Motivation is to disambiguate on the naming level what the matrix actually means. It is very easy to understand the meaning backwards, especially since in Python the name goes the opposite way (it is called `world_matrix` in the Python API). It is important to disambiguate the naming without making developers to look into the comment in the header file (which is also not super clear either). Additionally, more clear naming facilitates the unit verification (or, in this case, space validation) when reading an expression. This patch calls the matrix `object_to_world` which makes it clear from the local code what is it exactly going on. This is only done on DNA level, and a lot of local variables still follow the old naming. A DNA rename is setup in a way that there is no change on the file level, so there should be no regressions at all. The possibility is to add `_matrix` or `_mat` suffix to the name to make it explicit that it is a matrix. Although, not sure if it really helps the readability, or is it something redundant. Differential Revision: https://developer.blender.org/D16328
345 lines
11 KiB
C
345 lines
11 KiB
C
/* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup spview3d
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*
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* The purpose of View3DCameraControl is to allow editing \a rv3d manipulation
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* (mainly \a ofs and \a viewquat) for the purpose of view navigation
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* without having to worry about positioning the camera, its parent...
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* or other details.
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* Typical view-control usage:
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*
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* - Acquire a view-control (#ED_view3d_cameracontrol_acquire).
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* - Modify `rv3d->ofs`, `rv3d->viewquat`.
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* - Update the view data (#ED_view3d_cameracontrol_acquire) -
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* within a loop which draws the viewport.
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* - Finish and release the view-control (#ED_view3d_cameracontrol_release),
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* either keeping the current view or restoring the initial view.
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*
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* Notes:
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*
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* - when acquiring `rv3d->dist` is set to zero
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* (so `rv3d->ofs` is always the view-point)
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* - updating can optionally keyframe the camera object.
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*/
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#include "DNA_camera_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_math.h"
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#include "BLI_utildefines.h"
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#include "BKE_object.h"
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#include "DEG_depsgraph.h"
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#include "view3d_intern.h" /* own include */
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typedef struct View3DCameraControl {
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/* -------------------------------------------------------------------- */
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/* Context (assign these to vars before use) */
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Scene *ctx_scene;
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View3D *ctx_v3d;
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RegionView3D *ctx_rv3d;
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/* -------------------------------------------------------------------- */
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/* internal vars */
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/* for parenting calculation */
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float view_mat_prev[4][4];
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/* -------------------------------------------------------------------- */
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/* optional capabilities */
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bool use_parent_root;
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/* -------------------------------------------------------------------- */
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/* initial values */
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/* root most parent */
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Object *root_parent;
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/* backup values */
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float dist_backup;
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/* backup the views distance since we use a zero dist for fly mode */
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float ofs_backup[3];
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/* backup the views offset in case the user cancels flying in non camera mode */
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/* backup the views quat in case the user cancels flying in non camera mode. */
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float rot_backup[4];
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/* remember if we're ortho or not, only used for restoring the view if it was a ortho view */
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char persp_backup;
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/* are we flying an ortho camera in perspective view,
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* which was originally in ortho view?
