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blender-archive/source/blender/editors/space_view3d/view3d_view.c
2015-11-01 12:49:40 +11:00

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C

/*
* ***** 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,
* 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 *****
*/
/** \file blender/editors/space_view3d/view3d_view.c
* \ingroup spview3d
*/
#include "DNA_camera_types.h"
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_utildefines.h"
#include "BKE_anim.h"
#include "BKE_action.h"
#include "BKE_camera.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_object.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "GPU_select.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "ED_armature.h"
#ifdef WITH_GAMEENGINE
# include "BLI_listbase.h"
# include "BLI_callbacks.h"
# include "GPU_draw.h"
# include "BL_System.h"
#endif
#include "view3d_intern.h" /* own include */
/* use this call when executing an operator,
* event system doesn't set for each event the
* opengl drawing context */
void view3d_operator_needs_opengl(const bContext *C)
{
wmWindow *win = CTX_wm_window(C);
ARegion *ar = CTX_wm_region(C);
view3d_region_operator_needs_opengl(win, ar);
}
void view3d_region_operator_needs_opengl(wmWindow *win, ARegion *ar)
{
/* for debugging purpose, context should always be OK */
if ((ar == NULL) || (ar->regiontype != RGN_TYPE_WINDOW)) {
printf("view3d_region_operator_needs_opengl error, wrong region\n");
}
else {
RegionView3D *rv3d = ar->regiondata;
wmSubWindowSet(win, ar->swinid);
glMatrixMode(GL_PROJECTION);
glLoadMatrixf(rv3d->winmat);
glMatrixMode(GL_MODELVIEW);
glLoadMatrixf(rv3d->viewmat);
}
}
float *ED_view3d_cursor3d_get(Scene *scene, View3D *v3d)
{
if (v3d && v3d->localvd) return v3d->cursor;
else return scene->cursor;
}
Camera *ED_view3d_camera_data_get(View3D *v3d, RegionView3D *rv3d)
{
/* establish the camera object, so we can default to view mapping if anything is wrong with it */
if ((rv3d->persp == RV3D_CAMOB) && v3d->camera && (v3d->camera->type == OB_CAMERA)) {
return v3d->camera->data;
}
else {
return NULL;
}
}
/* ****************** smooth view operator ****************** */
/* This operator is one of the 'timer refresh' ones like animation playback */
struct SmoothView3DState {
float dist;
float lens;
float quat[4];
float ofs[3];
};
struct SmoothView3DStore {
/* source*/
struct SmoothView3DState src; /* source */
struct SmoothView3DState dst; /* destination */
struct SmoothView3DState org; /* original */
bool to_camera;
/* When smooth-view is enabled, store the 'rv3d->view' here,
* assign back when the view motion is completed. */
char org_view;
double time_allowed;
};
static void view3d_smooth_view_state_backup(struct SmoothView3DState *sms_state,
const View3D *v3d, const RegionView3D *rv3d)
{
copy_v3_v3(sms_state->ofs, rv3d->ofs);
copy_qt_qt(sms_state->quat, rv3d->viewquat);
sms_state->dist = rv3d->dist;
sms_state->lens = v3d->lens;
}
static void view3d_smooth_view_state_restore(const struct SmoothView3DState *sms_state,
View3D *v3d, RegionView3D *rv3d)
{
copy_v3_v3(rv3d->ofs, sms_state->ofs);
copy_qt_qt(rv3d->viewquat, sms_state->quat);
rv3d->dist = sms_state->dist;
v3d->lens = sms_state->lens;
}
/* will start timer if appropriate */
/* the arguments are the desired situation */
void ED_view3d_smooth_view_ex(
/* avoid passing in the context */
wmWindowManager *wm, wmWindow *win, ScrArea *sa,
View3D *v3d, ARegion *ar, Object *oldcamera, Object *camera,
const float *ofs, const float *quat, const float *dist, const float *lens,
const int smooth_viewtx)
{
RegionView3D *rv3d = ar->regiondata;
struct SmoothView3DStore sms = {{0}};
bool ok = false;
/* initialize sms */
view3d_smooth_view_state_backup(&sms.dst, v3d, rv3d);
view3d_smooth_view_state_backup(&sms.src, v3d, rv3d);
/* if smoothview runs multiple times... */
if (rv3d->sms == NULL) {
view3d_smooth_view_state_backup(&sms.org, v3d, rv3d);
}
else {
sms.org = rv3d->sms->org;
}
sms.org_view = rv3d->view;
/* sms.to_camera = false; */ /* initizlized to zero anyway */
/* note on camera locking, this is a little confusing but works ok.
* we may be changing the view 'as if' there is no active camera, but in fact
* there is an active camera which is locked to the view.
*
* In the case where smooth view is moving _to_ a camera we don't want that
* camera to be moved or changed, so only when the camera is not being set should
* we allow camera option locking to initialize the view settings from the camera.
*/
if (camera == NULL && oldcamera == NULL) {
ED_view3d_camera_lock_init(v3d, rv3d);
}
/* store the options we want to end with */
if (ofs) copy_v3_v3(sms.dst.ofs, ofs);
if (quat) copy_qt_qt(sms.dst.quat, quat);
if (dist) sms.dst.dist = *dist;
if (lens) sms.dst.lens = *lens;
if (camera) {
sms.dst.dist = ED_view3d_offset_distance(camera->obmat, ofs, VIEW3D_DIST_FALLBACK);
ED_view3d_from_object(camera, sms.dst.ofs, sms.dst.quat, &sms.dst.dist, &sms.dst.lens);
sms.to_camera = true; /* restore view3d values in end */
}
/* skip smooth viewing for render engine draw */
if (smooth_viewtx && v3d->drawtype != OB_RENDER) {
bool changed = false; /* zero means no difference */
if (oldcamera != camera)
changed = true;
else if (sms.dst.dist != rv3d->dist)
changed = true;
else if (sms.dst.lens != v3d->lens)
changed = true;
else if (!equals_v3v3(sms.dst.ofs, rv3d->ofs))
changed = true;
else if (!equals_v4v4(sms.dst.quat, rv3d->viewquat))
changed = true;
/* The new view is different from the old one
* so animate the view */
if (changed) {
/* original values */
if (oldcamera) {
sms.src.dist = ED_view3d_offset_distance(oldcamera->obmat, rv3d->ofs, 0.0f);
/* this */
ED_view3d_from_object(oldcamera, sms.src.ofs, sms.src.quat, &sms.src.dist, &sms.src.lens);
}
/* grid draw as floor */
if ((rv3d->viewlock & RV3D_LOCKED) == 0) {
/* use existing if exists, means multiple calls to smooth view wont loose the original 'view' setting */
rv3d->view = RV3D_VIEW_USER;
}
sms.time_allowed = (double)smooth_viewtx / 1000.0;
/* if this is view rotation only
* we can decrease the time allowed by
* the angle between quats
* this means small rotations wont lag */
if (quat && !ofs && !dist) {
float vec1[3] = {0, 0, 1}, vec2[3] = {0, 0, 1};
float q1[4], q2[4];
invert_qt_qt_normalized(q1, sms.dst.quat);
invert_qt_qt_normalized(q2, sms.src.quat);
mul_qt_v3(q1, vec1);
mul_qt_v3(q2, vec2);
/* scale the time allowed by the rotation */
sms.time_allowed *= (double)angle_v3v3(vec1, vec2) / M_PI; /* 180deg == 1.0 */
}
/* ensure it shows correct */
if (sms.to_camera) {
/* use ortho if we move from an ortho view to an ortho camera */
rv3d->persp = (((rv3d->is_persp == false) &&
(camera->type == OB_CAMERA) &&
(((Camera *)camera->data)->type == CAM_ORTHO)) ?
