct RegionView3D *rv3d, float obmat[4][4], float pmat[4][4]);
|
2012-10-17 04:13:03 +00:00
|
|
|
void ED_view3d_unproject(struct bglMats *mats, float out[3], const float x, const float y, const float z);
|
|
|
|
|
|
|
|
|
|
/* end */
|
2012-09-20 04:56:24 +00:00
|
|
|
|
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
|
|
|
|
2015-03-21 22:34:20 +11:00
|
|
|
void ED_view3d_dist_range_get(
|
|
|
|
|
const struct View3D *v3d,
|
|
|
|
|
float r_dist_range[2]);
|
|
|
|
|
bool ED_view3d_clip_range_get(
|
|
|
|
|
const struct View3D *v3d, const struct RegionView3D *rv3d,
|
|
|
|
|
float *r_clipsta, float *r_clipend, const bool use_ortho_factor);
|
|
|
|
|
bool ED_view3d_viewplane_get(
|
|
|
|
|
const struct View3D *v3d, const struct RegionView3D *rv3d, int winxi, int winyi,
|
|
|
|
|
struct rctf *r_viewplane, float *r_clipsta, float *r_clipend, float *r_pixsize);
|
2013-12-09 20:59:29 +11:00
|
|
|
|
|
|
|
|
void ED_view3d_polygon_offset(const struct RegionView3D *rv3d, const float dist);
|
|
|
|
|
|
2015-03-21 22:34:20 +11:00
|
|
|
void ED_view3d_calc_camera_border(
|
|
|
|
|
const struct Scene *scene, const struct ARegion *ar,
|
|
|
|
|
const struct View3D *v3d, const struct RegionView3D *rv3d,
|
|
|
|
|
struct rctf *r_viewborder, const bool no_shift);
|
|
|
|
|
void ED_view3d_calc_camera_border_size(
|
|
|
|
|
const struct Scene *scene, const struct ARegion *ar,
|
|
|
|
|
const struct View3D *v3d, const struct RegionView3D *rv3d,
|
|
|
|
|
float r_size[2]);
|
2013-04-14 21:42:58 +00:00
|
|
|
bool ED_view3d_calc_render_border(struct Scene *scene, struct View3D *v3d,
|
|
|
|
|
struct ARegion *ar, struct rcti *rect);
|
2009-01-20 11:09:26 +00:00
|
|
|
|
2015-03-07 00:25:27 +11:00
|
|
|
void ED_view3d_clipping_calc_from_boundbox(float clip[6][4], const struct BoundBox *clipbb, const bool is_flip);
|
2012-09-20 04:56:24 +00:00
|
|
|
void ED_view3d_clipping_calc(struct BoundBox *bb, float planes[4][4], struct bglMats *mats, const struct rcti *rect);
|
2012-12-11 14:29:01 +00:00
|
|
|
void ED_view3d_clipping_local(struct RegionView3D *rv3d, float mat[4][4]);
|
2015-03-21 22:34:20 +11:00
|
|
|
bool ED_view3d_clipping_test(const struct RegionView3D *rv3d, const float co[3], const bool is_local);
|
2012-02-28 13:03:56 +00:00
|
|
|
void ED_view3d_clipping_set(struct RegionView3D *rv3d);
|
|
|
|
|
void ED_view3d_clipping_enable(void);
|
|
|
|
|
void ED_view3d_clipping_disable(void);
|
|
|
|
|
|
2015-03-21 22:34:20 +11:00
|
|
|
float ED_view3d_pixel_size(const struct RegionView3D *rv3d, const float co[3]);
|
2012-11-30 06:10:01 +00:00
|
|
|
|
2015-03-21 15:11:30 +11:00
|
|
|
float ED_view3d_radius_to_dist_persp(const float angle, const float radius);
|
|
|
|
|
float ED_view3d_radius_to_dist_ortho(const float lens, const float radius);
|
|
|
|
|
float ED_view3d_radius_to_dist(
|
|
|
|
|
const struct View3D *v3d, const struct ARegion *ar,
|
|
|
|
|
const char persp, const bool use_aspect,
|
|
|
|
|
const float radius);
|
2008-12-30 16:03:29 +00:00
|
|
|
|
2015-12-16 01:24:15 -05:00
|
|
|
void drawcircball(int mode, const float cent[3], float rad, const float tmat[4][4]);
|
2009-01-10 18:33:16 +00:00
|
|
|
|
2009-01-01 19:18:03 +00:00
|
|
|
/* backbuffer select and draw support */
|
2015-04-21 03:19:27 +10:00
|
|
|
void ED_view3d_backbuf_validate(struct ViewContext *vc);
|
2015-07-11 21:09:22 +10:00
|
|
|
struct ImBuf *ED_view3d_backbuf_read(struct ViewContext *vc, int xmin, int ymin, int xmax, int ymax);
|
2015-04-21 03:19:27 +10:00
|
|
|
unsigned int ED_view3d_backbuf_sample_rect(
|
2015-04-20 23:37:04 +10:00
|
|
|
struct ViewContext *vc, const int mval[2], int size,
|
2015-04-21 21:16:19 +10:00
|
|
|
unsigned int min, unsigned int max, float *r_dist);
|
2015-04-21 03:19:27 +10:00
|
|
|
int ED_view3d_backbuf_sample_size_clamp(struct ARegion *ar, const float dist);
|
|
|
|
|
unsigned int ED_view3d_backbuf_sample(struct ViewContext *vc, int x, int y);
|
2008-12-30 16:03:29 +00:00
|
|
|
|
2015-08-21 09:07:52 +10:00
|
|
|
bool ED_view3d_autodist(
|
|
|
|
|
