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2011-02-21 07:25:24 +00:00
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
2010-02-12 13:34:04 +00:00
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
2011-02-21 07:25:24 +00:00
/** \file ED_view3d.h
* \ingroup editors
*/
#ifndef __ED_VIEW3D_H__
#define __ED_VIEW3D_H__
/* ********* exports for space_view3d/ module ********** */
struct ARegion;
struct BMEdge;
struct BMFace;
struct BMVert;
struct BPoint;
struct BezTriple;
struct BezTriple;
struct BoundBox;
struct ImBuf;
struct MVert;
struct Main;
struct Nurb;
struct Nurb;
struct Object;
struct RegionView3D;
struct Scene;
struct View3D;
struct ViewContext;
struct bContext;
struct bglMats;
struct rcti;
struct wmOperator;
struct wmOperatorType;
struct wmWindow;
/* for derivedmesh drawing callbacks, for view3d_select, .... */
typedef struct ViewContext {
struct Scene *scene;
struct Object *obact;
struct Object *obedit;
struct ARegion *ar;
struct View3D *v3d;
struct RegionView3D *rv3d;
struct BMEditMesh *em;
int mval[2];
} ViewContext;
typedef struct ViewDepths {
unsigned short w, h;
short x, y; /* only for temp use for sub-rects, added to ar->winx/y */
float *depths;
double depth_range[2];
char damaged;
} ViewDepths;
/* enum for passing to foreach functions to test RV3D_CLIPPING */
typedef enum eV3DClipTest {
V3D_CLIP_TEST_OFF = 0, /* clipping is off */
V3D_CLIP_TEST_RV3D_CLIPPING = 1, /* clip single points */
V3D_CLIP_TEST_REGION = 2 /* use for edges to check if both verts are in the view, but not RV3D_CLIPPING */
} eV3DClipTest;
float *give_cursor(struct Scene *scene, struct View3D *v3d);
int initgrabz(struct RegionView3D *rv3d, float x, float y, float z);
/**
* Calculate a 3d location from 2d window coordinates.
* \param ar The region (used for the window width and height).
* \param depth_pt The reference location used to calculate the Z depth.
* \param mval The area relative location (such as event->mval converted to floats).
* \param out The resulting world-space location.
*/
void ED_view3d_win_to_3d(struct ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]);
/**
* Calculate a 3d difference vector from 2d window offset.
* note that initgrabz() must be called first to determine
* the depth used to calculate the delta.
* \param ar The region (used for the window width and height).
* \param mval The area relative 2d difference (such as event->mval[0] - other_x).
* \param out The resulting world-space delta.
*/
void ED_view3d_win_to_delta(struct ARegion *ar, const float mval[2], float out[3]);
/**
* Calculate a 3d direction vector from 2d window coordinates.
* This direction vector starts and the view in the direction of the 2d window coordinates.
* In orthographic view all window coordinates yield the same vector.
* \param ar The region (used for the window width and height).
* \param mval The area relative 2d location (such as event->mval converted to floats).
* \param out The resulting normalized world-space direction vector.
*/
void ED_view3d_win_to_vector(struct ARegion *ar, const float mval[2], float out[3]);
/**
* Calculate a 3d segment from 2d window coordinates.
* This ray_start is located at the viewpoint, ray_end is a far point.
* ray_start and ray_end are clipped by the view near and far limits
* so points along this line are always in view.
* In orthographic view all resulting segments will be parallel.
* \param ar The region (used for the window width and height).
* \param v3d The 3d viewport (used for near and far clipping range).
* \param mval The area relative 2d location (such as event->mval, converted into float[2]).
* \param ray_start The world-space starting point of the segment.
* \param ray_end The world-space end point of the segment.
*/
void ED_view3d_win_to_segment_clip(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3]);
/**
* Calculate a 3d viewpoint and direction vector from 2d window coordinates.
* This ray_start is located at the viewpoint, ray_normal is the direction towards mval.
* ray_start is clipped by the view near limit so points in front of it are always in view.
* In orthographic view the resulting ray_normal will match the view vector.
* \param ar The region (used for the window width and height).
* \param v3d The 3d viewport (used for near clipping value).
* \param mval The area relative 2d location (such as event->mval, converted into float[2]).
* \param ray_start The world-space starting point of the segment.
* \param ray_normal The normalized world-space direction of towards mval.
*/
void ED_view3d_win_to_ray(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3]);
/**
* Calculate a normalized 3d direction vector from the viewpoint towards a global location.
* In orthographic view the resulting vector will match the view vector.
* \param rv3d The region (used for the window width and height).
* \param coord The world-space location.
* \param vec The resulting normalized vector.
*/
void ED_view3d_global_to_vector(struct RegionView3D *rv3d, const float coord[3], float vec[3]);
/**
* Calculate the view transformation matrix from RegionView3D input.