RV3D_ORTHO : RV3D_PERSP);
}
rv3d->rflag |= RV3D_NAVIGATING;
/* not essential but in some cases the caller will tag the area for redraw,
* and in that case we can get a flicker of the 'org' user view but we want to see 'src' */
view3d_smooth_view_state_restore(&sms.src, v3d, rv3d);
/* keep track of running timer! */
if (rv3d->sms == NULL) {
rv3d->sms = MEM_mallocN(sizeof(struct SmoothView3DStore), "smoothview v3d");
}
*rv3d->sms = sms;
if (rv3d->smooth_timer) {
WM_event_remove_timer(wm, win, rv3d->smooth_timer);
}
/* TIMER1 is hardcoded in keymap */
rv3d->smooth_timer = WM_event_add_timer(wm, win, TIMER1, 1.0 / 100.0); /* max 30 frs/sec */
ok = true;
}
}
/* if we get here nothing happens */
if (ok == false) {
if (sms.to_camera == false) {
copy_v3_v3(rv3d->ofs, sms.dst.ofs);
copy_qt_qt(rv3d->viewquat, sms.dst.quat);
rv3d->dist = sms.dst.dist;
v3d->lens = sms.dst.lens;
ED_view3d_camera_lock_sync(v3d, rv3d);
}
if (rv3d->viewlock & RV3D_BOXVIEW) {
view3d_boxview_copy(sa, ar);
}
ED_region_tag_redraw(ar);
}
}
void ED_view3d_smooth_view(
bContext *C,
View3D *v3d, ARegion *ar, Object *oldcamera, Object *camera,
const float *ofs, const float *quat, const float *dist, const float *lens,
const int smooth_viewtx)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
ScrArea *sa = CTX_wm_area(C);
ED_view3d_smooth_view_ex(
wm, win, sa,
v3d, ar, oldcamera, camera,
ofs, quat, dist, lens, smooth_viewtx);
}
/* only meant for timer usage */
static int view3d_smoothview_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *event)
{
View3D *v3d = CTX_wm_view3d(C);
RegionView3D *rv3d = CTX_wm_region_view3d(C);
struct SmoothView3DStore *sms = rv3d->sms;
float step, step_inv;
/* escape if not our timer */
if (rv3d->smooth_timer == NULL || rv3d->smooth_timer != event->customdata)
return OPERATOR_PASS_THROUGH;
if (sms->time_allowed != 0.0)
step = (float)((rv3d->smooth_timer->duration) / sms->time_allowed);
else
step = 1.0f;
/* end timer */
if (step >= 1.0f) {
/* if we went to camera, store the original */
if (sms->to_camera) {
rv3d->persp = RV3D_CAMOB;
view3d_smooth_view_state_restore(&sms->org, v3d, rv3d);
}
else {
view3d_smooth_view_state_restore(&sms->dst, v3d, rv3d);
ED_view3d_camera_lock_sync(v3d, rv3d);
ED_view3d_camera_lock_autokey(v3d, rv3d, C, true, true);
}
if ((rv3d->viewlock & RV3D_LOCKED) == 0) {
rv3d->view = sms->org_view;
}
MEM_freeN(rv3d->sms);
rv3d->sms = NULL;
WM_event_remove_timer(CTX_wm_manager(C), CTX_wm_window(C), rv3d->smooth_timer);
rv3d->smooth_timer = NULL;
rv3d->rflag &= ~RV3D_NAVIGATING;
}
else {
/* ease in/out */
step = (3.0f * step * step - 2.0f * step * step * step);
step_inv = 1.0f - step;
interp_v3_v3v3(rv3d->ofs, sms->src.ofs, sms->dst.ofs, step);
interp_qt_qtqt(rv3d->viewquat, sms->src.quat, sms->dst.quat, step);
rv3d->dist = sms->dst.dist * step + sms->src.dist * step_inv;
v3d->lens = sms->dst.lens * step + sms->src.lens * step_inv;
ED_view3d_camera_lock_sync(v3d, rv3d);
if (ED_screen_animation_playing(CTX_wm_manager(C))) {
ED_view3d_camera_lock_autokey(v3d, rv3d, C, true, true);
}
}
if (rv3d->viewlock & RV3D_BOXVIEW)
view3d_boxview_copy(CTX_wm_area(C), CTX_wm_region(C));
/* 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 smoothview finishes.
*/
if (step >= 1.0f) {
WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d);
}
else {
ED_region_tag_redraw(CTX_wm_region(C));
}
return OPERATOR_FINISHED;
}
void VIEW3D_OT_smoothview(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Smooth View";
ot->description = "";
ot->idname = "VIEW3D_OT_smoothview";
/* api callbacks */
ot->invoke = view3d_smoothview_invoke;
/* flags */
ot->flag = OPTYPE_INTERNAL;
ot->poll = ED_operator_view3d_active;
}
/* ****************** change view operators ****************** */
static int view3d_camera_to_view_exec(bContext *C, wmOperator *UNUSED(op))
{
View3D *v3d;
ARegion *ar;
RegionView3D *rv3d;
ObjectTfmProtectedChannels obtfm;
ED_view3d_context_user_region(C, &v3d, &ar);
rv3d = ar->regiondata;
ED_view3d_lastview_store(rv3d);
BKE_object_tfm_protected_backup(v3d->camera, &obtfm);
ED_view3d_to_object(v3d->camera, rv3d->ofs, rv3d->viewquat, rv3d->dist);
BKE_object_tfm_protected_restore(v3d->camera, &obtfm, v3d->camera->protectflag);
DAG_id_tag_update(&v3d->camera->id, OB_RECALC_OB);
rv3d->persp = RV3D_CAMOB;
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, v3d->camera);
return OPERATOR_FINISHED;
}
static int view3d_camera_to_view_poll(bContext *C)
{
View3D *v3d;
ARegion *ar;
if (ED_view3d_context_user_region(C, &v3d, &ar)) {
RegionView3D *rv3d = ar->regiondata;
if (v3d && v3d->camera && v3d->camera->id.lib == NULL) {
if (rv3d && (rv3d->viewlock & RV3D_LOCKED) == 0) {
if (rv3d->persp != RV3D_CAMOB) {
return 1;
}
}
}
}
return 0;
}
void VIEW3D_OT_camera_to_view(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Align Camera To View";
ot->description = "Set camera view to active view";
ot->idname = "VIEW3D_OT_camera_to_view";
/* api callbacks */
ot->exec = view3d_camera_to_view_exec;
ot->poll = view3d_camera_to_view_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* unlike VIEW3D_OT_view_selected this is for framing a render and not
* meant to take into account vertex/bone selection for eg. */
static int view3d_camera_to_view_selected_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C); /* can be NULL */
Object *camera_ob = v3d ? v3d->camera : scene->camera;
float r_co[3]; /* the new location to apply */
float r_scale; /* only for ortho cameras */
if (camera_ob == NULL) {
BKE_report(op->reports, RPT_ERROR, "No active camera");
