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
546 lines
17 KiB
C
546 lines
17 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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#include "DNA_camera_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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#include "BKE_context.h"
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#include "DEG_depsgraph_query.h"
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#include "WM_api.h"
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#include "ED_screen.h"
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#include "view3d_intern.h"
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#include "view3d_navigate.h" /* own include */
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static void view3d_smoothview_apply_with_interp(
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bContext *C, View3D *v3d, RegionView3D *rv3d, const bool use_autokey, const float factor);
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/* -------------------------------------------------------------------- */
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/** \name Smooth View Undo Handling
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*
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* When the camera is locked to the viewport smooth-view operations
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* may need to perform an undo push.
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*
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* In this case the smooth-view camera transformation is temporarily completed,
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* undo is pushed then the change is rewound, and smooth-view completes from it's timer.
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* In the case smooth-view executed the change immediately - an undo push is called.
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*
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* NOTE(@campbellbarton): While this is not ideal it's necessary as making the undo-push
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* once smooth-view is complete because smooth-view is non-blocking and it's possible other
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* operations are executed once smooth-view has started.
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* \{ */
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void ED_view3d_smooth_view_undo_begin(bContext *C, const ScrArea *area)
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{
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const View3D *v3d = area->spacedata.first;
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Object *camera = v3d->camera;
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if (!camera) {
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return;
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}
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/* Tag the camera object so it's known smooth-view is applied to the view-ports camera
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* (needed to detect when a locked camera is being manipulated).
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* NOTE: It doesn't matter if the actual object being manipulated is the camera or not. */
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camera->id.tag &= ~LIB_TAG_DOIT;
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LISTBASE_FOREACH (const ARegion *, region, &area->regionbase) {
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if (region->regiontype != RGN_TYPE_WINDOW) {
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continue;
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}
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const RegionView3D *rv3d = region->regiondata;
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if (ED_view3d_camera_lock_undo_test(v3d, rv3d, C)) {
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camera->id.tag |= LIB_TAG_DOIT;
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break;
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}
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}
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}
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void ED_view3d_smooth_view_undo_end(bContext *C,
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const ScrArea *area,
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const char *undo_str,
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const bool undo_grouped)
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{
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View3D *v3d = area->spacedata.first;
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Object *camera = v3d->camera;
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if (!camera) {
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return;
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}
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if (camera->id.tag & LIB_TAG_DOIT) {
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/* Smooth view didn't touch the camera. */
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camera->id.tag &= ~LIB_TAG_DOIT;
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return;
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}
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if ((U.uiflag & USER_GLOBALUNDO) == 0) {
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return;
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}
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/* NOTE(@campbellbarton): It is not possible that a single viewport references different cameras
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* so even in the case there is a quad-view with multiple camera views set, these will all
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* reference the same camera. In this case it doesn't matter which region is used.
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* If in the future multiple cameras are supported, this logic can be extended. */
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const ARegion *region_camera = NULL;
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/* An undo push should be performed. */
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bool is_interactive = false;
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LISTBASE_FOREACH (const ARegion *, region, &area->regionbase) {
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if (region->regiontype != RGN_TYPE_WINDOW) {
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continue;
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}
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const RegionView3D *rv3d = region->regiondata;
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if (ED_view3d_camera_lock_undo_test(v3d, rv3d, C)) {
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region_camera = region;
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if (rv3d->sms) {
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is_interactive = true;
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}
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}
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}
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if (region_camera == NULL) {
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return;
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}
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RegionView3D *rv3d = region_camera->regiondata;
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/* Fast forward, undo push, then rewind. */
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if (is_interactive) {
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view3d_smoothview_apply_with_interp(C, v3d, rv3d, false, 1.0f);
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}
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if (undo_grouped) {
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ED_view3d_camera_lock_undo_grouped_push(undo_str, v3d, rv3d, C);
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}
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else {
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ED_view3d_camera_lock_undo_push(undo_str, v3d, rv3d, C);
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}
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if (is_interactive) {
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view3d_smoothview_apply_with_interp(C, v3d, rv3d, false, 0.0f);
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}
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}
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/** \} */
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/* -------------------------------------------------------------------- */
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/** \name Smooth View Operator & Utilities
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*
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* Use for view transitions to have smooth (animated) transitions.