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* could probably figure it out but better be explicit */
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bool is_ortho_cam;
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/* backup the objects transform */
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void *obtfm;
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} View3DCameraControl;
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BLI_INLINE Object *view3d_cameracontrol_object(const View3DCameraControl *vctrl)
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{
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return vctrl->root_parent ? vctrl->root_parent : vctrl->ctx_v3d->camera;
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}
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Object *ED_view3d_cameracontrol_object_get(View3DCameraControl *vctrl)
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{
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RegionView3D *rv3d = vctrl->ctx_rv3d;
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if (rv3d->persp == RV3D_CAMOB) {
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return view3d_cameracontrol_object(vctrl);
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}
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return NULL;
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}
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struct View3DCameraControl *ED_view3d_cameracontrol_acquire(Depsgraph *depsgraph,
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Scene *scene,
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View3D *v3d,
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RegionView3D *rv3d)
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{
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View3DCameraControl *vctrl;
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vctrl = MEM_callocN(sizeof(View3DCameraControl), __func__);
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/* Store context */
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vctrl->ctx_scene = scene;
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vctrl->ctx_v3d = v3d;
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vctrl->ctx_rv3d = rv3d;
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vctrl->use_parent_root = v3d->camera != NULL &&
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v3d->camera->transflag & OB_TRANSFORM_ADJUST_ROOT_PARENT_FOR_VIEW_LOCK;
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vctrl->persp_backup = rv3d->persp;
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vctrl->dist_backup = rv3d->dist;
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/* check for flying ortho camera - which we can't support well
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* we _could_ also check for an ortho camera but this is easier */
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if ((rv3d->persp == RV3D_CAMOB) && (rv3d->is_persp == false)) {
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((Camera *)v3d->camera->data)->type = CAM_PERSP;
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vctrl->is_ortho_cam = true;
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}
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if (rv3d->persp == RV3D_CAMOB) {
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Object *ob_back;
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if (vctrl->use_parent_root && (vctrl->root_parent = v3d->camera->parent)) {
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while (vctrl->root_parent->parent) {
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vctrl->root_parent = vctrl->root_parent->parent;
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}
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ob_back = vctrl->root_parent;
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}
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else {
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ob_back = v3d->camera;
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}
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/* store the original camera loc and rot */
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vctrl->obtfm = BKE_object_tfm_backup(ob_back);
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BKE_object_where_is_calc(depsgraph, scene, v3d->camera);
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negate_v3_v3(rv3d->ofs, v3d->camera->object_to_world[3]);
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rv3d->dist = 0.0;
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}
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else {
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/* perspective or ortho */
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if (rv3d->persp == RV3D_ORTHO) {
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/* if ortho projection, make perspective */
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rv3d->persp = RV3D_PERSP;
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}
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copy_qt_qt(vctrl->rot_backup, rv3d->viewquat);
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copy_v3_v3(vctrl->ofs_backup, rv3d->ofs);
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/* The dist defines a vector that is in front of the offset
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* to rotate the view about.
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* this is no good for fly mode because we
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* want to rotate about the viewers center.
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* but to correct the dist removal we must
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* alter offset so the view doesn't jump. */
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ED_view3d_distance_set(rv3d, 0.0f);
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/* Done with correcting for the dist */
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}
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ED_view3d_to_m4(vctrl->view_mat_prev, rv3d->ofs, rv3d->viewquat, rv3d->dist);
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return vctrl;
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}
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/**
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* A version of #BKE_object_apply_mat4 that respects #Object.protectflag,
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* applying the locking back to the view to avoid the view.
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* This is needed so the view doesn't get out of sync with the object,
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* causing visible jittering when in fly/walk mode for e.g.
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*
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* \note This could be exposed as an API option, as we might not want the view
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* to be constrained by the thing it's controlling.
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*/
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static bool object_apply_mat4_with_protect(Object *ob,
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const float obmat[4][4],
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const bool use_parent,
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/* Only use when applying lock. */
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RegionView3D *rv3d,
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const float view_mat[4][4])
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{
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const bool use_protect = (ob->protectflag != 0);
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bool view_changed = false;
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ObjectTfmProtectedChannels obtfm;
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if (use_protect) {
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BKE_object_tfm_protected_backup(ob, &obtfm);
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}
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BKE_object_apply_mat4(ob, obmat, true, use_parent);
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if (use_protect) {
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float obmat_noprotect[4][4], obmat_protect[4][4];
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BKE_object_to_mat4(ob, obmat_noprotect);
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BKE_object_tfm_protected_restore(ob, &obtfm, ob->protectflag);
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BKE_object_to_mat4(ob, obmat_protect);
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if (!equals_m4m4(obmat_noprotect, obmat_protect)) {
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/* Apply the lock protection back to the view, without this the view
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* keeps moving, ignoring the object locking, causing jittering in some cases. */
