Previously any of the named views could not have any roll,
this commit supports roll as long as it's axis-aligned (90,180,270 deg).
This is useful for snapping to views,
an improvement on cebd025e02.
751 lines
34 KiB
C++
751 lines
34 KiB
C++
/*
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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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/** \file
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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 BMElem;
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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 Camera;
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struct CustomData_MeshMasks;
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struct Depsgraph;
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struct EditBone;
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struct GPUOffScreen;
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struct GPUViewport;
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struct ID;
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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 RV3DMatrixStore;
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struct RegionView3D;
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struct RenderEngineType;
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struct Scene;
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struct ScrArea;
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struct View3D;
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struct View3DShading;
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struct ViewContext;
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struct ViewLayer;
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struct bContext;
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struct bPoseChannel;
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struct bScreen;
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struct rctf;
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struct rcti;
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struct wmGizmo;
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struct wmOperator;
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struct wmOperatorType;
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struct wmWindow;
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struct wmWindowManager;
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/* for derivedmesh drawing callbacks, for view3d_select, .... */
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typedef struct ViewContext {
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struct bContext *C;
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struct Main *bmain;
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/* Dependency graph is uses for depth drawing, viewport camera matrix access, and also some areas
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* are re-using this to access evaluated entities.
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*
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* Moral of the story: assign to a fully evaluated state. */
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struct Depsgraph *depsgraph;
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struct Scene *scene;
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struct ViewLayer *view_layer;
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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 wmWindow *win;
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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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/* Rotate 3D cursor on placement. */
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enum eV3DCursorOrient {
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V3D_CURSOR_ORIENT_NONE = 0,
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V3D_CURSOR_ORIENT_VIEW,
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V3D_CURSOR_ORIENT_XFORM,
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V3D_CURSOR_ORIENT_GEOM,
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};
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void ED_view3d_background_color_get(const struct Scene *scene,
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const struct View3D *v3d,
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float r_color[3]);
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void ED_view3d_cursor3d_position(struct bContext *C,
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const int mval[2],
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const bool use_depth,
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float cursor_co[3]);
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void ED_view3d_cursor3d_position_rotation(struct bContext *C,
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const int mval[2],
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const bool use_depth,
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enum eV3DCursorOrient orientation,
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float cursor_co[3],
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float cursor_quat[4]);
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void ED_view3d_cursor3d_update(struct bContext *C,
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const int mval[2],
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const bool use_depth,
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enum eV3DCursorOrient orientation);
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struct Camera *ED_view3d_camera_data_get(struct View3D *v3d, struct RegionView3D *rv3d);
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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(const float mat[4][4], float ofs[3], float quat[4], float *dist);
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void ED_view3d_from_object(
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const struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens);
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void ED_view3d_to_object(const struct Depsgraph *depsgraph,
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struct Object *ob,
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const float ofs[3],
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const float quat[4],
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const float dist);
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void ED_view3d_lastview_store(struct RegionView3D *rv3d);
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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(const struct ViewContext *vc, const int mval[2]);
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bool ED_view3d_depth_read_cached_normal(const ViewContext *vc,
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const int mval[2],
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float r_normal[3]);
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bool ED_view3d_depth_unproject(const struct ARegion *ar,
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const int mval[2],
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const double depth,
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float r_location_world[3]);
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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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/** can't avoid this when in perspective mode, (can't avoid) */
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V3D_PROJ_RET_CLIP_NEAR = 1,
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/** so close to zero we can't apply a perspective matrix usefully */
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V3D_PROJ_RET_CLIP_ZERO = 2,
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/** bounding box clip - RV3D_CLIPPING */
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V3D_PROJ_RET_CLIP_BB = 3,
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/** outside window bounds */
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V3D_PROJ_RET_CLIP_WIN = 4,
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/** outside range (mainly for short), (can't avoid) */
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V3D_PROJ_RET_OVERFLOW = 5,
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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 | \
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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,
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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,
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const eV3DProjTest clip_flag);
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void mesh_foreachScreenEdge(struct ViewContext *vc,
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void (*func)(void *userData,
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struct BMEdge *eed,
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const float screen_co_a[2],
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const float screen_co_b[2],
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int index),
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void *userData,
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const eV3DProjTest clip_flag);
