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blender-archive/source/blender/src/view.c
Kent Mein d0e346d544 updated .c files to include:
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

Just need to finish cpp files now :)

Kent
--
mein@cs.umn.edu
2002-11-25 12:02:15 +00:00

1100 lines
23 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 *****
*/
#include <math.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#include <io.h>
#include "BLI_winstuff.h"
#else
#include <unistd.h>
#endif
#include "MEM_guardedalloc.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_editVert.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
#include "DNA_camera_types.h"
#include "DNA_lamp_types.h"
#include "DNA_userdef_types.h"
#include "BKE_utildefines.h"
#include "BKE_object.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BIF_gl.h"
#include "BIF_space.h"
#include "BIF_mywindow.h"
#include "BIF_screen.h"
#include "BIF_toolbox.h"
#include "BSE_view.h"
#include "BSE_edit.h" /* For countall */
#include "BSE_drawview.h" /* For inner_play_anim_loop */
#include "BDR_drawobject.h" /* For draw_object */
#include "mydevice.h"
#include "blendef.h"
/* Modules used */
#include "render.h"
#define TRACKBALLSIZE (1.1)
void persp3d(View3D *v3d, int a)
{
ScrArea *area= v3d->area;
/* oppasen met optimaliseren: dan laatste mode in area bewaren */
/* only 3D windows */
if(a== 0) {
bwin_get_winmatrix(area->win, area->winmat);
glMatrixMode(GL_MODELVIEW);
bwin_ortho2(area->win, -0.5, (float)(area->winx)-.05, -0.5, (float)(area->winy)-0.5);
glLoadIdentity();
}
else if(a== 1) {
glMatrixMode(GL_PROJECTION);
bwin_load_winmatrix(area->win, area->winmat);
glMatrixMode(GL_MODELVIEW);
bwin_load_viewmatrix(area->win, v3d->viewmat);
}
}
void persp_general(int a)
{
/* for all window types, not 3D */
if(a== 0) {
glPushMatrix();
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glMatrixMode(GL_MODELVIEW);
myortho2(-0.5, ((float)(curarea->winx))-0.5, -0.5, ((float)(curarea->winy))-0.5);
glLoadIdentity();
}
else if(a== 1) {
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
}
}
void persp(int a)
{
/* oppasen met optimaliseren: dan laatste mode in area bewaren */
/* only 3D windows */
if(curarea->spacetype!=SPACE_VIEW3D) persp_general(a);
else if(a== 0) {
glMatrixMode(GL_PROJECTION);
mygetmatrix(curarea->winmat);
glMatrixMode(GL_MODELVIEW);
myortho2(-0.5, (float)(curarea->winx)-.05, -0.5, (float)(curarea->winy)-0.5);
glLoadIdentity();
}
else if(a== 1) {
glMatrixMode(GL_PROJECTION);
myloadmatrix(curarea->winmat);
glMatrixMode(GL_MODELVIEW);
myloadmatrix(G.vd->viewmat);
}
}
float zfac=1.0;
void initgrabz(float x, float y, float z)
{
if(G.vd==0) return;
zfac= G.vd->persmat[0][3]*x+ G.vd->persmat[1][3]*y+ G.vd->persmat[2][3]*z+ G.vd->persmat[3][3];
}
void window_to_3d(float *vec, short mx, short my)
{
/* altijd initzgrab aanroepen */
float dx, dy;
float fmx, fmy, winx, winy;
