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blender-archive/source/blender/editors/space_view3d/view3d_utils.c
Julian Eisel 4b0396695c UI/Assets: Support generating object preview images
Object previews are really helpful for visual data-block selection, like asset
browsing. Having them be generative should also be quite handy and should work
well enough in many, if not most cases.

What this does is simple:
* Place the object (actually a deep copy of it, for thread safety) in a virtual
  .blend into an empty scene/view-layer.
* Add a camera, point it towards the front of the object, assuming that means
  pointing towards its +Y axis.
* Use "Camera Fit Frame to Selected" logic to put the object into frame.
* Create a threaded off-screen render.

Of course, such an automatic preview will not work in all situations. E.g. it
currently does a bad job capturing a single plane. We could add options for
more advanced automatic previews, but probably custom previews is more
important, which I committed already (812ea91842).

Part of the first Asset Browser milestone. Check the #asset_browser_milestone_1
project milestone on developer.blender.org.

Reviewed as part of https://developer.blender.org/D9719.
Reviewed by: Bastien Montagne, Brecht Van Lommel
2020-12-14 13:17:57 +01:00

1752 lines
49 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 spview3d
*
* 3D View checks and manipulation (no operators).
*/
#include <float.h>
#include <math.h>
#include <stdio.h>
#include <string.h>
#include "DNA_camera_types.h"
#include "DNA_curve_types.h"
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "DNA_world_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_bitmap_draw_2d.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_utildefines.h"
#include "BKE_camera.h"
#include "BKE_context.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "BKE_screen.h"
#include "DEG_depsgraph.h"
#include "DEG_depsgraph_query.h"
#include "BIF_glutil.h"
#include "GPU_matrix.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_keyframing.h"
#include "ED_screen.h"
#include "ED_view3d.h"
#include "UI_resources.h"
#include "view3d_intern.h" /* own include */
/* -------------------------------------------------------------------- */
/** \name View Data Access Utilities
*
* \{ */
void ED_view3d_background_color_get(const Scene *scene, const View3D *v3d, float r_color[3])
{
if (v3d->shading.background_type == V3D_SHADING_BACKGROUND_WORLD) {
if (scene->world) {
copy_v3_v3(r_color, &scene->world->horr);
return;
}
}
else if (v3d->shading.background_type == V3D_SHADING_BACKGROUND_VIEWPORT) {
copy_v3_v3(r_color, v3d->shading.background_color);
return;
}
UI_GetThemeColor3fv(TH_BACK, r_color);
}
bool ED_view3d_has_workbench_in_texture_color(const Scene *scene,
const Object *ob,
const View3D *v3d)
{
if (v3d->shading.type == OB_SOLID) {
if (v3d->shading.color_type == V3D_SHADING_TEXTURE_COLOR) {
return true;
}
if (ob && ob->mode == OB_MODE_TEXTURE_PAINT) {
return true;
}
}
else if (v3d->shading.type == OB_RENDER) {
if (STREQ(scene->r.engine, RE_engine_id_BLENDER_WORKBENCH)) {
return scene->display.shading.color_type == V3D_SHADING_TEXTURE_COLOR;
}
}
return false;
}
Camera *ED_view3d_camera_data_get(View3D *v3d, RegionView3D *rv3d)
{
/* establish the camera object,
* so we can default to view mapping if anything is wrong with it */
if ((rv3d->persp == RV3D_CAMOB) && v3d->camera && (v3d->camera->type == OB_CAMERA)) {
return v3d->camera->data;
}
return NULL;
}
void ED_view3d_dist_range_get(const View3D *v3d, float r_dist_range[2])
{
r_dist_range[0] = v3d->grid * 0.001f;
r_dist_range[1] = v3d->clip_end * 10.0f;
}
/**
* \note copies logic of #ED_view3d_viewplane_get(), keep in sync.
*/
bool ED_view3d_clip_range_get(Depsgraph *depsgraph,
const View3D *v3d,
const RegionView3D *rv3d,
float *r_clipsta,
float *r_clipend,
const bool use_ortho_factor)
{
CameraParams params;
BKE_camera_params_init(&params);
BKE_camera_params_from_view3d(&params, depsgraph, v3d, rv3d);
if (use_ortho_factor && params.is_ortho) {
const float fac = 2.0f / (params.clip_end - params.clip_start);
params.clip_start *= fac;
params.clip_end *= fac;
}
if (r_clipsta) {
*r_clipsta = params.clip_start;
}
if (r_clipend) {
*r_clipend = params.clip_end;
}
return params.is_ortho;
}
bool ED_view3d_viewplane_get(Depsgraph *depsgraph,
const View3D *v3d,
const RegionView3D *rv3d,
int winx,
int winy,
rctf *r_viewplane,
float *r_clip_start,
float *r_clip_end,
float *r_pixsize)
{
CameraParams params;
BKE_camera_params_init(&params);
BKE_camera_params_from_view3d(&params, depsgraph, v3d, rv3d);
BKE_camera_params_compute_viewplane(&params, winx, winy, 1.0f, 1.0f);
if (r_viewplane) {
*r_viewplane = params.viewplane;
}
if (r_clip_start) {
*r_clip_start = params.clip_start;
}
if (r_clip_end) {
*r_clip_end = params.clip_end;
}
if (r_pixsize) {
*r_pixsize = params.viewdx;
}
return params.is_ortho;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name View State/Context Utilities
*
* \{ */
/**
* Use this call when executing an operator,
* event system doesn't set for each event the OpenGL drawing context.
*/
void view3d_operator_needs_opengl(const bContext *C)
{
wmWindow *win = CTX_wm_window(C);
ARegion *region = CTX_wm_region(C);
view3d_region_operator_needs_opengl(win, region);
}
void view3d_region_operator_needs_opengl(wmWindow *UNUSED(win), ARegion *region)
{
/* for debugging purpose, context should always be OK */
if ((region == NULL) || (region->regiontype != RGN_TYPE_WINDOW)) {
printf("view3d_region_operator_needs_opengl error, wrong region\n");
}
else {
RegionView3D *rv3d = region->regiondata;
wmViewport(&region->winrct); /* TODO: bad */
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
}
}
/**
* Use instead of: `GPU_polygon_offset(rv3d->dist, ...)` see bug T37727.
