This is often hard to spot since in many cases it works correctly even when not initialized but may still fail in other situations.
559 lines
17 KiB
C
559 lines
17 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 blender/editors/space_view3d/view3d_project.c
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* \ingroup spview3d
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*/
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#include "DNA_object_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_view3d_types.h"
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#include "BLO_sys_types.h" /* int64_t */
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#include "BIF_gl.h" /* bglMats */
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#include "BIF_glutil.h" /* bglMats */
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#include "BLI_math_vector.h"
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#include "ED_view3d.h" /* own include */
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#define BL_NEAR_CLIP 0.001
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#define BL_ZERO_CLIP 0.001
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/* Non Clipping Projection Functions
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* ********************************* */
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/**
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* \note use #ED_view3d_ob_project_mat_get to get the projection matrix
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*/
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void ED_view3d_project_float_v2_m4(const ARegion *ar, const float co[3], float r_co[2], float mat[4][4])
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{
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float vec4[4];
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copy_v3_v3(vec4, co);
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vec4[3] = 1.0;
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/* r_co[0] = IS_CLIPPED; */ /* always overwritten */
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mul_m4_v4(mat, vec4);
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if (vec4[3] > FLT_EPSILON) {
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r_co[0] = (float)(ar->winx / 2.0f) + (ar->winx / 2.0f) * vec4[0] / vec4[3];
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r_co[1] = (float)(ar->winy / 2.0f) + (ar->winy / 2.0f) * vec4[1] / vec4[3];
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}
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else {
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zero_v2(r_co);
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}
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}
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/**
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* \note use #ED_view3d_ob_project_mat_get to get projecting mat
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*/
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void ED_view3d_project_float_v3_m4(const ARegion *ar, const float vec[3], float r_co[3], float mat[4][4])
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{
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float vec4[4];
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copy_v3_v3(vec4, vec);
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vec4[3] = 1.0;
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/* r_co[0] = IS_CLIPPED; */ /* always overwritten */
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mul_m4_v4(mat, vec4);
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if (vec4[3] > FLT_EPSILON) {
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r_co[0] = (float)(ar->winx / 2.0f) + (ar->winx / 2.0f) * vec4[0] / vec4[3];
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r_co[1] = (float)(ar->winy / 2.0f) + (ar->winy / 2.0f) * vec4[1] / vec4[3];
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r_co[2] = vec4[2] / vec4[3];
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}
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else {
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zero_v3(r_co);
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}
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}
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/* Clipping Projection Functions
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* ***************************** */
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eV3DProjStatus ED_view3d_project_base(const struct ARegion *ar, struct Base *base)
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{
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eV3DProjStatus ret = ED_view3d_project_short_global(ar, base->object->obmat[3], &base->sx, V3D_PROJ_TEST_CLIP_DEFAULT);
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if (ret != V3D_PROJ_RET_OK) {
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base->sx = IS_CLIPPED;
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base->sy = 0;
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}
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return ret;
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}
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/* perspmat is typically...
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* - 'rv3d->perspmat', is_local == false
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* - 'rv3d->persmatob', is_local == true
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*/
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static eV3DProjStatus ed_view3d_project__internal(const ARegion *ar,
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float perspmat[4][4], const bool is_local, /* normally hidden */
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const float co[3], float r_co[2], const eV3DProjTest flag)
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{
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float vec4[4];
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/* check for bad flags */
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BLI_assert((flag & V3D_PROJ_TEST_ALL) == flag);
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if (flag & V3D_PROJ_TEST_CLIP_BB) {
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RegionView3D *rv3d = ar->regiondata;
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if (rv3d->rflag & RV3D_CLIPPING) {
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if (ED_view3d_clipping_test(rv3d, co, is_local)) {
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return V3D_PROJ_RET_CLIP_BB;
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}
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}
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}
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copy_v3_v3(vec4, co);
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vec4[3] = 1.0;
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mul_m4_v4(perspmat, vec4);
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if (((flag & V3D_PROJ_TEST_CLIP_ZERO) == 0) || (fabsf(vec4[3]) > (float)BL_ZERO_CLIP)) {
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if (((flag & V3D_PROJ_TEST_CLIP_NEAR) == 0) || (vec4[3] > (float)BL_NEAR_CLIP)) {
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const float scalar = (vec4[3] != 0.0f) ? (1.0f / vec4[3]): 0.0f;
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const float fx = ((float)ar->winx / 2.0f) * (1.0f + (vec4[0] * scalar));
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if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fx > 0.0f && fx < (float)ar->winx)) {
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const float fy = ((float)ar->winy / 2.0f) * (1.0f + (vec4[1] * scalar));
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if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fy > 0.0f && fy < (float)ar->winy)) {
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r_co[0] = fx;
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r_co[1] = fy;
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/* check if the point is behind the view, we need to flip in this case */
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if (UNLIKELY((flag & V3D_PROJ_TEST_CLIP_NEAR) == 0) && (vec4[3] < 0.0f)) {
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negate_v2(r_co);
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}
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}
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else {
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return V3D_PROJ_RET_CLIP_WIN;
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}
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}
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else {
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return V3D_PROJ_RET_CLIP_WIN;
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}
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}
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else {
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return V3D_PROJ_RET_CLIP_NEAR;
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}
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}
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else {