struct Scene *scene, struct ARegion *ar, struct View3D *v3d,
|
|
|
|
|
const int mval[2], float mouse_worldloc[3],
|
|
|
|
|
const bool alphaoverride, const float fallback_depth_pt[3]);
|
2009-02-19 23:53:40 +00:00
|
|
|
|
2011-05-20 13:09:34 +00:00
|
|
|
/* only draw so ED_view3d_autodist_simple can be called many times after */
|
2013-03-20 23:14:18 +00:00
|
|
|
void ED_view3d_autodist_init(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, int mode);
|
|
|
|
|
bool ED_view3d_autodist_simple(struct ARegion *ar, const int mval[2], float mouse_worldloc[3], int margin, float *force_depth);
|
|
|
|
|
bool ED_view3d_autodist_depth(struct ARegion *ar, const int mval[2], int margin, float *depth);
|
|
|
|
|
bool ED_view3d_autodist_depth_seg(struct ARegion *ar, const int mval_sta[2], const int mval_end[2], int margin, float *depth);
|
2009-11-30 01:13:46 +00:00
|
|
|
|
2009-01-05 15:19:31 +00:00
|
|
|
/* select */
|
2015-02-24 17:19:07 +01:00
|
|
|
#define MAXPICKELEMS 2500
|
|
|
|
|
#define MAXPICKBUF (4 * MAXPICKELEMS)
|
2014-08-05 10:47:59 -04:00
|
|
|
short view3d_opengl_select(struct ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const struct rcti *input, bool do_nearest);
|
2009-01-17 03:31:56 +00:00
|
|
|
|
2014-03-11 15:34:19 +11:00
|
|
|
/* view3d_select.c */
|
|
|
|
|
float ED_view3d_select_dist_px(void);
|
2009-01-13 15:18:41 +00:00
|
|
|
void view3d_set_viewcontext(struct bContext *C, struct ViewContext *vc);
|
2009-01-17 03:31:56 +00:00
|
|
|
void view3d_operator_needs_opengl(const struct bContext *C);
|
2011-01-18 01:04:14 +00:00
|
|
|
void view3d_region_operator_needs_opengl(struct wmWindow *win, struct ARegion *ar);
|
2013-03-15 19:56:33 +00:00
|
|
|
void view3d_opengl_read_pixels(struct ARegion *ar, int x, int y, int w, int h, int format, int type, void *data);
|
2011-12-26 20:19:55 +00:00
|
|
|
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
|
|
|
|
2011-03-02 05:05:12 +00:00
|
|
|
/* XXX should move to BLI_math */
|
2013-03-19 23:17:44 +00:00
|
|
|
bool 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
|
|
|
|
2009-06-26 15:48:09 +00:00
|
|
|
/* get 3d region from context, also if mouse is in header or toolbar */
|
|
|
|
|
struct RegionView3D *ED_view3d_context_rv3d(struct bContext *C);
|
2013-03-20 23:14:18 +00:00
|
|
|
bool ED_view3d_context_user_region(struct bContext *C, struct View3D **r_v3d, struct ARegion **r_ar);
|
2012-01-14 12:24:25 +00:00
|
|
|
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
|
|
|
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);
|
2013-05-08 13:00:52 +00:00
|
|
|
#ifdef DEBUG
|
|
|
|
|
void ED_view3d_clear_mats_rv3d(struct RegionView3D *rv3d);
|
|
|
|
|
void ED_view3d_check_mats_rv3d(struct RegionView3D *rv3d);
|
|
|
|
|
#else
|
|
|
|
|
# define ED_view3d_clear_mats_rv3d(rv3d) (void)(rv3d)
|
|
|
|
|
# define ED_view3d_check_mats_rv3d(rv3d) (void)(rv3d)
|
|
|
|
|
#endif
|
2010-06-04 01:39:34 +00:00
|
|
|
int ED_view3d_scene_layer_set(int lay, const int *values, int *active);
|
2009-10-26 12:42:25 +00:00
|
|
|
|
2015-10-27 11:27:26 -02:00
|
|
|
void *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d);
|
|
|
|
|
void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, void *rv3dmat_pt);
|
|
|
|
|
|
2013-03-20 23:14:18 +00:00
|
|
|
bool 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);
|
2015-02-12 18:54:41 +01:00
|
|
|
void ED_view3d_draw_offscreen(
|
|
|
|
|
struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int winx, int winy, float viewmat[4][4],
|
2015-10-14 12:39:52 +11:00
|
|
|
float winmat[4][4], bool do_bgpic, bool do_sky, bool is_persp, const char *viewname,
|
2015-04-06 10:40:12 -03:00
|
|
|
struct GPUFX *fx, struct GPUFXSettings *fx_settings,
|
2015-10-14 12:39:52 +11:00
|
|
|
struct GPUOffScreen *ofs);
|
|
|
|
|
|
|
|
|
|
struct ImBuf *ED_view3d_draw_offscreen_imbuf(
|
|
|
|
|
struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int sizex, int sizey,
|
|
|
|
|
unsigned int flag, bool draw_background,
|
2015-11-12 00:06:26 +11:00
|
|
|