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* \{ */
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/* This operator is one of the 'timer refresh' ones like animation playback */
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struct SmoothView3DState {
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float dist;
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float lens;
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float quat[4];
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float ofs[3];
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};
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struct SmoothView3DStore {
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/* Source. */
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struct SmoothView3DState src; /* source */
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struct SmoothView3DState dst; /* destination */
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struct SmoothView3DState org; /* original */
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bool to_camera;
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bool use_dyn_ofs;
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float dyn_ofs[3];
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/* When smooth-view is enabled, store the 'rv3d->view' here,
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* assign back when the view motion is completed. */
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char org_view;
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double time_allowed;
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};
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static void view3d_smooth_view_state_backup(struct SmoothView3DState *sms_state,
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const View3D *v3d,
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const RegionView3D *rv3d)
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{
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copy_v3_v3(sms_state->ofs, rv3d->ofs);
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copy_qt_qt(sms_state->quat, rv3d->viewquat);
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sms_state->dist = rv3d->dist;
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sms_state->lens = v3d->lens;
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}
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static void view3d_smooth_view_state_restore(const struct SmoothView3DState *sms_state,
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View3D *v3d,
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RegionView3D *rv3d)
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{
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copy_v3_v3(rv3d->ofs, sms_state->ofs);
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copy_qt_qt(rv3d->viewquat, sms_state->quat);
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rv3d->dist = sms_state->dist;
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v3d->lens = sms_state->lens;
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}
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/* will start timer if appropriate */
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void ED_view3d_smooth_view_ex(
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/* avoid passing in the context */
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const Depsgraph *depsgraph,
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wmWindowManager *wm,
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wmWindow *win,
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ScrArea *area,
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View3D *v3d,
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ARegion *region,
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const int smooth_viewtx,
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const V3D_SmoothParams *sview)
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{
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/* In this case use #ED_view3d_smooth_view_undo_begin & end functions
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* instead of passing in undo. */
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BLI_assert_msg(sview->undo_str == NULL,
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"Only the 'ED_view3d_smooth_view' version of this function handles undo!");
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RegionView3D *rv3d = region->regiondata;
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struct SmoothView3DStore sms = {{0}};
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/* initialize sms */
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view3d_smooth_view_state_backup(&sms.dst, v3d, rv3d);
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view3d_smooth_view_state_backup(&sms.src, v3d, rv3d);
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/* If smooth-view runs multiple times. */
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if (rv3d->sms == NULL) {
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view3d_smooth_view_state_backup(&sms.org, v3d, rv3d);
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}
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else {
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sms.org = rv3d->sms->org;
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}
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sms.org_view = rv3d->view;
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/* sms.to_camera = false; */ /* initialized to zero anyway */
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/* note on camera locking, this is a little confusing but works ok.
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* we may be changing the view 'as if' there is no active camera, but in fact
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* there is an active camera which is locked to the view.
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*
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* In the case where smooth view is moving _to_ a camera we don't want that
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* camera to be moved or changed, so only when the camera is not being set should
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* we allow camera option locking to initialize the view settings from the camera.
