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
1775 lines
54 KiB
C
1775 lines
54 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* The Original Code is Copyright (C) 2008 Blender Foundation.
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* All rights reserved.
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*/
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/** \file
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* \ingroup spview3d
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*/
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#include "DNA_camera_types.h"
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#include "DNA_gpencil_modifier_types.h"
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "MEM_guardedalloc.h"
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#include "BLI_linklist.h"
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#include "BLI_listbase.h"
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#include "BLI_math.h"
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#include "BLI_rect.h"
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#include "BLI_utildefines.h"
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#include "BKE_action.h"
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#include "BKE_camera.h"
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#include "BKE_context.h"
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#include "BKE_global.h"
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#include "BKE_gpencil_modifier.h"
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#include "BKE_idprop.h"
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#include "BKE_layer.h"
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#include "BKE_main.h"
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#include "BKE_modifier.h"
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#include "BKE_object.h"
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#include "BKE_report.h"
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#include "BKE_scene.h"
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#include "DEG_depsgraph.h"
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#include "DEG_depsgraph_query.h"
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#include "UI_resources.h"
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#include "GPU_matrix.h"
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#include "GPU_select.h"
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#include "GPU_state.h"
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#include "WM_api.h"
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#include "WM_types.h"
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#include "ED_object.h"
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#include "ED_screen.h"
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#include "DRW_engine.h"
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#include "RNA_access.h"
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#include "RNA_define.h"
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#include "view3d_intern.h" /* own include */
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/* -------------------------------------------------------------------- */
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/** \name Smooth View Operator & Utilities
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*
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* Use for view transitions to have smooth (animated) transitions.
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* \{ */
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/* This operator is one of the 'timer refresh' ones like animation playback */
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struct SmoothView3DState {
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float dist;
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float lens;
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float quat[4];
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float ofs[3];
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};
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struct SmoothView3DStore {
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/* source*/
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struct SmoothView3DState src; /* source */
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struct SmoothView3DState dst; /* destination */
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struct SmoothView3DState org; /* original */
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bool to_camera;
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bool use_dyn_ofs;
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float dyn_ofs[3];
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/* When smooth-view is enabled, store the 'rv3d->view' here,
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* assign back when the view motion is completed. */
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char org_view;
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double time_allowed;
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};
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static void view3d_smooth_view_state_backup(struct SmoothView3DState *sms_state,
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const View3D *v3d,
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const RegionView3D *rv3d)
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{
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copy_v3_v3(sms_state->ofs, rv3d->ofs);
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copy_qt_qt(sms_state->quat, rv3d->viewquat);
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sms_state->dist = rv3d->dist;
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sms_state->lens = v3d->lens;
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}
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static void view3d_smooth_view_state_restore(const struct SmoothView3DState *sms_state,
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View3D *v3d,
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RegionView3D *rv3d)
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{
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copy_v3_v3(rv3d->ofs, sms_state->ofs);
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copy_qt_qt(rv3d->viewquat, sms_state->quat);
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rv3d->dist = sms_state->dist;
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v3d->lens = sms_state->lens;
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}
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/* will start timer if appropriate */
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/* the arguments are the desired situation */
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void ED_view3d_smooth_view_ex(
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/* avoid passing in the context */
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const Depsgraph *depsgraph,
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wmWindowManager *wm,
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wmWindow *win,
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ScrArea *area,
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View3D *v3d,
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ARegion *region,
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const int smooth_viewtx,
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const V3D_SmoothParams *sview)
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{
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RegionView3D *rv3d = region->regiondata;
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struct SmoothView3DStore sms = {{0}};
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bool ok = false;
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/* initialize sms */
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view3d_smooth_view_state_backup(&sms.dst, v3d, rv3d);
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view3d_smooth_view_state_backup(&sms.src, v3d, rv3d);
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/* if smoothview runs multiple times... */
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if (rv3d->sms == NULL) {
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view3d_smooth_view_state_backup(&sms.org, v3d, rv3d);
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}
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else {
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sms.org = rv3d->sms->org;
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}
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sms.org_view = rv3d->view;
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/* sms.to_camera = false; */ /* initialized to zero anyway */
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/* note on camera locking, this is a little confusing but works ok.
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* we may be changing the view 'as if' there is no active camera, but in fact
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* there is an active camera which is locked to the view.
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*
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* In the case where smooth view is moving _to_ a camera we don't want that
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* camera to be moved or changed, so only when the camera is not being set should
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* we allow camera option locking to initialize the view settings from the camera.
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*/
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if (sview->camera == NULL && sview->camera_old == NULL) {
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ED_view3d_camera_lock_init(depsgraph, v3d, rv3d);
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}
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/* store the options we want to end with */
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if (sview->ofs) {
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copy_v3_v3(sms.dst.ofs, sview->ofs);
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}
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if (sview->quat) {
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copy_qt_qt(sms.dst.quat, sview->quat);
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}
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if (sview->dist) {
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sms.dst.dist = *sview->dist;
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}
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if (sview->lens) {
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sms.dst.lens = *sview->lens;
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}
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if (sview->dyn_ofs) {
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BLI_assert(sview->ofs == NULL);
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BLI_assert(sview->quat != NULL);
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copy_v3_v3(sms.dyn_ofs, sview->dyn_ofs);
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sms.use_dyn_ofs = true;
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/* calculate the final destination offset */
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view3d_orbit_apply_dyn_ofs(sms.dst.ofs, sms.src.ofs, sms.src.quat, sms.dst.quat, sms.dyn_ofs);
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}
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if (sview->camera) {
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Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, sview->camera);
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if (sview->ofs != NULL) {
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sms.dst.dist = ED_view3d_offset_distance(
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ob_camera_eval->obmat, sview->ofs, VIEW3D_DIST_FALLBACK);
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}
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ED_view3d_from_object(ob_camera_eval, sms.dst.ofs, sms.dst.quat, &sms.dst.dist, &sms.dst.lens);
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sms.to_camera = true; /* restore view3d values in end */
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}
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/* skip smooth viewing for external render engine draw */
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if (smooth_viewtx && !(v3d->shading.type == OB_RENDER && rv3d->render_engine)) {
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bool changed = false; /* zero means no difference */
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if (sview->camera_old != sview->camera) {
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changed = true;
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}
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else if (sms.dst.dist != rv3d->dist) {
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changed = true;
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}
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else if (sms.dst.lens != v3d->lens) {
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changed = true;
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}
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else if (!equals_v3v3(sms.dst.ofs, rv3d->ofs)) {
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changed = true;
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}
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else if (!equals_v4v4(sms.dst.quat, rv3d->viewquat)) {
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changed = true;
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}
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/* The new view is different from the old one
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* so animate the view */
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if (changed) {
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/* original values */
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if (sview->camera_old) {
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Object *ob_camera_old_eval = DEG_get_evaluated_object(depsgraph, sview->camera_old);
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if (sview->ofs != NULL) {
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sms.src.dist = ED_view3d_offset_distance(ob_camera_old_eval->obmat, sview->ofs, 0.0f);
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}
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ED_view3d_from_object(
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ob_camera_old_eval, sms.src.ofs, sms.src.quat, &sms.src.dist, &sms.src.lens);
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}
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/* grid draw as floor */
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if ((RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ROTATION) == 0) {
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/* use existing if exists, means multiple calls to smooth view
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* wont lose the original 'view' setting */
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rv3d->view = RV3D_VIEW_USER;
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}
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sms.time_allowed = (double)smooth_viewtx / 1000.0;
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/* if this is view rotation only
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* we can decrease the time allowed by
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* the angle between quats
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* this means small rotations wont lag */
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if (sview->quat && !sview->ofs && !sview->dist) {
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/* scale the time allowed by the rotation */
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/* 180deg == 1.0 */
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sms.time_allowed *= (double)fabsf(
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angle_signed_normalized_qtqt(sms.dst.quat, sms.src.quat)) /
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M_PI;
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}
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/* ensure it shows correct */
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if (sms.to_camera) {
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/* use ortho if we move from an ortho view to an ortho camera */
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Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, sview->camera);
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rv3d->persp = (((rv3d->is_persp == false) && (ob_camera_eval->type == OB_CAMERA) &&
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(((Camera *)ob_camera_eval->data)->type == CAM_ORTHO)) ?
