- removed some unused functions. - renamed vars to make more sense paint_vertex.c 'flags' --> 'lock_flags' - some odd modifications were made in unrealted, commented code, copy these back from trunk. - rename vertex_group_fix 'cp' property to 'accuracy' - make style more consistant with trunk. - remove 'Radish' comments.
296 lines
14 KiB
C++
296 lines
14 KiB
C++
/*
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*
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*
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* Contributor(s): Blender Foundation
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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/** \file ED_view3d.h
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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 bContext;
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struct BezTriple;
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struct bglMats;
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struct BoundBox;
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struct BPoint;
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struct EditEdge;
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struct EditFace;
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struct EditVert;
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struct ImBuf;
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struct Main;
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struct Nurb;
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struct Object;
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struct rcti;
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struct RegionView3D;
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struct Scene;
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struct View3D;
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struct ViewContext;
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struct wmWindow;
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struct MVert;
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/* for derivedmesh drawing callbacks, for view3d_select, .... */
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typedef struct ViewContext {
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struct Scene *scene;
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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 RegionView3D *rv3d;
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struct EditMesh *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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char damaged;
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} ViewDepths;
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float *give_cursor(struct Scene *scene, struct View3D *v3d);
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int initgrabz(struct RegionView3D *rv3d, float x, float y, float z);
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/**
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* Calculate a 3d location from 2d window coordinates.
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* @param ar The region (used for the window width and height).
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* @param depth_pt The reference location used to calculate the Z depth.
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* @param mval The area relative location (such as event->mval converted to floats).
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* @param out The resulting world-space location.
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*/
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void ED_view3d_win_to_3d(struct ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]);
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/**
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* Calculate a 3d difference vector from 2d window offset.
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* note that initgrabz() must be called first to determine
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* the depth used to calculate the delta.
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* @param ar The region (used for the window width and height).
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* @param mval The area relative 2d difference (such as event->mval[0] - other_x).
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* @param out The resulting world-space delta.
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*/
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void ED_view3d_win_to_delta(struct ARegion *ar, const float mval[2], float out[3]);
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/**
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* Calculate a 3d direction vector from 2d window coordinates.
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* This direction vector starts and the view in the direction of the 2d window coordinates.
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* In orthographic view all window coordinates yield the same vector.
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* @param ar The region (used for the window width and height).
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* @param mval The area relative 2d location (such as event->mval converted to floats).
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* @param out The resulting normalized world-space direction vector.
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*/
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void ED_view3d_win_to_vector(struct ARegion *ar, const float mval[2], float out[3]);
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/**
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* Calculate a 3d segment from 2d window coordinates.
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* This ray_start is located at the viewpoint, ray_end is a far point.
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* ray_start and ray_end are clipped by the view near and far limits
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* so points along this line are always in view.
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* In orthographic view all resulting segments will be parallel.
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* @param ar The region (used for the window width and height).
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* @param v3d The 3d viewport (used for near and far clipping range).
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* @param mval The area relative 2d location (such as event->mval, converted into float[2]).
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* @param ray_start The world-space starting point of the segment.
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* @param ray_end The world-space end point of the segment.
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*/
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void ED_view3d_win_to_segment_clip(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3]);
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/**
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* Calculate a 3d viewpoint and direction vector from 2d window coordinates.
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* This ray_start is located at the viewpoint, ray_normal is the direction towards mval.
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* ray_start is clipped by the view near limit so points in front of it are always in view.
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* In orthographic view the resulting ray_normal will match the view vector.
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* @param ar The region (used for the window width and height).
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* @param v3d The 3d viewport (used for near clipping value).
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* @param out The resulting normalized world-space direction vector.
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* @param mval The area relative 2d location (such as event->mval, converted into float[2]).
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* @param ray_start The world-space starting point of the segment.
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* @param ray_normal The normalized world-space direction of towards mval.
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*/
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void ED_view3d_win_to_ray(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3]);
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/**
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* Calculate a normalized 3d direction vector from the viewpoint towards a global location.
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* In orthographic view the resulting vector will match the view vector.
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* @param ar The region (used for the window width and height).
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* @param coord The world-space location.
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* @param vec The resulting normalized vector.
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*/
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void ED_view3d_global_to_vector(struct RegionView3D *rv3d, const float coord[3], float vec[3]);
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/**
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* Calculate the view transformation matrix from RegionView3D input.
