215 lines
8.3 KiB
C++
215 lines
8.3 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL 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.
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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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file blender/editors/space_view3d/view3d_intern.h
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* \ingroup spview3d
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*/
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#ifndef ED_VIEW3D_INTERN_H
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#define ED_VIEW3D_INTERN_H
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#include "ED_view3d.h"
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/* internal exports only */
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struct bScreen;
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struct ARegion;
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struct BoundBox;
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struct Object;
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struct DerivedMesh;
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struct wmOperatorType;
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struct bContext;
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struct wmWindowManager;
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struct EditMesh;
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struct ViewContext;
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struct ARegionType;
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struct bPoseChannel;
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struct bAnimVizSettings;
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struct bMotionPath;
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struct wmNDOFMotionData;
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#define BL_NEAR_CLIP 0.001
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/* drawing flags: */
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#define DRAW_PICKING 1
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#define DRAW_CONSTCOLOR 2
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#define DRAW_SCENESET 4
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/* view3d_header.c */
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void view3d_header_buttons(const struct bContext *C, struct ARegion *ar);
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void VIEW3D_OT_layers(struct wmOperatorType *ot);
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/* view3d_ops.c */
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void view3d_operatortypes(void);
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/* view3d_edit.c */
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void VIEW3D_OT_zoom(struct wmOperatorType *ot);
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void VIEW3D_OT_dolly(struct wmOperatorType *ot);
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void VIEW3D_OT_zoom_camera_1_to_1(struct wmOperatorType *ot);
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void VIEW3D_OT_move(struct wmOperatorType *ot);
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void VIEW3D_OT_rotate(struct wmOperatorType *ot);
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void VIEW3D_OT_ndof_orbit(struct wmOperatorType *ot);
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void VIEW3D_OT_ndof_pan(struct wmOperatorType *ot);
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void VIEW3D_OT_view_all(struct wmOperatorType *ot);
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void VIEW3D_OT_viewnumpad(struct wmOperatorType *ot);
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void VIEW3D_OT_view_selected(struct wmOperatorType *ot);
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void VIEW3D_OT_view_center_cursor(struct wmOperatorType *ot);
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void VIEW3D_OT_view_center_camera(struct wmOperatorType *ot);
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void VIEW3D_OT_view_pan(struct wmOperatorType *ot);
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void VIEW3D_OT_view_persportho(struct wmOperatorType *ot);
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void VIEW3D_OT_background_image_add(struct wmOperatorType *ot);
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void VIEW3D_OT_background_image_remove(struct wmOperatorType *ot);
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void VIEW3D_OT_view_orbit(struct wmOperatorType *ot);
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void VIEW3D_OT_clip_border(struct wmOperatorType *ot);
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void VIEW3D_OT_cursor3d(struct wmOperatorType *ot);
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void VIEW3D_OT_manipulator(struct wmOperatorType *ot);
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void VIEW3D_OT_enable_manipulator(struct wmOperatorType *ot);
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void VIEW3D_OT_render_border(struct wmOperatorType *ot);
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void VIEW3D_OT_zoom_border(struct wmOperatorType *ot);
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void VIEW3D_OT_drawtype(struct wmOperatorType *ot);
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void view3d_boxview_copy(ScrArea *sa, ARegion *ar);
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void ndof_to_quat(struct wmNDOFMotionData* ndof, float q[4]);
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float ndof_to_axis_angle(struct wmNDOFMotionData* ndof, float axis[3]);
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/* view3d_fly.c */
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void view3d_keymap(struct wmKeyConfig *keyconf);
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void VIEW3D_OT_fly(struct wmOperatorType *ot);
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/* drawanim.c */
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void draw_motion_paths_init(View3D *v3d, struct ARegion *ar);
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void draw_motion_path_instance(Scene *scene,
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struct Object *ob, struct bPoseChannel *pchan,
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struct bAnimVizSettings *avs, struct bMotionPath *mpath);
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void draw_motion_paths_cleanup(View3D *v3d);
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/* drawobject.c */
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void draw_object(Scene *scene, struct ARegion *ar, View3D *v3d, Base *base, int flag);
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int draw_glsl_material(Scene *scene, struct Object *ob, View3D *v3d, int dt);
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void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob, int dt, int outline);
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void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob);
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void drawaxes(float size, char drawtype);
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void view3d_cached_text_draw_begin(void);
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void view3d_cached_text_draw_add(const float co[3], const char *str, short xoffs, short flag, const unsigned char col[4]);
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void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, float mat[][4]);
