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blender-archive/source/blender/editors/include/ED_view3d.h
Jeroen Bakker 15abc9fe74 Draw: Removal of MultiSample Buffers
Multisample buffers were used for smooth line drawing. As we now have
an algorithm that doesn't need the multisample buffers we can remove
them.

The user preference for viewport multi_sampling is replaced by single
toggle overlay `use_overlay_smooth_wire`. By default this setting is
enabled as the new drawing is really quick (<1ms) and uses zero hacks.

Reviewed By: fclem

Differential Revision: https://developer.blender.org/D6367
2019-12-06 07:45:07 +01:00

747 lines
34 KiB
C++

/*
* 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.
*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup editors
*/
#ifndef __ED_VIEW3D_H__
#define __ED_VIEW3D_H__
/* ********* exports for space_view3d/ module ********** */
struct ARegion;
struct BMEdge;
struct BMElem;
struct BMFace;
struct BMVert;
struct BPoint;
struct Base;
struct BezTriple;
struct BoundBox;
struct Camera;
struct CustomData_MeshMasks;
struct Depsgraph;
struct EditBone;
struct GPUOffScreen;
struct GPUViewport;
struct ID;
struct ImBuf;
struct MVert;
struct Main;
struct MetaElem;
struct Nurb;
struct Object;
struct RV3DMatrixStore;
struct RegionView3D;
struct RenderEngineType;
struct Scene;
struct ScrArea;
struct View3D;
struct View3DShading;
struct ViewContext;
struct ViewLayer;
struct bContext;
struct bPoseChannel;
struct bScreen;
struct rctf;
struct rcti;
struct wmGizmo;
struct wmOperator;
struct wmOperatorType;
struct wmWindow;
struct wmWindowManager;
/* for derivedmesh drawing callbacks, for view3d_select, .... */
typedef struct ViewContext {
struct bContext *C;
struct Main *bmain;
/* Dependency graph is uses for depth drawing, viewport camera matrix access, and also some areas
* are re-using this to access evaluated entities.
*
* Moral of the story: assign to a fully evaluated state. */
struct Depsgraph *depsgraph;
struct Scene *scene;
struct ViewLayer *view_layer;
struct Object *obact;
struct Object *obedit;
struct ARegion *ar;
struct View3D *v3d;
struct wmWindow *win;
struct RegionView3D *rv3d;
struct BMEditMesh *em;
int mval[2];
} ViewContext;
typedef struct ViewDepths {
unsigned short w, h;
short x, y; /* only for temp use for sub-rects, added to ar->winx/y */
float *depths;
double depth_range[2];
bool damaged;
} ViewDepths;
/* Rotate 3D cursor on placement. */
enum eV3DCursorOrient {
V3D_CURSOR_ORIENT_NONE = 0,
V3D_CURSOR_ORIENT_VIEW,
V3D_CURSOR_ORIENT_XFORM,
V3D_CURSOR_ORIENT_GEOM,
};
void ED_view3d_background_color_get(const struct Scene *scene,
const struct View3D *v3d,
float r_color[3]);
void ED_view3d_cursor3d_position(struct bContext *C,
const int mval[2],
const bool use_depth,
float cursor_co[3]);
void ED_view3d_cursor3d_position_rotation(struct bContext *C,
const int mval[2],
const bool use_depth,
enum eV3DCursorOrient orientation,
float cursor_co[3],
float cursor_quat[4]);
void ED_view3d_cursor3d_update(struct bContext *C,
const int mval[2],
const bool use_depth,
enum eV3DCursorOrient orientation);
struct Camera *ED_view3d_camera_data_get(struct View3D *v3d, struct RegionView3D *rv3d);
void ED_view3d_to_m4(float mat[4][4], const float ofs[3], const float quat[4], const float dist);