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RV3D_ORTHO :
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RV3D_PERSP);
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}
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rv3d->rflag |= RV3D_NAVIGATING;
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/* not essential but in some cases the caller will tag the area for redraw, and in that
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* case we can get a flicker of the 'org' user view but we want to see 'src' */
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view3d_smooth_view_state_restore(&sms.src, v3d, rv3d);
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/* keep track of running timer! */
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if (rv3d->sms == NULL) {
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rv3d->sms = MEM_mallocN(sizeof(struct SmoothView3DStore), "smoothview v3d");
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}
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*rv3d->sms = sms;
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if (rv3d->smooth_timer) {
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WM_event_remove_timer(wm, win, rv3d->smooth_timer);
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}
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/* TIMER1 is hardcoded in keymap */
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/* max 30 frs/sec */
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rv3d->smooth_timer = WM_event_add_timer(wm, win, TIMER1, 1.0 / 100.0);
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ok = true;
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}
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}
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/* if we get here nothing happens */
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if (ok == false) {
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if (sms.to_camera == false) {
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copy_v3_v3(rv3d->ofs, sms.dst.ofs);
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copy_qt_qt(rv3d->viewquat, sms.dst.quat);
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rv3d->dist = sms.dst.dist;
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v3d->lens = sms.dst.lens;
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ED_view3d_camera_lock_sync(depsgraph, v3d, rv3d);
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}
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if (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXVIEW) {
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view3d_boxview_copy(area, region);
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}
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ED_region_tag_redraw(region);
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}
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}
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void ED_view3d_smooth_view(bContext *C,
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View3D *v3d,
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ARegion *region,
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const int smooth_viewtx,
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const struct V3D_SmoothParams *sview)
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{
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const Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
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wmWindowManager *wm = CTX_wm_manager(C);
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wmWindow *win = CTX_wm_window(C);
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ScrArea *area = CTX_wm_area(C);
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ED_view3d_smooth_view_ex(depsgraph, wm, win, area, v3d, region, smooth_viewtx, sview);
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}
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/* only meant for timer usage */
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static void view3d_smoothview_apply(bContext *C, View3D *v3d, ARegion *region, bool sync_boxview)
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{
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RegionView3D *rv3d = region->regiondata;
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struct SmoothView3DStore *sms = rv3d->sms;
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float step, step_inv;
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if (sms->time_allowed != 0.0) {
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step = (float)((rv3d->smooth_timer->duration) / sms->time_allowed);
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}
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else {
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step = 1.0f;
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}
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/* end timer */
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if (step >= 1.0f) {
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/* if we went to camera, store the original */
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if (sms->to_camera) {
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rv3d->persp = RV3D_CAMOB;
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view3d_smooth_view_state_restore(&sms->org, v3d, rv3d);
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}
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else {
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const Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
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view3d_smooth_view_state_restore(&sms->dst, v3d, rv3d);
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ED_view3d_camera_lock_sync(depsgraph, v3d, rv3d);
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ED_view3d_camera_lock_autokey(v3d, rv3d, C, true, true);
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}
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if ((RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ROTATION) == 0) {
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rv3d->view = sms->org_view;
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}
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MEM_freeN(rv3d->sms);
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rv3d->sms = NULL;
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WM_event_remove_timer(CTX_wm_manager(C), CTX_wm_window(C), rv3d->smooth_timer);
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rv3d->smooth_timer = NULL;
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rv3d->rflag &= ~RV3D_NAVIGATING;
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}
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else {
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/* ease in/out */
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step = (3.0f * step * step - 2.0f * step * step * step);
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step_inv = 1.0f - step;
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interp_qt_qtqt(rv3d->viewquat, sms->src.quat, sms->dst.quat, step);
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if (sms->use_dyn_ofs) {
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view3d_orbit_apply_dyn_ofs(
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rv3d->ofs, sms->src.ofs, sms->src.quat, rv3d->viewquat, sms->dyn_ofs);
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}
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else {
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interp_v3_v3v3(rv3d->ofs, sms->src.ofs, sms->dst.ofs, step);
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}
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rv3d->dist = sms->dst.dist * step + sms->src.dist * step_inv;
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v3d->lens = sms->dst.lens * step + sms->src.lens * step_inv;
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|
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const Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
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ED_view3d_camera_lock_sync(depsgraph, v3d, rv3d);
|
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if (ED_screen_animation_playing(CTX_wm_manager(C))) {
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ED_view3d_camera_lock_autokey(v3d, rv3d, C, true, true);
|
|
}
|
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|
|
/* Event handling won't know if a UI item has been moved under the pointer. */
|
|
WM_event_add_mousemove(CTX_wm_window(C));
|
|
}
|
|
|
|
if (sync_boxview && (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXVIEW)) {
|
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view3d_boxview_copy(CTX_wm_area(C), region);
|
|
}
|
|
|
|
/* note: this doesn't work right because the v3d->lens is now used in ortho mode r51636,
|
|
* when switching camera in quad-view the other ortho views would zoom & reset.
|
|
*
|
|
* For now only redraw all regions when smoothview finishes.
|
|
*/
|
|
if (step >= 1.0f) {
|
|
WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d);
|
|
}
|
|
else {
|
|
ED_region_tag_redraw(region);
|
|
}
|
|
}
|
|
|
|
static int view3d_smoothview_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *event)
|
|
{
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
ARegion *region = CTX_wm_region(C);
|
|
RegionView3D *rv3d = region->regiondata;
|
|
|
|
/* escape if not our timer */
|
|
if (rv3d->smooth_timer == NULL || rv3d->smooth_timer != event->customdata) {
|
|
return OPERATOR_PASS_THROUGH;
|
|
}
|
|
|
|
view3d_smoothview_apply(C, v3d, region, true);
|
|
|
|
return OPERATOR_FINISHED;
|
|
}
|
|
|
|
/**
|
|
* Apply the smoothview immediately, use when we need to start a new view operation.
|
|
* (so we don't end up half-applying a view operation when pressing keys quickly).