*/
void ED_view3d_polygon_offset(const RegionView3D *rv3d, const float dist)
{
float viewdist;
if (rv3d->rflag & RV3D_ZOFFSET_DISABLED) {
return;
}
viewdist = rv3d->dist;
/* special exception for ortho camera (viewdist isnt used for perspective cameras) */
if (dist != 0.0f) {
if (rv3d->persp == RV3D_CAMOB) {
if (rv3d->is_persp == false) {
viewdist = 1.0f / max_ff(fabsf(rv3d->winmat[0][0]), fabsf(rv3d->winmat[1][1]));
}
}
}
GPU_polygon_offset(viewdist, dist);
}
bool ED_view3d_context_activate(bContext *C)
{
bScreen *screen = CTX_wm_screen(C);
ScrArea *area = CTX_wm_area(C);
ARegion *region;
/* area can be NULL when called from python */
if (area == NULL || area->spacetype != SPACE_VIEW3D) {
area = BKE_screen_find_big_area(screen, SPACE_VIEW3D, 0);
}
if (area == NULL) {
return false;
}
region = BKE_area_find_region_active_win(area);
if (region == NULL) {
return false;
}
/* bad context switch .. */
CTX_wm_area_set(C, area);
CTX_wm_region_set(C, region);
return true;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name View Clipping Utilities
*
* \{ */
void ED_view3d_clipping_calc_from_boundbox(float clip[4][4],
const BoundBox *bb,
const bool is_flip)
{
int val;
for (val = 0; val < 4; val++) {
normal_tri_v3(clip[val], bb->vec[val], bb->vec[val == 3 ? 0 : val + 1], bb->vec[val + 4]);
if (UNLIKELY(is_flip)) {
negate_v3(clip[val]);
}
clip[val][3] = -dot_v3v3(clip[val], bb->vec[val]);
}
}
void ED_view3d_clipping_calc(
BoundBox *bb, float planes[4][4], const ARegion *region, const Object *ob, const rcti *rect)
{
/* init in case unproject fails */
memset(bb->vec, 0, sizeof(bb->vec));
/* four clipping planes and bounding volume */
/* first do the bounding volume */
for (int val = 0; val < 4; val++) {
float xs = (ELEM(val, 0, 3)) ? rect->xmin : rect->xmax;
float ys = (ELEM(val, 0, 1)) ? rect->ymin : rect->ymax;
ED_view3d_unproject(region, xs, ys, 0.0, bb->vec[val]);
ED_view3d_unproject(region, xs, ys, 1.0, bb->vec[4 + val]);
}
/* optionally transform to object space */
if (ob) {
float imat[4][4];
invert_m4_m4(imat, ob->obmat);
for (int val = 0; val < 8; val++) {
mul_m4_v3(imat, bb->vec[val]);
}
}
/* verify if we have negative scale. doing the transform before cross
* product flips the sign of the vector compared to doing cross product
* before transform then, so we correct for that. */
int flip_sign = (ob) ? is_negative_m4(ob->obmat) : false;
ED_view3d_clipping_calc_from_boundbox(planes, bb, flip_sign);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name View Clipping Clamp Min/Max
* \{ */
struct PointsInPlanesMinMax_UserData {
float min[3];
float max[3];
};
static void points_in_planes_minmax_fn(
const float co[3], int UNUSED(i), int UNUSED(j), int UNUSED(k), void *user_data_p)
{
struct PointsInPlanesMinMax_UserData *user_data = user_data_p;
minmax_v3v3_v3(user_data->min, user_data->max, co);
}
/**
* Clamp min/max by the viewport clipping.
*
* \note This is an approximation, with the limitation that the bounding box from the (mix, max)
* calculation might not have any geometry inside the clipped region.
* Performing a clipping test on each vertex would work well enough for most cases,
* although it's not perfect either as edges/faces may intersect the clipping without having any
* of their vertices inside it.
* A more accurate result would be quite involved.
*
* \return True when the arguments were clamped.
*/
bool ED_view3d_clipping_clamp_minmax(const RegionView3D *rv3d, float min[3], float max[3])
{
/* 6 planes for the cube, 4..6 for the current view clipping planes. */
float planes[6 + 6][4];
/* Convert the min/max to 6 planes. */
for (int i = 0; i < 3; i++) {
float *plane_min = planes[(i * 2) + 0];
float *plane_max = planes[(i * 2) + 1];
zero_v3(plane_min);
zero_v3(plane_max);
plane_min[i] = -1.0f;
plane_min[3] = +min[i];
plane_max[i] = +1.0f;
plane_max[3] = -max[i];
}
/* Copy planes from the viewport & flip. */
int planes_len = 6;
int clip_len = (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXCLIP) ? 4 : 6;
for (int i = 0; i < clip_len; i++) {
negate_v4_v4(planes[planes_len], rv3d->clip[i]);
planes_len += 1;
}
/* Calculate points intersecting all planes (effectively intersecting two bounding boxes). */
struct PointsInPlanesMinMax_UserData user_data;
INIT_MINMAX(user_data.min, user_data.max);
const float eps_coplanar = 1e-4f;
const float eps_isect = 1e-6f;
if (isect_planes_v3_fn(
planes, planes_len, eps_coplanar, eps_isect, points_in_planes_minmax_fn, &user_data)) {
copy_v3_v3(min, user_data.min);
copy_v3_v3(max, user_data.max);
return true;
}
return false;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name View Bound-Box Utilities
*
* \{ */
static bool view3d_boundbox_clip_m4(const BoundBox *bb, const float persmatob[4][4])
{
int a, flag = -1, fl;
for (a = 0; a < 8; a++) {
float vec[4], min, max;
copy_v3_v3(vec, bb->vec[a]);
vec[3] = 1.0;
mul_m4_v4(persmatob, vec);
max = vec[3];
min = -vec[3];
fl = 0;
if (vec[0] < min) {
fl += 1;
}
if (vec[0] > max) {
fl += 2;
}
if (vec[1] < min) {
fl += 4;
}
if (vec[1] > max) {
fl += 8;
}
if (vec[2] < min) {
fl += 16;
}
if (vec[2] > max) {
fl += 32;
}
flag &= fl;
if (flag == 0) {
return true;
}
}
return false;
}
bool ED_view3d_boundbox_clip_ex(const RegionView3D *rv3d, const BoundBox *bb, float obmat[4][4])
{
/* return 1: draw */
float persmatob[4][4];
if (bb == NULL) {
return true;
}
if (bb->flag & BOUNDBOX_DISABLED) {
return true;
}
mul_m4_m4m4(persmatob, (float(*)[4])rv3d->persmat, obmat);
return view3d_boundbox_clip_m4(bb, persmatob);
}
bool ED_view3d_boundbox_clip(RegionView3D *rv3d, const BoundBox *bb)
{
if (bb == NULL) {
return true;
}
if (bb->flag & BOUNDBOX_DISABLED) {
return true;
}
return view3d_boundbox_clip_m4(bb, rv3d->persmatob);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name View Perspective & Mode Switching
*
* Misc view utility functions.
* \{ */
bool ED_view3d_offset_lock_check(const View3D *v3d, const RegionView3D *rv3d)
{
return (rv3d->persp != RV3D_CAMOB) && (v3d->ob_center_cursor || v3d->ob_center);
}
/**
* Use to store the last view, before entering camera view.