void ED_view3d_from_m4(const float mat[4][4], float ofs[3], float quat[4], float *dist);
void ED_view3d_from_object(
const struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens);
void ED_view3d_to_object(const struct Depsgraph *depsgraph,
struct Object *ob,
const float ofs[3],
const float quat[4],
const float dist);
void ED_view3d_lastview_store(struct RegionView3D *rv3d);
/* Depth buffer */
void ED_view3d_depth_update(struct ARegion *ar);
float ED_view3d_depth_read_cached(const struct ViewContext *vc, const int mval[2]);
bool ED_view3d_depth_read_cached_normal(const ViewContext *vc,
const int mval[2],
float r_normal[3]);
bool ED_view3d_depth_unproject(const struct ARegion *ar,
const int mval[2],
const double depth,
float r_location_world[3]);
void ED_view3d_depth_tag_update(struct RegionView3D *rv3d);
/* Projection */
#define IS_CLIPPED 12000
/* return values for ED_view3d_project_...() */
typedef enum {
V3D_PROJ_RET_OK = 0,
/** can't avoid this when in perspective mode, (can't avoid) */
V3D_PROJ_RET_CLIP_NEAR = 1,
/** so close to zero we can't apply a perspective matrix usefully */
V3D_PROJ_RET_CLIP_ZERO = 2,
/** bounding box clip - RV3D_CLIPPING */
V3D_PROJ_RET_CLIP_BB = 3,
/** outside window bounds */
V3D_PROJ_RET_CLIP_WIN = 4,
/** outside range (mainly for short), (can't avoid) */
V3D_PROJ_RET_OVERFLOW = 5,
} eV3DProjStatus;
/* some clipping tests are optional */
typedef enum {
V3D_PROJ_TEST_NOP = 0,
V3D_PROJ_TEST_CLIP_BB = (1 << 0),
V3D_PROJ_TEST_CLIP_WIN = (1 << 1),
V3D_PROJ_TEST_CLIP_NEAR = (1 << 2),
V3D_PROJ_TEST_CLIP_ZERO = (1 << 3),
} eV3DProjTest;
#define V3D_PROJ_TEST_CLIP_DEFAULT \
(V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR)
#define V3D_PROJ_TEST_ALL \
(V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR | \
V3D_PROJ_TEST_CLIP_ZERO)
/* view3d_iterators.c */
/* foreach iterators */
void meshobject_foreachScreenVert(
struct ViewContext *vc,
void (*func)(void *userData, struct MVert *eve, const float screen_co[2], int index),
void *userData,
const eV3DProjTest clip_flag);
void mesh_foreachScreenVert(
struct ViewContext *vc,
void (*func)(void *userData, struct BMVert *eve, const float screen_co[2], int index),
void *userData,
const eV3DProjTest clip_flag);
void mesh_foreachScreenEdge(struct ViewContext *vc,
void (*func)(void *userData,
struct BMEdge *eed,
const float screen_co_a[2],
const float screen_co_b[2],
int index),
void *userData,
const eV3DProjTest clip_flag);
void mesh_foreachScreenEdge_clip_bb_segment(struct ViewContext *vc,
void (*func)(void *userData,
struct BMEdge *eed,
const float screen_co_a[2],
const float screen_co_b[2],
int index),
void *userData,
const eV3DProjTest clip_flag);
void mesh_foreachScreenFace(
struct ViewContext *vc,
void (*func)(void *userData, struct BMFace *efa, const float screen_co[2], int index),
void *userData,
const eV3DProjTest clip_flag);
void nurbs_foreachScreenVert(struct ViewContext *vc,
void (*func)(void *userData,
struct Nurb *nu,
struct BPoint *bp,
struct BezTriple *bezt,
int beztindex,
const float screen_co[2]),
void *userData,
const eV3DProjTest clip_flag);
void mball_foreachScreenElem(struct ViewContext *vc,
void (*func)(void *userData,
struct MetaElem *ml,
const float screen_co[2]),
void *userData,
const eV3DProjTest clip_flag);
void lattice_foreachScreenVert(struct ViewContext *vc,
void (*func)(void *userData,
struct BPoint *bp,