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*/
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if (sview->camera == NULL && sview->camera_old == NULL) {
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ED_view3d_camera_lock_init(depsgraph, v3d, rv3d);
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}
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/* store the options we want to end with */
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if (sview->ofs) {
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copy_v3_v3(sms.dst.ofs, sview->ofs);
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}
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if (sview->quat) {
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copy_qt_qt(sms.dst.quat, sview->quat);
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}
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if (sview->dist) {
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sms.dst.dist = *sview->dist;
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}
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if (sview->lens) {
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sms.dst.lens = *sview->lens;
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}
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if (sview->dyn_ofs) {
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BLI_assert(sview->ofs == NULL);
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BLI_assert(sview->quat != NULL);
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copy_v3_v3(sms.dyn_ofs, sview->dyn_ofs);
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sms.use_dyn_ofs = true;
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/* calculate the final destination offset */
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view3d_orbit_apply_dyn_ofs(sms.dst.ofs, sms.src.ofs, sms.src.quat, sms.dst.quat, sms.dyn_ofs);
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}
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if (sview->camera) {
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Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, sview->camera);
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if (sview->ofs != NULL) {
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sms.dst.dist = ED_view3d_offset_distance(
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ob_camera_eval->object_to_world, sview->ofs, VIEW3D_DIST_FALLBACK);
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}
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ED_view3d_from_object(ob_camera_eval, sms.dst.ofs, sms.dst.quat, &sms.dst.dist, &sms.dst.lens);
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sms.to_camera = true; /* restore view3d values in end */
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}
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if ((sview->camera_old == sview->camera) && /* Camera. */
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(sms.dst.dist == rv3d->dist) && /* Distance. */
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(sms.dst.lens == v3d->lens) && /* Lens. */
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equals_v3v3(sms.dst.ofs, rv3d->ofs) && /* Offset. */
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equals_v4v4(sms.dst.quat, rv3d->viewquat) /* Rotation. */
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) {
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/* Early return if nothing changed. */
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return;
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}
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/* Skip smooth viewing for external render engine draw. */
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if (smooth_viewtx && !(v3d->shading.type == OB_RENDER && rv3d->render_engine)) {
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/* original values */
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if (sview->camera_old) {
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Object *ob_camera_old_eval = DEG_get_evaluated_object(depsgraph, sview->camera_old);
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if (sview->ofs != NULL) {
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sms.src.dist = ED_view3d_offset_distance(
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ob_camera_old_eval->object_to_world, sview->ofs, 0.0f);
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}
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ED_view3d_from_object(
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ob_camera_old_eval, sms.src.ofs, sms.src.quat, &sms.src.dist, &sms.src.lens);
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}
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/* grid draw as floor */
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if ((RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ROTATION) == 0) {
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/* use existing if exists, means multiple calls to smooth view
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* won't lose the original 'view' setting */
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rv3d->view = RV3D_VIEW_USER;
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}
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sms.time_allowed = (double)smooth_viewtx / 1000.0;
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/* If this is view rotation only we can decrease the time allowed by the angle between quats
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* this means small rotations won't lag. */
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if (sview->quat && !sview->ofs && !sview->dist) {
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/* scale the time allowed by the rotation */
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/* 180deg == 1.0 */
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sms.time_allowed *= (double)fabsf(angle_signed_normalized_qtqt(sms.dst.quat, sms.src.quat)) /
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M_PI;
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}
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/* ensure it shows correct */
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if (sms.to_camera) {
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/* use ortho if we move from an ortho view to an ortho camera */
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Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, sview->camera);
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rv3d->persp = (((rv3d->is_persp == false) && (ob_camera_eval->type == OB_CAMERA) &&
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(((Camera *)ob_camera_eval->data)->type == CAM_ORTHO)) ?