/* stupid! */
winx= curarea->winx;
winy= curarea->winy;
fmx= mx;
fmy= my;
dx= (2.0*fmx)/winx;
dx*= zfac;
dy= (2.0*fmy)/winy;
dy*= zfac;
vec[0]= (G.vd->persinv[0][0]*dx + G.vd->persinv[1][0]*dy);
vec[1]= (G.vd->persinv[0][1]*dx + G.vd->persinv[1][1]*dy);
vec[2]= (G.vd->persinv[0][2]*dx + G.vd->persinv[1][2]*dy);
}
void project_short(float *vec, short *adr) /* clipt */
{
float fx, fy, vec4[4];
adr[0]= 3200;
VECCOPY(vec4, vec);
vec4[3]= 1.0;
Mat4MulVec4fl(G.vd->persmat, vec4);
if( vec4[3]>0.1 ) {
fx= (curarea->winx/2)+(curarea->winx/2)*vec4[0]/vec4[3];
if( fx>0 && fx<curarea->winx) {
fy= (curarea->winy/2)+(curarea->winy/2)*vec4[1]/vec4[3];
if(fy>0.0 && fy< (float)curarea->winy) {
adr[0]= floor(fx+0.5);
adr[1]= floor(fy+0.5);
}
}
}
}
void project_short_noclip(float *vec, short *adr)
{
float fx, fy, vec4[4];
adr[0]= 3200;
VECCOPY(vec4, vec);
vec4[3]= 1.0;
Mat4MulVec4fl(G.vd->persmat, vec4);
if( vec4[3]>0.1 ) {
fx= (curarea->winx/2)+(curarea->winx/2)*vec4[0]/vec4[3];
if( fx>-32700 && fx<32700) {
fy= (curarea->winy/2)+(curarea->winy/2)*vec4[1]/vec4[3];
if(fy>-32700.0 && fy<32700.0) {
adr[0]= floor(fx+0.5);
adr[1]= floor(fy+0.5);
}
}
}
}
int boundbox_clip(float obmat[][4], BoundBox *bb)
{
/* return 1: afbeelden */
float mat[4][4];
float vec[4], min, max;
int a, flag= -1, fl;
if(bb==0) return 1;
Mat4MulMat4(mat, obmat, G.vd->persmat);
for(a=0; a<8; a++) {
VECCOPY(vec, bb->vec[a]);
vec[3]= 1.0;
Mat4MulVec4fl(mat, vec);
max= vec[3];
min= -vec[3];
fl= 0;
if(vec[0] < min) fl+= 1;
if(vec[0] > max) fl+= 2;
if(vec[1] < min) fl+= 4;
if(vec[1] > max) fl+= 8;
if(vec[2] < min) fl+= 16;
if(vec[2] > max) fl+= 32;
flag &= fl;
if(flag==0) return 1;
}
return 0;
}
void fdrawline(float x1, float y1, float x2, float y2)
{
float v[2];
glBegin(GL_LINE_STRIP);
v[0] = x1; v[1] = y1;
glVertex2fv(v);
v[0] = x2; v[1] = y2;
glVertex2fv(v);
glEnd();
}
void fdrawbox(float x1, float y1, float x2, float y2)
{
float v[2];
glBegin(GL_LINE_STRIP);
v[0] = x1; v[1] = y1;
glVertex2fv(v);
v[0] = x1; v[1] = y2;
glVertex2fv(v);
v[0] = x2; v[1] = y2;
glVertex2fv(v);
v[0] = x2; v[1] = y1;
glVertex2fv(v);
v[0] = x1; v[1] = y1;
glVertex2fv(v);
glEnd();
}
void sdrawline(short x1, short y1, short x2, short y2)
{
short v[2];
glBegin(GL_LINE_STRIP);
v[0] = x1; v[1] = y1;
glVertex2sv(v);
v[0] = x2; v[1] = y2;
glVertex2sv(v);
glEnd();
}
void sdrawbox(short x1, short y1, short x2, short y2)
{
short v[2];
glBegin(GL_LINE_STRIP);
v[0] = x1; v[1] = y1;
glVertex2sv(v);
v[0] = x1; v[1] = y2;
glVertex2sv(v);
v[0] = x2; v[1] = y2;
glVertex2sv(v);
v[0] = x2; v[1] = y1;
glVertex2sv(v);
v[0] = x1; v[1] = y1;
glVertex2sv(v);
glEnd();
}
/* trackball: deze is t.o.v. een 100% bol formule wel zo mooi */
void calctrackballvecfirst(rcti *area, short *mval, float *vec)
{
float x, y, radius, d, z, t;
radius= TRACKBALLSIZE;
/* x en y normaliseren */
x= (area->xmax + area->xmin)/2 -mval[0];
x/= (float)((area->xmax - area->xmin)/2);