return OPERATOR_CANCELLED;
}
/* this function does all the important stuff */
if (BKE_camera_view_frame_fit_to_scene(scene, v3d, camera_ob, r_co, &r_scale)) {
ObjectTfmProtectedChannels obtfm;
float obmat_new[4][4];
if ((camera_ob->type == OB_CAMERA) && (((Camera *)camera_ob->data)->type == CAM_ORTHO)) {
((Camera *)camera_ob->data)->ortho_scale = r_scale;
}
copy_m4_m4(obmat_new, camera_ob->obmat);
copy_v3_v3(obmat_new[3], r_co);
/* only touch location */
BKE_object_tfm_protected_backup(camera_ob, &obtfm);
BKE_object_apply_mat4(camera_ob, obmat_new, true, true);
BKE_object_tfm_protected_restore(camera_ob, &obtfm, OB_LOCK_SCALE | OB_LOCK_ROT4D);
/* notifiers */
DAG_id_tag_update(&camera_ob->id, OB_RECALC_OB);
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, camera_ob);
return OPERATOR_FINISHED;
}
else {
return OPERATOR_CANCELLED;
}
}
void VIEW3D_OT_camera_to_view_selected(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Camera Fit Frame to Selected";
ot->description = "Move the camera so selected objects are framed";
ot->idname = "VIEW3D_OT_camera_to_view_selected";
/* api callbacks */
ot->exec = view3d_camera_to_view_selected_exec;
ot->poll = ED_operator_scene_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
static int view3d_setobjectascamera_exec(bContext *C, wmOperator *op)
{
View3D *v3d;
ARegion *ar;
RegionView3D *rv3d;
Scene *scene = CTX_data_scene(C);
Object *ob = CTX_data_active_object(C);
const int smooth_viewtx = WM_operator_smooth_viewtx_get(op);
/* no NULL check is needed, poll checks */
ED_view3d_context_user_region(C, &v3d, &ar);
rv3d = ar->regiondata;
if (ob) {
Object *camera_old = (rv3d->persp == RV3D_CAMOB) ? V3D_CAMERA_SCENE(scene, v3d) : NULL;
rv3d->persp = RV3D_CAMOB;
v3d->camera = ob;
if (v3d->scenelock)
scene->camera = ob;
/* unlikely but looks like a glitch when set to the same */
if (camera_old != ob) {
ED_view3d_lastview_store(rv3d);
ED_view3d_smooth_view(C, v3d, ar, camera_old, v3d->camera,
rv3d->ofs, rv3d->viewquat, &rv3d->dist, &v3d->lens,
smooth_viewtx);
}
WM_event_add_notifier(C, NC_SCENE | ND_RENDER_OPTIONS | NC_OBJECT | ND_DRAW, CTX_data_scene(C));
}
return OPERATOR_FINISHED;
}
int ED_operator_rv3d_user_region_poll(bContext *C)
{
View3D *v3d_dummy;
ARegion *ar_dummy;
return ED_view3d_context_user_region(C, &v3d_dummy, &ar_dummy);
}
void VIEW3D_OT_object_as_camera(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Set Active Object as Camera";
ot->description = "Set the active object as the active camera for this view or scene";
ot->idname = "VIEW3D_OT_object_as_camera";
/* api callbacks */
ot->exec = view3d_setobjectascamera_exec;
ot->poll = ED_operator_rv3d_user_region_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/* ********************************** */
void ED_view3d_clipping_calc_from_boundbox(float clip[4][4], const BoundBox *bb, const bool is_flip)
{
int val;
for (val = 0; val < 4; val++) {
normal_tri_v3(clip[val], bb->vec[val], bb->vec[val == 3 ? 0 : val + 1], bb->vec[val + 4]);
if (UNLIKELY(is_flip)) {
negate_v3(clip[val]);
}
clip[val][3] = -dot_v3v3(clip[val], bb->vec[val]);
}
}
void ED_view3d_clipping_calc(BoundBox *bb, float planes[4][4], bglMats *mats, const rcti *rect)
{
float modelview[4][4];
double xs, ys, p[3];
int val, flip_sign, a;
/* near zero floating point values can give issues with gluUnProject
* in side view on some implementations */
if (fabs(mats->modelview[0]) < 1e-6) mats->modelview[0] = 0.0;
if (fabs(mats->modelview[5]) < 1e-6) mats->modelview[5] = 0.0;
/* Set up viewport so that gluUnProject will give correct values */
mats->viewport[0] = 0;
mats->viewport[1] = 0;
/* four clipping planes and bounding volume */
/* first do the 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, mats->modelview, mats->projection, mats->viewport, &p[0], &p[1], &p[2]);
copy_v3fl_v3db(bb->vec[val], p);
gluUnProject(xs, ys, 1.0, mats->modelview, mats->projection, mats->viewport, &p[0], &p[1], &p[2]);
copy_v3fl_v3db(bb->vec[4 + val], p);
}
/* verify if we have negative scale. doing the transform before cross
* product flips the sign of the vector compared to doing cross product
* before transform then, so we correct for that. */
for (a = 0; a < 16; a++)
((float *)modelview)[a] = mats->modelview[a];
flip_sign = is_negative_m4(modelview);
ED_view3d_clipping_calc_from_boundbox(planes, bb, flip_sign);
}
static bool view3d_boundbox_clip_m4(const BoundBox *bb, float persmatob[4][4])
{
int a, flag = -1, fl;
for (a = 0; a < 8; a++) {
float vec[4], min, max;
copy_v3_v3(vec, bb->vec[a]);
vec[3] = 1.0;
mul_m4_v4(persmatob, vec);
max = vec[3];
min = -vec[3];
fl = 0;
if (vec[0] < min) fl += 1;
if (vec[0] > max) fl += 2;
if (vec[1] < min) fl += 4;
if (vec[1] > max) fl += 8;
if (vec[2] < min) fl += 16;
if (vec[2] > max) fl += 32;
flag &= fl;
if (flag == 0) return true;
}
return false;
}
bool ED_view3d_boundbox_clip_ex(const RegionView3D *rv3d, const BoundBox *bb, float obmat[4][4])
{
/* return 1: draw */
float persmatob[4][4];
if (bb == NULL) return true;
if (bb->flag & BOUNDBOX_DISABLED) return true;
mul_m4_m4m4(persmatob, (float(*)[4])rv3d->persmat, obmat);
return view3d_boundbox_clip_m4(bb, persmatob);
}
bool ED_view3d_boundbox_clip(RegionView3D *rv3d, const BoundBox *bb)
{
if (bb == NULL) return true;
if (bb->flag & BOUNDBOX_DISABLED) return true;
return view3d_boundbox_clip_m4(bb, rv3d->persmatob);
}
float ED_view3d_depth_read_cached(const ViewContext *vc, int x, int y)
{
ViewDepths *vd = vc->rv3d->depths;
x -= vc->ar->winrct.xmin;
y -= vc->ar->winrct.ymin;
