This is often hard to spot since in many cases it works correctly even when not initialized but may still fail in other situations.
338 lines
16 KiB
C++
338 lines
16 KiB
C++
/*
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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 ED_view3d.h
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* \ingroup editors
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*/
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#ifndef __ED_VIEW3D_H__
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#define __ED_VIEW3D_H__
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/* ********* exports for space_view3d/ module ********** */
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struct ARegion;
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struct BMEdge;
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struct BMFace;
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struct BMVert;
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struct BPoint;
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struct Base;
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struct BezTriple;
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struct BoundBox;
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struct EditBone;
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struct ImBuf;
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struct MVert;
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struct Main;
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struct MetaElem;
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struct Nurb;
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struct Object;
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struct RegionView3D;
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struct Scene;
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struct ScrArea;
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struct View3D;
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struct ViewContext;
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struct bContext;
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struct bPoseChannel;
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struct bScreen;
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struct bglMats;
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struct rcti;
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struct wmOperator;
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struct wmOperatorType;
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struct wmWindow;
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/* for derivedmesh drawing callbacks, for view3d_select, .... */
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typedef struct ViewContext {
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struct Scene *scene;
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struct Object *obact;
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struct Object *obedit;
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struct ARegion *ar;
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struct View3D *v3d;
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struct RegionView3D *rv3d;
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struct BMEditMesh *em;
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int mval[2];
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} ViewContext;
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typedef struct ViewDepths {
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unsigned short w, h;
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short x, y; /* only for temp use for sub-rects, added to ar->winx/y */
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float *depths;
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double depth_range[2];
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bool damaged;
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} ViewDepths;
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float *give_cursor(struct Scene *scene, struct View3D *v3d);
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void ED_view3d_cursor3d_position(struct bContext *C, float fp[3], const int mval[2]);
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void ED_view3d_to_m4(float mat[4][4], const float ofs[3], const float quat[4], const float dist);
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void ED_view3d_from_m4(float mat[4][4], float ofs[3], float quat[4], float *dist);
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void ED_view3d_from_object(struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens);
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void ED_view3d_to_object(struct Object *ob, const float ofs[3], const float quat[4], const float dist);
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/* Depth buffer */
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void ED_view3d_depth_update(struct ARegion *ar);
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float ED_view3d_depth_read_cached(struct ViewContext *vc, int x, int y);
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void ED_view3d_depth_tag_update(struct RegionView3D *rv3d);
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/* Projection */
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#define IS_CLIPPED 12000
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/* return values for ED_view3d_project_...() */
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typedef enum {
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V3D_PROJ_RET_OK = 0,
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V3D_PROJ_RET_CLIP_NEAR = 1, /* can't avoid this when in perspective mode, (can't avoid) */
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V3D_PROJ_RET_CLIP_ZERO = 2, /* so close to zero we can't apply a perspective matrix usefully */
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V3D_PROJ_RET_CLIP_BB = 3, /* bounding box clip - RV3D_CLIPPING */
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V3D_PROJ_RET_CLIP_WIN = 4, /* outside window bounds */
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V3D_PROJ_RET_OVERFLOW = 5 /* outside range (mainly for short), (can't avoid) */
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} eV3DProjStatus;
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/* some clipping tests are optional */
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typedef enum {
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V3D_PROJ_TEST_NOP = 0,
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V3D_PROJ_TEST_CLIP_BB = (1 << 0),
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V3D_PROJ_TEST_CLIP_WIN = (1 << 1),
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V3D_PROJ_TEST_CLIP_NEAR = (1 << 2),
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V3D_PROJ_TEST_CLIP_ZERO = (1 << 3)
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} eV3DProjTest;