*/
void ED_view3d_lastview_store(RegionView3D *rv3d)
{
copy_qt_qt(rv3d->lviewquat, rv3d->viewquat);
rv3d->lview = rv3d->view;
rv3d->lview_axis_roll = rv3d->view_axis_roll;
if (rv3d->persp != RV3D_CAMOB) {
rv3d->lpersp = rv3d->persp;
}
}
void ED_view3d_lock_clear(View3D *v3d)
{
v3d->ob_center = NULL;
v3d->ob_center_bone[0] = '\0';
v3d->ob_center_cursor = false;
v3d->flag2 &= ~V3D_LOCK_CAMERA;
}
/**
* For viewport operators that exit camera perspective.
*
* \note This differs from simply setting ``rv3d->persp = persp`` because it
* sets the ``ofs`` and ``dist`` values of the viewport so it matches the camera,
* otherwise switching out of camera view may jump to a different part of the scene.
*/
void ED_view3d_persp_switch_from_camera(const Depsgraph *depsgraph,
View3D *v3d,
RegionView3D *rv3d,
const char persp)
{
BLI_assert(rv3d->persp == RV3D_CAMOB);
BLI_assert(persp != RV3D_CAMOB);
if (v3d->camera) {
Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera);
rv3d->dist = ED_view3d_offset_distance(ob_camera_eval->obmat, rv3d->ofs, VIEW3D_DIST_FALLBACK);
ED_view3d_from_object(ob_camera_eval, rv3d->ofs, rv3d->viewquat, &rv3d->dist, NULL);
}
if (!ED_view3d_camera_lock_check(v3d, rv3d)) {
rv3d->persp = persp;
}
}
/**
* Action to take when rotating the view,
* handle auto-persp and logic for switching out of views.
*
* shared with NDOF.
*/
bool ED_view3d_persp_ensure(const Depsgraph *depsgraph, View3D *v3d, ARegion *region)
{
RegionView3D *rv3d = region->regiondata;
const bool autopersp = (U.uiflag & USER_AUTOPERSP) != 0;
BLI_assert((RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ANY_TRANSFORM) == 0);
if (ED_view3d_camera_lock_check(v3d, rv3d)) {
return false;
}
if (rv3d->persp != RV3D_PERSP) {
if (rv3d->persp == RV3D_CAMOB) {
/* If autopersp and previous view was an axis one,
* switch back to PERSP mode, else reuse previous mode. */
char persp = (autopersp && RV3D_VIEW_IS_AXIS(rv3d->lview)) ? RV3D_PERSP : rv3d->lpersp;
ED_view3d_persp_switch_from_camera(depsgraph, v3d, rv3d, persp);
}
else if (autopersp && RV3D_VIEW_IS_AXIS(rv3d->view)) {
rv3d->persp = RV3D_PERSP;
}
return true;
}
return false;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Camera Lock API
*
* Lock the camera to the 3D Viewport, allowing view manipulation to transform the camera.
* \{ */
/**
* \return true when the 3D Viewport is locked to its camera.
*/
bool ED_view3d_camera_lock_check(const View3D *v3d, const RegionView3D *rv3d)
{
return ((v3d->camera) && (!ID_IS_LINKED(v3d->camera)) && (v3d->flag2 & V3D_LOCK_CAMERA) &&
(rv3d->persp == RV3D_CAMOB));
}
/**
* Apply the camera object transformation to the 3D Viewport.
* (needed so we can use regular 3D Viewport manipulation operators, that sync back to the camera).
*/
void ED_view3d_camera_lock_init_ex(const Depsgraph *depsgraph,
View3D *v3d,
RegionView3D *rv3d,
const bool calc_dist)
{
if (ED_view3d_camera_lock_check(v3d, rv3d)) {
Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera);
if (calc_dist) {
/* using a fallback dist is OK here since ED_view3d_from_object() compensates for it */
rv3d->dist = ED_view3d_offset_distance(
ob_camera_eval->obmat, rv3d->ofs, VIEW3D_DIST_FALLBACK);
}
ED_view3d_from_object(ob_camera_eval, rv3d->ofs, rv3d->viewquat, &rv3d->dist, NULL);
}
}
void ED_view3d_camera_lock_init(const Depsgraph *depsgraph, View3D *v3d, RegionView3D *rv3d)
{
ED_view3d_camera_lock_init_ex(depsgraph, v3d, rv3d, true);
}
/**
* Apply the 3D Viewport transformation back to the camera object.
*
* \return true if the camera is moved.
*/
bool ED_view3d_camera_lock_sync(const Depsgraph *depsgraph, View3D *v3d, RegionView3D *rv3d)
{
if (ED_view3d_camera_lock_check(v3d, rv3d)) {
ObjectTfmProtectedChannels obtfm;
Object *root_parent;
if (v3d->camera->transflag & OB_TRANSFORM_ADJUST_ROOT_PARENT_FOR_VIEW_LOCK &&
(root_parent = v3d->camera->parent)) {
Object *ob_update;
float tmat[4][4];
float imat[4][4];
float view_mat[4][4];
float diff_mat[4][4];
float parent_mat[4][4];
while (root_parent->parent) {
root_parent = root_parent->parent;
}
Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera);
Object *root_parent_eval = DEG_get_evaluated_object(depsgraph, root_parent);
ED_view3d_to_m4(view_mat, rv3d->ofs, rv3d->viewquat, rv3d->dist);
normalize_m4_m4(tmat, ob_camera_eval->obmat);
invert_m4_m4(imat, tmat);
mul_m4_m4m4(diff_mat, view_mat, imat);
mul_m4_m4m4(parent_mat, diff_mat, root_parent_eval->obmat);
BKE_object_tfm_protected_backup(root_parent, &obtfm);
BKE_object_apply_mat4(root_parent, parent_mat, true, false);
BKE_object_tfm_protected_restore(root_parent, &obtfm, root_parent->protectflag);
ob_update = v3d->camera;
while (ob_update) {
DEG_id_tag_update(&ob_update->id, ID_RECALC_TRANSFORM);
WM_main_add_notifier(NC_OBJECT | ND_TRANSFORM, ob_update);
ob_update = ob_update->parent;
}
}
else {
/* always maintain the same scale */
const short protect_scale_all = (OB_LOCK_SCALEX | OB_LOCK_SCALEY | OB_LOCK_SCALEZ);
BKE_object_tfm_protected_backup(v3d->camera, &obtfm);
ED_view3d_to_object(depsgraph, v3d->camera, rv3d->ofs, rv3d->viewquat, rv3d->dist);
BKE_object_tfm_protected_restore(
v3d->camera, &obtfm, v3d->camera->protectflag | protect_scale_all);
DEG_id_tag_update(&v3d->camera->id, ID_RECALC_TRANSFORM);
WM_main_add_notifier(NC_OBJECT | ND_TRANSFORM, v3d->camera);
}
return true;
}
return false;
}
bool ED_view3d_camera_autokey(const Scene *scene,
ID *id_key,
struct bContext *C,
const bool do_rotate,
const bool do_translate)
{
if (autokeyframe_cfra_can_key(scene, id_key)) {
const float cfra = (float)CFRA;
ListBase dsources = {NULL, NULL};
/* add data-source override for the camera object */
ANIM_relative_keyingset_add_source(&dsources, id_key, NULL, NULL);
/* insert keyframes
* 1) on the first frame
* 2) on each subsequent frame
* TODO: need to check in future that frame changed before doing this
*/
if (do_rotate) {
struct KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, ANIM_KS_ROTATION_ID);
ANIM_apply_keyingset(C, &dsources, NULL, ks, MODIFYKEY_MODE_INSERT, cfra);
}
if (do_translate) {
struct KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, ANIM_KS_LOCATION_ID);
ANIM_apply_keyingset(C, &dsources, NULL, ks, MODIFYKEY_MODE_INSERT, cfra);
}
/* free temp data */
BLI_freelistN(&dsources);
return true;
}
return false;
}
/**
* Call after modifying a locked view.