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return V3D_PROJ_RET_CLIP_ZERO;
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}
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return V3D_PROJ_RET_OK;
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}
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eV3DProjStatus ED_view3d_project_short_ex(const 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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{
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float tvec[2];
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eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag);
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if (ret == V3D_PROJ_RET_OK) {
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if ((tvec[0] > -32700.0f && tvec[0] < 32700.0f) &&
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(tvec[1] > -32700.0f && tvec[1] < 32700.0f))
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{
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r_co[0] = (short)floorf(tvec[0]);
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r_co[1] = (short)floorf(tvec[1]);
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}
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else {
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ret = V3D_PROJ_RET_OVERFLOW;
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}
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}
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return ret;
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}
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eV3DProjStatus ED_view3d_project_int_ex(const 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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{
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float tvec[2];
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eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag);
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if (ret == V3D_PROJ_RET_OK) {
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if ((tvec[0] > -2140000000.0f && tvec[0] < 2140000000.0f) &&
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(tvec[1] > -2140000000.0f && tvec[1] < 2140000000.0f))
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{
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r_co[0] = (int)floorf(tvec[0]);
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r_co[1] = (int)floorf(tvec[1]);
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}
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else {
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ret = V3D_PROJ_RET_OVERFLOW;
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}
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}
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return ret;
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}
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eV3DProjStatus ED_view3d_project_float_ex(const 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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{
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float tvec[2];
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eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag);
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if (ret == V3D_PROJ_RET_OK) {
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if (finite(tvec[0]) &&
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finite(tvec[1]))
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{
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copy_v2_v2(r_co, tvec);
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}
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else {
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ret = V3D_PROJ_RET_OVERFLOW;
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}
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}
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return ret;
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}
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/* --- short --- */
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eV3DProjStatus ED_view3d_project_short_global(const ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag)
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{
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RegionView3D *rv3d = ar->regiondata;
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return ED_view3d_project_short_ex(ar, rv3d->persmat, false, co, r_co, flag);
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}
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/* object space, use ED_view3d_init_mats_rv3d before calling */
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eV3DProjStatus ED_view3d_project_short_object(const ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag)
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{
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RegionView3D *rv3d = ar->regiondata;
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ED_view3d_check_mats_rv3d(rv3d);
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return ED_view3d_project_short_ex(ar, rv3d->persmatob, true, co, r_co, flag);
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}
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/* --- int --- */
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eV3DProjStatus ED_view3d_project_int_global(const ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag)
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{
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RegionView3D *rv3d = ar->regiondata;
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return ED_view3d_project_int_ex(ar, rv3d->persmat, false, co, r_co, flag);
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}
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/* object space, use ED_view3d_init_mats_rv3d before calling */
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eV3DProjStatus ED_view3d_project_int_object(const ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag)
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{
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RegionView3D *rv3d = ar->regiondata;
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ED_view3d_check_mats_rv3d(rv3d);
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return ED_view3d_project_int_ex(ar, rv3d->persmatob, true, co, r_co, flag);
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}
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/* --- float --- */
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eV3DProjStatus ED_view3d_project_float_global(const ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag)
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{
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RegionView3D *rv3d = ar->regiondata;
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return ED_view3d_project_float_ex(ar, rv3d->persmat, false, co, r_co, flag);
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}
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/* object space, use ED_view3d_init_mats_rv3d before calling */
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eV3DProjStatus ED_view3d_project_float_object(const ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag)
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{
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RegionView3D *rv3d = ar->regiondata;
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ED_view3d_check_mats_rv3d(rv3d);
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return ED_view3d_project_float_ex(ar, rv3d->persmatob, true, co, r_co, flag);
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}
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/* More Generic Window/Ray/Vector projection functions
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* *************************************************** */
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/**
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* Caculate a depth value from \a co, use with #ED_view3d_win_to_delta
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*/
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float ED_view3d_calc_zfac(const RegionView3D *rv3d, const float co[3], bool *r_flip)
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{
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float zfac = mul_project_m4_v3_zfac((float (*)[4])rv3d->persmat, co);
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if (r_flip) {
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*r_flip = (zfac < 0.0f);
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}
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/* if x,y,z is exactly the viewport offset, zfac is 0 and we don't want that
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* (accounting for near zero values) */
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if (zfac < 1.e-6f && zfac > -1.e-6f) {
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zfac = 1.0f;
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}
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/* Negative zfac means x, y, z was behind the camera (in perspective).
