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blender-archive/source/blender/editors/include/ED_view3d.h
Campbell Barton 8e981efe38 3D View: support axis views with axis-aligned roll
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.
2020-02-10 01:50:23 +11:00

751 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 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;
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, 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__ */