y= (area->ymax + area->ymin)/2 -mval[1];
y/= (float)((area->ymax - area->ymin)/2);
d = sqrt(x*x + y*y);
if (d < radius*M_SQRT1_2) /* Inside sphere */
z = sqrt(radius*radius - d*d);
else
{ /* On hyperbola */
t = radius / M_SQRT2;
z = t*t / d;
}
vec[0]= x;
vec[1]= y;
vec[2]= -z; /* jawel! */
if( fabs(vec[2])>fabs(vec[1]) && fabs(vec[2])>fabs(vec[0]) ) {
vec[0]= 0.0;
vec[1]= 0.0;
if(vec[2]>0.0) vec[2]= 1.0; else vec[2]= -1.0;
}
else if( fabs(vec[1])>fabs(vec[0]) && fabs(vec[1])>fabs(vec[2]) ) {
vec[0]= 0.0;
vec[2]= 0.0;
if(vec[1]>0.0) vec[1]= 1.0; else vec[1]= -1.0;
}
else {
vec[1]= 0.0;
vec[2]= 0.0;
if(vec[0]>0.0) vec[0]= 1.0; else vec[0]= -1.0;
}
}
void calctrackballvec(rcti *area, short *mval, float *vec)
{
float x, y, radius, d, z, t;
radius= TRACKBALLSIZE;
/* x en y normaliseren */
x= (area->xmax + area->xmin)/2 -mval[0];
x/= (float)((area->xmax - area->xmin)/4);
y= (area->ymax + area->ymin)/2 -mval[1];
y/= (float)((area->ymax - area->ymin)/2);
d = sqrt(x*x + y*y);
if (d < radius*M_SQRT1_2) /* Inside sphere */
z = sqrt(radius*radius - d*d);
else
{ /* On hyperbola */
t = radius / M_SQRT2;
z = t*t / d;
}
vec[0]= x;
vec[1]= y;
vec[2]= -z; /* jawel! */
}
void viewmove(int mode)
{
float firstvec[3], newvec[3], dvec[3];
float oldquat[4], q1[4], q2[4], si, phi;
int firsttime=1;
short mval[2], mvalo[2];
/* sometimes this routine is called from headerbuttons */
areawinset(curarea->win);
curarea->head_swap= 0;
initgrabz(-G.vd->ofs[0], -G.vd->ofs[1], -G.vd->ofs[2]);
QUATCOPY(oldquat, G.vd->viewquat);
getmouseco_sc(mvalo); /* werk met screencoordinaten ivm trackball functie */
calctrackballvec(&curarea->winrct, mvalo, firstvec);
/* cumultime(0); */
while(TRUE) {
getmouseco_sc(mval);
if(mval[0]!=mvalo[0] || mval[1]!=mvalo[1] || (G.f & G_PLAYANIM)) {
if(firsttime) {
firsttime= 0;
/* wordt hier geroteerd, gezoomd of transleerd */
if(mode==0) {
if(G.vd->view!=0) scrarea_queue_headredraw(curarea); /* voor button */
G.vd->view= 0;
}
if(G.vd->persp==2 || (G.vd->persp==3 && mode!=1)) {
G.vd->persp= 1;
scrarea_do_windraw(curarea);
scrarea_queue_headredraw(curarea);
}
}
if(mode==0) { /* viewroteer */
if(U.flag & TRACKBALL) {
calctrackballvec(&curarea->winrct, mval, newvec);
VecSubf(dvec, newvec, firstvec);
si= sqrt(dvec[0]*dvec[0]+ dvec[1]*dvec[1]+ dvec[2]*dvec[2]);
si/= (2.0*TRACKBALLSIZE);
if(si<1.0) {
Crossf(q1+1, firstvec, newvec);
Normalise(q1+1);
phi= asin(si);
si= sin(phi);
q1[0]= cos(phi);
q1[1]*= si;
q1[2]*= si;
q1[3]*= si;
QuatMul(G.vd->viewquat, q1, oldquat);
}
}
else {
/* roteren om z-as (x beweging) en liggende as (y) */
phi= 2*(mval[0]-mvalo[0]);
phi/= (float)curarea->winx;
si= sin(phi);
q1[0]= cos(phi);
q1[1]= q1[2]= 0.0;
q1[3]= si;
/* liggende as */
VECCOPY(q2+1, G.vd->viewinv[0]);
Normalise(q2+1);
phi= (mvalo[1]-mval[1]);
phi/= (float)curarea->winy;
si= sin(phi);
q2[0]= cos(phi);
q2[1]*= si;
q2[2]*= si;
q2[3]*= si;