*
* \note Not every view edit currently auto-keys (num-pad for eg),
* this is complicated because of smooth-view.
*/
bool ED_view3d_camera_lock_autokey(View3D *v3d,
RegionView3D *rv3d,
struct bContext *C,
const bool do_rotate,
const bool do_translate)
{
/* similar to ED_view3d_cameracontrol_update */
if (ED_view3d_camera_lock_check(v3d, rv3d)) {
Scene *scene = CTX_data_scene(C);
ID *id_key;
Object *root_parent;
if (v3d->camera->transflag & OB_TRANSFORM_ADJUST_ROOT_PARENT_FOR_VIEW_LOCK &&
(root_parent = v3d->camera->parent)) {
while (root_parent->parent) {
root_parent = root_parent->parent;
}
id_key = &root_parent->id;
}
else {
id_key = &v3d->camera->id;
}
return ED_view3d_camera_autokey(scene, id_key, C, do_rotate, do_translate);
}
return false;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Box View Support
*
* Use with quad-split so each view is clipped by the bounds of each view axis.
* \{ */
static void view3d_boxview_clip(ScrArea *area)
{
ARegion *region;
BoundBox *bb = MEM_callocN(sizeof(BoundBox), "clipbb");
float clip[6][4];
float x1 = 0.0f, y1 = 0.0f, z1 = 0.0f, ofs[3] = {0.0f, 0.0f, 0.0f};
int val;
/* create bounding box */
for (region = area->regionbase.first; region; region = region->next) {
if (region->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3d = region->regiondata;
if (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXCLIP) {
if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) {
if (region->winx > region->winy) {
x1 = rv3d->dist;
}
else {
x1 = region->winx * rv3d->dist / region->winy;
}
if (region->winx > region->winy) {
y1 = region->winy * rv3d->dist / region->winx;
}
else {
y1 = rv3d->dist;
}
copy_v2_v2(ofs, rv3d->ofs);
}
else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) {
ofs[2] = rv3d->ofs[2];
if (region->winx > region->winy) {
z1 = region->winy * rv3d->dist / region->winx;
}
else {
z1 = rv3d->dist;
}
}
}
}
}
for (val = 0; val < 8; val++) {
if (ELEM(val, 0, 3, 4, 7)) {
bb->vec[val][0] = -x1 - ofs[0];
}
else {
bb->vec[val][0] = x1 - ofs[0];
}
if (ELEM(val, 0, 1, 4, 5)) {
bb->vec[val][1] = -y1 - ofs[1];
}
else {
bb->vec[val][1] = y1 - ofs[1];
}
if (val > 3) {
bb->vec[val][2] = -z1 - ofs[2];
}
else {
bb->vec[val][2] = z1 - ofs[2];
}
}
/* normals for plane equations */
normal_tri_v3(clip[0], bb->vec[0], bb->vec[1], bb->vec[4]);
normal_tri_v3(clip[1], bb->vec[1], bb->vec[2], bb->vec[5]);
normal_tri_v3(clip[2], bb->vec[2], bb->vec[3], bb->vec[6]);
normal_tri_v3(clip[3], bb->vec[3], bb->vec[0], bb->vec[7]);
normal_tri_v3(clip[4], bb->vec[4], bb->vec[5], bb->vec[6]);
normal_tri_v3(clip[5], bb->vec[0], bb->vec[2], bb->vec[1]);
/* then plane equations */
for (val = 0; val < 6; val++) {
clip[val][3] = -dot_v3v3(clip[val], bb->vec[val % 5]);
}
/* create bounding box */
for (region = area->regionbase.first; region; region = region->next) {
if (region->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3d = region->regiondata;
if (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXCLIP) {
rv3d->rflag |= RV3D_CLIPPING;
memcpy(rv3d->clip, clip, sizeof(clip));
if (rv3d->clipbb) {
MEM_freeN(rv3d->clipbb);
}
rv3d->clipbb = MEM_dupallocN(bb);
}
}
}
MEM_freeN(bb);
}
/**
* Find which axis values are shared between both views and copy to \a rv3d_dst
* taking axis flipping into account.