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* The resulting matrix is equivilent to RegionView3D.viewinv
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* @param mat The view 4x4 transformation matrix to calculate.
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* @param ofs The view offset, normally from RegionView3D.ofs.
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* @param quat The view rotation, quaternion normally from RegionView3D.viewquat.
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* @param dist The view distance from ofs, normally from RegionView3D.dist.
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*/
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void ED_view3d_to_m4(float mat[][4], const float ofs[3], const float quat[4], const float dist);
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/**
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* Set the view transformation from a 4x4 matrix.
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* @param mat The view 4x4 transformation matrix to assign.
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* @param ofs The view offset, normally from RegionView3D.ofs.
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* @param quat The view rotation, quaternion normally from RegionView3D.viewquat.
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* @param dist The view distance from ofs, normally from RegionView3D.dist.
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*/
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void ED_view3d_from_m4(float mat[][4], float ofs[3], float quat[4], float *dist);
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/**
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* Set the RegionView3D members from an objects transformation and optionally lens.
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* @param ob The object to set the view to.
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* @param ofs The view offset to be set, normally from RegionView3D.ofs.
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* @param quat The view rotation to be set, quaternion normally from RegionView3D.viewquat.
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* @param dist The view distance from ofs to be set, normally from RegionView3D.dist.
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*/
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void ED_view3d_from_object(struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens);
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/**
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* Set the object transformation from RegionView3D members.
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* @param ob The object which has the transformation assigned.
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* @param ofs The view offset, normally from RegionView3D.ofs.
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* @param quat The view rotation, quaternion normally from RegionView3D.viewquat.
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* @param dist The view distance from ofs, normally from RegionView3D.dist.
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*/
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void ED_view3d_to_object(struct Object *ob, const float ofs[3], const float quat[4], const float dist);
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#if 0 /* UNUSED */
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void view3d_unproject(struct bglMats *mats, float out[3], const short x, const short y, const float z);
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#endif
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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(struct ViewContext *vc, int x, int y);
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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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void ED_view3d_calc_clipping(struct BoundBox *bb, float planes[4][4], struct bglMats *mats, struct rcti *rect);
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void project_short(struct ARegion *ar, const float vec[3], short adr[2]);
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void project_short_noclip(struct ARegion *ar, const float vec[3], short adr[2]);
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void project_int(struct ARegion *ar, const float vec[3], int adr[2]);
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void project_int_noclip(struct ARegion *ar, const float vec[3], int adr[2]);
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void project_float(struct ARegion *ar, const float vec[3], float adr[2]);
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void project_float_noclip(struct ARegion *ar, const float vec[3], float adr[2]);
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void ED_view3d_ob_clip_range_get(struct Object *ob, float *lens, float *clipsta, float *clipend);
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int ED_view3d_clip_range_get(struct View3D *v3d, struct RegionView3D *rv3d, float *clipsta, float *clipend);
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int ED_view3d_viewplane_get(struct View3D *v3d, struct RegionView3D *rv3d, int winxi, int winyi, struct rctf *viewplane, float *clipsta, float *clipend, float *pixsize);
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void ED_view3d_ob_project_mat_get(struct RegionView3D *v3d, struct Object *ob, float pmat[4][4]);
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void ED_view3d_project_float(struct ARegion *a, const float vec[3], float adr[2], float mat[4][4]);
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void ED_view3d_calc_camera_border(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, struct RegionView3D *rv3d, struct rctf *viewborder_r, short do_shift);
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/* drawobject.c iterators */
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void mesh_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct EditVert *eve, int x, int y, int index), void *userData, int clipVerts);
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void mesh_foreachScreenEdge(struct ViewContext *vc, void (*func)(void *userData, struct EditEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, int clipVerts);
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void mesh_foreachScreenFace(struct ViewContext *vc, void (*func)(void *userData, struct EditFace *efa, int x, int y, int index), void *userData);
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void nurbs_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt, int beztindex, int x, int y), void *userData);
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void lattice_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct BPoint *bp, int x, int y), void *userData);
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void ED_view3d_local_clipping(struct RegionView3D *rv3d, float mat[][4]);