QuatMul(q1, q1, q2);
QuatMul(G.vd->viewquat, G.vd->viewquat, q1);
}
}
else if(mode==1) { /* translate */
if(G.vd->persp==3) {
/* zoom= 0.5+0.5*(float)(2<<G.vd->rt1); */
/* dx-= (mval[0]-mvalo[0])/zoom; */
/* dy-= (mval[1]-mvalo[1])/zoom; */
/* G.vd->rt2= dx; */
/* G.vd->rt3= dy; */
/* if(G.vd->rt2<-320) G.vd->rt2= -320; */
/* if(G.vd->rt2> 320) G.vd->rt2= 320; */
/* if(G.vd->rt3<-250) G.vd->rt3= -250; */
/* if(G.vd->rt3> 250) G.vd->rt3= 250; */
}
else {
window_to_3d(dvec, mval[0]-mvalo[0], mval[1]-mvalo[1]);
VecAddf(G.vd->ofs, G.vd->ofs, dvec);
}
}
else if(mode==2) {
G.vd->dist*= 1.0+(float)(mvalo[0]-mval[0]+mvalo[1]-mval[1])/1000.0;
/* deze limits ook in toets.c */
if(G.vd->dist<0.001*G.vd->grid) G.vd->dist= 0.001*G.vd->grid;
if(G.vd->dist>10.0*G.vd->far) G.vd->dist=10.0*G.vd->far;
mval[1]= mvalo[1]; /* blijft ie zoomen */
mval[0]= mvalo[0];
}
mvalo[0]= mval[0];
mvalo[1]= mval[1];
if(G.f & G_PLAYANIM) inner_play_anim_loop(0, 0);
if(G.f & G_SIMULATION) break;
scrarea_do_windraw(curarea);
screen_swapbuffers();
}
else BIF_wait_for_statechange();
/* dit moet onderaan, anders pakt de get_mbut het niet op de PC... */
if( !(get_mbut() & (L_MOUSE|M_MOUSE))) break;
}
curarea->head_swap= WIN_FRONT_OK;
}
short v3d_windowmode=0;
void setwinmatrixview3d(rctf *rect) /* rect: voor picking */
{
Camera *cam=0;
float d, near, far, winx = 0.0, winy = 0.0;
float lens, dfac, tfac, fac, x1, y1, x2, y2;
short orth;
lens= G.vd->lens;
near= G.vd->near;
far= G.vd->far;
if(G.vd->persp==2) {
if(G.vd->camera) {
if(G.vd->camera->type==OB_LAMP ) {
Lamp *la;
la= G.vd->camera->data;
fac= cos( M_PI*la->spotsize/360.0);
x1= saacos(fac);
lens= 16.0*fac/sin(x1);
near= la->clipsta;
far= la->clipend;
}
else if(G.vd->camera->type==OB_CAMERA) {
cam= G.vd->camera->data;
lens= cam->lens;
near= cam->clipsta;
far= cam->clipend;
if(cam->type==CAM_ORTHO) {
lens*= 100.0;
near= (near+1.0)*100.0; /* otherwise zbuffer troubles. a Patch! */
far*= 100.0;
}
}
}
}
if(v3d_windowmode) {
winx= R.rectx;
winy= R.recty;
}
else {
winx= curarea->winx;
winy= curarea->winy;
}
if(winx>winy) d= 0.015625*winx*lens;
else d= 0.015625*winy*lens;
dfac= near/d;
/* if(G.vd->persp==1 && G.vd->dproj>1.0) far= G.vd->dproj*far; */
if(G.vd->persp==0) {
/* x1= -winx*G.vd->dist/1000.0; */
x1= -G.vd->dist;
x2= -x1;
y1= -winy*G.vd->dist/winx;
y2= -y1;
orth= 1;
}
else {
if(G.vd->persp==2) {
fac= (1.41421+( (float)G.vd->camzoom )/50.0);
fac*= fac;
}
else fac= 2.0;
x1= -dfac*(winx/fac);
x2= -x1;
y1= -dfac*(winy/fac);
y2= -y1;
if(G.vd->persp==2 && (G.special1 & G_HOLO)) {
if(cam && (cam->flag & CAM_HOLO2)) {
tfac= fac/4.0; /* de fac is 1280/640 gecorr voor obszoom */
if(cam->netend==0.0) cam->netend= EFRA;
fac= (G.scene->r.cfra-1.0)/(cam->netend)-0.5;
fac*= tfac*(x2-x1);
fac*= ( cam->hololen1 );
x1-= fac;
x2-= fac;
}
}
orth= 0;
}
if(rect) { /* picking */
rect->xmin/= winx;
rect->xmin= x1+rect->xmin*(x2-x1);
rect->ymin/= winy;