*/
static void view3d_boxview_sync_axis(RegionView3D *rv3d_dst, RegionView3D *rv3d_src)
{
/* absolute axis values above this are considered to be set (will be ~1.0f) */
const float axis_eps = 0.5f;
float viewinv[4];
/* use the view rotation to identify which axis to sync on */
float view_axis_all[4][3] = {
{1.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}, {1.0f, 0.0f, 0.0f}, {0.0f, 1.0f, 0.0f}};
float *view_src_x = &view_axis_all[0][0];
float *view_src_y = &view_axis_all[1][0];
float *view_dst_x = &view_axis_all[2][0];
float *view_dst_y = &view_axis_all[3][0];
int i;
/* we could use rv3d->viewinv, but better not depend on view matrix being updated */
if (UNLIKELY(ED_view3d_quat_from_axis_view(rv3d_src->view, rv3d_src->view_axis_roll, viewinv) ==
false)) {
return;
}
invert_qt_normalized(viewinv);
mul_qt_v3(viewinv, view_src_x);
mul_qt_v3(viewinv, view_src_y);
if (UNLIKELY(ED_view3d_quat_from_axis_view(rv3d_dst->view, rv3d_dst->view_axis_roll, viewinv) ==
false)) {
return;
}
invert_qt_normalized(viewinv);
mul_qt_v3(viewinv, view_dst_x);
mul_qt_v3(viewinv, view_dst_y);
/* check source and dest have a matching axis */
for (i = 0; i < 3; i++) {
if (((fabsf(view_src_x[i]) > axis_eps) || (fabsf(view_src_y[i]) > axis_eps)) &&
((fabsf(view_dst_x[i]) > axis_eps) || (fabsf(view_dst_y[i]) > axis_eps))) {
rv3d_dst->ofs[i] = rv3d_src->ofs[i];
}
}
}
/* sync center/zoom view of region to others, for view transforms */
void view3d_boxview_sync(ScrArea *area, ARegion *region)
{
RegionView3D *rv3d = region->regiondata;
short clip = 0;
LISTBASE_FOREACH (ARegion *, region_test, &area->regionbase) {
if (region_test != region && region_test->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3dtest = region_test->regiondata;
if (RV3D_LOCK_FLAGS(rv3dtest) & RV3D_LOCK_ROTATION) {
rv3dtest->dist = rv3d->dist;
view3d_boxview_sync_axis(rv3dtest, rv3d);
clip |= RV3D_LOCK_FLAGS(rv3dtest) & RV3D_BOXCLIP;
ED_region_tag_redraw(region_test);
}
}
}
if (clip) {
view3d_boxview_clip(area);
}
}
/* for home, center etc */
void view3d_boxview_copy(ScrArea *area, ARegion *region)
{
RegionView3D *rv3d = region->regiondata;
bool clip = false;
LISTBASE_FOREACH (ARegion *, region_test, &area->regionbase) {
if (region_test != region && region_test->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3dtest = region_test->regiondata;
if (RV3D_LOCK_FLAGS(rv3dtest)) {
rv3dtest->dist = rv3d->dist;
copy_v3_v3(rv3dtest->ofs, rv3d->ofs);
ED_region_tag_redraw(region_test);
clip |= ((RV3D_LOCK_FLAGS(rv3dtest) & RV3D_BOXCLIP) != 0);
}
}
}
if (clip) {
view3d_boxview_clip(area);
}
}
/* 'clip' is used to know if our clip setting has changed */
void ED_view3d_quadview_update(ScrArea *area, ARegion *region, bool do_clip)
{
ARegion *region_sync = NULL;
RegionView3D *rv3d = region->regiondata;
short viewlock;
/* this function copies flags from the first of the 3 other quadview
* regions to the 2 other, so it assumes this is the region whose
* properties are always being edited, weak */
viewlock = rv3d->viewlock;
if ((viewlock & RV3D_LOCK_ROTATION) == 0) {
do_clip = (viewlock & RV3D_BOXCLIP) != 0;
viewlock = 0;
}
else if ((viewlock & RV3D_BOXVIEW) == 0 && (viewlock & RV3D_BOXCLIP) != 0) {
do_clip = true;
viewlock &= ~RV3D_BOXCLIP;
}
for (; region; region = region->prev) {
if (region->alignment == RGN_ALIGN_QSPLIT) {
rv3d = region->regiondata;
rv3d->viewlock = viewlock;
if (do_clip && (viewlock & RV3D_BOXCLIP) == 0) {
rv3d->rflag &= ~RV3D_BOXCLIP;
}
/* use region_sync so we sync with one of the aligned views below
* else the view jumps on changing view settings like 'clip'
* since it copies from the perspective view */
region_sync = region;
}
}
if (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXVIEW) {
view3d_boxview_sync(area, region_sync ? region_sync : area->regionbase.last);
}
/* ensure locked regions have an axis, locked user views don't make much sense */
if (viewlock & RV3D_LOCK_ROTATION) {
int index_qsplit = 0;
for (region = area->regionbase.first; region; region = region->next) {
if (region->alignment == RGN_ALIGN_QSPLIT) {
rv3d = region->regiondata;
if (rv3d->viewlock) {
if (!RV3D_VIEW_IS_AXIS(rv3d->view) || (rv3d->view_axis_roll != RV3D_VIEW_AXIS_ROLL_0)) {
rv3d->view = ED_view3d_lock_view_from_index(index_qsplit);
rv3d->view_axis_roll = RV3D_VIEW_AXIS_ROLL_0;
rv3d->persp = RV3D_ORTHO;
ED_view3d_lock(rv3d);
}
}
index_qsplit++;
}
}
}
ED_area_tag_redraw(area);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name View Auto-Depth Utilities
* \{ */
static float view_autodist_depth_margin(ARegion *region, const int mval[2], int margin)
{
ViewDepths depth_temp = {0};
rcti rect;
float depth_close;
if (margin == 0) {
/* Get Z Depths, needed for perspective, nice for ortho */
rect.xmin = mval[0];
rect.ymin = mval[1];
rect.xmax = mval[0] + 1;
rect.ymax = mval[1] + 1;
}
else {
BLI_rcti_init_pt_radius(&rect, mval, margin);
}
view3d_update_depths_rect(region, &depth_temp, &rect);
depth_close = view3d_depth_near(&depth_temp);
MEM_SAFE_FREE(depth_temp.depths);
return depth_close;
}
/**
* Get the world-space 3d location from a screen-space 2d point.
*
* \param mval: Input screen-space pixel location.
* \param mouse_worldloc: Output world-space location.
* \param fallback_depth_pt: Use this points depth when no depth can be found.