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#define V3D_PROJ_TEST_CLIP_DEFAULT \
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(V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR)
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#define V3D_PROJ_TEST_ALL \
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(V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR | V3D_PROJ_TEST_CLIP_ZERO)
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/* view3d_iterators.c */
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/* foreach iterators */
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void meshobject_foreachScreenVert(
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struct ViewContext *vc,
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void (*func)(void *userData, struct MVert *eve, const float screen_co[2], int index),
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void *userData, const eV3DProjTest clip_flag);
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void mesh_foreachScreenVert(
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struct ViewContext *vc,
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void (*func)(void *userData, struct BMVert *eve, const float screen_co[2], int index),
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void *userData, const eV3DProjTest clip_flag);
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void mesh_foreachScreenEdge(
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struct ViewContext *vc,
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void (*func)(void *userData, struct BMEdge *eed, const float screen_co_a[2], const float screen_co_b[2],
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int index),
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void *userData, const eV3DProjTest clip_flag);
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void mesh_foreachScreenFace(
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struct ViewContext *vc,
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void (*func)(void *userData, struct BMFace *efa, const float screen_co[2], int index),
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void *userData, const eV3DProjTest clip_flag);
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void nurbs_foreachScreenVert(
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struct ViewContext *vc,
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void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt,
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int beztindex, const float screen_co[2]),
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void *userData, const eV3DProjTest clip_flag);
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void mball_foreachScreenElem(
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struct ViewContext *vc,
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void (*func)(void *userData, struct MetaElem *ml, const float screen_co[2]),
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void *userData, const eV3DProjTest clip_flag);
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void lattice_foreachScreenVert(
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struct ViewContext *vc,
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void (*func)(void *userData, struct BPoint *bp,
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const float screen_co[2]),
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void *userData, const eV3DProjTest clip_flag);
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void armature_foreachScreenBone(
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struct ViewContext *vc,
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void (*func)(void *userData, struct EditBone *ebone,
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const float screen_co_a[2], const float screen_co_b[2]),
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void *userData, const eV3DProjTest clip_flag);
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void pose_foreachScreenBone(
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struct ViewContext *vc,
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void (*func)(void *userData, struct bPoseChannel *pchan,
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const float screen_co_a[2], const float screen_co_b[2]),
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void *userData, const eV3DProjTest clip_flag);
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/* *** end iterators *** */
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/* view3d_project.c */
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void ED_view3d_project_float_v2_m4(const struct ARegion *ar, const float co[3], float r_co[2], float mat[4][4]);
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void ED_view3d_project_float_v3_m4(const struct ARegion *ar, const float co[3], float r_co[3], float mat[4][4]);
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eV3DProjStatus ED_view3d_project_base(const struct ARegion *ar, struct Base *base);
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/* *** short *** */
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eV3DProjStatus ED_view3d_project_short_ex(const struct ARegion *ar, float perspmat[4][4], const bool is_local,
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const float co[3], short r_co[2], const eV3DProjTest flag);
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eV3DProjStatus ED_view3d_project_short_global(const struct ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag);
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eV3DProjStatus ED_view3d_project_short_object(const struct ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag);
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/* *** int *** */
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eV3DProjStatus ED_view3d_project_int_ex(const struct ARegion *ar, float perspmat[4][4], const bool is_local,
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const float co[3], int r_co[2], const eV3DProjTest flag);
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eV3DProjStatus ED_view3d_project_int_global(const struct ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag);
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eV3DProjStatus ED_view3d_project_int_object(const struct ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag);
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/* *** float *** */
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eV3DProjStatus ED_view3d_project_float_ex(const struct ARegion *ar, float perspmat[4][4], const bool is_local,
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const float co[3], float r_co[2], const eV3DProjTest flag);
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eV3DProjStatus ED_view3d_project_float_global(const struct ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag);