if (vd && vd->depths && x > 0 && y > 0 && x < vd->w && y < vd->h)
return vd->depths[y * vd->w + x];
else
return 1;
}
void ED_view3d_depth_tag_update(RegionView3D *rv3d)
{
if (rv3d->depths)
rv3d->depths->damaged = true;
}
void ED_view3d_dist_range_get(
const View3D *v3d,
float r_dist_range[2])
{
r_dist_range[0] = v3d->grid * 0.001f;
r_dist_range[1] = v3d->far * 10.0f;
}
/* copies logic of get_view3d_viewplane(), keep in sync */
bool ED_view3d_clip_range_get(
const View3D *v3d, const RegionView3D *rv3d,
float *r_clipsta, float *r_clipend,
const bool use_ortho_factor)
{
CameraParams params;
BKE_camera_params_init(&params);
BKE_camera_params_from_view3d(&params, v3d, rv3d);
if (use_ortho_factor && params.is_ortho) {
const float fac = 2.0f / (params.clipend - params.clipsta);
params.clipsta *= fac;
params.clipend *= fac;
}
if (r_clipsta) *r_clipsta = params.clipsta;
if (r_clipend) *r_clipend = params.clipend;
return params.is_ortho;
}
bool ED_view3d_viewplane_get(
const View3D *v3d, const RegionView3D *rv3d, int winx, int winy,
rctf *r_viewplane, float *r_clipsta, float *r_clipend, float *r_pixsize)
{
CameraParams params;
BKE_camera_params_init(&params);
BKE_camera_params_from_view3d(&params, v3d, rv3d);
BKE_camera_params_compute_viewplane(&params, winx, winy, 1.0f, 1.0f);
if (r_viewplane) *r_viewplane = params.viewplane;
if (r_clipsta) *r_clipsta = params.clipsta;
if (r_clipend) *r_clipend = params.clipend;
if (r_pixsize) *r_pixsize = params.viewdx;
return params.is_ortho;
}
/**
* Use instead of: ``bglPolygonOffset(rv3d->dist, ...)`` see bug [#37727]
*/
void ED_view3d_polygon_offset(const RegionView3D *rv3d, const float dist)
{
float viewdist;
if (rv3d->rflag & RV3D_ZOFFSET_DISABLED) {
return;
}
viewdist = rv3d->dist;
/* special exception for ortho camera (viewdist isnt used for perspective cameras) */
if (dist != 0.0f) {
if (rv3d->persp == RV3D_CAMOB) {
if (rv3d->is_persp == false) {
viewdist = 1.0f / max_ff(fabsf(rv3d->winmat[0][0]), fabsf(rv3d->winmat[1][1]));
}
}
}
bglPolygonOffset(viewdist, dist);
}
/**
* \param rect optional for picking (can be NULL).
*/
void view3d_winmatrix_set(ARegion *ar, const View3D *v3d, const rctf *rect)
{
RegionView3D *rv3d = ar->regiondata;
rctf viewplane;
float clipsta, clipend;
bool is_ortho;
is_ortho = ED_view3d_viewplane_get(v3d, rv3d, ar->winx, ar->winy, &viewplane, &clipsta, &clipend, NULL);
rv3d->is_persp = !is_ortho;
#if 0
printf("%s: %d %d %f %f %f %f %f %f\n", __func__, winx, winy,
viewplane.xmin, viewplane.ymin, viewplane.xmax, viewplane.ymax,
clipsta, clipend);
#endif
if (rect) { /* picking */
rctf r;
r.xmin = viewplane.xmin + (BLI_rctf_size_x(&viewplane) * (rect->xmin / (float)ar->winx));
r.ymin = viewplane.ymin + (BLI_rctf_size_y(&viewplane) * (rect->ymin / (float)ar->winy));
r.xmax = viewplane.xmin + (BLI_rctf_size_x(&viewplane) * (rect->xmax / (float)ar->winx));
r.ymax = viewplane.ymin + (BLI_rctf_size_y(&viewplane) * (rect->ymax / (float)ar->winy));
viewplane = r;
}
if (is_ortho) {
wmOrtho(viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
}
else {
wmFrustum(viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
}
/* update matrix in 3d view region */
glGetFloatv(GL_PROJECTION_MATRIX, (float *)rv3d->winmat);
}
static void obmat_to_viewmat(RegionView3D *rv3d, Object *ob)
{
float bmat[4][4];
rv3d->view = RV3D_VIEW_USER; /* don't show the grid */
normalize_m4_m4(bmat, ob->obmat);
invert_m4_m4(rv3d->viewmat, bmat);
/* view quat calculation, needed for add object */
mat4_normalized_to_quat(rv3d->viewquat, rv3d->viewmat);
}
static float view3d_quat_axis[6][4] = {
{M_SQRT1_2, -M_SQRT1_2, 0.0f, 0.0f}, /* RV3D_VIEW_FRONT */
{0.0f, 0.0f, -M_SQRT1_2, -M_SQRT1_2}, /* RV3D_VIEW_BACK */
{0.5f, -0.5f, 0.5f, 0.5f}, /* RV3D_VIEW_LEFT */
{0.5f, -0.5f, -0.5f, -0.5f}, /* RV3D_VIEW_RIGHT */
{1.0f, 0.0f, 0.0f, 0.0f}, /* RV3D_VIEW_TOP */
{0.0f, -1.0f, 0.0f, 0.0f}, /* RV3D_VIEW_BOTTOM */
};
bool ED_view3d_quat_from_axis_view(const char view, float quat[4])
{
if (RV3D_VIEW_IS_AXIS(view)) {
copy_qt_qt(quat, view3d_quat_axis[view - RV3D_VIEW_FRONT]);
return true;
}
else {
return false;
}
}
char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon)
{
/* quat values are all unit length */
char view;
for (view = RV3D_VIEW_FRONT; view <= RV3D_VIEW_BOTTOM; view++) {
if (angle_qtqt(quat, view3d_quat_axis[view - RV3D_VIEW_FRONT]) < epsilon) {
return view;
}
}
return RV3D_VIEW_USER;
}
char ED_view3d_lock_view_from_index(int index)
{
switch (index) {
case 0: return RV3D_VIEW_FRONT;
case 1: return RV3D_VIEW_TOP;
case 2: return RV3D_VIEW_RIGHT;
default: return RV3D_VIEW_USER;
}
}
char ED_view3d_axis_view_opposite(char view)
{
switch (view) {
case RV3D_VIEW_FRONT: return RV3D_VIEW_BACK;
case RV3D_VIEW_BACK: return RV3D_VIEW_FRONT;
case RV3D_VIEW_LEFT: return RV3D_VIEW_RIGHT;
case RV3D_VIEW_RIGHT: return RV3D_VIEW_LEFT;
case RV3D_VIEW_TOP: return RV3D_VIEW_BOTTOM;
case RV3D_VIEW_BOTTOM: return RV3D_VIEW_TOP;
}
return RV3D_VIEW_USER;
}
bool ED_view3d_lock(RegionView3D *rv3d)
{
return ED_view3d_quat_from_axis_view(rv3d->view, rv3d->viewquat);
}
/* don't set windows active in here, is used by renderwin too */
void view3d_viewmatrix_set(Scene *scene, const View3D *v3d, RegionView3D *rv3d)
{
if (rv3d->persp == RV3D_CAMOB) { /* obs/camera */
if (v3d->camera) {
BKE_object_where_is_calc(scene, v3d->camera);
obmat_to_viewmat(rv3d, v3d->camera);
}
else {
quat_to_mat4(rv3d->viewmat, rv3d->viewquat);
rv3d->viewmat[3][2] -= rv3d->dist;
}
}
else {
bool use_lock_ofs = false;
/* should be moved to better initialize later on XXX */
if (rv3d->viewlock & RV3D_LOCKED)