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* This gives flipped directions, so revert back to ok default case. */
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if (zfac < 0.0f) {
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zfac = -zfac;
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}
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return zfac;
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}
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/**
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* Calculate a 3d viewpoint and direction vector from 2d window coordinates.
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* This ray_start is located at the viewpoint, ray_normal is the direction towards mval.
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* ray_start is clipped by the view near limit so points in front of it are always in view.
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* In orthographic view the resulting ray_normal will match the view vector.
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* \param ar The region (used for the window width and height).
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* \param v3d The 3d viewport (used for near clipping value).
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* \param mval The area relative 2d location (such as event->mval, converted into float[2]).
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* \param ray_start The world-space starting point of the segment.
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* \param ray_normal The normalized world-space direction of towards mval.
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* \return success, false if the segment is totally clipped.
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*/
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bool ED_view3d_win_to_ray(const ARegion *ar, View3D *v3d, const float mval[2],
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float r_ray_start[3], float r_ray_normal[3], const bool do_clip)
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{
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float ray_end[3];
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bool is_clip;
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is_clip = ED_view3d_win_to_segment(ar, v3d, mval, r_ray_start, ray_end, do_clip);
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sub_v3_v3v3(r_ray_normal, ray_end, r_ray_start);
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normalize_v3(r_ray_normal);
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return is_clip;
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}
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/**
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* Calculate a normalized 3d direction vector from the viewpoint towards a global location.
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* In orthographic view the resulting vector will match the view vector.
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* \param rv3d The region (used for the window width and height).
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* \param coord The world-space location.
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* \param vec The resulting normalized vector.
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*/
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void ED_view3d_global_to_vector(const RegionView3D *rv3d, const float coord[3], float vec[3])
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{
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if (rv3d->is_persp) {
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float p1[4], p2[4];
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copy_v3_v3(p1, coord);
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p1[3] = 1.0f;
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copy_v3_v3(p2, p1);
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p2[3] = 1.0f;
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mul_m4_v4((float (*)[4])rv3d->viewmat, p2);
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mul_v3_fl(p2, 2.0f);
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mul_m4_v4((float (*)[4])rv3d->viewinv, p2);
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sub_v3_v3v3(vec, p1, p2);
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}
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else {
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copy_v3_v3(vec, rv3d->viewinv[2]);
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}
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normalize_v3(vec);
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}
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/* very similar to ED_view3d_win_to_3d() but has no advantage, de-duplicating */
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#if 0
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bool view3d_get_view_aligned_coordinate(ARegion *ar, float fp[3], const int mval[2], const bool do_fallback)
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{
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RegionView3D *rv3d = ar->regiondata;
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float dvec[3];
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int mval_cpy[2];
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eV3DProjStatus ret;
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ret = ED_view3d_project_int_global(ar, fp, mval_cpy, V3D_PROJ_TEST_NOP);
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if (ret == V3D_PROJ_RET_OK) {
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const float mval_f[2] = {(float)(mval_cpy[0] - mval[0]),
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(float)(mval_cpy[1] - mval[1])};
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const float zfac = ED_view3d_calc_zfac(rv3d, fp, NULL);
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ED_view3d_win_to_delta(ar, mval_f, dvec, zfac);
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sub_v3_v3(fp, dvec);
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return true;
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}
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else {
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/* fallback to the view center */
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if (do_fallback) {
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negate_v3_v3(fp, rv3d->ofs);
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return view3d_get_view_aligned_coordinate(ar, fp, mval, false);
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}
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else {
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return false;
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}
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}
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}
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#endif
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/**
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* Calculate a 3d location from 2d window coordinates.
