New feature; User definable Clipping Planes.

Press ALT+B in 3d window, draw a rect, and it becomes a clipping
volume of 4 planes. You then can rotate the view anyway you like.
Works for each 3d window individually.

Disable it with another ALT+B press.

Commit is huge because it had to change all selection code as well.
The user-clipping planes are in 'eye space', the other clipping
happens in projected 'viewport space'.

Nice to notice is that the 'x=3200' convention (to denote a coordinate
is clipped) now is a define. Define value is still a number though... but
we now can get up to screens of 12000 pixels without issues!

Known issue; here it refuses to draw the 'object centers' or Lamp icons
within the clipping region. Can't find any reason for it... however, we
might move to non-pixmaps for it anyway.

Testing might reveil numerous issues, will be standby for it.

Curious? Check this http://www.blender.org/bf/rt4.jpg
This commit is contained in:
2005-08-20 19:18:35 +00:00
parent ad5ac39ccc
commit dd5410162a
18 changed files with 275 additions and 74 deletions

View File

@@ -826,7 +826,7 @@ void mouse_cursor(void)
initgrabz(fp[0], fp[1], fp[2]);
if(mval[0]!=3200) {
if(mval[0]!=IS_CLIPPED) {
window_to_3d(dvec, mval[0]-mx, mval[1]-my);
VecSubf(fp, fp, dvec);
@@ -2001,3 +2001,59 @@ void fly(void)
}
void view3d_edit_clipping(View3D *v3d)
{
if(v3d->flag & V3D_CLIPPING) {
v3d->flag &= ~V3D_CLIPPING;
scrarea_queue_winredraw(curarea);
if(v3d->clipbb) MEM_freeN(v3d->clipbb);
v3d->clipbb= NULL;
}
else {
rcti rect;
double mvmatrix[16];
double projmatrix[16];
double xs, ys, p[3];
GLint viewport[4];
short val;
/* get border in window coords */
setlinestyle(2);
val= get_border(&rect, 3);
setlinestyle(0);
if(val==0) return;
v3d->flag |= V3D_CLIPPING;
v3d->clipbb= MEM_mallocN(sizeof(BoundBox), "clipbb");
/* convert border to 3d coordinates */
/* Get the matrices needed for gluUnProject */
glGetIntegerv(GL_VIEWPORT, viewport);
glGetDoublev(GL_MODELVIEW_MATRIX, mvmatrix);
glGetDoublev(GL_PROJECTION_MATRIX, projmatrix);
/* Set up viewport so that gluUnProject will give correct values */
viewport[0] = 0;
viewport[1] = 0;
/* four clipping planes and bounding volume */
for(val=0; val<4; val++) {
xs= (val==0||val==3)?rect.xmin:rect.xmax;
ys= (val==0||val==1)?rect.ymin:rect.ymax;
gluUnProject(xs, ys, 0.0, mvmatrix, projmatrix, viewport, &p[0], &p[1], &p[2]);
VECCOPY(v3d->clipbb->vec[val], p);
VECCOPY(v3d->clip[val], G.vd->viewinv[val & 1]);
if(val>1) VecMulf(v3d->clip[val], -1.0f);
v3d->clip[val][3]= - v3d->clip[val][0]*p[0] - v3d->clip[val][1]*p[1] - v3d->clip[val][2]*p[2];
gluUnProject(xs, ys, 1.0, mvmatrix, projmatrix, viewport, &p[0], &p[1], &p[2]);
VECCOPY(v3d->clipbb->vec[4+val], p);
}
}
}