int alpha_mode, int samples, bool full_samples, const char *viewname,
|
2015-11-11 21:56:25 +11:00
|
|
|
struct GPUFX *fx, struct GPUOffScreen *ofs, char err_out[256]);
|
2015-10-14 12:39:52 +11:00
|
|
|
struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(
|
|
|
|
|
struct Scene *scene, struct Object *camera, int width, int height,
|
|
|
|
|
unsigned int flag, int drawtype, bool use_solid_tex, bool use_gpencil, bool draw_background,
|
2015-11-12 00:06:26 +11:00
|
|
|
int alpha_mode, int samples, bool full_samples, const char *viewname,
|
2015-11-11 21:56:25 +11:00
|
|
|
struct GPUFX *fx, struct GPUOffScreen *ofs, char err_out[256]);
|
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]);
|
2013-03-20 23:14:18 +00:00
|
|
|
void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, bool 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]);
|
2014-02-12 13:35:06 +11:00
|
|
|
bool ED_view3d_quat_from_axis_view(const char view, float quat[4]);
|
2014-03-20 15:19:02 +11:00
|
|
|
char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon);
|
2014-02-12 11:26:02 +11:00
|
|
|
char ED_view3d_lock_view_from_index(int index);
|
2015-03-13 04:45:40 +11:00
|
|
|
char ED_view3d_axis_view_opposite(char view);
|
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
|
|
|
|
2015-03-21 22:34:20 +11:00
|
|
|
uint64_t ED_view3d_datamask(const struct Scene *scene, const struct View3D *v3d);
|
|
|
|
|
uint64_t ED_view3d_screen_datamask(const struct bScreen *screen);
|
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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|
|
2015-03-21 22:34:20 +11:00
|
|
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bool ED_view3d_offset_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d);
|
2013-05-03 07:29:25 +00:00
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2011-05-15 02:39:36 +00:00
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/* camera lock functions */
|
2015-03-21 22:34:20 +11:00
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bool ED_view3d_camera_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d);
|
2011-05-15 02:39:36 +00:00
|
|
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/* copy the camera to the view before starting a view transformation */
|
2014-02-24 15:15:17 +11:00
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void ED_view3d_camera_lock_init_ex(struct View3D *v3d, struct RegionView3D *rv3d, const bool calc_dist);
|
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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2014-04-01 11:34:00 +11:00
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/* copy the view to the camera, return true if */
|
2013-03-20 23:14:18 +00:00
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bool ED_view3d_camera_lock_sync(struct View3D *v3d, struct RegionView3D *rv3d);
|
2011-05-14 17:50:33 +00:00
|
|
|
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2014-06-30 13:37:37 +10:00
|
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bool ED_view3d_camera_autokey(
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|
|
|
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struct Scene *scene, struct ID *id_key,
|
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|
|
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struct bContext *C, const bool do_rotate, const bool do_translate);
|
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|
|
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bool ED_view3d_camera_lock_autokey(
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|
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struct View3D *v3d, struct RegionView3D *rv3d,
|
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|
|
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struct bContext *C, const bool do_rotate, const bool do_translate);
|
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|
|
|
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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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|