|
|
*/
|
|
void ED_view3d_smooth_view_force_finish(bContext *C, View3D *v3d, ARegion *region)
|
|
{
|
|
RegionView3D *rv3d = region->regiondata;
|
|
|
|
if (rv3d && rv3d->sms) {
|
|
rv3d->sms->time_allowed = 0.0; /* force finishing */
|
|
view3d_smoothview_apply(C, v3d, region, false);
|
|
|
|
/* force update of view matrix so tools that run immediately after
|
|
* can use them without redrawing first */
|
|
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
|
|
Scene *scene = CTX_data_scene(C);
|
|
ED_view3d_update_viewmat(depsgraph, scene, v3d, region, NULL, NULL, NULL, false);
|
|
}
|
|
}
|
|
|
|
void VIEW3D_OT_smoothview(wmOperatorType *ot)
|
|
{
|
|
/* identifiers */
|
|
ot->name = "Smooth View";
|
|
ot->idname = "VIEW3D_OT_smoothview";
|
|
|
|
/* api callbacks */
|
|
ot->invoke = view3d_smoothview_invoke;
|
|
|
|
/* flags */
|
|
ot->flag = OPTYPE_INTERNAL;
|
|
|
|
ot->poll = ED_operator_view3d_active;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Camera to View Operator
|
|
* \{ */
|
|
|
|
static int view3d_camera_to_view_exec(bContext *C, wmOperator *UNUSED(op))
|
|
{
|
|
const Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
|
|
View3D *v3d;
|
|
ARegion *region;
|
|
RegionView3D *rv3d;
|
|
|
|
ObjectTfmProtectedChannels obtfm;
|
|
|
|
ED_view3d_context_user_region(C, &v3d, ®ion);
|
|
rv3d = region->regiondata;
|
|
|
|
ED_view3d_lastview_store(rv3d);
|
|
|
|
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);
|
|
|
|
DEG_id_tag_update(&v3d->camera->id, ID_RECALC_TRANSFORM);
|
|
rv3d->persp = RV3D_CAMOB;
|
|
|
|
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, v3d->camera);
|
|
|
|
return OPERATOR_FINISHED;
|
|
}
|
|
|
|
static bool view3d_camera_to_view_poll(bContext *C)
|
|
{
|
|
View3D *v3d;
|
|
ARegion *region;
|
|
|
|
if (ED_view3d_context_user_region(C, &v3d, ®ion)) {
|
|
RegionView3D *rv3d = region->regiondata;
|
|
if (v3d && v3d->camera && !ID_IS_LINKED(v3d->camera)) {
|
|
if (rv3d && (RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ANY_TRANSFORM) == 0) {
|
|
if (rv3d->persp != RV3D_CAMOB) {
|
|
return true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
void VIEW3D_OT_camera_to_view(wmOperatorType *ot)
|
|
{
|
|
/* identifiers */
|
|
ot->name = "Align Camera to View";
|
|
ot->description = "Set camera view to active view";
|
|
ot->idname = "VIEW3D_OT_camera_to_view";
|
|
|
|
/* api callbacks */
|
|
ot->exec = view3d_camera_to_view_exec;
|
|
ot->poll = view3d_camera_to_view_poll;
|
|
|
|
/* flags */
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Camera Fit Frame to Selected Operator
|
|
* \{ */
|
|
|
|
/* unlike VIEW3D_OT_view_selected this is for framing a render and not
|
|
* meant to take into account vertex/bone selection for eg. */
|
|
static int view3d_camera_to_view_selected_exec(bContext *C, wmOperator *op)
|
|
{
|
|
Main *bmain = CTX_data_main(C);
|
|
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
|
|
Scene *scene = CTX_data_scene(C);
|
|
View3D *v3d = CTX_wm_view3d(C); /* can be NULL */
|
|
Object *camera_ob = v3d ? v3d->camera : scene->camera;
|
|
|
|
if (camera_ob == NULL) {
|
|
BKE_report(op->reports, RPT_ERROR, "No active camera");
|
|
return OPERATOR_CANCELLED;
|
|
}
|
|
|
|
if (ED_view3d_camera_to_view_selected(bmain, depsgraph, scene, camera_ob)) {
|
|
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, camera_ob);
|
|
return OPERATOR_FINISHED;
|
|
}
|
|
return OPERATOR_CANCELLED;
|
|
}
|
|
|
|
void VIEW3D_OT_camera_to_view_selected(wmOperatorType *ot)
|
|
{
|
|
/* identifiers */
|
|
ot->name = "Camera Fit Frame to Selected";
|
|
ot->description = "Move the camera so selected objects are framed";
|
|
ot->idname = "VIEW3D_OT_camera_to_view_selected";
|
|
|
|
/* api callbacks */
|
|
ot->exec = view3d_camera_to_view_selected_exec;
|
|
ot->poll = ED_operator_scene_editable;
|
|
|
|
/* flags */
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Object as Camera Operator
|
|
* \{ */
|
|
|
|
static void sync_viewport_camera_smoothview(bContext *C,
|
|
View3D *v3d,
|
|
Object *ob,
|
|
const int smooth_viewtx)
|
|
{
|
|
Main *bmain = CTX_data_main(C);
|
|
for (bScreen *screen = bmain->screens.first; screen != NULL; screen = screen->id.next) {
|
|
for (ScrArea *area = screen->areabase.first; area != NULL; area = area->next) {
|
|
for (SpaceLink *space_link = area->spacedata.first; space_link != NULL;
|
|
space_link = space_link->next) {
|
|
if (space_link->spacetype == SPACE_VIEW3D) {
|
|
View3D *other_v3d = (View3D *)space_link;
|
|
if (other_v3d == v3d) {
|
|
continue;
|
|
}
|
|
if (other_v3d->camera == ob) {
|
|
continue;
|
|
}
|
|
if (v3d->scenelock) {
|
|
ListBase *lb = (space_link == area->spacedata.first) ? &area->regionbase :
|
|
&space_link->regionbase;
|
|
for (ARegion *other_region = lb->first; other_region != NULL;
|
|
other_region = other_region->next) {
|
|
if (other_region->regiontype == RGN_TYPE_WINDOW) {
|
|
if (other_region->regiondata) {
|
|
RegionView3D *other_rv3d = other_region->regiondata;
|
|
if (other_rv3d->persp == RV3D_CAMOB) {
|
|
Object *other_camera_old = other_v3d->camera;
|
|
other_v3d->camera = ob;
|
|
ED_view3d_lastview_store(other_rv3d);
|
|
ED_view3d_smooth_view(C,
|
|
other_v3d,
|
|
other_region,
|
|
smooth_viewtx,
|
|
&(const V3D_SmoothParams){
|
|
.camera_old = other_camera_old,
|
|
.camera = other_v3d->camera,
|
|
.ofs = other_rv3d->ofs,
|
|
.quat = other_rv3d->viewquat,
|
|
.dist = &other_rv3d->dist,
|
|
.lens = &other_v3d->lens,
|
|
});
|
|
}
|
|
else {
|
|
other_v3d->camera = ob;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static int view3d_setobjectascamera_exec(bContext *C, wmOperator *op)
|
|
{
|
|
View3D *v3d;
|
|
ARegion *region;
|
|
RegionView3D *rv3d;
|
|
|
|
Scene *scene = CTX_data_scene(C);
|
|
Object *ob = CTX_data_active_object(C);
|
|
|
|
const int smooth_viewtx = WM_operator_smooth_viewtx_get(op);
|
|
|
|
/* no NULL check is needed, poll checks */
|
|
ED_view3d_context_user_region(C, &v3d, ®ion);
|
|
rv3d = region->regiondata;
|
|
|
|
if (ob) {
|
|
Object *camera_old = (rv3d->persp == RV3D_CAMOB) ? V3D_CAMERA_SCENE(scene, v3d) : NULL;
|
|
rv3d->persp = RV3D_CAMOB;
|
|
v3d->camera = ob;
|
|
if (v3d->scenelock && scene->camera != ob) {
|
|
scene->camera = ob;
|
|
DEG_id_tag_update(&scene->id, ID_RECALC_COPY_ON_WRITE);
|
|
}
|
|
|
|
/* unlikely but looks like a glitch when set to the same */
|
|
if (camera_old != ob) {
|
|
ED_view3d_lastview_store(rv3d);
|
|
|
|
ED_view3d_smooth_view(C,
|
|
v3d,
|
|
region,
|
|
smooth_viewtx,
|
|
&(const V3D_SmoothParams){
|
|
.camera_old = camera_old,
|
|
.camera = v3d->camera,
|
|
.ofs = rv3d->ofs,
|
|
.quat = rv3d->viewquat,
|
|
.dist = &rv3d->dist,
|
|
.lens = &v3d->lens,
|
|
});
|
|
}
|
|
|
|
if (v3d->scenelock) {
|
|
sync_viewport_camera_smoothview(C, v3d, ob, smooth_viewtx);
|
|
WM_event_add_notifier(C, NC_SCENE, scene);
|
|
}
|
|
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, scene);
|
|
}
|
|
|
|
return OPERATOR_FINISHED;
|
|
}
|
|
|
|
bool ED_operator_rv3d_user_region_poll(bContext *C)
|
|
{
|
|
View3D *v3d_dummy;
|
|
ARegion *region_dummy;
|
|
|
|
return ED_view3d_context_user_region(C, &v3d_dummy, ®ion_dummy);
|
|
}
|
|
|
|
void VIEW3D_OT_object_as_camera(wmOperatorType *ot)
|
|
{
|
|
/* identifiers */
|
|
ot->name = "Set Active Object as Camera";
|
|
ot->description = "Set the active object as the active camera for this view or scene";
|
|
ot->idname = "VIEW3D_OT_object_as_camera";
|
|
|
|
/* api callbacks */
|
|
ot->exec = view3d_setobjectascamera_exec;
|
|
ot->poll = ED_operator_rv3d_user_region_poll;
|
|
|
|
/* flags */
|
|
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Window and View Matrix Calculation
|
|
* \{ */
|
|
|
|
/**
|
|
* \param rect: optional for picking (can be NULL).