const float screen_co[2]),
void *userData,
const eV3DProjTest clip_flag);
void armature_foreachScreenBone(struct ViewContext *vc,
void (*func)(void *userData,
struct EditBone *ebone,
const float screen_co_a[2],
const float screen_co_b[2]),
void *userData,
const eV3DProjTest clip_flag);
void pose_foreachScreenBone(struct ViewContext *vc,
void (*func)(void *userData,
struct bPoseChannel *pchan,
const float screen_co_a[2],
const float screen_co_b[2]),
void *userData,
const eV3DProjTest clip_flag);
/* *** end iterators *** */
/* view3d_project.c */
void ED_view3d_project_float_v2_m4(const struct ARegion *ar,
const float co[3],
float r_co[2],
float mat[4][4]);
void ED_view3d_project_float_v3_m4(const struct ARegion *ar,
const float co[3],
float r_co[3],
float mat[4][4]);
eV3DProjStatus ED_view3d_project_base(const struct ARegion *ar, struct Base *base);
/* *** short *** */
eV3DProjStatus ED_view3d_project_short_ex(const struct ARegion *ar,
float perspmat[4][4],
const bool is_local,
const float co[3],
short r_co[2],
const eV3DProjTest flag);
eV3DProjStatus ED_view3d_project_short_global(const struct ARegion *ar,
const float co[3],
short r_co[2],
const eV3DProjTest flag);
eV3DProjStatus ED_view3d_project_short_object(const struct ARegion *ar,
const float co[3],
short r_co[2],
const eV3DProjTest flag);
/* *** int *** */
eV3DProjStatus ED_view3d_project_int_ex(const struct ARegion *ar,
float perspmat[4][4],
const bool is_local,
const float co[3],
int r_co[2],
const eV3DProjTest flag);
eV3DProjStatus ED_view3d_project_int_global(const struct ARegion *ar,
const float co[3],
int r_co[2],
const eV3DProjTest flag);
eV3DProjStatus ED_view3d_project_int_object(const struct ARegion *ar,
const float co[3],
int r_co[2],
const eV3DProjTest flag);
/* *** float *** */
eV3DProjStatus ED_view3d_project_float_ex(const struct ARegion *ar,
float perspmat[4][4],
const bool is_local,
const float co[3],
float r_co[2],
const eV3DProjTest flag);
eV3DProjStatus ED_view3d_project_float_global(const struct ARegion *ar,
const float co[3],
float r_co[2],
const eV3DProjTest flag);
eV3DProjStatus ED_view3d_project_float_object(const struct ARegion *ar,
const float co[3],
float r_co[2],
const eV3DProjTest flag);
float ED_view3d_pixel_size(const struct RegionView3D *rv3d, const float co[3]);
float ED_view3d_pixel_size_no_ui_scale(const struct RegionView3D *rv3d, const float co[3]);
float ED_view3d_calc_zfac(const struct RegionView3D *rv3d, const float co[3], bool *r_flip);
bool ED_view3d_clip_segment(const struct RegionView3D *rv3d, float ray_start[3], float ray_end[3]);
bool ED_view3d_win_to_ray_clipped(struct Depsgraph *depsgraph,
const struct ARegion *ar,
const struct View3D *v3d,
const float mval[2],
float ray_start[3],
float ray_normal[3],
const bool do_clip);
bool ED_view3d_win_to_ray_clipped_ex(struct Depsgraph *depsgraph,
const struct ARegion *ar,
const struct View3D *v3d,
const float mval[2],
float r_ray_co[3],
float r_ray_normal[3],
float r_ray_start[3],
bool do_clip);
void ED_view3d_win_to_ray(const struct ARegion *ar,
const float mval[2],
float r_ray_start[3],
float r_ray_normal[3]);
void ED_view3d_global_to_vector(const struct RegionView3D *rv3d,
const float coord[3],
float vec[3]);
void ED_view3d_win_to_3d(const struct View3D *v3d,
const struct ARegion *ar,
const float depth_pt[3],
const float mval[2],