rect->ymin= y1+rect->ymin*(y2-y1);
rect->xmax/= winx;
rect->xmax= x1+rect->xmax*(x2-x1);
rect->ymax/= winy;
rect->ymax= y1+rect->ymax*(y2-y1);
if(orth) myortho(rect->xmin, rect->xmax, rect->ymin, rect->ymax, -far, far);
else mywindow(rect->xmin, rect->xmax, rect->ymin, rect->ymax, near, far);
}
else {
if(v3d_windowmode) {
if(orth) i_ortho(x1, x2, y1, y2, -far, far, R.winmat);
else {
if(cam && cam->type==CAM_ORTHO) i_window(x1, x2, y1, y2, near, far, R.winmat);
else i_window(x1, x2, y1, y2, near, far, R.winmat);
}
}
else {
if(orth) myortho(x1, x2, y1, y2, -far, far);
else {
if(cam && cam->type==CAM_ORTHO) mywindow(x1, x2, y1, y2, near, far);
else mywindow(x1, x2, y1, y2, near, far);
}
}
}
if(v3d_windowmode==0) {
glMatrixMode(GL_PROJECTION);
mygetmatrix(curarea->winmat);
glMatrixMode(GL_MODELVIEW);
}
}
void obmat_to_viewmat(Object *ob)
{
float bmat[4][4];
float tmat[3][3];
Mat4CpyMat4(bmat, ob->obmat);
Mat4Ortho(bmat);
Mat4Invert(G.vd->viewmat, bmat);
/* viewquat berekenen, o.a. voor add object */
Mat3CpyMat4(tmat, G.vd->viewmat);
Mat3ToQuat(tmat, G.vd->viewquat);
}
void setviewmatrixview3d()
{
Camera *cam;
/* float bepaalphitheta(); */
if(G.special1 & G_HOLO) RE_holoview();
if(G.vd->persp>=2) { /* obs/camera */
if(G.vd->camera) {
where_is_object(G.vd->camera);
obmat_to_viewmat(G.vd->camera);
if(G.vd->camera->type==OB_CAMERA) {
cam= G.vd->camera->data;
if(cam->type==CAM_ORTHO) G.vd->viewmat[3][2]*= 100.0;
}
}
else {
QuatToMat4(G.vd->viewquat, G.vd->viewmat);
G.vd->viewmat[3][2]-= G.vd->dist;
}
}
else {
QuatToMat4(G.vd->viewquat, G.vd->viewmat);
if(G.vd->persp==1) G.vd->viewmat[3][2]-= G.vd->dist;
i_translate(G.vd->ofs[0], G.vd->ofs[1], G.vd->ofs[2], G.vd->viewmat);
}
}
/* IGLuint-> GLuint*/
short selectprojektie(unsigned int *buffer, short x1, short y1, short x2, short y2)
{
rctf rect;
Base *base;
short mval[2], code, hits;
G.f |= G_PICKSEL;
if(x1==0 && x2==0 && y1==0 && y2==0) {
getmouseco_areawin(mval);
rect.xmin= mval[0]-7;
rect.xmax= mval[0]+7;
rect.ymin= mval[1]-7;
rect.ymax= mval[1]+7;
}
else {
rect.xmin= x1;
rect.xmax= x2;
rect.ymin= y1;
rect.ymax= y2;
}
setwinmatrixview3d(&rect);
Mat4MulMat4(G.vd->persmat, G.vd->viewmat, curarea->winmat);
if(G.vd->drawtype > OB_WIRE) {
G.zbuf= TRUE;
glEnable(GL_DEPTH_TEST);
}
glSelectBuffer( MAXPICKBUF, buffer);
glRenderMode(GL_SELECT);
glInitNames(); /* deze twee fies zijn waarvoor? Anders werkt het niet */
glPushName(-1);
code= 1;
if(G.obedit && G.obedit->type==OB_MBALL) {
draw_object(BASACT);
}
else if ((G.obedit && G.obedit->type==OB_ARMATURE)||(G.obpose && G.obpose->type==OB_ARMATURE)) {
draw_object(BASACT);
}
else {
base= G.scene->base.first;
while(base) {
if(base->lay & G.vd->lay) {
base->selcol= code;
glLoadName(code);
draw_object(base);
code++;
}
base= base->next;
}
}
glPopName(); /* zie boven (pushname) */
hits= glRenderMode(GL_RENDER);
if(hits<0) error("Too many objects in selectbuf");
G.f &= ~G_PICKSEL;