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|
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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);
|
2011-11-23 16:12:11 +00:00
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void ED_view3D_background_image_clear(struct View3D *v3d);
|
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
|
2012-12-11 15:56:11 +00:00
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|
|
#define VIEW3D_DIST_FALLBACK 1.0f
|
2014-08-25 14:11:50 +10:00
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2012-12-11 15:56:11 +00:00
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float ED_view3d_offset_distance(float mat[4][4], const float ofs[3], const float dist_fallback);
|
2014-02-20 10:00:16 +11:00
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void ED_view3d_distance_set(struct RegionView3D *rv3d, const float dist);
|
2012-12-09 10:48:18 +00:00
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float ED_scene_grid_scale(struct Scene *scene, const char **grid_unit);
|
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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|
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2014-06-19 16:39:18 +10:00
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void ED_scene_draw_fps(struct Scene *scene, const struct rcti *rect);
|
2013-10-17 21:17:33 +00:00
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2012-01-31 18:33:31 +00:00
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/* view matrix properties utilities */
|
2012-04-23 06:37:16 +00:00
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/* unused */
|
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|
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#if 0
|
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]);
|
2012-04-23 06:37:16 +00:00
|
|
|
#endif
|
2012-01-31 18:33:31 +00:00
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|
2015-11-24 11:09:03 +11:00
|
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bool ED_view3d_snap_from_region(
|
|
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struct Scene *scene, struct View3D *v3d, struct ARegion *ar,
|
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const float mval[2], float dist_px,
|
|
|
|
|
bool use_depth, bool use_obedit,
|
|
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|
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bool use_vert, bool use_edge, bool use_face,
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float r_co[3], float r_no[3]);
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bool ED_view3d_snap_from_ray(
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struct Scene *scene,
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|
|
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const float ray_start[3], const float ray_normal[3],
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float r_co[3]);
|
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|
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2013-10-04 12:30:00 +00:00
|
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/* render */
|
2015-03-17 12:02:10 +05:00
|
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void ED_view3d_stop_render_preview(struct wmWindowManager *wm, struct ARegion *ar);
|
2014-07-31 20:18:51 +06:00
|
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void ED_view3d_shade_update(struct Main *bmain, struct Scene *scene, struct View3D *v3d, struct ScrArea *sa);
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2013-10-04 12:30:00 +00:00
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|
2015-04-20 23:39:54 +10:00
|
|
|
#define V3D_IS_ZBUF(v3d) \
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(((v3d)->flag & V3D_ZBUF_SELECT) && ((v3d)->drawtype > OB_WIRE))
|
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2012-02-17 18:59:41 +00:00
|
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|
#endif /* __ED_VIEW3D_H__ */
|