float r_out[3]);
void ED_view3d_win_to_3d_int(const struct View3D *v3d,
const struct ARegion *ar,
const float depth_pt[3],
const int mval[2],
float r_out[3]);
bool ED_view3d_win_to_3d_on_plane(const struct ARegion *ar,
const float plane[4],
const float mval[2],
const bool do_clip,
float r_out[3]);
bool ED_view3d_win_to_3d_on_plane_int(const struct ARegion *ar,
const float plane[4],
const int mval[2],
const bool do_clip,
float r_out[3]);
void ED_view3d_win_to_delta(const struct ARegion *ar,
const float mval[2],
float out[3],
const float zfac);
void ED_view3d_win_to_origin(const struct ARegion *ar, const float mval[2], float out[3]);
void ED_view3d_win_to_vector(const struct ARegion *ar, const float mval[2], float out[3]);
bool ED_view3d_win_to_segment_clipped(struct Depsgraph *depsgraph,
const struct ARegion *ar,
struct View3D *v3d,
const float mval[2],
float r_ray_start[3],
float r_ray_end[3],
const bool do_clip);
void ED_view3d_ob_project_mat_get(const struct RegionView3D *v3d,
struct Object *ob,
float pmat[4][4]);
void ED_view3d_ob_project_mat_get_from_obmat(const struct RegionView3D *rv3d,
float obmat[4][4],
float pmat[4][4]);
void ED_view3d_project(const struct ARegion *ar, const float world[3], float region[3]);
bool ED_view3d_unproject(
const struct ARegion *ar, float regionx, float regiony, float regionz, float world[3]);
/* end */
void ED_view3d_dist_range_get(const struct View3D *v3d, float r_dist_range[2]);
bool ED_view3d_clip_range_get(struct Depsgraph *depsgraph,
const struct View3D *v3d,
const struct RegionView3D *rv3d,
float *r_clipsta,
float *r_clipend,
const bool use_ortho_factor);
bool ED_view3d_viewplane_get(struct Depsgraph *depsgraph,
const struct View3D *v3d,
const struct RegionView3D *rv3d,
int winxi,
int winyi,
struct rctf *r_viewplane,
float *r_clipsta,
float *r_clipend,
float *r_pixsize);
void ED_view3d_polygon_offset(const struct RegionView3D *rv3d, const float dist);
void ED_view3d_calc_camera_border(const struct Scene *scene,
struct Depsgraph *depsgraph,
const struct ARegion *ar,
const struct View3D *v3d,
const struct RegionView3D *rv3d,
struct rctf *r_viewborder,
const bool no_shift);
void ED_view3d_calc_camera_border_size(const struct Scene *scene,
struct Depsgraph *depsgraph,
const struct ARegion *ar,
const struct View3D *v3d,
const struct RegionView3D *rv3d,
float r_size[2]);
bool ED_view3d_calc_render_border(const struct Scene *scene,
struct Depsgraph *depsgraph,
struct View3D *v3d,
struct ARegion *ar,
struct rcti *rect);
void ED_view3d_clipping_calc_from_boundbox(float clip[6][4],
const struct BoundBox *clipbb,
const bool is_flip);
void ED_view3d_clipping_calc(struct BoundBox *bb,
float planes[4][4],
const struct ARegion *ar,
const struct Object *ob,
const struct rcti *rect);
void ED_view3d_clipping_local(struct RegionView3D *rv3d, float mat[4][4]);
bool ED_view3d_clipping_test(const struct RegionView3D *rv3d,
const float co[3],
const bool is_local);
void ED_view3d_clipping_set(struct RegionView3D *rv3d);
void ED_view3d_clipping_enable(void);
void ED_view3d_clipping_disable(void);
float ED_view3d_radius_to_dist_persp(const float angle, const float radius);
float ED_view3d_radius_to_dist_ortho(const float lens, const float radius);
float ED_view3d_radius_to_dist(const struct View3D *v3d,
const struct ARegion *ar,