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eV3DProjStatus ED_view3d_project_float_object(const struct ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag);
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float ED_view3d_calc_zfac(const struct RegionView3D *rv3d, const float co[3], bool *r_flip);
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bool ED_view3d_win_to_ray(const struct ARegion *ar, struct View3D *v3d, const float mval[2],
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float ray_start[3], float ray_normal[3], const bool do_clip);
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void ED_view3d_global_to_vector(const struct RegionView3D *rv3d, const float coord[3], float vec[3]);
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void ED_view3d_win_to_3d(const struct ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]);
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void ED_view3d_win_to_3d_int(const struct ARegion *ar, const float depth_pt[3], const int mval[2], float out[3]);
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void ED_view3d_win_to_delta(const struct ARegion *ar, const float mval[2], float out[3], const float zfac);
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void ED_view3d_win_to_vector(const struct ARegion *ar, const float mval[2], float out[3]);
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bool ED_view3d_win_to_segment(const struct ARegion *ar, struct View3D *v3d, const float mval[2],
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float r_ray_start[3], float r_ray_end[3], const bool do_clip);
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void ED_view3d_ob_project_mat_get(const struct RegionView3D *v3d, struct Object *ob, float pmat[4][4]);
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void ED_view3d_unproject(struct bglMats *mats, float out[3], const float x, const float y, const float z);
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/* end */
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bool ED_view3d_clip_range_get(struct View3D *v3d, struct RegionView3D *rv3d,
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float *r_clipsta, float *r_clipend, const bool use_ortho_factor);
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bool ED_view3d_viewplane_get(struct View3D *v3d, struct RegionView3D *rv3d, int winxi, int winyi,
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struct rctf *r_viewplane, float *r_clipsta, float *r_clipend);
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void ED_view3d_calc_camera_border(struct Scene *scene, struct ARegion *ar,
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struct View3D *v3d, struct RegionView3D *rv3d,
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struct rctf *r_viewborder, const bool no_shift);
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void ED_view3d_calc_camera_border_size(struct Scene *scene, struct ARegion *ar,
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struct View3D *v3d, struct RegionView3D *rv3d,
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float r_size[2]);
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bool ED_view3d_calc_render_border(struct Scene *scene, struct View3D *v3d,
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struct ARegion *ar, struct rcti *rect);
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void ED_view3d_clipping_calc(struct BoundBox *bb, float planes[4][4], struct bglMats *mats, const struct rcti *rect);
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void ED_view3d_clipping_local(struct RegionView3D *rv3d, float mat[4][4]);
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bool ED_view3d_clipping_test(struct RegionView3D *rv3d, const float co[3], const bool is_local);
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void ED_view3d_clipping_set(struct RegionView3D *rv3d);
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void ED_view3d_clipping_enable(void);
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void ED_view3d_clipping_disable(void);
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float ED_view3d_pixel_size(struct RegionView3D *rv3d, const float co[3]);
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float ED_view3d_radius_to_persp_dist(const float angle, const float radius);
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float ED_view3d_radius_to_ortho_dist(const float lens, const float radius);
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void drawcircball(int mode, const float cent[3], float rad, float tmat[4][4]);
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/* backbuffer select and draw support */
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void view3d_validate_backbuf(struct ViewContext *vc);
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struct ImBuf *view3d_read_backbuf(struct ViewContext *vc, short xmin, short ymin, short xmax, short ymax);
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unsigned int view3d_sample_backbuf_rect(struct ViewContext *vc, const int mval[2], int size,
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unsigned int min, unsigned int max, float *dist, short strict,
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void *handle, bool (*indextest)(void *handle, unsigned int index));
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unsigned int view3d_sample_backbuf(struct ViewContext *vc, int x, int y);
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/* draws and does a 4x4 sample */
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bool ED_view3d_autodist(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, const int mval[2], float mouse_worldloc[3], bool alphaoverride);
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/* only draw so ED_view3d_autodist_simple can be called many times after */
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void ED_view3d_autodist_init(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, int mode);
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bool ED_view3d_autodist_simple(struct ARegion *ar, const int mval[2], float mouse_worldloc[3], int margin, float *force_depth);
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bool ED_view3d_autodist_depth(struct ARegion *ar, const int mval[2], int margin, float *depth);
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bool ED_view3d_autodist_depth_seg(struct ARegion *ar, const int mval_sta[2], const int mval_end[2], int margin, float *depth);
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/* select */
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#define MAXPICKBUF 10000
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short view3d_opengl_select(struct ViewContext *vc, unsigned int *buffer, unsigned int bufsize, rcti *input);
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void view3d_set_viewcontext(struct bContext *C, struct ViewContext *vc);
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void view3d_operator_needs_opengl(const struct bContext *C);