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* \param ar The region (used for the window width and height).
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* \param depth_pt The reference location used to calculate the Z depth.
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* \param mval The area relative location (such as event->mval converted to floats).
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* \param out The resulting world-space location.
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*/
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void ED_view3d_win_to_3d(const ARegion *ar, const float depth_pt[3], const float mval[2], float out[3])
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{
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RegionView3D *rv3d = ar->regiondata;
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float line_sta[3];
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float line_end[3];
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if (rv3d->is_persp) {
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float mousevec[3];
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copy_v3_v3(line_sta, rv3d->viewinv[3]);
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ED_view3d_win_to_vector(ar, mval, mousevec);
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add_v3_v3v3(line_end, line_sta, mousevec);
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if (isect_line_plane_v3(out, line_sta, line_end, depth_pt, rv3d->viewinv[2], true) == 0) {
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/* highly unlikely to ever happen, mouse vec paralelle with view plane */
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zero_v3(out);
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}
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}
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else {
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const float dx = (2.0f * mval[0] / (float)ar->winx) - 1.0f;
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const float dy = (2.0f * mval[1] / (float)ar->winy) - 1.0f;
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line_sta[0] = (rv3d->persinv[0][0] * dx) + (rv3d->persinv[1][0] * dy) + rv3d->viewinv[3][0];
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line_sta[1] = (rv3d->persinv[0][1] * dx) + (rv3d->persinv[1][1] * dy) + rv3d->viewinv[3][1];
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line_sta[2] = (rv3d->persinv[0][2] * dx) + (rv3d->persinv[1][2] * dy) + rv3d->viewinv[3][2];
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add_v3_v3v3(line_end, line_sta, rv3d->viewinv[2]);
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closest_to_line_v3(out, depth_pt, line_sta, line_end);
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|
}
|
|
}
|
|
|
|
void ED_view3d_win_to_3d_int(const ARegion *ar, const float depth_pt[3], const int mval[2], float out[3])
|
|
{
|
|
const float mval_fl[2] = {mval[0], mval[1]};
|
|
ED_view3d_win_to_3d(ar, depth_pt, mval_fl, out);
|
|
}
|
|
|
|
/**
|
|
* Calculate a 3d difference vector from 2d window offset.
|
|
* note that ED_view3d_calc_zfac() must be called first to determine
|
|
* the depth used to calculate the delta.
|
|
* \param ar The region (used for the window width and height).
|
|
* \param mval The area relative 2d difference (such as event->mval[0] - other_x).
|
|
* \param out The resulting world-space delta.
|
|
*/
|
|
void ED_view3d_win_to_delta(const ARegion *ar, const float mval[2], float out[3], const float zfac)
|
|
{
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
float dx, dy;
|
|
|
|
dx = 2.0f * mval[0] * zfac / ar->winx;
|
|
dy = 2.0f * mval[1] * zfac / ar->winy;
|
|
|
|
out[0] = (rv3d->persinv[0][0] * dx + rv3d->persinv[1][0] * dy);
|
|
out[1] = (rv3d->persinv[0][1] * dx + rv3d->persinv[1][1] * dy);
|
|
out[2] = (rv3d->persinv[0][2] * dx + rv3d->persinv[1][2] * dy);
|
|
}
|
|
|
|
/**
|
|
* Calculate a 3d direction vector from 2d window coordinates.
|
|
* This direction vector starts and the view in the direction of the 2d window coordinates.
|
|
* In orthographic view all window coordinates yield the same vector.
|
|
*
|
|
* \note doesn't rely on ED_view3d_calc_zfac
|
|
* for perspective view, get the vector direction to
|
|
* the mouse cursor as a normalized vector.
|
|
*
|
|
* \param ar The region (used for the window width and height).
|
|
* \param mval The area relative 2d location (such as event->mval converted to floats).