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float diff_mat[4][4];
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float view_mat_protect[4][4];
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float obmat_noprotect_inv[4][4];
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invert_m4_m4(obmat_noprotect_inv, obmat_noprotect);
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mul_m4_m4m4(diff_mat, obmat_protect, obmat_noprotect_inv);
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mul_m4_m4m4(view_mat_protect, diff_mat, view_mat);
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ED_view3d_from_m4(view_mat_protect, rv3d->ofs, rv3d->viewquat, &rv3d->dist);
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view_changed = true;
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}
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}
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return view_changed;
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}
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void ED_view3d_cameracontrol_update(View3DCameraControl *vctrl,
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/* args for keyframing */
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const bool use_autokey,
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struct bContext *C,
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const bool do_rotate,
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const bool do_translate)
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{
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/* We are in camera view so apply the view offset and rotation to the view matrix
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* and set the camera to the view. */
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Scene *scene = vctrl->ctx_scene;
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View3D *v3d = vctrl->ctx_v3d;
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RegionView3D *rv3d = vctrl->ctx_rv3d;
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ID *id_key;
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float view_mat[4][4];
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ED_view3d_to_m4(view_mat, rv3d->ofs, rv3d->viewquat, rv3d->dist);
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/* transform the parent or the camera? */
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if (vctrl->root_parent) {
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Object *ob_update;
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float prev_view_imat[4][4];
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float diff_mat[4][4];
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float parent_mat[4][4];
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invert_m4_m4(prev_view_imat, vctrl->view_mat_prev);
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mul_m4_m4m4(diff_mat, view_mat, prev_view_imat);
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mul_m4_m4m4(parent_mat, diff_mat, vctrl->root_parent->object_to_world);
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if (object_apply_mat4_with_protect(vctrl->root_parent, parent_mat, false, rv3d, view_mat)) {
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/* Calculate again since the view locking changes the matrix. */
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ED_view3d_to_m4(view_mat, rv3d->ofs, rv3d->viewquat, rv3d->dist);
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}
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ob_update = v3d->camera->parent;
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while (ob_update) {
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DEG_id_tag_update(&ob_update->id, ID_RECALC_TRANSFORM);
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ob_update = ob_update->parent;
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}
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copy_m4_m4(vctrl->view_mat_prev, view_mat);
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id_key = &vctrl->root_parent->id;
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}
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else {
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float scale_mat[4][4];
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float scale_back[3];
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/* even though we handle the scale matrix, this still changes over time */
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copy_v3_v3(scale_back, v3d->camera->scale);
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size_to_mat4(scale_mat, v3d->camera->scale);
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mul_m4_m4m4(view_mat, view_mat, scale_mat);
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object_apply_mat4_with_protect(v3d->camera, view_mat, true, rv3d, view_mat);
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DEG_id_tag_update(&v3d->camera->id, ID_RECALC_TRANSFORM);
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copy_v3_v3(v3d->camera->scale, scale_back);
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id_key = &v3d->camera->id;
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}
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/* record the motion */
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if (use_autokey) {
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ED_view3d_camera_autokey(scene, id_key, C, do_rotate, do_translate);
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}
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}
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void ED_view3d_cameracontrol_release(View3DCameraControl *vctrl, const bool restore)
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{
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View3D *v3d = vctrl->ctx_v3d;
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RegionView3D *rv3d = vctrl->ctx_rv3d;
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if (restore) {
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/* Revert to original view? */
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if (vctrl->persp_backup == RV3D_CAMOB) { /* a camera view */
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Object *ob_back = view3d_cameracontrol_object(vctrl);
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/* store the original camera loc and rot */
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BKE_object_tfm_restore(ob_back, vctrl->obtfm);
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DEG_id_tag_update(&ob_back->id, ID_RECALC_TRANSFORM);
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}
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else {
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/* Non Camera we need to reset the view back
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* to the original location because the user canceled. */
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copy_qt_qt(rv3d->viewquat, vctrl->rot_backup);
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rv3d->persp = vctrl->persp_backup;
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}
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/* always, is set to zero otherwise */
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copy_v3_v3(rv3d->ofs, vctrl->ofs_backup);
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rv3d->dist = vctrl->dist_backup;
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}
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else if (vctrl->persp_backup == RV3D_CAMOB) { /* camera */
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DEG_id_tag_update((ID *)view3d_cameracontrol_object(vctrl), ID_RECALC_TRANSFORM);
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/* always, is set to zero otherwise */
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copy_v3_v3(rv3d->ofs, vctrl->ofs_backup);
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rv3d->dist = vctrl->dist_backup;
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}
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else { /* not camera */
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/* Apply the fly mode view */
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/* restore the dist */
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ED_view3d_distance_set(rv3d, vctrl->dist_backup);
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/* Done with correcting for the dist */
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}
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if (vctrl->is_ortho_cam) {
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((Camera *)v3d->camera->data)->type = CAM_ORTHO;
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}
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if (vctrl->obtfm) {
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MEM_freeN(vctrl->obtfm);
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}
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MEM_freeN(vctrl);
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}
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