Changed selectprojektie (and renamed to view3d_opengl_select as suggested by Ton) to accept a buffer size, so boundbox can adapt it's buffer size to the number of object in scene. Also, the loop is done more smartly, since glSelect fills the buffer in the same order as the drawing order, so we save lops of looping on unselected object (which used to go through all the buffer before finding that they weren't selected). This scheme could probably be applied to all the other loops using glSelect. (good project for newbie coders)
78 lines
2.6 KiB
C++
78 lines
2.6 KiB
C++
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL 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. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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* protos for view.c -- not complete
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*/
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#ifndef BSE_VIEW_H
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#define BSE_VIEW_H
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struct Object;
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struct BoundBox;
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struct View3D;
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struct ScrArea;
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#define PERSP_WIN 0
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#define PERSP_VIEW 1
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#define PERSP_STORE 2
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void persp_general(int a);
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void persp(int a);
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void initgrabz(float x, float y, float z);
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void window_to_3d(float *vec, short mx, short my);
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void project_short(float *vec, short *adr);
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void project_short_noclip(float *vec, short *adr);
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void project_int(float *vec, int *adr);
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void project_float(float *vec, float *adr);
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int boundbox_clip(float obmat[][4], struct BoundBox *bb);
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void fdrawline(float x1, float y1, float x2, float y2);
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void fdrawbox(float x1, float y1, float x2, float y2);
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void sdrawline(short x1, short y1, short x2, short y2);
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void sdrawbox(short x1, short y1, short x2, short y2);
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void calctrackballvecfirst(struct rcti *area, short *mval, float *vec);
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void calctrackballvec(struct rcti *area, short *mval, float *vec);
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void viewmove(int mode);
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void setwinmatrixview3d(struct rctf *rect);
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void obmat_to_viewmat(struct Object *ob);
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void setviewmatrixview3d(void);
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float *give_cursor(void);
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unsigned int free_localbit(void);
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void initlocalview(void);
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void centreview(void);
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void restore_localviewdata(struct View3D *vd);
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void endlocalview(struct ScrArea *sa);
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void view3d_home(int centre);
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short view3d_opengl_select(unsigned int *buffer, unsigned int buffsize, short x1, short y1, short x2, short y2);
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void view3d_align_axis_to_vector(struct View3D *v3d, int axisidx, float vec[3]);
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#endif
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