|
|
*/
|
|
void view3d_winmatrix_set(Depsgraph *depsgraph,
|
|
ARegion *region,
|
|
const View3D *v3d,
|
|
const rcti *rect)
|
|
{
|
|
RegionView3D *rv3d = region->regiondata;
|
|
rctf viewplane;
|
|
float clipsta, clipend;
|
|
bool is_ortho;
|
|
|
|
is_ortho = ED_view3d_viewplane_get(
|
|
depsgraph, v3d, rv3d, region->winx, region->winy, &viewplane, &clipsta, &clipend, NULL);
|
|
rv3d->is_persp = !is_ortho;
|
|
|
|
#if 0
|
|
printf("%s: %d %d %f %f %f %f %f %f\n",
|
|
__func__,
|
|
winx,
|
|
winy,
|
|
viewplane.xmin,
|
|
viewplane.ymin,
|
|
viewplane.xmax,
|
|
viewplane.ymax,
|
|
clipsta,
|
|
clipend);
|
|
#endif
|
|
|
|
if (rect) { /* picking */
|
|
rctf r;
|
|
r.xmin = viewplane.xmin + (BLI_rctf_size_x(&viewplane) * (rect->xmin / (float)region->winx));
|
|
r.ymin = viewplane.ymin + (BLI_rctf_size_y(&viewplane) * (rect->ymin / (float)region->winy));
|
|
r.xmax = viewplane.xmin + (BLI_rctf_size_x(&viewplane) * (rect->xmax / (float)region->winx));
|
|
r.ymax = viewplane.ymin + (BLI_rctf_size_y(&viewplane) * (rect->ymax / (float)region->winy));
|
|
viewplane = r;
|
|
}
|
|
|
|
if (is_ortho) {
|
|
GPU_matrix_ortho_set(
|
|
viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
|
|
}
|
|
else {
|
|
GPU_matrix_frustum_set(
|
|
viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
|
|
}
|
|
|
|
/* update matrix in 3d view region */
|
|
GPU_matrix_projection_get(rv3d->winmat);
|
|
}
|
|
|
|
static void obmat_to_viewmat(RegionView3D *rv3d, Object *ob)
|
|
{
|
|
float bmat[4][4];
|
|
|
|
rv3d->view = RV3D_VIEW_USER; /* don't show the grid */
|
|
|
|
normalize_m4_m4(bmat, ob->obmat);
|
|
invert_m4_m4(rv3d->viewmat, bmat);
|
|
|
|
/* view quat calculation, needed for add object */
|
|
mat4_normalized_to_quat(rv3d->viewquat, rv3d->viewmat);
|
|
}
|
|
|
|
/**
|
|
* Sets #RegionView3D.viewmat
|
|
*
|
|
* \param depsgraph: Depsgraph.
|
|
* \param scene: Scene for camera and cursor location.
|
|
* \param v3d: View 3D space data.
|
|
* \param rv3d: 3D region which stores the final matrices.
|
|
* \param rect_scale: Optional 2D scale argument,
|
|
* Use when displaying a sub-region, eg: when #view3d_winmatrix_set takes a 'rect' argument.
|
|
*
|
|
* \note don't set windows active in here, is used by renderwin too.
|
|
*/
|
|
void view3d_viewmatrix_set(Depsgraph *depsgraph,
|
|
const Scene *scene,
|
|
const View3D *v3d,
|
|
RegionView3D *rv3d,
|
|
const float rect_scale[2])
|
|
{
|
|
if (rv3d->persp == RV3D_CAMOB) { /* obs/camera */
|
|
if (v3d->camera) {
|
|
Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera);
|
|
obmat_to_viewmat(rv3d, ob_camera_eval);
|
|
}
|
|
else {
|
|
quat_to_mat4(rv3d->viewmat, rv3d->viewquat);
|
|
rv3d->viewmat[3][2] -= rv3d->dist;
|
|
}
|
|
}
|
|
else {
|
|
bool use_lock_ofs = false;
|
|
|
|
/* should be moved to better initialize later on XXX */
|
|
if (RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ROTATION) {
|
|
ED_view3d_lock(rv3d);
|
|
}
|
|
|
|
quat_to_mat4(rv3d->viewmat, rv3d->viewquat);
|
|
if (rv3d->persp == RV3D_PERSP) {
|
|
rv3d->viewmat[3][2] -= rv3d->dist;
|
|
}
|
|
if (v3d->ob_center) {
|
|
Object *ob_eval = DEG_get_evaluated_object(depsgraph, v3d->ob_center);
|
|
float vec[3];
|
|
|
|
copy_v3_v3(vec, ob_eval->obmat[3]);
|
|
if (ob_eval->type == OB_ARMATURE && v3d->ob_center_bone[0]) {
|
|
bPoseChannel *pchan = BKE_pose_channel_find_name(ob_eval->pose, v3d->ob_center_bone);
|
|
if (pchan) {
|
|
copy_v3_v3(vec, pchan->pose_mat[3]);
|
|
mul_m4_v3(ob_eval->obmat, vec);
|
|
}
|
|
}
|
|
translate_m4(rv3d->viewmat, -vec[0], -vec[1], -vec[2]);
|
|
use_lock_ofs = true;
|
|
}
|
|
else if (v3d->ob_center_cursor) {
|
|
float vec[3];
|
|
copy_v3_v3(vec, scene->cursor.location);
|
|
translate_m4(rv3d->viewmat, -vec[0], -vec[1], -vec[2]);
|
|
use_lock_ofs = true;
|
|
}
|
|
else {
|
|
translate_m4(rv3d->viewmat, rv3d->ofs[0], rv3d->ofs[1], rv3d->ofs[2]);
|
|
}
|
|
|
|
/* lock offset */
|
|
if (use_lock_ofs) {
|
|
float persmat[4][4], persinv[4][4];
|
|
float vec[3];
|
|
|
|
/* we could calculate the real persmat/persinv here
|
|
* but it would be unreliable so better to later */
|
|
mul_m4_m4m4(persmat, rv3d->winmat, rv3d->viewmat);
|
|
invert_m4_m4(persinv, persmat);
|
|
|
|
mul_v2_v2fl(vec, rv3d->ofs_lock, rv3d->is_persp ? rv3d->dist : 1.0f);
|
|
vec[2] = 0.0f;
|
|
|
|
if (rect_scale) {
|
|
/* Since 'RegionView3D.winmat' has been calculated and this function doesn't take the
|
|
* 'ARegion' we don't know about the region size.
|
|
* Use 'rect_scale' when drawing a sub-region to apply 2D offset,
|
|
* scaled by the difference between the sub-region and the region size.
|
|
*/
|
|
vec[0] /= rect_scale[0];
|
|
vec[1] /= rect_scale[1];
|
|
}
|
|
|
|
mul_mat3_m4_v3(persinv, vec);
|
|
translate_m4(rv3d->viewmat, vec[0], vec[1], vec[2]);
|
|
}
|
|
/* end lock offset */
|
|
}
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name OpenGL Select Utilities
|
|
* \{ */
|
|
|
|
/**
|
|
* Optionally cache data for multiple calls to #view3d_opengl_select
|
|
*
|
|
* just avoid GPU_select headers outside this file
|
|
*/
|
|
void view3d_opengl_select_cache_begin(void)
|
|
{
|
|
GPU_select_cache_begin();
|
|
}
|
|
|
|
void view3d_opengl_select_cache_end(void)
|
|
{
|
|
GPU_select_cache_end();
|
|
}
|
|
|
|
struct DrawSelectLoopUserData {
|
|
uint pass;
|
|
uint hits;
|
|
uint *buffer;
|
|
uint buffer_len;
|
|
const rcti *rect;
|
|
char gpu_select_mode;
|
|
};
|
|
|
|
static bool drw_select_loop_pass(eDRWSelectStage stage, void *user_data)
|
|
{
|
|
bool continue_pass = false;
|
|
struct DrawSelectLoopUserData *data = user_data;
|
|
if (stage == DRW_SELECT_PASS_PRE) {
|
|
GPU_select_begin(
|
|
data->buffer, data->buffer_len, data->rect, data->gpu_select_mode, data->hits);
|
|
/* always run POST after PRE. */
|
|
continue_pass = true;
|
|
}
|
|
else if (stage == DRW_SELECT_PASS_POST) {
|
|
int hits = GPU_select_end();
|
|
if (data->pass == 0) {
|
|
/* quirk of GPU_select_end, only take hits value from first call. */
|
|
data->hits = hits;
|
|
}
|
|
if (data->gpu_select_mode == GPU_SELECT_NEAREST_FIRST_PASS) {
|
|
data->gpu_select_mode = GPU_SELECT_NEAREST_SECOND_PASS;
|
|
continue_pass = (hits > 0);
|
|
}
|
|
data->pass += 1;
|
|
}
|
|
else {
|
|
BLI_assert(0);
|
|
}
|
|
return continue_pass;
|
|
}
|
|
|
|
eV3DSelectObjectFilter ED_view3d_select_filter_from_mode(const Scene *scene, const Object *obact)
|
|
{
|
|
if (scene->toolsettings->object_flag & SCE_OBJECT_MODE_LOCK) {
|
|
if (obact && (obact->mode & OB_MODE_ALL_WEIGHT_PAINT) &&
|
|
BKE_object_pose_armature_get((Object *)obact)) {
|
|
return VIEW3D_SELECT_FILTER_WPAINT_POSE_MODE_LOCK;
|
|
}
|
|
return VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK;
|
|
}
|
|
return VIEW3D_SELECT_FILTER_NOP;
|
|
}
|
|
|
|
/** Implement #VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK. */
|
|
static bool drw_select_filter_object_mode_lock(Object *ob, void *user_data)
|
|
{
|
|
const Object *obact = user_data;
|
|
return BKE_object_is_mode_compat(ob, obact->mode);
|
|
}
|
|
|
|
/**
|
|
* Implement #VIEW3D_SELECT_FILTER_WPAINT_POSE_MODE_LOCK for special case when
|
|
* we want to select pose bones (this doesn't switch modes).