const struct Depsgraph *depsgraph,
const char persp,
const bool use_aspect,
const float radius);
void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], unsigned pos);
/* backbuffer select and draw support */
void ED_view3d_backbuf_depth_validate(struct ViewContext *vc);
int ED_view3d_backbuf_sample_size_clamp(struct ARegion *ar, const float dist);
void ED_view3d_select_id_validate(struct ViewContext *vc);
bool ED_view3d_autodist(struct Depsgraph *depsgraph,
struct ARegion *ar,
struct View3D *v3d,
const int mval[2],
float mouse_worldloc[3],
const bool alphaoverride,
const float fallback_depth_pt[3]);
/* only draw so ED_view3d_autodist_simple can be called many times after */
void ED_view3d_autodist_init(struct Depsgraph *depsgraph,
struct ARegion *ar,
struct View3D *v3d,
int mode);
bool ED_view3d_autodist_simple(struct ARegion *ar,
const int mval[2],
float mouse_worldloc[3],
int margin,
float *force_depth);
bool ED_view3d_autodist_depth(struct ARegion *ar, const int mval[2], int margin, float *depth);
bool ED_view3d_autodist_depth_seg(
struct ARegion *ar, const int mval_sta[2], const int mval_end[2], int margin, float *depth);
/* select */
#define MAXPICKELEMS 2500
#define MAXPICKBUF (4 * MAXPICKELEMS)
typedef enum {
/* all elements in the region, ignore depth */
VIEW3D_SELECT_ALL = 0,
/* pick also depth sorts (only for small regions!) */
VIEW3D_SELECT_PICK_ALL = 1,
/* sorts and only returns visible objects (only for small regions!) */
VIEW3D_SELECT_PICK_NEAREST = 2,
} eV3DSelectMode;
typedef enum {
/** Don't exclude anything. */
VIEW3D_SELECT_FILTER_NOP = 0,
/** Don't select objects outside the current mode. */
VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK = 1,
/** A version of #VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK that allows pose-bone selection. */
VIEW3D_SELECT_FILTER_WPAINT_POSE_MODE_LOCK = 2,
} eV3DSelectObjectFilter;
eV3DSelectObjectFilter ED_view3d_select_filter_from_mode(const struct Scene *scene,
const struct Object *obact);
void view3d_opengl_select_cache_begin(void);
void view3d_opengl_select_cache_end(void);
int view3d_opengl_select(struct ViewContext *vc,
unsigned int *buffer,
unsigned int bufsize,
const struct rcti *input,
eV3DSelectMode select_mode,
eV3DSelectObjectFilter select_filter);
/* view3d_select.c */
float ED_view3d_select_dist_px(void);
void ED_view3d_viewcontext_init(struct bContext *C,
struct ViewContext *vc,
struct Depsgraph *depsgraph);
void ED_view3d_viewcontext_init_object(struct ViewContext *vc, struct Object *obact);
void view3d_operator_needs_opengl(const struct bContext *C);
void view3d_region_operator_needs_opengl(struct wmWindow *win, struct ARegion *ar);
/* XXX should move to BLI_math */
bool edge_inside_circle(const float cent[2],
float radius,
const float screen_co_a[2],
const float screen_co_b[2]);
/* get 3d region from context, also if mouse is in header or toolbar */
struct RegionView3D *ED_view3d_context_rv3d(struct bContext *C);
bool ED_view3d_context_user_region(struct bContext *C,
struct View3D **r_v3d,
struct ARegion **r_ar);
bool ED_operator_rv3d_user_region_poll(struct bContext *C);
void ED_view3d_init_mats_rv3d(struct Object *ob, struct RegionView3D *rv3d);
void ED_view3d_init_mats_rv3d_gl(struct Object *ob, struct RegionView3D *rv3d);
#ifdef DEBUG
void ED_view3d_clear_mats_rv3d(struct RegionView3D *rv3d);