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void view3d_region_operator_needs_opengl(struct wmWindow *win, struct ARegion *ar);
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void view3d_opengl_read_pixels(struct ARegion *ar, int x, int y, int w, int h, int format, int type, void *data);
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void view3d_get_transformation(const struct ARegion *ar, struct RegionView3D *rv3d, struct Object *ob, struct bglMats *mats);
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/* XXX should move to BLI_math */
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bool edge_inside_circle(const float cent[2], float radius, const float screen_co_a[2], const float screen_co_b[2]);
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/* get 3d region from context, also if mouse is in header or toolbar */
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struct RegionView3D *ED_view3d_context_rv3d(struct bContext *C);
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bool ED_view3d_context_user_region(struct bContext *C, struct View3D **r_v3d, struct ARegion **r_ar);
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int ED_operator_rv3d_user_region_poll(struct bContext *C);
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void ED_view3d_init_mats_rv3d(struct Object *ob, struct RegionView3D *rv3d);
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void ED_view3d_init_mats_rv3d_gl(struct Object *ob, struct RegionView3D *rv3d);
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#ifdef DEBUG
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void ED_view3d_clear_mats_rv3d(struct RegionView3D *rv3d);
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void ED_view3d_check_mats_rv3d(struct RegionView3D *rv3d);
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#else
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# define ED_view3d_clear_mats_rv3d(rv3d) (void)(rv3d)
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# define ED_view3d_check_mats_rv3d(rv3d) (void)(rv3d)
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#endif
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int ED_view3d_scene_layer_set(int lay, const int *values, int *active);
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bool ED_view3d_context_activate(struct bContext *C);
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void ED_view3d_draw_offscreen_init(struct Scene *scene, struct View3D *v3d);
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void ED_view3d_draw_offscreen(struct Scene *scene, struct View3D *v3d, struct ARegion *ar,
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int winx, int winy, float viewmat[4][4], float winmat[4][4], bool do_bgpic, bool do_sky);
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struct ImBuf *ED_view3d_draw_offscreen_imbuf(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int sizex, int sizey, unsigned int flag,
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bool draw_background, int alpha_mode, char err_out[256]);
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struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(struct Scene *scene, struct Object *camera, int width, int height, unsigned int flag, int drawtype,
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bool use_solid_tex, bool draw_background, int alpha_mode, char err_out[256]);
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void ED_view3d_offscreen_sky_color_get(struct Scene *scene, float sky_color[3]);
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struct Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]);
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void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, bool do_clip);
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void ED_view3d_update_viewmat(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, float viewmat[4][4], float winmat[4][4]);
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bool ED_view3d_lock(struct RegionView3D *rv3d);
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uint64_t ED_view3d_datamask(struct Scene *scene, struct View3D *v3d);
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uint64_t ED_view3d_screen_datamask(struct bScreen *screen);
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bool ED_view3d_offset_lock_check(struct View3D *v3d, struct RegionView3D *rv3d);
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/* camera lock functions */
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bool ED_view3d_camera_lock_check(struct View3D *v3d, struct RegionView3D *rv3d);
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/* copy the camera to the view before starting a view transformation */
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void ED_view3d_camera_lock_init(struct View3D *v3d, struct RegionView3D *rv3d);
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/* copy the view to the camera, return TRUE if */
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bool ED_view3d_camera_lock_sync(struct View3D *v3d, struct RegionView3D *rv3d);
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void ED_view3D_lock_clear(struct View3D *v3d);
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struct BGpic *ED_view3D_background_image_new(struct View3D *v3d);
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void ED_view3D_background_image_remove(struct View3D *v3d, struct BGpic *bgpic);
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void ED_view3D_background_image_clear(struct View3D *v3d);
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#define VIEW3D_MARGIN 1.4f
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#define VIEW3D_DIST_FALLBACK 1.0f
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float ED_view3d_offset_distance(float mat[4][4], const float ofs[3], const float dist_fallback);
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float ED_scene_grid_scale(struct Scene *scene, const char **grid_unit);
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float ED_view3d_grid_scale(struct Scene *scene, struct View3D *v3d, const char **grid_unit);
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/* view matrix properties utilities */
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/* unused */
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#if 0
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void ED_view3d_operator_properties_viewmat(struct wmOperatorType *ot);
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void ED_view3d_operator_properties_viewmat_set(struct bContext *C, struct wmOperator *op);
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void ED_view3d_operator_properties_viewmat_get(struct wmOperator *op, int *winx, int *winy, float persmat[4][4]);
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#endif
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#endif /* __ED_VIEW3D_H__ */
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