ED_view3d_lock(rv3d);
quat_to_mat4(rv3d->viewmat, rv3d->viewquat);
if (rv3d->persp == RV3D_PERSP) rv3d->viewmat[3][2] -= rv3d->dist;
if (v3d->ob_centre) {
Object *ob = v3d->ob_centre;
float vec[3];
copy_v3_v3(vec, ob->obmat[3]);
if (ob->type == OB_ARMATURE && v3d->ob_centre_bone[0]) {
bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, v3d->ob_centre_bone);
if (pchan) {
copy_v3_v3(vec, pchan->pose_mat[3]);
mul_m4_v3(ob->obmat, vec);
}
}
translate_m4(rv3d->viewmat, -vec[0], -vec[1], -vec[2]);
use_lock_ofs = true;
}
else if (v3d->ob_centre_cursor) {
float vec[3];
copy_v3_v3(vec, ED_view3d_cursor3d_get(scene, (View3D *)v3d));
translate_m4(rv3d->viewmat, -vec[0], -vec[1], -vec[2]);
use_lock_ofs = true;
}
else {
translate_m4(rv3d->viewmat, rv3d->ofs[0], rv3d->ofs[1], rv3d->ofs[2]);
}
/* lock offset */
if (use_lock_ofs) {
float persmat[4][4], persinv[4][4];
float vec[3];
/* we could calculate the real persmat/persinv here
* but it would be unreliable so better to later */
mul_m4_m4m4(persmat, rv3d->winmat, rv3d->viewmat);
invert_m4_m4(persinv, persmat);
mul_v2_v2fl(vec, rv3d->ofs_lock, rv3d->is_persp ? rv3d->dist : 1.0f);
vec[2] = 0.0f;
mul_mat3_m4_v3(persinv, vec);
translate_m4(rv3d->viewmat, vec[0], vec[1], vec[2]);
}
/* end lock offset */
}
}
static void view3d_select_loop(ViewContext *vc, Scene *scene, View3D *v3d, ARegion *ar, bool use_obedit_skip)
{
short code = 1;
char dt;
short dtx;
if (vc->obedit && vc->obedit->type == OB_MBALL) {
draw_object(scene, ar, v3d, BASACT, DRAW_PICKING | DRAW_CONSTCOLOR);
}
else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) {
/* if not drawing sketch, draw bones */
if (!BDR_drawSketchNames(vc)) {
draw_object(scene, ar, v3d, BASACT, DRAW_PICKING | DRAW_CONSTCOLOR);
}
}
else {
Base *base;
v3d->xray = true; /* otherwise it postpones drawing */
for (base = scene->base.first; base; base = base->next) {
if (base->lay & v3d->lay) {
if ((base->object->restrictflag & OB_RESTRICT_SELECT) ||
(use_obedit_skip && (scene->obedit->data == base->object->data)))
{
base->selcol = 0;
}
else {
base->selcol = code;
if (GPU_select_load_id(code)) {
draw_object(scene, ar, v3d, base, DRAW_PICKING | DRAW_CONSTCOLOR);
/* we draw duplicators for selection too */
if ((base->object->transflag & OB_DUPLI)) {
ListBase *lb;
DupliObject *dob;
Base tbase;
tbase.flag = OB_FROMDUPLI;
lb = object_duplilist(G.main->eval_ctx, scene, base->object);
for (dob = lb->first; dob; dob = dob->next) {
float omat[4][4];
tbase.object = dob->ob;
copy_m4_m4(omat, dob->ob->obmat);
copy_m4_m4(dob->ob->obmat, dob->mat);
/* extra service: draw the duplicator in drawtype of parent */
/* MIN2 for the drawtype to allow bounding box objects in groups for lods */
dt = tbase.object->dt; tbase.object->dt = MIN2(tbase.object->dt, base->object->dt);
dtx = tbase.object->dtx; tbase.object->dtx = base->object->dtx;
draw_object(scene, ar, v3d, &tbase, DRAW_PICKING | DRAW_CONSTCOLOR);
tbase.object->dt = dt;
tbase.object->dtx = dtx;
copy_m4_m4(dob->ob->obmat, omat);
}
free_object_duplilist(lb);
}
}
code++;
}
}
}
v3d->xray = false; /* restore */
}
}
/**
* \warning be sure to account for a negative return value
* This is an error, "Too many objects in select buffer"
* and no action should be taken (can crash blender) if this happens
*
* \note (vc->obedit == NULL) can be set to explicitly skip edit-object selection.
*/
short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const rcti *input, bool do_nearest)
{
Scene *scene = vc->scene;
View3D *v3d = vc->v3d;
ARegion *ar = vc->ar;
rctf rect;
short hits;
const bool use_obedit_skip = (scene->obedit != NULL) && (vc->obedit == NULL);
const bool do_passes = do_nearest && GPU_select_query_check_active();
G.f |= G_PICKSEL;
/* case not a border select */
if (input->xmin == input->xmax) {
rect.xmin = input->xmin - 12; /* seems to be default value for bones only now */
rect.xmax = input->xmin + 12;
rect.ymin = input->ymin - 12;
rect.ymax = input->ymin + 12;
}
else {
BLI_rctf_rcti_copy(&rect, input);
}
view3d_winmatrix_set(ar, v3d, &rect);
mul_m4_m4m4(vc->rv3d->persmat, vc->rv3d->winmat, vc->rv3d->viewmat);
if (v3d->drawtype > OB_WIRE) {
v3d->zbuf = true;
glEnable(GL_DEPTH_TEST);
}
if (vc->rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_set(vc->rv3d);
if (do_passes)
GPU_select_begin(buffer, bufsize, &rect, GPU_SELECT_NEAREST_FIRST_PASS, 0);
else
GPU_select_begin(buffer, bufsize, &rect, GPU_SELECT_ALL, 0);
view3d_select_loop(vc, scene, v3d, ar, use_obedit_skip);
hits = GPU_select_end();
/* second pass, to get the closest object to camera */
if (do_passes) {
GPU_select_begin(buffer, bufsize, &rect, GPU_SELECT_NEAREST_SECOND_PASS, hits);
view3d_select_loop(vc, scene, v3d, ar, use_obedit_skip);
GPU_select_end();
}
G.f &= ~G_PICKSEL;
view3d_winmatrix_set(ar, v3d, NULL);
mul_m4_m4m4(vc->rv3d->persmat, vc->rv3d->winmat, vc->rv3d->viewmat);
if (v3d->drawtype > OB_WIRE) {
v3d->zbuf = 0;
glDisable(GL_DEPTH_TEST);
}
if (vc->rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_disable();
if (hits < 0) printf("Too many objects in select buffer\n"); /* XXX make error message */
return hits;
}
/* ********************** local view operator ******************** */
static unsigned int free_localbit(Main *bmain)
{
unsigned int lay;
ScrArea *sa;
bScreen *sc;
lay = 0;
/* sometimes we loose a localview: when an area is closed */
/* check all areas: which localviews are in use? */
for (sc = bmain->screen.first; sc; sc = sc->id.next) {
for (sa = sc->areabase.first; sa; sa = sa->next) {
SpaceLink *sl = sa->spacedata.first;