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RV3D_ORTHO :
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RV3D_PERSP);
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}
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rv3d->rflag |= RV3D_NAVIGATING;
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/* not essential but in some cases the caller will tag the area for redraw, and in that
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* case we can get a flicker of the 'org' user view but we want to see 'src' */
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view3d_smooth_view_state_restore(&sms.src, v3d, rv3d);
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/* keep track of running timer! */
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if (rv3d->sms == NULL) {
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rv3d->sms = MEM_mallocN(sizeof(struct SmoothView3DStore), "smoothview v3d");
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}
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*rv3d->sms = sms;
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if (rv3d->smooth_timer) {
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WM_event_remove_timer(wm, win, rv3d->smooth_timer);
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}
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/* #TIMER1 is hard-coded in key-map. */
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rv3d->smooth_timer = WM_event_add_timer(wm, win, TIMER1, 1.0 / 100.0);
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}
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else {
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/* Animation is disabled, apply immediately. */
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if (sms.to_camera == false) {
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copy_v3_v3(rv3d->ofs, sms.dst.ofs);
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copy_qt_qt(rv3d->viewquat, sms.dst.quat);
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rv3d->dist = sms.dst.dist;
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v3d->lens = sms.dst.lens;
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ED_view3d_camera_lock_sync(depsgraph, v3d, rv3d);
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}
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if (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXVIEW) {
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view3d_boxview_copy(area, region);
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}
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ED_region_tag_redraw(region);
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WM_event_add_mousemove(win);
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}
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if (sms.to_camera == false) {
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/* See comments in #ED_view3d_smooth_view_undo_begin for why this is needed. */
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if (v3d->camera) {
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v3d->camera->id.tag &= ~LIB_TAG_DOIT;
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}
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}
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}
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void ED_view3d_smooth_view(bContext *C,
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View3D *v3d,
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ARegion *region,
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const int smooth_viewtx,
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const struct V3D_SmoothParams *sview)
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{
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const Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
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wmWindowManager *wm = CTX_wm_manager(C);
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wmWindow *win = CTX_wm_window(C);
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ScrArea *area = CTX_wm_area(C);
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/* #ED_view3d_smooth_view_ex asserts this is not set as it doesn't support undo. */
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struct V3D_SmoothParams sview_no_undo = *sview;
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sview_no_undo.undo_str = NULL;
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sview_no_undo.undo_grouped = false;
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const bool do_undo = (sview->undo_str != NULL);
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if (do_undo) {
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ED_view3d_smooth_view_undo_begin(C, area);
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}
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ED_view3d_smooth_view_ex(depsgraph, wm, win, area, v3d, region, smooth_viewtx, &sview_no_undo);
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if (do_undo) {
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ED_view3d_smooth_view_undo_end(C, area, sview->undo_str, sview->undo_grouped);
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}
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}
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/**
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* Apply with interpolation, on completion run #view3d_smoothview_apply_and_finish.
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*/
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static void view3d_smoothview_apply_with_interp(
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bContext *C, View3D *v3d, RegionView3D *rv3d, const bool use_autokey, const float factor)
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{
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struct SmoothView3DStore *sms = rv3d->sms;
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interp_qt_qtqt(rv3d->viewquat, sms->src.quat, sms->dst.quat, factor);
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if (sms->use_dyn_ofs) {
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view3d_orbit_apply_dyn_ofs(
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rv3d->ofs, sms->src.ofs, sms->src.quat, rv3d->viewquat, sms->dyn_ofs);
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}
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else {
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interp_v3_v3v3(rv3d->ofs, sms->src.ofs, sms->dst.ofs, factor);
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}
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rv3d->dist = interpf(sms->dst.dist, sms->src.dist, factor);
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v3d->lens = interpf(sms->dst.lens, sms->src.lens, factor);
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const Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
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if (ED_view3d_camera_lock_sync(depsgraph, v3d, rv3d)) {
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if (use_autokey) {
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ED_view3d_camera_lock_autokey(v3d, rv3d, C, true, true);
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}
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}
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}
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/**
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* Apply the view-port transformation & free smooth-view related data.
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*/
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static void view3d_smoothview_apply_and_finish(bContext *C, View3D *v3d, RegionView3D *rv3d)
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{
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wmWindowManager *wm = CTX_wm_manager(C);
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struct SmoothView3DStore *sms = rv3d->sms;
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wmWindow *win = CTX_wm_window(C);
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/* if we went to camera, store the original */
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if (sms->to_camera) {
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rv3d->persp = RV3D_CAMOB;
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view3d_smooth_view_state_restore(&sms->org, v3d, rv3d);
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}
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else {
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const Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
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view3d_smooth_view_state_restore(&sms->dst, v3d, rv3d);
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if (ED_view3d_camera_lock_sync(depsgraph, v3d, rv3d)) {
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ED_view3d_camera_lock_autokey(v3d, rv3d, C, true, true);
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}
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}
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if ((RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ROTATION) == 0) {
|
|
rv3d->view = sms->org_view;
|
|
}
|
|
|
|
MEM_freeN(rv3d->sms);
|
|
rv3d->sms = NULL;
|
|
|
|
WM_event_remove_timer(wm, win, rv3d->smooth_timer);
|
|
rv3d->smooth_timer = NULL;
|
|
rv3d->rflag &= ~RV3D_NAVIGATING;
|
|
|
|
/* Event handling won't know if a UI item has been moved under the pointer. */
|
|
WM_event_add_mousemove(win);
|
|
|
|
/* NOTE: this doesn't work right because the v3d->lens is now used in ortho mode r51636,
|
|
* when switching camera in quad-view the other ortho views would zoom & reset.
