Press ALT+B in 3d window, draw a rect, and it becomes a clipping volume of 4 planes. You then can rotate the view anyway you like. Works for each 3d window individually. Disable it with another ALT+B press. Commit is huge because it had to change all selection code as well. The user-clipping planes are in 'eye space', the other clipping happens in projected 'viewport space'. Nice to notice is that the 'x=3200' convention (to denote a coordinate is clipped) now is a define. Define value is still a number though... but we now can get up to screens of 12000 pixels without issues! Known issue; here it refuses to draw the 'object centers' or Lamp icons within the clipping region. Can't find any reason for it... however, we might move to non-pixmaps for it anyway. Testing might reveil numerous issues, will be standby for it. Curious? Check this http://www.blender.org/bf/rt4.jpg
86 lines
3.1 KiB
C++
86 lines
3.1 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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* protos for view.c -- not complete
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*/
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#ifndef BSE_VIEW_H
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#define BSE_VIEW_H
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struct Object;
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struct BoundBox;
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struct View3D;
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struct ScrArea;
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#define PERSP_WIN 0
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#define PERSP_VIEW 1
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#define PERSP_STORE 2
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void persp_general(int a);
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void persp(int a);
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/* note, the define below is still used for shorts, to calc distances... */
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#define IS_CLIPPED 12000
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void view3d_get_object_project_mat(struct ScrArea *area, struct Object *ob, float pmat[4][4], float vmat[4][4]);
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void view3d_project_float(struct ScrArea *area, float *vec, float *adr, float mat[4][4]);
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void view3d_project_short_clip(struct ScrArea *area, float *vec, short *adr, float projmat[4][4], float viewmat[4][4]);
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void view3d_project_short_noclip(struct ScrArea *area, float *vec, short *adr, float mat[4][4]);
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void initgrabz(float x, float y, float z);
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void window_to_3d(float *vec, short mx, short my);
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void project_short(float *vec, short *adr);
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void project_short_noclip(float *vec, short *adr);
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void project_int(float *vec, int *adr);
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void project_float(float *vec, float *adr);
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int boundbox_clip(float obmat[][4], struct BoundBox *bb);
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void fdrawline(float x1, float y1, float x2, float y2);
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void fdrawbox(float x1, float y1, float x2, float y2);
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void sdrawline(short x1, short y1, short x2, short y2);
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void sdrawbox(short x1, short y1, short x2, short y2);
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void calctrackballvecfirst(struct rcti *area, short *mval, float *vec);
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void calctrackballvec(struct rcti *area, short *mval, float *vec);
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void viewmove(int mode);
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void setwinmatrixview3d(struct rctf *rect);
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void obmat_to_viewmat(struct Object *ob);
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void setviewmatrixview3d(void);
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float *give_cursor(void);
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unsigned int free_localbit(void);
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void initlocalview(void);
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void centreview(void);
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void restore_localviewdata(struct View3D *vd);
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void endlocalview(struct ScrArea *sa);
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void view3d_home(int centre);
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short view3d_opengl_select(unsigned int *buffer, unsigned int buffsize, short x1, short y1, short x2, short y2);
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void view3d_align_axis_to_vector(struct View3D *v3d, int axisidx, float vec[3]);
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#endif
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