for (; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = (View3D *) sl;
lay |= v3d->lay;
}
}
}
}
if ((lay & 0x01000000) == 0) return 0x01000000;
if ((lay & 0x02000000) == 0) return 0x02000000;
if ((lay & 0x04000000) == 0) return 0x04000000;
if ((lay & 0x08000000) == 0) return 0x08000000;
if ((lay & 0x10000000) == 0) return 0x10000000;
if ((lay & 0x20000000) == 0) return 0x20000000;
if ((lay & 0x40000000) == 0) return 0x40000000;
if ((lay & 0x80000000) == 0) return 0x80000000;
return 0;
}
int ED_view3d_scene_layer_set(int lay, const int *values, int *active)
{
int i, tot = 0;
/* ensure we always have some layer selected */
for (i = 0; i < 20; i++)
if (values[i])
tot++;
if (tot == 0)
return lay;
for (i = 0; i < 20; i++) {
if (active) {
/* if this value has just been switched on, make that layer active */
if (values[i] && (lay & (1 << i)) == 0) {
*active = (1 << i);
}
}
if (values[i]) lay |= (1 << i);
else lay &= ~(1 << i);
}
/* ensure always an active layer */
if (active && (lay & *active) == 0) {
for (i = 0; i < 20; i++) {
if (lay & (1 << i)) {
*active = 1 << i;
break;
}
}
}
return lay;
}
static bool view3d_localview_init(
wmWindowManager *wm, wmWindow *win,
Main *bmain, Scene *scene, ScrArea *sa, const int smooth_viewtx,
ReportList *reports)
{
View3D *v3d = sa->spacedata.first;
Base *base;
float min[3], max[3], box[3], mid[3];
float size = 0.0f;
unsigned int locallay;
bool ok = false;
if (v3d->localvd) {
return ok;
}
INIT_MINMAX(min, max);
locallay = free_localbit(bmain);
if (locallay == 0) {
BKE_report(reports, RPT_ERROR, "No more than 8 local views");
ok = false;
}
else {
if (scene->obedit) {
BKE_object_minmax(scene->obedit, min, max, false);
ok = true;
BASACT->lay |= locallay;
scene->obedit->lay = BASACT->lay;
}
else {
for (base = FIRSTBASE; base; base = base->next) {
if (TESTBASE(v3d, base)) {
BKE_object_minmax(base->object, min, max, false);
base->lay |= locallay;
base->object->lay = base->lay;
ok = true;
}
}
}
sub_v3_v3v3(box, max, min);
size = max_fff(box[0], box[1], box[2]);
}
if (ok == true) {
ARegion *ar;
v3d->localvd = MEM_mallocN(sizeof(View3D), "localview");
memcpy(v3d->localvd, v3d, sizeof(View3D));
mid_v3_v3v3(mid, min, max);
copy_v3_v3(v3d->cursor, mid);
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3d = ar->regiondata;
bool ok_dist = true;
/* new view values */
Object *camera_old = NULL;
float dist_new, ofs_new[3];
rv3d->localvd = MEM_mallocN(sizeof(RegionView3D), "localview region");
memcpy(rv3d->localvd, rv3d, sizeof(RegionView3D));
negate_v3_v3(ofs_new, mid);
if (rv3d->persp == RV3D_CAMOB) {
rv3d->persp = RV3D_PERSP;
camera_old = v3d->camera;
}
if (rv3d->persp == RV3D_ORTHO) {
if (size < 0.0001f) {
ok_dist = false;
}
}
if (ok_dist) {
dist_new = ED_view3d_radius_to_dist(v3d, ar, rv3d->persp, true, (size / 2) * VIEW3D_MARGIN);
if (rv3d->persp == RV3D_PERSP) {
/* don't zoom closer than the near clipping plane */
dist_new = max_ff(dist_new, v3d->near * 1.5f);
}
}
ED_view3d_smooth_view_ex(
wm, win, sa,
v3d, ar, camera_old, NULL,
ofs_new, NULL, ok_dist ? &dist_new : NULL, NULL,
smooth_viewtx);
}
}
v3d->lay = locallay;
}
else {
/* clear flags */
for (base = FIRSTBASE; base; base = base->next) {
if (base->lay & locallay) {
base->lay -= locallay;
if (base->lay == 0) base->lay = v3d->layact;
if (base->object != scene->obedit) base->flag |= SELECT;
base->object->lay = base->lay;
}
}
}
return ok;
}
static void restore_localviewdata(wmWindowManager *wm, wmWindow *win, Main *bmain, Scene *scene, ScrArea *sa, const int smooth_viewtx)
{
const bool free = true;
ARegion *ar;
View3D *v3d = sa->spacedata.first;
Object *camera_old, *camera_new;
if (v3d->localvd == NULL) return;
camera_old = v3d->camera;
camera_new = v3d->localvd->camera;
v3d->near = v3d->localvd->near;
v3d->far = v3d->localvd->far;
v3d->lay = v3d->localvd->lay;
v3d->layact = v3d->localvd->layact;
v3d->drawtype = v3d->localvd->drawtype;
v3d->camera = v3d->localvd->camera;
if (free) {
MEM_freeN(v3d->localvd);
v3d->localvd = NULL;
}
for (ar = sa->regionbase.first; ar; ar = ar->next) {
if (ar->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3d = ar->regiondata;
if (rv3d->localvd) {
Object *camera_old_rv3d, *camera_new_rv3d;
camera_old_rv3d = (rv3d->persp == RV3D_CAMOB) ? camera_old : NULL;
camera_new_rv3d = (rv3d->localvd->persp == RV3D_CAMOB) ? camera_new : NULL;
rv3d->view = rv3d->localvd->view;
rv3d->persp = rv3d->localvd->persp;
rv3d->camzoom = rv3d->localvd->camzoom;
ED_view3d_smooth_view_ex(
wm, win, sa,
v3d, ar, camera_old_rv3d, camera_new_rv3d,
rv3d->localvd->ofs, rv3d->localvd->viewquat, &rv3d->localvd->dist, NULL,
smooth_viewtx);
if (free) {
MEM_freeN(rv3d->localvd);
rv3d->localvd = NULL;
}
}
ED_view3d_shade_update(bmain, scene, v3d, sa);
}
}
}
static bool view3d_localview_exit(
wmWindowManager *wm, wmWindow *win,
Main *bmain, Scene *scene, ScrArea *sa, const int smooth_viewtx)
{
View3D *v3d = sa->spacedata.first;
struct Base *base;
unsigned int locallay;
if (v3d->localvd) {
locallay = v3d->lay & 0xFF000000;
restore_localviewdata(wm, win, bmain, scene, sa, smooth_viewtx);
/* for when in other window the layers have changed */
if (v3d->scenelock) v3d->lay = scene->lay;
for (base = FIRSTBASE; base; base = base->next) {
if (base->lay & locallay) {
base->lay -= locallay;
if (base->lay == 0) base->lay = v3d->layact;
if (base->object != scene->obedit) {
base->flag |= SELECT;
base->object->flag |= SELECT;
}
base->object->lay = base->lay;
}
}
DAG_on_visible_update(bmain, false);
return true;
}
else {
return false;
}
}
static int localview_exec(bContext *C, wmOperator *op)