|
|
*/
|
|
static bool drw_select_filter_object_mode_lock_for_weight_paint(Object *ob, void *user_data)
|
|
{
|
|
LinkNode *ob_pose_list = user_data;
|
|
return ob_pose_list && (BLI_linklist_index(ob_pose_list, DEG_get_original_object(ob)) != -1);
|
|
}
|
|
|
|
/**
|
|
* \warning be sure to account for a negative return value
|
|
* This is an error, "Too many objects in select buffer"
|
|
* and no action should be taken (can crash blender) if this happens
|
|
*
|
|
* \note (vc->obedit == NULL) can be set to explicitly skip edit-object selection.
|
|
*/
|
|
int view3d_opengl_select(ViewContext *vc,
|
|
uint *buffer,
|
|
uint bufsize,
|
|
const rcti *input,
|
|
eV3DSelectMode select_mode,
|
|
eV3DSelectObjectFilter select_filter)
|
|
{
|
|
struct bThemeState theme_state;
|
|
const wmWindowManager *wm = CTX_wm_manager(vc->C);
|
|
Depsgraph *depsgraph = vc->depsgraph;
|
|
Scene *scene = vc->scene;
|
|
View3D *v3d = vc->v3d;
|
|
ARegion *region = vc->region;
|
|
rcti rect;
|
|
int hits = 0;
|
|
const bool use_obedit_skip = (OBEDIT_FROM_VIEW_LAYER(vc->view_layer) != NULL) &&
|
|
(vc->obedit == NULL);
|
|
const bool is_pick_select = (U.gpu_flag & USER_GPU_FLAG_NO_DEPT_PICK) == 0;
|
|
const bool do_passes = ((is_pick_select == false) &&
|
|
(select_mode == VIEW3D_SELECT_PICK_NEAREST));
|
|
const bool use_nearest = (is_pick_select && select_mode == VIEW3D_SELECT_PICK_NEAREST);
|
|
bool draw_surface = true;
|
|
|
|
char gpu_select_mode;
|
|
|
|
/* case not a box select */
|
|
if (input->xmin == input->xmax) {
|
|
/* seems to be default value for bones only now */
|
|
BLI_rcti_init_pt_radius(&rect, (const int[2]){input->xmin, input->ymin}, 12);
|
|
}
|
|
else {
|
|
rect = *input;
|
|
}
|
|
|
|
if (is_pick_select) {
|
|
if (select_mode == VIEW3D_SELECT_PICK_NEAREST) {
|
|
gpu_select_mode = GPU_SELECT_PICK_NEAREST;
|
|
}
|
|
else if (select_mode == VIEW3D_SELECT_PICK_ALL) {
|
|
gpu_select_mode = GPU_SELECT_PICK_ALL;
|
|
}
|
|
else {
|
|
gpu_select_mode = GPU_SELECT_ALL;
|
|
}
|
|
}
|
|
else {
|
|
if (do_passes) {
|
|
gpu_select_mode = GPU_SELECT_NEAREST_FIRST_PASS;
|
|
}
|
|
else {
|
|
gpu_select_mode = GPU_SELECT_ALL;
|
|
}
|
|
}
|
|
|
|
/* Important to use 'vc->obact', not 'OBACT(vc->view_layer)' below,
|
|
* so it will be NULL when hidden. */
|
|
struct {
|
|
DRW_ObjectFilterFn fn;
|
|
void *user_data;
|
|
} object_filter = {NULL, NULL};
|
|
switch (select_filter) {
|
|
case VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK: {
|
|
Object *obact = vc->obact;
|
|
if (obact && obact->mode != OB_MODE_OBJECT) {
|
|
object_filter.fn = drw_select_filter_object_mode_lock;
|
|
object_filter.user_data = obact;
|
|
}
|
|
break;
|
|
}
|
|
case VIEW3D_SELECT_FILTER_WPAINT_POSE_MODE_LOCK: {
|
|
Object *obact = vc->obact;
|
|
BLI_assert(obact && (obact->mode & OB_MODE_ALL_WEIGHT_PAINT));
|
|
/* While this uses 'alloca' in a loop (which we typically avoid),
|
|
* the number of items is nearly always 1, maybe 2..3 in rare cases. */
|
|
LinkNode *ob_pose_list = NULL;
|
|
if (obact->type == OB_GPENCIL) {
|
|
GpencilVirtualModifierData virtualModifierData;
|
|
const GpencilModifierData *md = BKE_gpencil_modifiers_get_virtual_modifierlist(
|
|
obact, &virtualModifierData);
|
|
for (; md; md = md->next) {
|
|
if (md->type == eGpencilModifierType_Armature) {
|
|
ArmatureGpencilModifierData *agmd = (ArmatureGpencilModifierData *)md;
|
|
if (agmd->object && (agmd->object->mode & OB_MODE_POSE)) {
|
|
BLI_linklist_prepend_alloca(&ob_pose_list, agmd->object);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
VirtualModifierData virtualModifierData;
|
|
const ModifierData *md = BKE_modifiers_get_virtual_modifierlist(obact,
|
|
&virtualModifierData);
|
|
for (; md; md = md->next) {
|
|
if (md->type == eModifierType_Armature) {
|
|
ArmatureModifierData *amd = (ArmatureModifierData *)md;
|
|
if (amd->object && (amd->object->mode & OB_MODE_POSE)) {
|
|
BLI_linklist_prepend_alloca(&ob_pose_list, amd->object);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
object_filter.fn = drw_select_filter_object_mode_lock_for_weight_paint;
|
|
object_filter.user_data = ob_pose_list;
|
|
break;
|
|
}
|
|
case VIEW3D_SELECT_FILTER_NOP:
|
|
break;
|
|
}
|
|
|
|
/* Tools may request depth outside of regular drawing code. */
|
|
UI_Theme_Store(&theme_state);
|
|
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
|
|
|
|
/* Re-use cache (rect must be smaller than the cached)
|
|
* other context is assumed to be unchanged */
|
|
if (GPU_select_is_cached()) {
|
|
GPU_select_begin(buffer, bufsize, &rect, gpu_select_mode, 0);
|
|
GPU_select_cache_load_id();
|
|
hits = GPU_select_end();
|
|
goto finally;
|
|
}
|
|
|
|
/* All of the queries need to be perform on the drawing context. */
|
|
DRW_opengl_context_enable();
|
|
|
|
G.f |= G_FLAG_PICKSEL;
|
|
|
|
/* Important we use the 'viewmat' and don't re-calculate since
|
|
* the object & bone view locking takes 'rect' into account, see: T51629. */
|
|
ED_view3d_draw_setup_view(
|
|
wm, vc->win, depsgraph, scene, region, v3d, vc->rv3d->viewmat, NULL, &rect);
|
|
|
|
if (!XRAY_ACTIVE(v3d)) {
|
|
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
|
|
}
|
|
|
|
/* If in xray mode, we select the wires in priority. */
|
|
if (XRAY_ACTIVE(v3d) && use_nearest) {
|
|
/* We need to call "GPU_select_*" API's inside DRW_draw_select_loop
|
|
* because the OpenGL context created & destroyed inside this function. */
|
|
struct DrawSelectLoopUserData drw_select_loop_user_data = {
|
|
.pass = 0,
|
|
.hits = 0,
|
|
.buffer = buffer,
|
|
.buffer_len = bufsize,
|
|
.rect = &rect,
|
|
.gpu_select_mode = gpu_select_mode,
|
|
};
|
|
draw_surface = false;
|
|
DRW_draw_select_loop(depsgraph,
|
|
region,
|
|
v3d,
|
|
use_obedit_skip,
|
|
draw_surface,
|
|
use_nearest,
|
|
&rect,
|
|
drw_select_loop_pass,
|
|
&drw_select_loop_user_data,
|
|
object_filter.fn,
|
|
object_filter.user_data);
|
|
hits = drw_select_loop_user_data.hits;
|
|
/* FIX: This cleanup the state before doing another selection pass.