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void mesh_foreachScreenEdge_clip_bb_segment(struct ViewContext *vc,
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void (*func)(void *userData,
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struct BMEdge *eed,
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const float screen_co_a[2],
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const float screen_co_b[2],
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int index),
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void *userData,
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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,
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const eV3DProjTest clip_flag);
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void nurbs_foreachScreenVert(struct ViewContext *vc,
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void (*func)(void *userData,
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struct Nurb *nu,
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struct BPoint *bp,
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struct BezTriple *bezt,
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int beztindex,
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const float screen_co[2]),
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void *userData,
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const eV3DProjTest clip_flag);
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void mball_foreachScreenElem(struct ViewContext *vc,
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void (*func)(void *userData,
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struct MetaElem *ml,
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const float screen_co[2]),
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void *userData,
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const eV3DProjTest clip_flag);
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void lattice_foreachScreenVert(struct ViewContext *vc,
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void (*func)(void *userData,
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struct BPoint *bp,
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const float screen_co[2]),
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void *userData,
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const eV3DProjTest clip_flag);
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void armature_foreachScreenBone(struct ViewContext *vc,
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void (*func)(void *userData,
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struct EditBone *ebone,
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const float screen_co_a[2],
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const float screen_co_b[2]),
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void *userData,
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const eV3DProjTest clip_flag);
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void pose_foreachScreenBone(struct ViewContext *vc,
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void (*func)(void *userData,
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struct bPoseChannel *pchan,
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const float screen_co_a[2],
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const float screen_co_b[2]),
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void *userData,
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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,
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const float co[3],
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float r_co[2],
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float mat[4][4]);
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void ED_view3d_project_float_v3_m4(const struct ARegion *ar,
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const float co[3],
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float r_co[3],
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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,
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float perspmat[4][4],
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const bool is_local,
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const float co[3],
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short r_co[2],
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const eV3DProjTest flag);
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eV3DProjStatus ED_view3d_project_short_global(const struct ARegion *ar,
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const float co[3],
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short r_co[2],
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const eV3DProjTest flag);
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eV3DProjStatus ED_view3d_project_short_object(const struct ARegion *ar,
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const float co[3],
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short r_co[2],
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const eV3DProjTest flag);
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/* *** int *** */
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eV3DProjStatus ED_view3d_project_int_ex(const struct ARegion *ar,
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float perspmat[4][4],
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const bool is_local,
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const float co[3],
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int r_co[2],
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const eV3DProjTest flag);
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eV3DProjStatus ED_view3d_project_int_global(const struct ARegion *ar,
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const float co[3],
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int r_co[2],
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const eV3DProjTest flag);
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eV3DProjStatus ED_view3d_project_int_object(const struct ARegion *ar,
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const float co[3],
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int r_co[2],
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const eV3DProjTest flag);
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/* *** float *** */
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eV3DProjStatus ED_view3d_project_float_ex(const struct ARegion *ar,
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float perspmat[4][4],
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const bool is_local,
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const float co[3],
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float r_co[2],
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const eV3DProjTest flag);
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eV3DProjStatus ED_view3d_project_float_global(const struct ARegion *ar,
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const float co[3],
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float r_co[2],
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const eV3DProjTest flag);
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eV3DProjStatus ED_view3d_project_float_object(const struct ARegion *ar,
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const float co[3],
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float r_co[2],
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const eV3DProjTest flag);
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float ED_view3d_pixel_size(const struct RegionView3D *rv3d, const float co[3]);
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float ED_view3d_pixel_size_no_ui_scale(const struct RegionView3D *rv3d, const float co[3]);
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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_clip_segment(const struct RegionView3D *rv3d, float ray_start[3], float ray_end[3]);
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bool ED_view3d_win_to_ray_clipped(struct Depsgraph *depsgraph,
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const struct ARegion *ar,
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const struct View3D *v3d,
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const float mval[2],
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float ray_start[3],
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float ray_normal[3],
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const bool do_clip);
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bool ED_view3d_win_to_ray_clipped_ex(struct Depsgraph *depsgraph,
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const struct ARegion *ar,
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const struct View3D *v3d,
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const float mval[2],
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float r_ray_co[3],
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float r_ray_normal[3],
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float r_ray_start[3],
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bool do_clip);