void ED_view3d_check_mats_rv3d(struct RegionView3D *rv3d);
#else
# define ED_view3d_clear_mats_rv3d(rv3d) (void)(rv3d)
# define ED_view3d_check_mats_rv3d(rv3d) (void)(rv3d)
#endif
struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d);
void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat);
void ED_draw_object_facemap(struct Depsgraph *depsgraph,
struct Object *ob,
const float col[4],
const int facemap);
struct RenderEngineType *ED_view3d_engine_type(struct Scene *scene, int drawtype);
bool ED_view3d_context_activate(struct bContext *C);
void ED_view3d_draw_offscreen(struct Depsgraph *depsgraph,
struct Scene *scene,
int drawtype,
struct View3D *v3d,
struct ARegion *ar,
int winx,
int winy,
float viewmat[4][4],
float winmat[4][4],
bool do_sky,
bool is_persp,
const char *viewname,
const bool do_color_management,
struct GPUOffScreen *ofs,
struct GPUViewport *viewport);
void ED_view3d_draw_setup_view(struct wmWindow *win,
struct Depsgraph *depsgraph,
struct Scene *scene,
struct ARegion *ar,
struct View3D *v3d,
float viewmat[4][4],
float winmat[4][4],
const struct rcti *rect);
struct ImBuf *ED_view3d_draw_offscreen_imbuf(struct Depsgraph *depsgraph,
struct Scene *scene,
int drawtype,
struct View3D *v3d,
struct ARegion *ar,
int sizex,
int sizey,
unsigned int flag,
int alpha_mode,
const char *viewname,
struct GPUOffScreen *ofs,
char err_out[256]);
struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(struct Depsgraph *depsgraph,
struct Scene *scene,
struct View3DShading *shading_override,
int drawtype,
struct Object *camera,
int width,
int height,
unsigned int flag,
unsigned int draw_flags,
int alpha_mode,
const char *viewname,
struct GPUOffScreen *ofs,
char err_out[256]);
struct Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]);
struct Object *ED_view3d_give_object_under_cursor(struct bContext *C, const int mval[2]);
bool ED_view3d_is_object_under_cursor(struct bContext *C, const int mval[2]);
void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, bool do_clip);
void ED_view3d_update_viewmat(struct Depsgraph *depsgraph,
struct Scene *scene,
struct View3D *v3d,
struct ARegion *ar,
float viewmat[4][4],
float winmat[4][4],
const struct rcti *rect,
bool offscreen);
bool ED_view3d_quat_from_axis_view(const char view, float quat[4]);
char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon);
char ED_view3d_lock_view_from_index(int index);
char ED_view3d_axis_view_opposite(char view);
bool ED_view3d_lock(struct RegionView3D *rv3d);
void ED_view3d_datamask(const struct bContext *C,
const struct Scene *scene,
const struct View3D *v3d,
struct CustomData_MeshMasks *r_cddata_masks);
void ED_view3d_screen_datamask(const struct bContext *C,
const struct Scene *scene,
const struct bScreen *screen,
struct CustomData_MeshMasks *r_cddata_masks);
bool ED_view3d_offset_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d);
void ED_view3d_persp_switch_from_camera(const struct Depsgraph *depsgraph,
struct View3D *v3d,
struct RegionView3D *rv3d,
const char persp);
bool ED_view3d_persp_ensure(const struct Depsgraph *depsgraph,
struct View3D *v3d,
struct ARegion *ar);
/* camera lock functions */
bool ED_view3d_camera_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d);
/* copy the camera to the view before starting a view transformation */