|
|
* (see T56695) */
|
|
GPU_select_cache_end();
|
|
}
|
|
|
|
if (hits == 0) {
|
|
/* We need to call "GPU_select_*" API's inside DRW_draw_select_loop
|
|
* because the OpenGL context created & destroyed inside this function. */
|
|
struct DrawSelectLoopUserData drw_select_loop_user_data = {
|
|
.pass = 0,
|
|
.hits = 0,
|
|
.buffer = buffer,
|
|
.buffer_len = bufsize,
|
|
.rect = &rect,
|
|
.gpu_select_mode = gpu_select_mode,
|
|
};
|
|
/* If are not in wireframe mode, we need to use the mesh surfaces to check for hits */
|
|
draw_surface = (v3d->shading.type > OB_WIRE) || !XRAY_ENABLED(v3d);
|
|
DRW_draw_select_loop(depsgraph,
|
|
region,
|
|
v3d,
|
|
use_obedit_skip,
|
|
draw_surface,
|
|
use_nearest,
|
|
&rect,
|
|
drw_select_loop_pass,
|
|
&drw_select_loop_user_data,
|
|
object_filter.fn,
|
|
object_filter.user_data);
|
|
hits = drw_select_loop_user_data.hits;
|
|
}
|
|
|
|
G.f &= ~G_FLAG_PICKSEL;
|
|
ED_view3d_draw_setup_view(
|
|
wm, vc->win, depsgraph, scene, region, v3d, vc->rv3d->viewmat, NULL, NULL);
|
|
|
|
if (!XRAY_ACTIVE(v3d)) {
|
|
GPU_depth_test(GPU_DEPTH_NONE);
|
|
}
|
|
|
|
DRW_opengl_context_disable();
|
|
|
|
finally:
|
|
|
|
if (hits < 0) {
|
|
printf("Too many objects in select buffer\n"); /* XXX make error message */
|
|
}
|
|
|
|
UI_Theme_Restore(&theme_state);
|
|
|
|
return hits;
|
|
}
|
|
|
|
int view3d_opengl_select_with_id_filter(ViewContext *vc,
|
|
uint *buffer,
|
|
uint bufsize,
|
|
const rcti *input,
|
|
eV3DSelectMode select_mode,
|
|
eV3DSelectObjectFilter select_filter,
|
|
uint select_id)
|
|
{
|
|
int hits = view3d_opengl_select(vc, buffer, bufsize, input, select_mode, select_filter);
|
|
|
|
/* Selection sometimes uses -1 for an invalid selection ID, remove these as they
|
|
* interfere with detection of actual number of hits in the selection. */
|
|
if (hits > 0) {
|
|
hits = GPU_select_buffer_remove_by_id(buffer, hits, select_id);
|
|
}
|
|
return hits;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Local View Operators
|
|
* \{ */
|
|
|
|
static uint free_localview_bit(Main *bmain)
|
|
{
|
|
ScrArea *area;
|
|
bScreen *screen;
|
|
|
|
ushort local_view_bits = 0;
|
|
|
|
/* sometimes we lose a localview: when an area is closed */
|
|
/* check all areas: which localviews are in use? */
|
|
for (screen = bmain->screens.first; screen; screen = screen->id.next) {
|
|
for (area = screen->areabase.first; area; area = area->next) {
|
|
SpaceLink *sl = area->spacedata.first;
|
|
for (; sl; sl = sl->next) {
|
|
if (sl->spacetype == SPACE_VIEW3D) {
|
|
View3D *v3d = (View3D *)sl;
|
|
if (v3d->localvd) {
|
|
local_view_bits |= v3d->local_view_uuid;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
for (int i = 0; i < 16; i++) {
|
|
if ((local_view_bits & (1 << i)) == 0) {
|
|
return (1 << i);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static bool view3d_localview_init(const Depsgraph *depsgraph,
|
|
wmWindowManager *wm,
|
|
wmWindow *win,
|
|
Main *bmain,
|
|
ViewLayer *view_layer,
|
|
ScrArea *area,
|
|
const bool frame_selected,
|
|
const int smooth_viewtx,
|
|
ReportList *reports)
|
|
{
|
|
View3D *v3d = area->spacedata.first;
|
|
Base *base;
|
|
float min[3], max[3], box[3];
|
|
float size = 0.0f;
|
|
uint local_view_bit;
|
|
bool ok = false;
|
|
|
|
if (v3d->localvd) {
|
|
return ok;
|
|
}
|
|
|
|
INIT_MINMAX(min, max);
|
|
|
|
local_view_bit = free_localview_bit(bmain);
|
|
|
|
if (local_view_bit == 0) {
|
|
/* TODO(dfelinto): We can kick one of the other 3D views out of local view
|
|
* specially if it is not being used. */
|
|
BKE_report(reports, RPT_ERROR, "No more than 16 local views");
|
|
ok = false;
|
|
}
|
|
else {
|
|
Object *obedit = OBEDIT_FROM_VIEW_LAYER(view_layer);
|
|
if (obedit) {
|
|
for (base = FIRSTBASE(view_layer); base; base = base->next) {
|
|
base->local_view_bits &= ~local_view_bit;
|
|
}
|
|
FOREACH_BASE_IN_EDIT_MODE_BEGIN (view_layer, v3d, base_iter) {
|
|
BKE_object_minmax(base_iter->object, min, max, false);
|
|
base_iter->local_view_bits |= local_view_bit;
|
|
ok = true;
|
|
}
|
|
FOREACH_BASE_IN_EDIT_MODE_END;
|
|
}
|
|
else {
|
|
for (base = FIRSTBASE(view_layer); base; base = base->next) {
|
|
if (BASE_SELECTED(v3d, base)) {
|
|
BKE_object_minmax(base->object, min, max, false);
|
|
base->local_view_bits |= local_view_bit;
|
|
ok = true;
|
|
}
|
|
else {
|
|
base->local_view_bits &= ~local_view_bit;
|
|
}
|
|
}
|
|
}
|
|
|
|
sub_v3_v3v3(box, max, min);
|
|
size = max_fff(box[0], box[1], box[2]);
|
|
}
|
|
|
|
if (ok == false) {
|
|
return false;
|
|
}
|
|
|
|
ARegion *region;
|
|
|
|
v3d->localvd = MEM_mallocN(sizeof(View3D), "localview");
|
|
|
|
memcpy(v3d->localvd, v3d, sizeof(View3D));
|
|
v3d->local_view_uuid = local_view_bit;
|
|
|
|
for (region = area->regionbase.first; region; region = region->next) {
|
|
if (region->regiontype == RGN_TYPE_WINDOW) {
|
|
RegionView3D *rv3d = region->regiondata;
|
|
bool ok_dist = true;
|
|
|
|
/* New view values. */
|
|
Object *camera_old = NULL;
|
|
float dist_new, ofs_new[3];
|
|
|
|
rv3d->localvd = MEM_mallocN(sizeof(RegionView3D), "localview region");
|
|
memcpy(rv3d->localvd, rv3d, sizeof(RegionView3D));
|
|
|
|
if (frame_selected) {
|
|
float mid[3];
|
|
mid_v3_v3v3(mid, min, max);
|
|
negate_v3_v3(ofs_new, mid);
|
|
|
|
if (rv3d->persp == RV3D_CAMOB) {
|
|
rv3d->persp = RV3D_PERSP;
|
|
camera_old = v3d->camera;
|
|
}
|
|
|
|
if (rv3d->persp == RV3D_ORTHO) {
|
|
if (size < 0.0001f) {
|
|
ok_dist = false;
|
|
}
|
|
}
|
|
|
|
if (ok_dist) {
|
|
dist_new = ED_view3d_radius_to_dist(
|
|
v3d, region, depsgraph, rv3d->persp, true, (size / 2) * VIEW3D_MARGIN);
|
|
|
|
if (rv3d->persp == RV3D_PERSP) {
|
|
/* Don't zoom closer than the near clipping plane. */
|
|
dist_new = max_ff(dist_new, v3d->clip_start * 1.5f);
|
|
}
|
|
}
|
|
|
|
ED_view3d_smooth_view_ex(depsgraph,
|
|
wm,
|
|
win,
|
|
area,
|
|
v3d,
|
|
region,
|
|
smooth_viewtx,
|
|
&(const V3D_SmoothParams){
|
|
.camera_old = camera_old,
|
|
.ofs = ofs_new,
|
|
.quat = rv3d->viewquat,
|
|
.dist = ok_dist ? &dist_new : NULL,
|
|
.lens = &v3d->lens,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
return ok;
|
|
}
|
|
|
|
static void view3d_localview_exit(const Depsgraph *depsgraph,
|
|
wmWindowManager *wm,
|
|
wmWindow *win,
|
|
ViewLayer *view_layer,
|
|
ScrArea *area,
|
|
const bool frame_selected,
|
|
const int smooth_viewtx)
|
|
{
|
|
View3D *v3d = area->spacedata.first;
|
|
|
|
if (v3d->localvd == NULL) {
|
|
return;
|
|
}
|
|
|
|
for (Base *base = FIRSTBASE(view_layer); base; base = base->next) {
|
|
if (base->local_view_bits & v3d->local_view_uuid) {
|
|
base->local_view_bits &= ~v3d->local_view_uuid;
|
|
}
|
|
}
|
|
|
|
Object *camera_old = v3d->camera;
|
|
Object *camera_new = v3d->localvd->camera;
|
|
|
|
v3d->local_view_uuid = 0;
|
|
v3d->camera = v3d->localvd->camera;
|