*/
bool ED_view3d_autodist(Depsgraph *depsgraph,
ARegion *region,
View3D *v3d,
const int mval[2],
float mouse_worldloc[3],
const bool alphaoverride,
const float fallback_depth_pt[3])
{
float depth_close;
int margin_arr[] = {0, 2, 4};
int i;
bool depth_ok = false;
/* Get Z Depths, needed for perspective, nice for ortho */
ED_view3d_draw_depth(depsgraph, region, v3d, alphaoverride);
/* Attempt with low margin's first */
i = 0;
do {
depth_close = view_autodist_depth_margin(region, mval, margin_arr[i++] * U.pixelsize);
depth_ok = (depth_close != FLT_MAX);
} while ((depth_ok == false) && (i < ARRAY_SIZE(margin_arr)));
if (depth_ok) {
float centx = (float)mval[0] + 0.5f;
float centy = (float)mval[1] + 0.5f;
if (ED_view3d_unproject(region, centx, centy, depth_close, mouse_worldloc)) {
return true;
}
}
if (fallback_depth_pt) {
ED_view3d_win_to_3d_int(v3d, region, fallback_depth_pt, mval, mouse_worldloc);
return true;
}
return false;
}
void ED_view3d_autodist_init(Depsgraph *depsgraph, ARegion *region, View3D *v3d, int mode)
{
/* Get Z Depths, needed for perspective, nice for ortho */
switch (mode) {
case 0:
ED_view3d_draw_depth(depsgraph, region, v3d, true);
break;
case 1: {
Scene *scene = DEG_get_evaluated_scene(depsgraph);
ED_view3d_draw_depth_gpencil(depsgraph, scene, region, v3d);
break;
}
}
}
/* no 4x4 sampling, run #ED_view3d_autodist_init first */
bool ED_view3d_autodist_simple(ARegion *region,
const int mval[2],
float mouse_worldloc[3],
int margin,
const float *force_depth)
{
float depth;
/* Get Z Depths, needed for perspective, nice for ortho */
if (force_depth) {
depth = *force_depth;
}
else {
depth = view_autodist_depth_margin(region, mval, margin);
}
if (depth == FLT_MAX) {
return false;
}
float centx = (float)mval[0] + 0.5f;
float centy = (float)mval[1] + 0.5f;
return ED_view3d_unproject(region, centx, centy, depth, mouse_worldloc);
}
bool ED_view3d_autodist_depth(ARegion *region, const int mval[2], int margin, float *depth)
{
*depth = view_autodist_depth_margin(region, mval, margin);
return (*depth != FLT_MAX);
}
static bool depth_segment_cb(int x, int y, void *userData)
{
struct {
ARegion *region;
int margin;
float depth;
} *data = userData;
int mval[2];
float depth;
mval[0] = x;
mval[1] = y;
depth = view_autodist_depth_margin(data->region, mval, data->margin);
if (depth != FLT_MAX) {
data->depth = depth;
return false;
}
return true;
}
bool ED_view3d_autodist_depth_seg(
ARegion *region, const int mval_sta[2], const int mval_end[2], int margin, float *depth)
{
struct {
ARegion *region;
int margin;
float depth;
} data = {NULL};
int p1[2];
int p2[2];
data.region = region;
data.margin = margin;
data.depth = FLT_MAX;
copy_v2_v2_int(p1, mval_sta);
copy_v2_v2_int(p2, mval_end);
BLI_bitmap_draw_2d_line_v2v2i(p1, p2, depth_segment_cb, &data);
*depth = data.depth;
return (*depth != FLT_MAX);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name View Radius/Distance Utilities
*
* Use to calculate a distance to a point based on its radius.
* \{ */
float ED_view3d_radius_to_dist_persp(const float angle, const float radius)
{
return radius * (1.0f / tanf(angle / 2.0f));
}
float ED_view3d_radius_to_dist_ortho(const float lens, const float radius)
{
return radius / (DEFAULT_SENSOR_WIDTH / lens);
}
/**
* Return a new RegionView3D.dist value to fit the \a radius.
*
* \note Depth isn't taken into account, this will fit a flat plane exactly,
* but points towards the view (with a perspective projection),
* may be within the radius but outside the view. eg:
*
* <pre>
* +
* pt --> + /^ radius
* / |
* / |
* view + +
* \ |
* \ |
* \|
* +
* </pre>
*
* \param region: Can be NULL if \a use_aspect is false.
* \param persp: Allow the caller to tell what kind of perspective to use (ortho/view/camera)
* \param use_aspect: Increase the distance to account for non 1:1 view aspect.
* \param radius: The radius will be fitted exactly,
* typically pre-scaled by a margin (#VIEW3D_MARGIN).
*/
float ED_view3d_radius_to_dist(const View3D *v3d,
const ARegion *region,
const struct Depsgraph *depsgraph,
const char persp,
const bool use_aspect,
const float radius)
{
float dist;
BLI_assert(ELEM(persp, RV3D_ORTHO, RV3D_PERSP, RV3D_CAMOB));
BLI_assert((persp != RV3D_CAMOB) || v3d->camera);
if (persp == RV3D_ORTHO) {
dist = ED_view3d_radius_to_dist_ortho(v3d->lens, radius);
}
else {
float lens, sensor_size, zoom;
float angle;
if (persp == RV3D_CAMOB) {
CameraParams params;
BKE_camera_params_init(&params);
params.clip_start = v3d->clip_start;
params.clip_end = v3d->clip_end;
Object *camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera);
BKE_camera_params_from_object(&params, camera_eval);
lens = params.lens;
sensor_size = BKE_camera_sensor_size(params.sensor_fit, params.sensor_x, params.sensor_y);
/* ignore 'rv3d->camzoom' because we want to fit to the cameras frame */
zoom = CAMERA_PARAM_ZOOM_INIT_CAMOB;
}
else {
lens = v3d->lens;
sensor_size = DEFAULT_SENSOR_WIDTH;
zoom = CAMERA_PARAM_ZOOM_INIT_PERSP;
}
angle = focallength_to_fov(lens, sensor_size);
/* zoom influences lens, correct this by scaling the angle as a distance
* (by the zoom-level) */
angle = atanf(tanf(angle / 2.0f) * zoom) * 2.0f;
dist = ED_view3d_radius_to_dist_persp(angle, radius);
}
if (use_aspect) {
const RegionView3D *rv3d = region->regiondata;
float winx, winy;
if (persp == RV3D_CAMOB) {
/* camera frame x/y in pixels */
winx = region->winx / rv3d->viewcamtexcofac[0];
winy = region->winy / rv3d->viewcamtexcofac[1];
}
else {
winx = region->winx;
winy = region->winy;
}
if (winx && winy) {
float aspect = winx / winy;
if (aspect < 1.0f) {
aspect = 1.0f / aspect;
}
dist *= aspect;
}
}
return dist;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name View Distance Utilities
* \{ */
/**
* This function solves the problem of having to switch between camera and non-camera views.
*
* When viewing from the perspective of \a mat, and having the view center \a ofs,
* this calculates a distance from \a ofs to the matrix \a mat.
* Using \a fallback_dist when the distance would be too small.
*
* \param mat: A matrix use for the view-point (typically the camera objects matrix).
* \param ofs: Orbit center (negated), matching #RegionView3D.ofs, which is typically passed in.
* \param fallback_dist: The distance to use if the object is too near or in front of \a ofs.
* \returns A newly calculated distance or the fallback.
*/
float ED_view3d_offset_distance(const float mat[4][4],
const float ofs[3],
const float fallback_dist)
{
float pos[4] = {0.0f, 0.0f, 0.0f, 1.0f};
float dir[4] = {0.0f, 0.0f, 1.0f, 0.0f};
float dist;
mul_m4_v4(mat, pos);
add_v3_v3(pos, ofs);
mul_m4_v4(mat, dir);
normalize_v3(dir);
dist = dot_v3v3(pos, dir);
if ((dist < FLT_EPSILON) && (fallback_dist != 0.0f)) {
dist = fallback_dist;
}
return dist;
}
/**
* Set the dist without moving the view (compensate with #RegionView3D.ofs)
*
* \note take care that viewinv is up to date, #ED_view3d_update_viewmat first.