* The resulting matrix is equivalent to RegionView3D.viewinv
* \param mat The view 4x4 transformation matrix to calculate.
* \param ofs The view offset, normally from RegionView3D.ofs.
* \param quat The view rotation, quaternion normally from RegionView3D.viewquat.
* \param dist The view distance from ofs, normally from RegionView3D.dist.
*/
void ED_view3d_to_m4(float mat[][4], const float ofs[3], const float quat[4], const float dist);
/**
* Set the view transformation from a 4x4 matrix.
* \param mat The view 4x4 transformation matrix to assign.
* \param ofs The view offset, normally from RegionView3D.ofs.
* \param quat The view rotation, quaternion normally from RegionView3D.viewquat.
* \param dist The view distance from ofs, normally from RegionView3D.dist.
*/
void ED_view3d_from_m4(float mat[][4], float ofs[3], float quat[4], float *dist);
/**
* Set the RegionView3D members from an objects transformation and optionally lens.
* \param ob The object to set the view to.
* \param ofs The view offset to be set, normally from RegionView3D.ofs.
* \param quat The view rotation to be set, quaternion normally from RegionView3D.viewquat.
* \param dist The view distance from ofs to be set, normally from RegionView3D.dist.
* \param lens The view lens angle set for cameras and lamps, normally from View3D.lens.
*/
void ED_view3d_from_object(struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens);
/**
* Set the object transformation from RegionView3D members.
* \param ob The object which has the transformation assigned.
* \param ofs The view offset, normally from RegionView3D.ofs.
* \param quat The view rotation, quaternion normally from RegionView3D.viewquat.
* \param dist The view distance from ofs, normally from RegionView3D.dist.
*/
void ED_view3d_to_object(struct Object *ob, const float ofs[3], const float quat[4], const float dist);
//#if 0 /* UNUSED */
void view3d_unproject(struct bglMats *mats, float out[3], const short x, const short y, const float z);
//#endif
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/* Depth buffer */
void ED_view3d_depth_update(struct ARegion *ar);
float ED_view3d_depth_read_cached(struct ViewContext *vc, int x, int y);
void ED_view3d_depth_tag_update(struct RegionView3D *rv3d);
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/* Projection */
#define IS_CLIPPED 12000
void ED_view3d_calc_clipping(struct BoundBox *bb, float planes[4][4], struct bglMats *mats, const struct rcti *rect);
void project_short(struct ARegion *ar, const float vec[3], short adr[2]);
void project_short_noclip(struct ARegion *ar, const float vec[3], short adr[2]);
void project_int(struct ARegion *ar, const float vec[3], int adr[2]);
void project_int_noclip(struct ARegion *ar, const float vec[3], int adr[2]);
void apply_project_float(float persmat[4][4], int winx, int winy, const float vec[], float adr[2]);
void project_float(struct ARegion *ar, const float vec[3], float adr[2]);
void project_float_noclip(struct ARegion *ar, const float vec[3], float adr[2]);
int ED_view3d_clip_range_get(struct View3D *v3d, struct RegionView3D *rv3d, float *clipsta, float *clipend);
int ED_view3d_viewplane_get(struct View3D *v3d, struct RegionView3D *rv3d, int winxi, int winyi, struct rctf *viewplane, float *clipsta, float *clipend);
void ED_view3d_ob_project_mat_get(struct RegionView3D *v3d, struct Object *ob, float pmat[4][4]);
void ED_view3d_calc_camera_border(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, struct RegionView3D *rv3d, struct rctf *viewborder_r, short no_shift);
void ED_view3d_project_float_v2(const struct ARegion *a, const float vec[3], float adr[2], float mat[4][4]);
void ED_view3d_project_float_v3(struct ARegion *a, const float vec[3], float adr[3], float mat[4][4]);
void ED_view3d_calc_camera_border_size(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, struct RegionView3D *rv3d, float size_r[2]);
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/* drawobject.c iterators */
void mesh_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct BMVert *eve, int x, int y, int index), void *userData, eV3DClipTest clipVerts);
void mesh_foreachScreenEdge(struct ViewContext *vc, void (*func)(void *userData, struct BMEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, eV3DClipTest clipVerts);
void mesh_foreachScreenFace(struct ViewContext *vc, void (*func)(void *userData, struct BMFace *efa, int x, int y, int index), void *userData);
void nurbs_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt, int beztindex, int x, int y), void *userData);
void lattice_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct BPoint *bp, int x, int y), void *userData);
void ED_view3d_clipping_local(struct RegionView3D *rv3d, float mat[][4]);
int ED_view3d_clipping_test(struct RegionView3D *rv3d, const float vec[3], const int is_local);
void ED_view3d_clipping_set(struct RegionView3D *rv3d);
void ED_view3d_clipping_enable(void);
void ED_view3d_clipping_disable(void);
float ED_view3d_pixel_size(struct RegionView3D *rv3d, const float co[3]);