|
|
|
MEM_freeN(v3d->localvd);
|
|
v3d->localvd = NULL;
|
|
|
|
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
|
|
if (region->regiontype == RGN_TYPE_WINDOW) {
|
|
RegionView3D *rv3d = region->regiondata;
|
|
|
|
if (rv3d->localvd == NULL) {
|
|
continue;
|
|
}
|
|
|
|
if (frame_selected) {
|
|
Object *camera_old_rv3d, *camera_new_rv3d;
|
|
|
|
camera_old_rv3d = (rv3d->persp == RV3D_CAMOB) ? camera_old : NULL;
|
|
camera_new_rv3d = (rv3d->localvd->persp == RV3D_CAMOB) ? camera_new : NULL;
|
|
|
|
rv3d->view = rv3d->localvd->view;
|
|
rv3d->persp = rv3d->localvd->persp;
|
|
rv3d->camzoom = rv3d->localvd->camzoom;
|
|
|
|
ED_view3d_smooth_view_ex(depsgraph,
|
|
wm,
|
|
win,
|
|
area,
|
|
v3d,
|
|
region,
|
|
smooth_viewtx,
|
|
&(const V3D_SmoothParams){
|
|
.camera_old = camera_old_rv3d,
|
|
.camera = camera_new_rv3d,
|
|
.ofs = rv3d->localvd->ofs,
|
|
.quat = rv3d->localvd->viewquat,
|
|
.dist = &rv3d->localvd->dist,
|
|
});
|
|
}
|
|
|
|
MEM_freeN(rv3d->localvd);
|
|
rv3d->localvd = NULL;
|
|
}
|
|
}
|
|
}
|
|
|
|
static int localview_exec(bContext *C, wmOperator *op)
|
|
{
|
|
const Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
|
|
const int smooth_viewtx = WM_operator_smooth_viewtx_get(op);
|
|
wmWindowManager *wm = CTX_wm_manager(C);
|
|
wmWindow *win = CTX_wm_window(C);
|
|
Main *bmain = CTX_data_main(C);
|
|
Scene *scene = CTX_data_scene(C);
|
|
ViewLayer *view_layer = CTX_data_view_layer(C);
|
|
ScrArea *area = CTX_wm_area(C);
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
bool frame_selected = RNA_boolean_get(op->ptr, "frame_selected");
|
|
bool changed;
|
|
|
|
if (v3d->localvd) {
|
|
view3d_localview_exit(depsgraph, wm, win, view_layer, area, frame_selected, smooth_viewtx);
|
|
changed = true;
|
|
}
|
|
else {
|
|
changed = view3d_localview_init(
|
|
depsgraph, wm, win, bmain, view_layer, area, frame_selected, smooth_viewtx, op->reports);
|
|
}
|
|
|
|
if (changed) {
|
|
DEG_id_type_tag(bmain, ID_OB);
|
|
ED_area_tag_redraw(area);
|
|
|
|
/* Unselected objects become selected when exiting. */
|
|
if (v3d->localvd == NULL) {
|
|
DEG_id_tag_update(&scene->id, ID_RECALC_SELECT);
|
|
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
|
|
}
|
|
else {
|
|
DEG_id_tag_update(&scene->id, ID_RECALC_BASE_FLAGS);
|
|
}
|
|
|
|
return OPERATOR_FINISHED;
|
|
}
|
|
return OPERATOR_CANCELLED;
|
|
}
|
|
|
|
void VIEW3D_OT_localview(wmOperatorType *ot)
|
|
{
|
|
/* identifiers */
|
|
ot->name = "Local View";
|
|
ot->description = "Toggle display of selected object(s) separately and centered in view";
|
|
ot->idname = "VIEW3D_OT_localview";
|
|
|
|
/* api callbacks */
|
|
ot->exec = localview_exec;
|
|
ot->flag = OPTYPE_UNDO; /* localview changes object layer bitflags */
|
|
|
|
ot->poll = ED_operator_view3d_active;
|
|
|
|
RNA_def_boolean(ot->srna,
|
|
"frame_selected",
|
|
true,
|
|
"Frame Selected",
|
|
"Move the view to frame the selected objects");
|
|
}
|
|
|
|
static int localview_remove_from_exec(bContext *C, wmOperator *op)
|
|
{
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
Main *bmain = CTX_data_main(C);
|
|
Scene *scene = CTX_data_scene(C);
|
|
ViewLayer *view_layer = CTX_data_view_layer(C);
|
|
bool changed = false;
|
|
|
|
for (Base *base = FIRSTBASE(view_layer); base; base = base->next) {
|
|
if (BASE_SELECTED(v3d, base)) {
|
|
base->local_view_bits &= ~v3d->local_view_uuid;
|
|
ED_object_base_select(base, BA_DESELECT);
|
|
|
|
if (base == BASACT(view_layer)) {
|
|
view_layer->basact = NULL;
|
|
}
|
|
changed = true;
|
|
}
|
|
}
|
|
|
|
if (changed) {
|
|
DEG_on_visible_update(bmain, false);
|
|
DEG_id_tag_update(&scene->id, ID_RECALC_SELECT);
|
|
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
|
|
WM_event_add_notifier(C, NC_SCENE | ND_OB_ACTIVE, scene);
|
|
return OPERATOR_FINISHED;
|
|
}
|
|
|
|
BKE_report(op->reports, RPT_ERROR, "No object selected");
|
|
return OPERATOR_CANCELLED;
|
|
}
|
|
|
|
static bool localview_remove_from_poll(bContext *C)
|
|
{
|
|
if (CTX_data_edit_object(C) != NULL) {
|
|
return false;
|
|
}
|
|
|
|
View3D *v3d = CTX_wm_view3d(C);
|
|
return v3d && v3d->localvd;
|
|
}
|
|
|
|
void VIEW3D_OT_localview_remove_from(wmOperatorType *ot)
|
|
{
|
|
/* identifiers */
|
|
ot->name = "Remove from Local View";
|
|
ot->description = "Move selected objects out of local view";
|
|
ot->idname = "VIEW3D_OT_localview_remove_from";
|
|
|
|
/* api callbacks */
|
|
ot->exec = localview_remove_from_exec;
|
|
ot->invoke = WM_operator_confirm;
|
|
ot->poll = localview_remove_from_poll;
|
|
ot->flag = OPTYPE_UNDO;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Local Collections
|
|
* \{ */
|
|
|
|
static uint free_localcollection_bit(Main *bmain, ushort local_collections_uuid, bool *r_reset)
|
|
{
|
|
ScrArea *area;
|
|
bScreen *screen;
|
|
|
|
ushort local_view_bits = 0;
|
|
|
|
/* Check all areas: which localviews are in use? */
|
|
for (screen = bmain->screens.first; screen; screen = screen->id.next) {
|
|
for (area = screen->areabase.first; area; area = area->next) {
|
|
SpaceLink *sl = area->spacedata.first;
|
|
for (; sl; sl = sl->next) {
|
|
if (sl->spacetype == SPACE_VIEW3D) {
|
|
View3D *v3d = (View3D *)sl;
|
|
if (v3d->flag & V3D_LOCAL_COLLECTIONS) {
|
|
local_view_bits |= v3d->local_collections_uuid;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/* First try to keep the old uuid. */
|
|
if (local_collections_uuid && ((local_collections_uuid & local_view_bits) == 0)) {
|
|
return local_collections_uuid;
|
|
}
|
|
|
|
/* Otherwise get the first free available. */
|
|
for (int i = 0; i < 16; i++) {
|
|
if ((local_view_bits & (1 << i)) == 0) {
|
|
*r_reset = true;
|
|
return (1 << i);
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
static void local_collections_reset_uuid(LayerCollection *layer_collection,
|
|
const ushort local_view_bit)
|
|
{
|
|
if (layer_collection->flag & LAYER_COLLECTION_HIDE) {
|
|
layer_collection->local_collections_bits &= ~local_view_bit;
|
|
}
|
|
else {
|
|
layer_collection->local_collections_bits |= local_view_bit;
|
|
}
|
|
|
|
LISTBASE_FOREACH (LayerCollection *, child, &layer_collection->layer_collections) {
|
|
local_collections_reset_uuid(child, local_view_bit);
|
|
}
|
|
}
|
|
|
|
static void view3d_local_collections_reset(Main *bmain, const uint local_view_bit)
|
|
{
|
|
LISTBASE_FOREACH (Scene *, scene, &bmain->scenes) {
|
|
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
|
|
LISTBASE_FOREACH (LayerCollection *, layer_collection, &view_layer->layer_collections) {
|
|
local_collections_reset_uuid(layer_collection, local_view_bit);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* See if current uuid is valid, otherwise set a valid uuid to v3d,
|
|
* Try to keep the same uuid previously used to allow users to
|
|
* quickly toggle back and forth.
