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blender-archive/source/blender/include/BSE_view.h
Ton Roosendaal dd5410162a New feature; User definable Clipping Planes.
Press ALT+B in 3d window, draw a rect, and it becomes a clipping
volume of 4 planes. You then can rotate the view anyway you like.
Works for each 3d window individually.

Disable it with another ALT+B press.

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

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

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

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

Curious? Check this http://www.blender.org/bf/rt4.jpg
2005-08-20 19:18:35 +00:00

86 lines
3.1 KiB
C++

/**
* $Id$
*
* ***** BEGIN GPL/BL DUAL 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
* protos for view.c -- not complete
*/
#ifndef BSE_VIEW_H
#define BSE_VIEW_H
struct Object;
struct BoundBox;
struct View3D;
struct ScrArea;
#define PERSP_WIN 0
#define PERSP_VIEW 1
#define PERSP_STORE 2
void persp_general(int a);
void persp(int a);
/* note, the define below is still used for shorts, to calc distances... */
#define IS_CLIPPED 12000
void view3d_get_object_project_mat(struct ScrArea *area, struct Object *ob, float pmat[4][4], float vmat[4][4]);
void view3d_project_float(struct ScrArea *area, float *vec, float *adr, float mat[4][4]);
void view3d_project_short_clip(struct ScrArea *area, float *vec, short *adr, float projmat[4][4], float viewmat[4][4]);
void view3d_project_short_noclip(struct ScrArea *area, float *vec, short *adr, float mat[4][4]);
void initgrabz(float x, float y, float z);
void window_to_3d(float *vec, short mx, short my);
void project_short(float *vec, short *adr);
void project_short_noclip(float *vec, short *adr);
void project_int(float *vec, int *adr);
void project_float(float *vec, float *adr);
int boundbox_clip(float obmat[][4], struct BoundBox *bb);
void fdrawline(float x1, float y1, float x2, float y2);
void fdrawbox(float x1, float y1, float x2, float y2);
void sdrawline(short x1, short y1, short x2, short y2);
void sdrawbox(short x1, short y1, short x2, short y2);
void calctrackballvecfirst(struct rcti *area, short *mval, float *vec);
void calctrackballvec(struct rcti *area, short *mval, float *vec);
void viewmove(int mode);
void setwinmatrixview3d(struct rctf *rect);
void obmat_to_viewmat(struct Object *ob);
void setviewmatrixview3d(void);
float *give_cursor(void);
unsigned int free_localbit(void);
void initlocalview(void);
void centreview(void);
void restore_localviewdata(struct View3D *vd);
void endlocalview(struct ScrArea *sa);
void view3d_home(int centre);
short view3d_opengl_select(unsigned int *buffer, unsigned int buffsize, short x1, short y1, short x2, short y2);
void view3d_align_axis_to_vector(struct View3D *v3d, int axisidx, float vec[3]);
#endif