|
|
* \param out The resulting normalized world-space direction vector.
|
|
*/
|
|
void ED_view3d_win_to_vector(const ARegion *ar, const float mval[2], float out[3])
|
|
{
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
if (rv3d->is_persp) {
|
|
out[0] = 2.0f * (mval[0] / ar->winx) - 1.0f;
|
|
out[1] = 2.0f * (mval[1] / ar->winy) - 1.0f;
|
|
out[2] = -0.5f;
|
|
mul_project_m4_v3(rv3d->persinv, out);
|
|
sub_v3_v3(out, rv3d->viewinv[3]);
|
|
}
|
|
else {
|
|
copy_v3_v3(out, rv3d->viewinv[2]);
|
|
}
|
|
normalize_v3(out);
|
|
}
|
|
|
|
/**
|
|
* Calculate a 3d segment from 2d window coordinates.
|
|
* This ray_start is located at the viewpoint, ray_end is a far point.
|
|
* ray_start and ray_end are clipped by the view near and far limits
|
|
* so points along this line are always in view.
|
|
* In orthographic view all resulting segments will be parallel.
|
|
* \param ar The region (used for the window width and height).
|
|
* \param v3d The 3d viewport (used for near and far clipping range).
|
|
* \param mval The area relative 2d location (such as event->mval, converted into float[2]).
|
|
* \param r_ray_start The world-space starting point of the segment.
|
|
* \param r_ray_end The world-space end point of the segment.
|
|
* \param do_clip Optionally clip the ray by the view clipping planes.
|
|
* \return success, false if the segment is totally clipped.
|
|
*/
|
|
bool ED_view3d_win_to_segment(const ARegion *ar, View3D *v3d, const float mval[2],
|
|
float ray_start[3], float ray_end[3], const bool do_clip)
|
|
{
|
|
RegionView3D *rv3d = ar->regiondata;
|
|
|
|
if (rv3d->is_persp) {
|
|
float vec[3];
|
|
ED_view3d_win_to_vector(ar, mval, vec);
|
|
|
|
copy_v3_v3(ray_start, rv3d->viewinv[3]);
|
|
madd_v3_v3v3fl(ray_start, rv3d->viewinv[3], vec, v3d->near);
|
|
madd_v3_v3v3fl(ray_end, rv3d->viewinv[3], vec, v3d->far);
|
|
}
|
|
else {
|
|
float vec[4];
|
|
vec[0] = 2.0f * mval[0] / ar->winx - 1;
|
|
vec[1] = 2.0f * mval[1] / ar->winy - 1;
|
|
vec[2] = 0.0f;
|
|
vec[3] = 1.0f;
|
|
|
|
mul_m4_v4(rv3d->persinv, vec);
|
|
|
|
madd_v3_v3v3fl(ray_start, vec, rv3d->viewinv[2], 1000.0f);
|
|
madd_v3_v3v3fl(ray_end, vec, rv3d->viewinv[2], -1000.0f);
|
|
}
|
|
|
|
/* bounds clipping */
|
|
if (do_clip && (rv3d->rflag & RV3D_CLIPPING)) {
|
|
if (clip_segment_v3_plane_n(ray_start, ray_end, rv3d->clip, 6) == false) {
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/* Utility functions for projection
|
|
* ******************************** */
|
|
|
|
void ED_view3d_ob_project_mat_get(const RegionView3D *rv3d, Object *ob, float pmat[4][4])
|
|
{
|
|
float vmat[4][4];
|
|
|
|
mult_m4_m4m4(vmat, (float (*)[4])rv3d->viewmat, ob->obmat);
|
|
mult_m4_m4m4(pmat, (float (*)[4])rv3d->winmat, vmat);
|
|
}
|
|
|
|
/**
|
|
* Uses window coordinates (x,y) and depth component z to find a point in
|
|
* modelspace */
|
|
void ED_view3d_unproject(bglMats *mats, float out[3], const float x, const float y, const float z)
|
|
{
|
|
double ux, uy, uz;
|
|
|
|
gluUnProject(x, y, z, mats->modelview, mats->projection,
|
|
(GLint *)mats->viewport, &ux, &uy, &uz);
|
|
|
|
out[0] = ux;
|
|
out[1] = uy;
|
|
out[2] = uz;
|
|
}
|