{
const int smooth_viewtx = WM_operator_smooth_viewtx_get(op);
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
ScrArea *sa = CTX_wm_area(C);
View3D *v3d = CTX_wm_view3d(C);
bool changed;
if (v3d->localvd) {
changed = view3d_localview_exit(wm, win, bmain, scene, sa, smooth_viewtx);
}
else {
changed = view3d_localview_init(wm, win, bmain, scene, sa, smooth_viewtx, op->reports);
}
if (changed) {
DAG_id_type_tag(bmain, ID_OB);
ED_area_tag_redraw(sa);
/* unselected objects become selected when exiting */
if (v3d->localvd == NULL) {
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
}
return OPERATOR_FINISHED;
}
else {
return OPERATOR_CANCELLED;
}
}
void VIEW3D_OT_localview(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Local View";
ot->description = "Toggle display of selected object(s) separately and centered in view";
ot->idname = "VIEW3D_OT_localview";
/* api callbacks */
ot->exec = localview_exec;
ot->flag = OPTYPE_UNDO; /* localview changes object layer bitflags */
ot->poll = ED_operator_view3d_active;
}
#ifdef WITH_GAMEENGINE
static ListBase queue_back;
static void SaveState(bContext *C, wmWindow *win)
{
Object *obact = CTX_data_active_object(C);
glPushAttrib(GL_ALL_ATTRIB_BITS);
if (obact && obact->mode & OB_MODE_TEXTURE_PAINT)
GPU_paint_set_mipmap(1);
queue_back = win->queue;
BLI_listbase_clear(&win->queue);
//XXX waitcursor(1);
}
static void RestoreState(bContext *C, wmWindow *win)
{
Object *obact = CTX_data_active_object(C);
if (obact && obact->mode & OB_MODE_TEXTURE_PAINT)
GPU_paint_set_mipmap(0);
//XXX curarea->win_swap = 0;
//XXX curarea->head_swap = 0;
//XXX allqueue(REDRAWVIEW3D, 1);
//XXX allqueue(REDRAWBUTSALL, 0);
//XXX reset_slowparents();
//XXX waitcursor(0);
//XXX G.qual = 0;
if (win) /* check because closing win can set to NULL */
win->queue = queue_back;
GPU_state_init();
GPU_set_tpage(NULL, 0, 0);
glPopAttrib();
}
/* was space_set_commmandline_options in 2.4x */
static void game_set_commmandline_options(GameData *gm)
{
SYS_SystemHandle syshandle;
int test;
if ((syshandle = SYS_GetSystem())) {
/* User defined settings */
test = (U.gameflags & USER_DISABLE_MIPMAP);
GPU_set_mipmap(!test);
SYS_WriteCommandLineInt(syshandle, "nomipmap", test);
/* File specific settings: */
/* Only test the first one. These two are switched
* simultaneously. */
test = (gm->flag & GAME_SHOW_FRAMERATE);
SYS_WriteCommandLineInt(syshandle, "show_framerate", test);
SYS_WriteCommandLineInt(syshandle, "show_profile", test);
test = (gm->flag & GAME_SHOW_DEBUG_PROPS);
SYS_WriteCommandLineInt(syshandle, "show_properties", test);
test = (gm->flag & GAME_SHOW_PHYSICS);
SYS_WriteCommandLineInt(syshandle, "show_physics", test);
test = (gm->flag & GAME_ENABLE_ALL_FRAMES);
SYS_WriteCommandLineInt(syshandle, "fixedtime", test);
test = (gm->flag & GAME_ENABLE_ANIMATION_RECORD);
SYS_WriteCommandLineInt(syshandle, "animation_record", test);
test = (gm->flag & GAME_IGNORE_DEPRECATION_WARNINGS);
SYS_WriteCommandLineInt(syshandle, "ignore_deprecation_warnings", test);
test = (gm->matmode == GAME_MAT_MULTITEX);
SYS_WriteCommandLineInt(syshandle, "blender_material", test);
test = (gm->matmode == GAME_MAT_GLSL);
SYS_WriteCommandLineInt(syshandle, "blender_glsl_material", test);
test = (gm->flag & GAME_DISPLAY_LISTS);
SYS_WriteCommandLineInt(syshandle, "displaylists", test);
}
}
#endif /* WITH_GAMEENGINE */
static int game_engine_poll(bContext *C)
{
bScreen *screen;
/* we need a context and area to launch BGE
* it's a temporary solution to avoid crash at load time
* if we try to auto run the BGE. Ideally we want the
* context to be set as soon as we load the file. */
if (CTX_wm_window(C) == NULL) return 0;
if ((screen = CTX_wm_screen(C)) == NULL) return 0;
if (CTX_data_mode_enum(C) != CTX_MODE_OBJECT)
return 0;
if (!BKE_scene_uses_blender_game(screen->scene))
return 0;
return 1;
}
bool ED_view3d_context_activate(bContext *C)
{
bScreen *sc = CTX_wm_screen(C);
ScrArea *sa = CTX_wm_area(C);
ARegion *ar;
/* sa can be NULL when called from python */
if (sa == NULL || sa->spacetype != SPACE_VIEW3D) {
sa = BKE_screen_find_big_area(sc, SPACE_VIEW3D, 0);
}
if (sa == NULL) {
return false;
}
ar = BKE_area_find_region_active_win(sa);
if (ar == NULL) {
return false;
}
/* bad context switch .. */
CTX_wm_area_set(C, sa);
CTX_wm_region_set(C, ar);
return true;
}
static int game_engine_exec(bContext *C, wmOperator *op)
{
#ifdef WITH_GAMEENGINE
Scene *startscene = CTX_data_scene(C);
Main *bmain = CTX_data_main(C);
ScrArea /* *sa, */ /* UNUSED */ *prevsa = CTX_wm_area(C);
ARegion *ar, *prevar = CTX_wm_region(C);
wmWindow *prevwin = CTX_wm_window(C);
RegionView3D *rv3d;
rcti cam_frame;
(void)op; /* unused */
/* bad context switch .. */
if (!ED_view3d_context_activate(C))
return OPERATOR_CANCELLED;
/* redraw to hide any menus/popups, we don't go back to
* the window manager until after this operator exits */
WM_redraw_windows(C);
BLI_callback_exec(bmain, &startscene->id, BLI_CB_EVT_GAME_PRE);
rv3d = CTX_wm_region_view3d(C);
/* sa = CTX_wm_area(C); */ /* UNUSED */
ar = CTX_wm_region(C);
view3d_operator_needs_opengl(C);
game_set_commmandline_options(&startscene->gm);
if ((rv3d->persp == RV3D_CAMOB) &&
(startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) &&
(startscene->gm.stereoflag != STEREO_DOME))
{
/* Letterbox */
rctf cam_framef;
ED_view3d_calc_camera_border(startscene, ar, CTX_wm_view3d(C), rv3d, &cam_framef, false);
cam_frame.xmin = cam_framef.xmin + ar->winrct.xmin;
cam_frame.xmax = cam_framef.xmax + ar->winrct.xmin;