|
|
*/
|
|
bool ED_view3d_local_collections_set(Main *bmain, struct View3D *v3d)
|
|
{
|
|
if ((v3d->flag & V3D_LOCAL_COLLECTIONS) == 0) {
|
|
return true;
|
|
}
|
|
|
|
bool reset = false;
|
|
v3d->flag &= ~V3D_LOCAL_COLLECTIONS;
|
|
uint local_view_bit = free_localcollection_bit(bmain, v3d->local_collections_uuid, &reset);
|
|
|
|
if (local_view_bit == 0) {
|
|
return false;
|
|
}
|
|
|
|
v3d->local_collections_uuid = local_view_bit;
|
|
v3d->flag |= V3D_LOCAL_COLLECTIONS;
|
|
|
|
if (reset) {
|
|
view3d_local_collections_reset(bmain, local_view_bit);
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
void ED_view3d_local_collections_reset(struct bContext *C, const bool reset_all)
|
|
{
|
|
Main *bmain = CTX_data_main(C);
|
|
uint local_view_bit = ~(0);
|
|
bool do_reset = false;
|
|
|
|
/* Reset only the ones that are not in use. */
|
|
LISTBASE_FOREACH (bScreen *, screen, &bmain->screens) {
|
|
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
|
|
LISTBASE_FOREACH (SpaceLink *, sl, &area->spacedata) {
|
|
if (sl->spacetype == SPACE_VIEW3D) {
|
|
View3D *v3d = (View3D *)sl;
|
|
if (v3d->local_collections_uuid) {
|
|
if (v3d->flag & V3D_LOCAL_COLLECTIONS) {
|
|
local_view_bit &= ~v3d->local_collections_uuid;
|
|
}
|
|
else {
|
|
do_reset = true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (do_reset) {
|
|
view3d_local_collections_reset(bmain, local_view_bit);
|
|
}
|
|
else if (reset_all && (do_reset || (local_view_bit != ~(0)))) {
|
|
view3d_local_collections_reset(bmain, ~(0));
|
|
View3D v3d = {.local_collections_uuid = ~(0)};
|
|
BKE_layer_collection_local_sync(CTX_data_view_layer(C), &v3d);
|
|
DEG_id_tag_update(&CTX_data_scene(C)->id, ID_RECALC_BASE_FLAGS);
|
|
}
|
|
}
|
|
|
|
/** \} */
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name XR Functionality
|
|
* \{ */
|
|
|
|
#ifdef WITH_XR_OPENXR
|
|
|
|
static void view3d_xr_mirror_begin(RegionView3D *rv3d)
|
|
{
|
|
/* If there is no session yet, changes below should not be applied! */
|
|
BLI_assert(WM_xr_session_exists(&((wmWindowManager *)G_MAIN->wm.first)->xr));
|
|
|
|
rv3d->runtime_viewlock |= RV3D_LOCK_ANY_TRANSFORM;
|
|
/* Force perspective view. This isn't reset but that's not really an issue. */
|
|
rv3d->persp = RV3D_PERSP;
|
|
}
|
|
|
|
static void view3d_xr_mirror_end(RegionView3D *rv3d)
|
|
{
|
|
rv3d->runtime_viewlock &= ~RV3D_LOCK_ANY_TRANSFORM;
|
|
}
|
|
|
|
void ED_view3d_xr_mirror_update(const ScrArea *area, const View3D *v3d, const bool enable)
|
|
{
|
|
ARegion *region_rv3d;
|
|
|
|
BLI_assert(v3d->spacetype == SPACE_VIEW3D);
|
|
|
|
if (ED_view3d_area_user_region(area, v3d, ®ion_rv3d)) {
|
|
if (enable) {
|
|
view3d_xr_mirror_begin(region_rv3d->regiondata);
|
|
}
|
|
else {
|
|
view3d_xr_mirror_end(region_rv3d->regiondata);
|
|
}
|
|
}
|
|
}
|
|
|
|
void ED_view3d_xr_shading_update(wmWindowManager *wm, const View3D *v3d, const Scene *scene)
|
|
{
|
|
if (v3d->runtime.flag & V3D_RUNTIME_XR_SESSION_ROOT) {
|
|
View3DShading *xr_shading = &wm->xr.session_settings.shading;
|
|
/* Flags that shouldn't be overridden by the 3D View shading. */
|
|
const int flag_copy = V3D_SHADING_WORLD_ORIENTATION;
|
|
|
|
BLI_assert(WM_xr_session_exists(&wm->xr));
|
|
|
|
if (v3d->shading.type == OB_RENDER) {
|
|
if (!(BKE_scene_uses_blender_workbench(scene) || BKE_scene_uses_blender_eevee(scene))) {
|
|
/* Keep old shading while using Cycles or another engine, they are typically not usable in
|
|
* VR. */
|
|
return;
|
|
}
|
|
}
|
|
|
|
if (xr_shading->prop) {
|
|
IDP_FreeProperty(xr_shading->prop);
|
|
xr_shading->prop = NULL;
|
|
}
|
|
|
|
/* Copy shading from View3D to VR view. */
|
|
const int old_xr_shading_flag = xr_shading->flag;
|
|
*xr_shading = v3d->shading;
|
|
xr_shading->flag = (xr_shading->flag & ~flag_copy) | (old_xr_shading_flag & flag_copy);
|
|
if (v3d->shading.prop) {
|
|
xr_shading->prop = IDP_CopyProperty(xr_shading->prop);
|
|
}
|
|
}
|
|
}
|
|
|
|
bool ED_view3d_is_region_xr_mirror_active(const wmWindowManager *wm,
|
|
const View3D *v3d,
|
|
const ARegion *region)
|
|
{
|
|
return (v3d->flag & V3D_XR_SESSION_MIRROR) &&
|
|
/* The free region (e.g. the camera region in quad-view) is always
|
|
* the last in the list base. We don't want any other to be affected. */
|
|
!region->next && //
|
|
WM_xr_session_is_ready(&wm->xr);
|
|
}
|
|
|
|
#endif
|
|
|
|
/** \} */
|