*/
void ED_view3d_distance_set(RegionView3D *rv3d, const float dist)
{
float viewinv[4];
float tvec[3];
BLI_assert(dist >= 0.0f);
copy_v3_fl3(tvec, 0.0f, 0.0f, rv3d->dist - dist);
/* rv3d->viewinv isn't always valid */
#if 0
mul_mat3_m4_v3(rv3d->viewinv, tvec);
#else
invert_qt_qt_normalized(viewinv, rv3d->viewquat);
mul_qt_v3(viewinv, tvec);
#endif
sub_v3_v3(rv3d->ofs, tvec);
rv3d->dist = dist;
}
/**
* Change the distance & offset to match the depth of \a dist_co along the view axis.
*
* \param dist_co: A world-space location to use for the new depth.
* \param dist_min: Resulting distances below this will be ignored.
* \return Success if the distance was set.
*/
bool ED_view3d_distance_set_from_location(RegionView3D *rv3d,
const float dist_co[3],
const float dist_min)
{
float viewinv[4];
invert_qt_qt_normalized(viewinv, rv3d->viewquat);
float tvec[3] = {0.0f, 0.0f, -1.0f};
mul_qt_v3(viewinv, tvec);
float dist_co_local[3];
negate_v3_v3(dist_co_local, rv3d->ofs);
sub_v3_v3v3(dist_co_local, dist_co, dist_co_local);
const float delta = dot_v3v3(tvec, dist_co_local);
const float dist_new = rv3d->dist + delta;
if (dist_new >= dist_min) {
madd_v3_v3fl(rv3d->ofs, tvec, -delta);
rv3d->dist = dist_new;
return true;
}
return false;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name View Axis Utilities
* \{ */
/**
* Lookup by axis-view, axis-roll.
*/
static float view3d_quat_axis[6][4][4] = {
/* RV3D_VIEW_FRONT */
{
{M_SQRT1_2, -M_SQRT1_2, 0.0f, 0.0f},
{0.5f, -0.5f, -0.5f, 0.5f},
{0, 0, -M_SQRT1_2, M_SQRT1_2},
{-0.5f, 0.5f, -0.5f, 0.5f},
},
/* RV3D_VIEW_BACK */
{
{0.0f, 0.0f, -M_SQRT1_2, -M_SQRT1_2},
{0.5f, 0.5f, -0.5f, -0.5f},
{M_SQRT1_2, M_SQRT1_2, 0, 0},
{0.5f, 0.5f, 0.5f, 0.5f},
},
/* RV3D_VIEW_LEFT */
{
{0.5f, -0.5f, 0.5f, 0.5f},
{0, -M_SQRT1_2, 0.0f, M_SQRT1_2},
{-0.5f, -0.5f, -0.5f, 0.5f},
{-M_SQRT1_2, 0, -M_SQRT1_2, 0},
},
/* RV3D_VIEW_RIGHT */
{
{0.5f, -0.5f, -0.5f, -0.5f},
{M_SQRT1_2, 0, -M_SQRT1_2, 0},
{0.5f, 0.5f, -0.5f, 0.5f},
{0, M_SQRT1_2, 0, M_SQRT1_2},
},
/* RV3D_VIEW_TOP */
{
{1.0f, 0.0f, 0.0f, 0.0f},
{M_SQRT1_2, 0, 0, M_SQRT1_2},
{0, 0, 0, 1},
{-M_SQRT1_2, 0, 0, M_SQRT1_2},
},
/* RV3D_VIEW_BOTTOM */
{
{0.0f, -1.0f, 0.0f, 0.0f},
{0, -M_SQRT1_2, -M_SQRT1_2, 0},
{0, 0, -1, 0},
{0, M_SQRT1_2, -M_SQRT1_2, 0},
},
};
bool ED_view3d_quat_from_axis_view(const char view, const char view_axis_roll, float r_quat[4])
{
BLI_assert(view_axis_roll <= RV3D_VIEW_AXIS_ROLL_270);
if (RV3D_VIEW_IS_AXIS(view)) {
copy_qt_qt(r_quat, view3d_quat_axis[view - RV3D_VIEW_FRONT][view_axis_roll]);
return true;
}
return false;
}
bool ED_view3d_quat_to_axis_view(const float quat[4],
const float epsilon,
char *r_view,
char *r_view_axis_roll)
{
*r_view = RV3D_VIEW_USER;
*r_view_axis_roll = RV3D_VIEW_AXIS_ROLL_0;
/* quat values are all unit length */
for (int view = RV3D_VIEW_FRONT; view <= RV3D_VIEW_BOTTOM; view++) {
for (int view_axis_roll = RV3D_VIEW_AXIS_ROLL_0; view_axis_roll <= RV3D_VIEW_AXIS_ROLL_270;
view_axis_roll++) {
if (fabsf(angle_signed_qtqt(
quat, view3d_quat_axis[view - RV3D_VIEW_FRONT][view_axis_roll])) < epsilon) {
*r_view = view;
*r_view_axis_roll = view_axis_roll;
return true;
}
}
}
return false;
}
char ED_view3d_lock_view_from_index(int index)
{
switch (index) {
case 0:
return RV3D_VIEW_FRONT;
case 1:
return RV3D_VIEW_TOP;
case 2:
return RV3D_VIEW_RIGHT;
default:
return RV3D_VIEW_USER;
}
}
char ED_view3d_axis_view_opposite(char view)
{
switch (view) {
case RV3D_VIEW_FRONT:
return RV3D_VIEW_BACK;
case RV3D_VIEW_BACK:
return RV3D_VIEW_FRONT;
case RV3D_VIEW_LEFT:
return RV3D_VIEW_RIGHT;
case RV3D_VIEW_RIGHT:
return RV3D_VIEW_LEFT;
case RV3D_VIEW_TOP:
return RV3D_VIEW_BOTTOM;
case RV3D_VIEW_BOTTOM:
return RV3D_VIEW_TOP;
}
return RV3D_VIEW_USER;
}
bool ED_view3d_lock(RegionView3D *rv3d)
{
return ED_view3d_quat_from_axis_view(rv3d->view, rv3d->view_axis_roll, rv3d->viewquat);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name View Transform Utilities
* \{ */
/**
* Set the view transformation from a 4x4 matrix.
*
* \param mat: The view 4x4 transformation matrix to assign.
* \param ofs: The view offset, normally from RegionView3D.ofs.
* \param quat: The view rotation, quaternion normally from RegionView3D.viewquat.
* \param dist: The view distance from ofs, normally from RegionView3D.dist.
*/
void ED_view3d_from_m4(const float mat[4][4], float ofs[3], float quat[4], const float *dist)
{
float nmat[3][3];
/* dist depends on offset */
BLI_assert(dist == NULL || ofs != NULL);
copy_m3_m4(nmat, mat);
normalize_m3(nmat);
/* Offset */
if (ofs) {
negate_v3_v3(ofs, mat[3]);
}
/* Quat */
if (quat) {
mat3_normalized_to_quat(quat, nmat);
invert_qt_normalized(quat);
}
if (ofs && dist) {
madd_v3_v3fl(ofs, nmat[2], *dist);
}
}
/**
* Calculate the view transformation matrix from RegionView3D input.