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int ED_view3d_test_clipping(struct RegionView3D *rv3d, const float vec[3], const int local);
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void ED_view3d_align_axis_to_vector(struct View3D *v3d, struct RegionView3D *rv3d, int axisidx, float vec[3]);
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float ED_view3d_pixel_size(struct RegionView3D *rv3d, const float co[3]);
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void drawcircball(int mode, const float cent[3], float rad, float tmat[][4]);
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/* backbuffer select and draw support */
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void view3d_validate_backbuf(struct ViewContext *vc);
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struct ImBuf *view3d_read_backbuf(struct ViewContext *vc, short xmin, short ymin, short xmax, short ymax);
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unsigned int view3d_sample_backbuf_rect(struct ViewContext *vc, const int mval[2], int size, unsigned int min, unsigned int max, int *dist, short strict,
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void *handle, unsigned int (*indextest)(void *handle, unsigned int index));
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unsigned int view3d_sample_backbuf(struct ViewContext *vc, int x, int y);
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/* draws and does a 4x4 sample */
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int ED_view3d_autodist(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, const int mval[2], float mouse_worldloc[3]);
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/* only draw so ED_view3d_autodist_simple can be called many times after */
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int ED_view3d_autodist_init(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, int mode);
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int ED_view3d_autodist_simple(struct ARegion *ar, const int mval[2], float mouse_worldloc[3], int margin, float *force_depth);
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int ED_view3d_autodist_depth(struct ARegion *ar, const int mval[2], int margin, float *depth);
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int ED_view3d_autodist_depth_seg(struct ARegion *ar, const int mval_sta[2], const int mval_end[2], int margin, float *depth);
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/* select */
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#define MAXPICKBUF 10000
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short view3d_opengl_select(struct ViewContext *vc, unsigned int *buffer, unsigned int bufsize, rcti *input);
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void view3d_set_viewcontext(struct bContext *C, struct ViewContext *vc);
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void view3d_operator_needs_opengl(const struct bContext *C);
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void view3d_region_operator_needs_opengl(struct wmWindow *win, struct ARegion *ar);
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int view3d_get_view_aligned_coordinate(struct ViewContext *vc, float fp[3], const int mval[2], const short do_fallback);
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void view3d_get_transformation(struct ARegion *ar, struct RegionView3D *rv3d, struct Object *ob, struct bglMats *mats);
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/* XXX should move to BLI_math */
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int edge_inside_circle(short centx, short centy, short rad, short x1, short y1, short x2, short y2);
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int lasso_inside(int mcords[][2], short moves, int sx, int sy);
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int lasso_inside_edge(int mcords[][2], short moves, int x0, int y0, int x1, int y1);
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/* get 3d region from context, also if mouse is in header or toolbar */
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struct RegionView3D *ED_view3d_context_rv3d(struct bContext *C);
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struct ARegion *ED_view3d_context_region_unlock(struct bContext *C);
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int ED_operator_rv3d_unlock_poll(struct bContext *C);
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void ED_view3d_init_mats_rv3d(struct Object *ob, struct RegionView3D *rv3d);
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void ED_view3d_init_mats_rv3d_gl(struct Object *ob, struct RegionView3D *rv3d);
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int ED_view3d_scene_layer_set(int lay, const int *values, int *active);
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int ED_view3d_context_activate(struct bContext *C);
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void ED_view3d_draw_offscreen(struct Scene *scene, struct View3D *v3d, struct ARegion *ar,
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int winx, int winy, float viewmat[][4], float winmat[][4]);
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struct ImBuf *ED_view3d_draw_offscreen_imbuf(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int sizex, int sizey, unsigned int flag, char err_out[256]);
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struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, struct Object *camera, int width, int height, unsigned int flag, int drawtype, char err_out[256]);
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Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]);
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void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, short do_clip);
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int ED_view3d_lock(struct RegionView3D *rv3d);
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unsigned int ED_view3d_datamask(struct Scene *scene, struct View3D *v3d);
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unsigned int ED_viewedit_datamask(struct bScreen *screen);
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/* camera lock functions */
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int ED_view3d_camera_lock_check(struct View3D *v3d, struct RegionView3D *rv3d);
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/* copy the camera to the view before starting a view transformation */
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void ED_view3d_camera_lock_init(struct View3D *v3d, struct RegionView3D *rv3d);
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/* copy the view to the camera, return TRUE if */
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int ED_view3d_camera_lock_sync(struct View3D *v3d, struct RegionView3D *rv3d);
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#endif /* ED_VIEW3D_H */
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