setwinmatrixview3d(0);
Mat4MulMat4(G.vd->persmat, G.vd->viewmat, curarea->winmat);
if(G.vd->drawtype > OB_WIRE) {
G.zbuf= 0;
glDisable(GL_DEPTH_TEST);
}
return hits;
}
float *give_cursor()
{
if(G.vd && G.vd->localview) return G.vd->cursor;
else return G.scene->cursor;
}
unsigned int free_localbit()
{
unsigned int lay;
ScrArea *sa;
bScreen *sc;
lay= 0;
/* soms kunnen we een localview kwijtrijaken: als een area gesloten wordt */
/* alle area's aflopen: welke localviews zijn in gebruik */
sc= G.main->screen.first;
while(sc) {
sa= sc->areabase.first;
while(sa) {
SpaceLink *sl= sa->spacedata.first;
while(sl) {
if(sl->spacetype==SPACE_VIEW3D) {
View3D *v3d= (View3D*) sl;
lay |= v3d->lay;
}
sl= sl->next;
}
sa= sa->next;
}
sc= sc->id.next;
}
if( (lay & 0x01000000)==0) return 0x01000000;
if( (lay & 0x02000000)==0) return 0x02000000;
if( (lay & 0x04000000)==0) return 0x04000000;
if( (lay & 0x08000000)==0) return 0x08000000;
if( (lay & 0x10000000)==0) return 0x10000000;
if( (lay & 0x20000000)==0) return 0x20000000;
if( (lay & 0x40000000)==0) return 0x40000000;
if( (lay & 0x80000000)==0) return 0x80000000;
return 0;
}
void initlocalview()
{
Base *base;
float size = 0.0, min[3], max[3], afm[3];
unsigned int locallay;
int ok=0;
if(G.vd->localvd) return;
min[0]= min[1]= min[2]= 1.0e10;
max[0]= max[1]= max[2]= -1.0e10;
locallay= free_localbit();
if(locallay==0) {
error("Sorry, no more than 8 localviews");
ok= 0;
}
else {
if(G.obedit) {
minmax_object(G.obedit, min, max);
ok= 1;
BASACT->lay |= locallay;
G.obedit->lay= BASACT->lay;
}
else {
base= FIRSTBASE;
while(base) {
if TESTBASE(base) {
minmax_object(base->object, min, max);
base->lay |= locallay;
base->object->lay= base->lay;
ok= 1;
}
base= base->next;
}
}
afm[0]= (max[0]-min[0]);
afm[1]= (max[1]-min[1]);
afm[2]= (max[2]-min[2]);
size= MAX3(afm[0], afm[1], afm[2]);
if(size<=0.01) size= 0.01;
}
if(ok) {
G.vd->localvd= MEM_mallocN(sizeof(View3D), "localview");
memcpy(G.vd->localvd, G.vd, sizeof(View3D));
G.vd->ofs[0]= -(min[0]+max[0])/2.0;
G.vd->ofs[1]= -(min[1]+max[1])/2.0;
G.vd->ofs[2]= -(min[2]+max[2])/2.0;
G.vd->dist= size;
if(G.vd->persp>1) {
G.vd->persp= 1;
}
G.vd->near= 0.1;
G.vd->cursor[0]= -G.vd->ofs[0];
G.vd->cursor[1]= -G.vd->ofs[1];
G.vd->cursor[2]= -G.vd->ofs[2];
G.vd->lay= locallay;
countall();
scrarea_queue_winredraw(curarea);
}
else {
/* flags wissen */
base= FIRSTBASE;
while(base) {
if( base->lay & locallay ) {
base->lay-= locallay;
if(base->lay==0) base->lay= G.vd->layact;
if(base->object != G.obedit) base->flag |= SELECT;
base->object->lay= base->lay;
}
base= base->next;
}
scrarea_queue_headredraw(curarea);
G.vd->localview= 0;
}
}
void centreview() /* localview zonder local! */
{
Base *base;
float size, min[3], max[3], afm[3];
int ok=0;
min[0]= min[1]= min[2]= 1.0e10;
max[0]= max[1]= max[2]= -1.0e10;
if(G.obedit) {
minmax_object(G.obedit, min, max);
ok= 1;
}
else {
base= FIRSTBASE;