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void ED_view3d_win_to_ray(const struct ARegion *ar,
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const float mval[2],
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float r_ray_start[3],
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float r_ray_normal[3]);
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void ED_view3d_global_to_vector(const struct RegionView3D *rv3d,
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const float coord[3],
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float vec[3]);
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void ED_view3d_win_to_3d(const struct View3D *v3d,
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const struct ARegion *ar,
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const float depth_pt[3],
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const float mval[2],
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float r_out[3]);
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void ED_view3d_win_to_3d_int(const struct View3D *v3d,
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const struct ARegion *ar,
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const float depth_pt[3],
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const int mval[2],
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float r_out[3]);
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bool ED_view3d_win_to_3d_on_plane(const struct ARegion *ar,
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const float plane[4],
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const float mval[2],
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const bool do_clip,
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float r_out[3]);
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bool ED_view3d_win_to_3d_on_plane_int(const struct ARegion *ar,
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const float plane[4],
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const int mval[2],
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const bool do_clip,
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float r_out[3]);
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void ED_view3d_win_to_delta(const struct ARegion *ar,
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const float mval[2],
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float out[3],
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const float zfac);
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void ED_view3d_win_to_origin(const struct ARegion *ar, const float mval[2], float out[3]);
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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_clipped(struct Depsgraph *depsgraph,
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const struct ARegion *ar,
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struct View3D *v3d,
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const float mval[2],
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float r_ray_start[3],
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float r_ray_end[3],
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const bool do_clip);
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void ED_view3d_ob_project_mat_get(const struct RegionView3D *v3d,
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struct Object *ob,
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float pmat[4][4]);
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void ED_view3d_ob_project_mat_get_from_obmat(const struct RegionView3D *rv3d,
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float obmat[4][4],
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float pmat[4][4]);
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void ED_view3d_project(const struct ARegion *ar, const float world[3], float region[3]);
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bool ED_view3d_unproject(
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const struct ARegion *ar, float regionx, float regiony, float regionz, float world[3]);
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/* end */
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void ED_view3d_dist_range_get(const struct View3D *v3d, float r_dist_range[2]);
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bool ED_view3d_clip_range_get(struct Depsgraph *depsgraph,
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const struct View3D *v3d,
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const struct RegionView3D *rv3d,
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float *r_clipsta,
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float *r_clipend,
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const bool use_ortho_factor);
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bool ED_view3d_viewplane_get(struct Depsgraph *depsgraph,
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const struct View3D *v3d,
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const struct RegionView3D *rv3d,
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int winxi,
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int winyi,
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struct rctf *r_viewplane,
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float *r_clipsta,
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float *r_clipend,
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float *r_pixsize);
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void ED_view3d_polygon_offset(const struct RegionView3D *rv3d, const float dist);
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void ED_view3d_calc_camera_border(const struct Scene *scene,
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struct Depsgraph *depsgraph,
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const struct ARegion *ar,
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const struct View3D *v3d,
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const struct RegionView3D *rv3d,
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struct rctf *r_viewborder,
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const bool no_shift);
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void ED_view3d_calc_camera_border_size(const struct Scene *scene,
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struct Depsgraph *depsgraph,
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const struct ARegion *ar,
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const struct View3D *v3d,
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const struct RegionView3D *rv3d,
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float r_size[2]);
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bool ED_view3d_calc_render_border(const struct Scene *scene,
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struct Depsgraph *depsgraph,
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struct View3D *v3d,
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struct ARegion *ar,
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struct rcti *rect);
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void ED_view3d_clipping_calc_from_boundbox(float clip[6][4],
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const struct BoundBox *clipbb,
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const bool is_flip);
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void ED_view3d_clipping_calc(struct BoundBox *bb,
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float planes[4][4],
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const struct ARegion *ar,
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const struct Object *ob,
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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(const struct RegionView3D *rv3d,
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const float co[3],
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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_radius_to_dist_persp(const float angle, const float radius);
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float ED_view3d_radius_to_dist_ortho(const float lens, const float radius);
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float ED_view3d_radius_to_dist(const struct View3D *v3d,
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const struct ARegion *ar,
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const struct Depsgraph *depsgraph,
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const char persp,
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const bool use_aspect,
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const float radius);
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void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], unsigned int 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;
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|
|
|
eV3DSelectObjectFilter ED_view3d_select_filter_from_mode(const struct Scene *scene,
|
|
const struct Object *obact);
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|
|
|
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, const char view_axis_roll, float quat[4]);
|
|
bool ED_view3d_quat_to_axis_view(const float viewquat[4],
|
|
const float epsilon,
|
|
char *r_view,
|
|
char *r_view_axis_rotation);
|
|
|
|
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__ */
|