void ED_view3d_camera_lock_init_ex(const struct Depsgraph *depsgraph,
struct View3D *v3d,
struct RegionView3D *rv3d,
const bool calc_dist);
void ED_view3d_camera_lock_init(const struct Depsgraph *depsgraph,
struct View3D *v3d,
struct RegionView3D *rv3d);
/* copy the view to the camera, return true if */
bool ED_view3d_camera_lock_sync(const struct Depsgraph *depsgraph,
struct View3D *v3d,
struct RegionView3D *rv3d);
bool ED_view3d_camera_autokey(struct Scene *scene,
struct ID *id_key,
struct bContext *C,
const bool do_rotate,
const bool do_translate);
bool ED_view3d_camera_lock_autokey(struct View3D *v3d,
struct RegionView3D *rv3d,
struct bContext *C,
const bool do_rotate,
const bool do_translate);
void ED_view3d_lock_clear(struct View3D *v3d);
#define VIEW3D_MARGIN 1.4f
#define VIEW3D_DIST_FALLBACK 1.0f
float ED_view3d_offset_distance(float mat[4][4], const float ofs[3], const float dist_fallback);
void ED_view3d_distance_set(struct RegionView3D *rv3d, const float dist);
bool ED_view3d_distance_set_from_location(struct RegionView3D *rv3d,
const float dist_co[3],
const float dist_min);
float ED_scene_grid_scale(struct Scene *scene, const char **grid_unit);
float ED_view3d_grid_scale(struct Scene *scene, struct View3D *v3d, const char **grid_unit);
void ED_view3d_grid_steps(struct Scene *scene,
struct View3D *v3d,
struct RegionView3D *rv3d,
float *r_grid_steps);
float ED_view3d_grid_view_scale(struct Scene *scene,
struct View3D *v3d,
struct RegionView3D *rv3d,
const char **grid_unit);
void ED_scene_draw_fps(struct Scene *scene, int xoffset, int *yoffset);
/* view matrix properties utilities */
/* unused */
#if 0
void ED_view3d_operator_properties_viewmat(struct wmOperatorType *ot);
void ED_view3d_operator_properties_viewmat_set(struct bContext *C, struct wmOperator *op);
void ED_view3d_operator_properties_viewmat_get(struct wmOperator *op,
int *winx,
int *winy,
float persmat[4][4]);
#endif
/* render */
void ED_view3d_stop_render_preview(struct wmWindowManager *wm, struct ARegion *ar);
void ED_view3d_shade_update(struct Main *bmain, struct View3D *v3d, struct ScrArea *sa);
#define XRAY_ALPHA(v3d) \
(((v3d)->shading.type == OB_WIRE) ? (v3d)->shading.xray_alpha_wire : (v3d)->shading.xray_alpha)
#define XRAY_FLAG(v3d) \
(((v3d)->shading.type == OB_WIRE) ? V3D_SHADING_XRAY_WIREFRAME : V3D_SHADING_XRAY)
#define XRAY_FLAG_ENABLED(v3d) (((v3d)->shading.flag & XRAY_FLAG(v3d)) != 0)
#define XRAY_ENABLED(v3d) (XRAY_FLAG_ENABLED(v3d) && (XRAY_ALPHA(v3d) < 1.0f))
#define XRAY_ACTIVE(v3d) (XRAY_ENABLED(v3d) && ((v3d)->shading.type < OB_MATERIAL))
/* view3d_draw_legacy.c */
/* Try avoid using these more move out of legacy. */
void ED_view3d_draw_bgpic_test(struct Scene *scene,
struct Depsgraph *depsgraph,
struct ARegion *ar,
struct View3D *v3d,
const bool do_foreground,
const bool do_camera_frame);
/* view3d_gizmo_preselect_type.c */
void ED_view3d_gizmo_mesh_preselect_get_active(struct bContext *C,
struct wmGizmo *gz,
struct Base **r_base,
struct BMElem **r_ele);
/* space_view3d.c */
void ED_view3d_buttons_region_layout_ex(const struct bContext *C,
struct ARegion *ar,
const char *category_override);
/* view3d_view.c */
bool ED_view3d_local_collections_set(struct Main *bmain, struct View3D *v3d);
void ED_view3d_local_collections_reset(struct bContext *C, const bool reset_all);
#endif /* __ED_VIEW3D_H__ */