void drawcircball(int mode, const float cent[3], float rad, float tmat[][4]);
/* backbuffer select and draw support */
void view3d_validate_backbuf(struct ViewContext *vc);
struct ImBuf *view3d_read_backbuf(struct ViewContext *vc, short xmin, short ymin, short xmax, short ymax);
unsigned int view3d_sample_backbuf_rect(struct ViewContext *vc, const int mval[2], int size, unsigned int min, unsigned int max, int *dist, short strict,
void *handle, unsigned int (*indextest)(void *handle, unsigned int index));
unsigned int view3d_sample_backbuf(struct ViewContext *vc, int x, int y);
/* draws and does a 4x4 sample */
int ED_view3d_autodist(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, const int mval[2], float mouse_worldloc[3]);
/* only draw so ED_view3d_autodist_simple can be called many times after */
int ED_view3d_autodist_init(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, int mode);
int ED_view3d_autodist_simple(struct ARegion *ar, const int mval[2], float mouse_worldloc[3], int margin, float *force_depth);
int ED_view3d_autodist_depth(struct ARegion *ar, const int mval[2], int margin, float *depth);
int ED_view3d_autodist_depth_seg(struct ARegion *ar, const int mval_sta[2], const int mval_end[2], int margin, float *depth);
/* select */
#define MAXPICKBUF 10000
short view3d_opengl_select(struct ViewContext *vc, unsigned int *buffer, unsigned int bufsize, rcti *input);
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void view3d_set_viewcontext(struct bContext *C, struct ViewContext *vc);
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void view3d_operator_needs_opengl(const struct bContext *C);
void view3d_region_operator_needs_opengl(struct wmWindow *win, struct ARegion *ar);
int view3d_get_view_aligned_coordinate(struct ViewContext *vc, float fp[3], const int mval[2], const short do_fallback);
void view3d_get_transformation(const struct ARegion *ar, struct RegionView3D *rv3d, struct Object *ob, struct bglMats *mats);
/* XXX should move to BLI_math */
int edge_inside_circle(int centx, int centy, int rad, int x1, int y1, int x2, int y2);
/* get 3d region from context, also if mouse is in header or toolbar */
struct RegionView3D *ED_view3d_context_rv3d(struct bContext *C);
int ED_view3d_context_user_region(struct bContext *C, struct View3D **v3d_r, struct ARegion **ar_r);
int ED_operator_rv3d_user_region_poll(struct bContext *C);
void ED_view3d_init_mats_rv3d(struct Object *ob, struct RegionView3D *rv3d);
void ED_view3d_init_mats_rv3d_gl(struct Object *ob, struct RegionView3D *rv3d);
int ED_view3d_scene_layer_set(int lay, const int *values, int *active);
int ED_view3d_context_activate(struct bContext *C);
void ED_view3d_draw_offscreen(struct Scene *scene, struct View3D *v3d, struct ARegion *ar,
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
int winx, int winy, float viewmat[][4], float winmat[][4], int do_bgpic, int colormanage_background);
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,
int draw_background, int colormanage_background, char err_out[256]);
struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(struct Scene *scene, struct Object *camera, int width, int height, unsigned int flag, int drawtype,
int draw_background, int colormanage_background, char err_out[256]);
struct Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]);
void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, short do_clip);
void ED_view3d_update_viewmat(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, float viewmat[][4], float winmat[][4]);
int 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.
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uint64_t ED_view3d_datamask(struct Scene *scene, struct View3D *v3d);
uint64_t ED_view3d_screen_datamask(struct bScreen *screen);
uint64_t ED_view3d_object_datamask(struct Scene *scene);
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
/* camera lock functions */
int ED_view3d_camera_lock_check(struct View3D *v3d, struct RegionView3D *rv3d);
/* copy the camera to the view before starting a view transformation */
void ED_view3d_camera_lock_init(struct View3D *v3d, struct RegionView3D *rv3d);
/* copy the view to the camera, return TRUE if */
int ED_view3d_camera_lock_sync(struct View3D *v3d, struct RegionView3D *rv3d);
void ED_view3D_lock_clear(struct View3D *v3d);
struct BGpic *ED_view3D_background_image_new(struct View3D *v3d);
void ED_view3D_background_image_remove(struct View3D *v3d, struct BGpic *bgpic);
void ED_view3D_background_image_clear(struct View3D *v3d);
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
float ED_view3d_grid_scale(struct Scene *scene, struct View3D *v3d, const char **grid_unit);
/* view matrix properties utilities */
/* unused */
#if 0
void ED_view3d_operator_properties_viewmat(struct wmOperatorType *ot);
void ED_view3d_operator_properties_viewmat_set(struct bContext *C, struct wmOperator *op);
void ED_view3d_operator_properties_viewmat_get(struct wmOperator *op, int *winx, int *winy, float persmat[4][4]);
#endif
#endif /* __ED_VIEW3D_H__ */