* The resulting matrix is equivalent to RegionView3D.viewinv
* \param mat: The view 4x4 transformation matrix to calculate.
* \param ofs: The view offset, normally from RegionView3D.ofs.
* \param quat: The view rotation, quaternion normally from RegionView3D.viewquat.
* \param dist: The view distance from ofs, normally from RegionView3D.dist.
*/
void ED_view3d_to_m4(float mat[4][4], const float ofs[3], const float quat[4], const float dist)
{
const float iviewquat[4] = {-quat[0], quat[1], quat[2], quat[3]};
float dvec[3] = {0.0f, 0.0f, dist};
quat_to_mat4(mat, iviewquat);
mul_mat3_m4_v3(mat, dvec);
sub_v3_v3v3(mat[3], dvec, ofs);
}
/**
* Set the RegionView3D members from an objects transformation and optionally lens.
* \param ob: The object to set the view to.
* \param ofs: The view offset to be set, normally from RegionView3D.ofs.
* \param quat: The view rotation to be set, quaternion normally from RegionView3D.viewquat.
* \param dist: The view distance from ofs to be set, normally from RegionView3D.dist.
* \param lens: The view lens angle set for cameras and lights, normally from View3D.lens.
*/
void ED_view3d_from_object(const Object *ob, float ofs[3], float quat[4], float *dist, float *lens)
{
ED_view3d_from_m4(ob->obmat, ofs, quat, dist);
if (lens) {
CameraParams params;
BKE_camera_params_init(&params);
BKE_camera_params_from_object(&params, ob);
*lens = params.lens;
}
}
/**
* Set the object transformation from RegionView3D members.
* \param depsgraph: The depsgraph to get the evaluated object parent
* for the transformation calculation.
* \param ob: The object which has the transformation assigned.
* \param ofs: The view offset, normally from RegionView3D.ofs.
* \param quat: The view rotation, quaternion normally from RegionView3D.viewquat.
* \param dist: The view distance from ofs, normally from RegionView3D.dist.
*/
void ED_view3d_to_object(const Depsgraph *depsgraph,
Object *ob,
const float ofs[3],
const float quat[4],
const float dist)
{
float mat[4][4];
ED_view3d_to_m4(mat, ofs, quat, dist);
Object *ob_eval = DEG_get_evaluated_object(depsgraph, ob);
BKE_object_apply_mat4_ex(ob, mat, ob_eval->parent, ob_eval->parentinv, true);
}
bool ED_view3d_camera_to_view_selected(struct Main *bmain,
Depsgraph *depsgraph,
const Scene *scene,
Object *camera_ob)
{
Object *camera_ob_eval = DEG_get_evaluated_object(depsgraph, camera_ob);
float co[3]; /* the new location to apply */
float scale; /* only for ortho cameras */
if (BKE_camera_view_frame_fit_to_scene(depsgraph, scene, camera_ob_eval, co, &scale)) {
ObjectTfmProtectedChannels obtfm;
float obmat_new[4][4];
if ((camera_ob_eval->type == OB_CAMERA) &&
(((Camera *)camera_ob_eval->data)->type == CAM_ORTHO)) {
((Camera *)camera_ob->data)->ortho_scale = scale;
}
copy_m4_m4(obmat_new, camera_ob_eval->obmat);
copy_v3_v3(obmat_new[3], co);
/* only touch location */
BKE_object_tfm_protected_backup(camera_ob, &obtfm);
BKE_object_apply_mat4(camera_ob, obmat_new, true, true);
BKE_object_tfm_protected_restore(camera_ob, &obtfm, OB_LOCK_SCALE | OB_LOCK_ROT4D);
/* notifiers */
DEG_id_tag_update_ex(bmain, &camera_ob->id, ID_RECALC_TRANSFORM);
return true;
}
return false;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Depth Buffer Utilities
* \{ */
float ED_view3d_depth_read_cached(const ViewContext *vc, const int mval[2])
{
ViewDepths *vd = vc->rv3d->depths;
int x = mval[0];
int y = mval[1];
if (vd && vd->depths && x > 0 && y > 0 && x < vd->w && y < vd->h) {
return vd->depths[y * vd->w + x];
}
BLI_assert(1.0 <= vd->depth_range[1]);
return 1.0f;
}
bool ED_view3d_depth_read_cached_normal(const ViewContext *vc,
const int mval[2],
float r_normal[3])
{
/* Note: we could support passing in a radius.
* For now just read 9 pixels. */
/* pixels surrounding */
bool depths_valid[9] = {false};
float coords[9][3] = {{0}};
ARegion *region = vc->region;
const ViewDepths *depths = vc->rv3d->depths;
for (int x = 0, i = 0; x < 2; x++) {
for (int y = 0; y < 2; y++) {
const int mval_ofs[2] = {mval[0] + (x - 1), mval[1] + (y - 1)};
const double depth = (double)ED_view3d_depth_read_cached(vc, mval_ofs);
if ((depth > depths->depth_range[0]) && (depth < depths->depth_range[1])) {
if (ED_view3d_depth_unproject(region, mval_ofs, depth, coords[i])) {
depths_valid[i] = true;
}
}
i++;
}
}
const int edges[2][6][2] = {
/* x edges */
{{0, 1}, {1, 2}, {3, 4}, {4, 5}, {6, 7}, {7, 8}},
/* y edges */
{{0, 3}, {3, 6}, {1, 4}, {4, 7}, {2, 5}, {5, 8}},
};
float cross[2][3] = {{0.0f}};
for (int i = 0; i < 6; i++) {
for (int axis = 0; axis < 2; axis++) {
if (depths_valid[edges[axis][i][0]] && depths_valid[edges[axis][i][1]]) {
float delta[3];
sub_v3_v3v3(delta, coords[edges[axis][i][0]], coords[edges[axis][i][1]]);
add_v3_v3(cross[axis], delta);
}
}
}
cross_v3_v3v3(r_normal, cross[0], cross[1]);
if (normalize_v3(r_normal) != 0.0f) {
return true;
}
return false;
}
bool ED_view3d_depth_unproject(const ARegion *region,
const int mval[2],
const double depth,
float r_location_world[3])
{
float centx = (float)mval[0] + 0.5f;
float centy = (float)mval[1] + 0.5f;
return ED_view3d_unproject(region, centx, centy, depth, r_location_world);
}
void ED_view3d_depth_tag_update(RegionView3D *rv3d)
{
if (rv3d->depths) {
rv3d->depths->damaged = true;
}
}
/** \} */