while(base) {
if TESTBASE(base) {
minmax_object(base->object, min, max);
ok= 1;
}
base= base->next;
}
}
if(ok==0) return;
afm[0]= (max[0]-min[0]);
afm[1]= (max[1]-min[1]);
afm[2]= (max[2]-min[2]);
size= MAX3(afm[0], afm[1], afm[2]);
if(size<=0.01) size= 0.01;
G.vd->ofs[0]= -(min[0]+max[0])/2.0;
G.vd->ofs[1]= -(min[1]+max[1])/2.0;
G.vd->ofs[2]= -(min[2]+max[2])/2.0;
G.vd->dist= size;
if(G.vd->persp>1) {
G.vd->persp= 1;
}
G.vd->near= 0.1;
G.vd->cursor[0]= -G.vd->ofs[0];
G.vd->cursor[1]= -G.vd->ofs[1];
G.vd->cursor[2]= -G.vd->ofs[2];
scrarea_queue_winredraw(curarea);
}
void restore_localviewdata(View3D *vd)
{
if(vd->localvd==0) return;
VECCOPY(vd->ofs, vd->localvd->ofs);
vd->dist= vd->localvd->dist;
vd->persp= vd->localvd->persp;
vd->view= vd->localvd->view;
vd->near= vd->localvd->near;
vd->far= vd->localvd->far;
vd->lay= vd->localvd->lay;
vd->layact= vd->localvd->layact;
vd->drawtype= vd->localvd->drawtype;
vd->camera= vd->localvd->camera;
QUATCOPY(vd->viewquat, vd->localvd->viewquat);
}
void endlocalview(ScrArea *sa)
{
View3D *v3d;
struct Base *base;
unsigned int locallay;
if(sa->spacetype!=SPACE_VIEW3D) return;
v3d= sa->spacedata.first;
if(v3d->localvd) {
locallay= v3d->lay & 0xFF000000;
restore_localviewdata(v3d);
MEM_freeN(v3d->localvd);
v3d->localvd= 0;
v3d->localview= 0;
/* als in ander window de layers zijn veranderd */
if(v3d->scenelock) v3d->lay= G.scene->lay;
base= FIRSTBASE;
while(base) {
if( base->lay & locallay ) {
base->lay-= locallay;
if(base->lay==0) base->lay= v3d->layact;
if(base->object != G.obedit) base->flag |= SELECT;
base->object->lay= base->lay;
}
base= base->next;
}
countall();
allqueue(REDRAWVIEW3D, 0); /* ivm select */
}
}
void view3d_home(int centre)
{
Base *base;
float size, min[3], max[3], afm[3];
int ok= 1, onedone=0;
if(centre) {
min[0]= min[1]= min[2]= 0.0;
max[0]= max[1]= max[2]= 0.0;
}
else {
min[0]= min[1]= min[2]= 1.0e10;
max[0]= max[1]= max[2]= -1.0e10;
}
base= FIRSTBASE;
if(base==0) return;
while(base) {
if(base->lay & G.vd->lay) {
onedone= 1;
minmax_object(base->object, min, max);
}
base= base->next;
}
if(!onedone) return;
afm[0]= (max[0]-min[0]);
afm[1]= (max[1]-min[1]);
afm[2]= (max[2]-min[2]);
size= MAX3(afm[0], afm[1], afm[2]);
if(size==0.0) ok= 0;
if(ok) {
G.vd->ofs[0]= -(min[0]+max[0])/2.0;
G.vd->ofs[1]= -(min[1]+max[1])/2.0;
G.vd->ofs[2]= -(min[2]+max[2])/2.0;
G.vd->dist= size;
if(G.vd->persp==2) G.vd->persp= 1;
scrarea_queue_winredraw(curarea);
}
}
void view3d_align_axis_to_vector(View3D *v3d, int axisidx, float vec[3])
{
float alignaxis[3];
float norm[3], axis[3], angle;
alignaxis[0]= alignaxis[1]= alignaxis[2]= 0.0;
alignaxis[axisidx]= 1.0;
norm[0]= vec[0], norm[1]= vec[1], norm[2]= vec[2];
Normalise(norm);
angle= acos(Inpf(alignaxis, norm));
Crossf(axis, alignaxis, norm);
VecRotToQuat(axis, -angle, v3d->viewquat);
v3d->view= 0;
if (v3d->persp>=2) v3d->persp= 0; /* switch out of camera mode */
}