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#define V3D_CACHE_TEXT_ZBUF (1<<0)
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#define V3D_CACHE_TEXT_WORLDSPACE (1<<1)
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#define V3D_CACHE_TEXT_ASCII (1<<2)
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/* drawarmature.c */
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int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, int flag, const short is_outline);
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/* drawmesh.c */
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void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob, struct DerivedMesh *dm, int faceselect);
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/* view3d_draw.c */
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void view3d_main_area_draw(const struct bContext *C, struct ARegion *ar);
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void draw_depth(Scene *scene, struct ARegion *ar, View3D *v3d, int (* func)(void *));
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void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d);
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void view3d_clr_clipping(void);
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void view3d_set_clipping(RegionView3D *rv3d);
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void add_view3d_after(ListBase *lb, Base *base, int flag);
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void view3d_viewborder_size_get(struct Scene *scene, struct ARegion *ar, float size_r[2]);
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void circf(float x, float y, float rad);
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void circ(float x, float y, float rad);
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void view3d_update_depths_rect(struct ARegion *ar, struct ViewDepths *d, struct rcti *rect);
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float view3d_depth_near(struct ViewDepths *d);
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/* view3d_select.c */
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void VIEW3D_OT_select(struct wmOperatorType *ot);
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void VIEW3D_OT_select_extend(struct wmOperatorType *ot);
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void VIEW3D_OT_select_circle(struct wmOperatorType *ot);
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void VIEW3D_OT_select_border(struct wmOperatorType *ot);
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void VIEW3D_OT_select_lasso(struct wmOperatorType *ot);
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void VIEW3D_OT_smoothview(struct wmOperatorType *ot);
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void VIEW3D_OT_setcameratoview(struct wmOperatorType *ot);
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void VIEW3D_OT_object_as_camera(struct wmOperatorType *ot);
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void VIEW3D_OT_localview(struct wmOperatorType *ot);
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void VIEW3D_OT_game_start(struct wmOperatorType *ot);
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int ED_view3d_boundbox_clip(RegionView3D *rv3d, float obmat[][4], struct BoundBox *bb);
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void smooth_view(struct bContext *C, struct View3D *v3d, struct ARegion *ar, struct Object *, struct Object *, float *ofs, float *quat, float *dist, float *lens);
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void setwinmatrixview3d(ARegion *ar, View3D *v3d, rctf *rect); /* rect: for picking */
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void setviewmatrixview3d(Scene *scene, View3D *v3d, RegionView3D *rv3d);
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void fly_modal_keymap(struct wmKeyConfig *keyconf);
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void viewrotate_modal_keymap(struct wmKeyConfig *keyconf);
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void viewmove_modal_keymap(struct wmKeyConfig *keyconf);
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void viewzoom_modal_keymap(struct wmKeyConfig *keyconf);
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void viewdolly_modal_keymap(struct wmKeyConfig *keyconf);
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/* view3d_buttons.c */
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void VIEW3D_OT_properties(struct wmOperatorType *ot);
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void view3d_buttons_register(struct ARegionType *art);
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/* view3d_toolbar.c */
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void VIEW3D_OT_toolshelf(struct wmOperatorType *ot);
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void view3d_toolshelf_register(struct ARegionType *art);
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void view3d_tool_props_register(struct ARegionType *art);
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/* view3d_snap.c */
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int minmax_verts(struct Object *obedit, float *min, float *max);
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void VIEW3D_OT_snap_selected_to_grid(struct wmOperatorType *ot);
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void VIEW3D_OT_snap_selected_to_cursor(struct wmOperatorType *ot);
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void VIEW3D_OT_snap_cursor_to_grid(struct wmOperatorType *ot);
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void VIEW3D_OT_snap_cursor_to_center(struct wmOperatorType *ot);
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void VIEW3D_OT_snap_cursor_to_selected(struct wmOperatorType *ot);
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void VIEW3D_OT_snap_cursor_to_active(struct wmOperatorType *ot);
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/* space_view3d.c */
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ARegion *view3d_has_buttons_region(ScrArea *sa);
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ARegion *view3d_has_tools_region(ScrArea *sa);
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extern const char *view3d_context_dir[]; /* doc access */
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/* draw_volume.c */
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void draw_volume(struct ARegion *ar, struct GPUTexture *tex, float *min, float *max, int res[3], float dx, struct GPUTexture *tex_shadow);
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/* workaround for trivial but noticable camera bug caused by imprecision
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* between view border calculation in 2D/3D space, workaround for bug [#28037].
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* without this deifne we get the old behavior which is to try and align them
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* both which _mostly_ works fine, but when the camera moves beyond ~1000 in
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* any direction it starts to fail */
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#define VIEW3D_CAMERA_BORDER_HACK
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#ifdef VIEW3D_CAMERA_BORDER_HACK
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extern float view3d_camera_border_hack_col[4];
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extern short view3d_camera_border_hack_test;
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#endif
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#endif /* ED_VIEW3D_INTERN_H */
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