|
|
*
|
|
* For now only redraw all regions when smooth-view finishes.
|
|
*/
|
|
WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d);
|
|
}
|
|
|
|
/* only meant for timer usage */
|
|
|
|
static void view3d_smoothview_apply_from_timer(bContext *C, View3D *v3d, ARegion *region)
|
|
{
|
|
wmWindowManager *wm = CTX_wm_manager(C);
|
|
RegionView3D *rv3d = region->regiondata;
|
|
struct SmoothView3DStore *sms = rv3d->sms;
|
|
float factor;
|
|
|
|
if (sms->time_allowed != 0.0) {
|
|
factor = (float)((rv3d->smooth_timer->duration) / sms->time_allowed);
|
|
}
|
|
else {
|
|
factor = 1.0f;
|
|
}
|
|
if (factor >= 1.0f) {
|
|
view3d_smoothview_apply_and_finish(C, v3d, rv3d);
|
|
}
|
|
else {
|
|
/* Ease in/out smoothing. */
|
|
factor = (3.0f * factor * factor - 2.0f * factor * factor * factor);
|
|
const bool use_autokey = ED_screen_animation_playing(wm);
|
|
view3d_smoothview_apply_with_interp(C, v3d, rv3d, use_autokey, factor);
|
|
}
|
|
|
|
if (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXVIEW) {
|
|
view3d_boxview_copy(CTX_wm_area(C), region);
|
|
}
|
|
|
|
ED_region_tag_redraw(region);
|
|
}
|
|
|
|
static int view3d_smoothview_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *event)
|
|
{
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
ARegion *region = CTX_wm_region(C);
|
|
RegionView3D *rv3d = region->regiondata;
|
|
|
|
/* escape if not our timer */
|
|
if (rv3d->smooth_timer == NULL || rv3d->smooth_timer != event->customdata) {
|
|
return OPERATOR_PASS_THROUGH;
|
|
}
|
|
|
|
view3d_smoothview_apply_from_timer(C, v3d, region);
|
|
|
|
return OPERATOR_FINISHED;
|
|
}
|
|
|
|
void ED_view3d_smooth_view_force_finish(bContext *C, View3D *v3d, ARegion *region)
|
|
{
|
|
RegionView3D *rv3d = region->regiondata;
|
|
if (rv3d && rv3d->sms) {
|
|
view3d_smoothview_apply_and_finish(C, v3d, rv3d);
|
|
|
|
/* Force update of view matrix so tools that run immediately after
|
|
* can use them without redrawing first */
|
|
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
|
|
Scene *scene = CTX_data_scene(C);
|
|
ED_view3d_update_viewmat(depsgraph, scene, v3d, region, NULL, NULL, NULL, false);
|
|
}
|
|
}
|
|
|
|
void VIEW3D_OT_smoothview(wmOperatorType *ot)
|
|
{
|
|
/* identifiers */
|
|
ot->name = "Smooth View";
|
|
ot->idname = "VIEW3D_OT_smoothview";
|
|
|
|
/* api callbacks */
|
|
ot->invoke = view3d_smoothview_invoke;
|
|
|
|
/* flags */
|
|
ot->flag = OPTYPE_INTERNAL;
|
|
|
|
ot->poll = ED_operator_view3d_active;
|
|
}
|
|
|
|
/** \} */
|