cam_frame.ymin = cam_framef.ymin + ar->winrct.ymin;
cam_frame.ymax = cam_framef.ymax + ar->winrct.ymin;
BLI_rcti_isect(&ar->winrct, &cam_frame, &cam_frame);
}
else {
cam_frame.xmin = ar->winrct.xmin;
cam_frame.xmax = ar->winrct.xmax;
cam_frame.ymin = ar->winrct.ymin;
cam_frame.ymax = ar->winrct.ymax;
}
SaveState(C, prevwin);
StartKetsjiShell(C, ar, &cam_frame, 1);
/* window wasnt closed while the BGE was running */
if (BLI_findindex(&CTX_wm_manager(C)->windows, prevwin) == -1) {
prevwin = NULL;
CTX_wm_window_set(C, NULL);
}
ED_area_tag_redraw(CTX_wm_area(C));
if (prevwin) {
/* restore context, in case it changed in the meantime, for
* example by working in another window or closing it */
CTX_wm_region_set(C, prevar);
CTX_wm_window_set(C, prevwin);
CTX_wm_area_set(C, prevsa);
}
RestoreState(C, prevwin);
//XXX restore_all_scene_cfra(scene_cfra_store);
BKE_scene_set_background(CTX_data_main(C), startscene);
//XXX BKE_scene_update_for_newframe(bmain->eval_ctx, bmain, scene, scene->lay);
BLI_callback_exec(bmain, &startscene->id, BLI_CB_EVT_GAME_POST);
return OPERATOR_FINISHED;
#else
(void)C; /* unused */
BKE_report(op->reports, RPT_ERROR, "Game engine is disabled in this build");
return OPERATOR_CANCELLED;
#endif
}
void VIEW3D_OT_game_start(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Start Game Engine";
ot->description = "Start game engine";
ot->idname = "VIEW3D_OT_game_start";
/* api callbacks */
ot->exec = game_engine_exec;
ot->poll = game_engine_poll;
}
/* ************************************** */
float ED_view3d_pixel_size(const RegionView3D *rv3d, const float co[3])
{
return mul_project_m4_v3_zfac((float(*)[4])rv3d->persmat, co) * rv3d->pixsize * U.pixelsize;
}
float ED_view3d_radius_to_dist_persp(const float angle, const float radius)
{
return radius * (1.0f / tanf(angle / 2.0f));
}
float ED_view3d_radius_to_dist_ortho(const float lens, const float radius)
{
return radius / (DEFAULT_SENSOR_WIDTH / lens);
}
/**
* Return a new RegionView3D.dist value to fit the \a radius.
*
* \note Depth isn't taken into account, this will fit a flat plane exactly,
* but points towards the view (with a perspective projection),
* may be within the radius but outside the view. eg:
*
* <pre>
* +
* pt --> + /^ radius
* / |
* / |
* view + +
* \ |
* \ |
* \|
* +
* </pre>
*
* \param ar Can be NULL if \a use_aspect is false.
* \param persp Allow the caller to tell what kind of perspective to use (ortho/view/camera)
* \param use_aspect Increase the distance to account for non 1:1 view aspect.
* \param radius The radius will be fitted exactly, typically pre-scaled by a margin (#VIEW3D_MARGIN).
*/
float ED_view3d_radius_to_dist(
const View3D *v3d, const ARegion *ar,
const char persp, const bool use_aspect,
const float radius)
{
float dist;
BLI_assert(ELEM(persp, RV3D_ORTHO, RV3D_PERSP, RV3D_CAMOB));
BLI_assert((persp != RV3D_CAMOB) || v3d->camera);
if (persp == RV3D_ORTHO) {
dist = ED_view3d_radius_to_dist_ortho(v3d->lens, radius);
}
else {
float lens, sensor_size, zoom;
float angle;
if (persp == RV3D_CAMOB) {
CameraParams params;
BKE_camera_params_init(&params);
params.clipsta = v3d->near;
params.clipend = v3d->far;
BKE_camera_params_from_object(&params, v3d->camera);
lens = params.lens;
sensor_size = BKE_camera_sensor_size(params.sensor_fit, params.sensor_x, params.sensor_y);
/* ignore 'rv3d->camzoom' because we want to fit to the cameras frame */
zoom = CAMERA_PARAM_ZOOM_INIT_CAMOB;
}
else {
lens = v3d->lens;
sensor_size = DEFAULT_SENSOR_WIDTH;
zoom = CAMERA_PARAM_ZOOM_INIT_PERSP;
}
angle = focallength_to_fov(lens, sensor_size);
/* zoom influences lens, correct this by scaling the angle as a distance (by the zoom-level) */
angle = atanf(tanf(angle / 2.0f) * zoom) * 2.0f;
dist = ED_view3d_radius_to_dist_persp(angle, radius);
}
if (use_aspect) {
const RegionView3D *rv3d = ar->regiondata;
float winx, winy;
if (persp == RV3D_CAMOB) {
/* camera frame x/y in pixels */
winx = ar->winx / rv3d->viewcamtexcofac[0];
winy = ar->winy / rv3d->viewcamtexcofac[1];
}
else {
winx = ar->winx;
winy = ar->winy;
}
if (winx && winy) {
float aspect = winx / winy;
if (aspect < 1.0f) {
aspect = 1.0f / aspect;
}
dist *= aspect;
}
}
return dist;
}
/* view matrix properties utilities */
/* unused */
#if 0
void ED_view3d_operator_properties_viewmat(wmOperatorType *ot)
{
PropertyRNA *prop;
prop = RNA_def_int(ot->srna, "region_width", 0, 0, INT_MAX, "Region Width", "", 0, INT_MAX);
RNA_def_property_flag(prop, PROP_HIDDEN);
prop = RNA_def_int(ot->srna, "region_height", 0, 0, INT_MAX, "Region height", "", 0, INT_MAX);
RNA_def_property_flag(prop, PROP_HIDDEN);
prop = RNA_def_float_matrix(ot->srna, "perspective_matrix", 4, 4, NULL, 0.0f, 0.0f, "", "Perspective Matrix", 0.0f, 0.0f);
RNA_def_property_flag(prop, PROP_HIDDEN);
}
void ED_view3d_operator_properties_viewmat_set(bContext *C, wmOperator *op)
{
ARegion *ar = CTX_wm_region(C);
RegionView3D *rv3d = ED_view3d_context_rv3d(C);
if (!RNA_struct_property_is_set(op->ptr, "region_width"))
RNA_int_set(op->ptr, "region_width", ar->winx);
if (!RNA_struct_property_is_set(op->ptr, "region_height"))
RNA_int_set(op->ptr, "region_height", ar->winy);
if (!RNA_struct_property_is_set(op->ptr, "perspective_matrix"))
RNA_float_set_array(op->ptr, "perspective_matrix", (float *)rv3d->persmat);
}
void ED_view3d_operator_properties_viewmat_get(wmOperator *op, int *winx, int *winy, float persmat[4][4])
{
*winx = RNA_int_get(op->ptr, "region_width");
*winy = RNA_int_get(op->ptr, "region_height");
RNA_float_get_array(op->ptr, "perspective_matrix", (float *)persmat);
}
#endif