diff options
author | Campbell Barton <ideasman42@gmail.com> | 2018-01-28 07:20:19 +0300 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2018-01-28 07:58:11 +0300 |
commit | 87215bbae4cd581229ad1890ed599cebda421b38 (patch) | |
tree | cc704f05651a0ccbcff279c322388aca2305f571 | |
parent | 88174bd22c8798fa5038a3b8d5192e052bfe673e (diff) | |
parent | 1164a70634bc442dc3a186346e3bec5c7eed7a71 (diff) |
Merge branch 'master' into blender2.8
-rw-r--r-- | source/blender/editors/include/ED_view3d.h | 7 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/CMakeLists.txt | 1 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_edit.c | 854 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_intern.h | 1 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_project.c | 5 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_utils.c | 1407 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_view.c | 542 |
7 files changed, 1446 insertions, 1371 deletions
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h index 68cd3763f93..7eee053061e 100644 --- a/source/blender/editors/include/ED_view3d.h +++ b/source/blender/editors/include/ED_view3d.h @@ -224,6 +224,8 @@ eV3DProjStatus ED_view3d_project_float_ex(const struct ARegion *ar, float perspm eV3DProjStatus ED_view3d_project_float_global(const struct ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag); eV3DProjStatus ED_view3d_project_float_object(const struct ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag); +float ED_view3d_pixel_size(const struct RegionView3D *rv3d, const float co[3]); + float ED_view3d_calc_zfac(const struct RegionView3D *rv3d, const float co[3], bool *r_flip); bool ED_view3d_clip_segment(const struct RegionView3D *rv3d, float ray_start[3], float ray_end[3]); bool ED_view3d_win_to_ray( @@ -296,8 +298,6 @@ void ED_view3d_clipping_set(struct RegionView3D *rv3d); void ED_view3d_clipping_enable(void); void ED_view3d_clipping_disable(void); -float ED_view3d_pixel_size(const struct RegionView3D *rv3d, const float co[3]); - float ED_view3d_radius_to_dist_persp(const float angle, const float radius); float ED_view3d_radius_to_dist_ortho(const float lens, const float radius); float ED_view3d_radius_to_dist( @@ -434,6 +434,9 @@ uint64_t ED_view3d_datamask(const struct Scene *scene, const struct View3D *v3d) uint64_t ED_view3d_screen_datamask(const struct Scene *scene, const struct bScreen *screen); bool ED_view3d_offset_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d); +void ED_view3d_persp_switch_from_camera(struct View3D *v3d, struct RegionView3D *rv3d, const char persp); +bool ED_view3d_persp_ensure(struct View3D *v3d, struct ARegion *ar); + /* camera lock functions */ bool ED_view3d_camera_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d); diff --git a/source/blender/editors/space_view3d/CMakeLists.txt b/source/blender/editors/space_view3d/CMakeLists.txt index 11ef781b229..d148ef3c6fe 100644 --- a/source/blender/editors/space_view3d/CMakeLists.txt +++ b/source/blender/editors/space_view3d/CMakeLists.txt @@ -73,6 +73,7 @@ set(SRC view3d_select.c view3d_snap.c view3d_toolbar.c + view3d_utils.c view3d_view.c view3d_intern.h diff --git a/source/blender/editors/space_view3d/view3d_edit.c b/source/blender/editors/space_view3d/view3d_edit.c index 647a8b9de3a..1e368e2d171 100644 --- a/source/blender/editors/space_view3d/view3d_edit.c +++ b/source/blender/editors/space_view3d/view3d_edit.c @@ -44,9 +44,7 @@ #include "MEM_guardedalloc.h" -#include "BLI_bitmap_draw_2d.h" #include "BLI_blenlib.h" -#include "BLI_kdopbvh.h" #include "BLI_math.h" #include "BLI_utildefines.h" @@ -59,13 +57,11 @@ #include "BKE_object.h" #include "BKE_paint.h" #include "BKE_report.h" -#include "BKE_scene.h" #include "BKE_screen.h" #include "BKE_action.h" #include "DEG_depsgraph.h" -#include "BIF_gl.h" #include "WM_api.h" #include "WM_types.h" @@ -75,14 +71,12 @@ #include "ED_armature.h" #include "ED_particle.h" -#include "ED_keyframing.h" #include "ED_screen.h" #include "ED_transform.h" #include "ED_mesh.h" #include "ED_gpencil.h" #include "ED_view3d.h" -#include "DEG_depsgraph_query.h" #include "UI_resources.h" @@ -90,479 +84,6 @@ #include "view3d_intern.h" /* own include */ -static bool view3d_ensure_persp(struct View3D *v3d, ARegion *ar); - -/* -------------------------------------------------------------------- */ -/** \name View Utilities - * - * Lock the camera to the view-port, allowing view manipulation to transform the camera. - * \{ */ - -/** - * 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; - if (rv3d->persp != RV3D_CAMOB) { - rv3d->lpersp = rv3d->persp; - } -} - -void ED_view3d_lock_clear(View3D *v3d) -{ - v3d->ob_centre = NULL; - v3d->ob_centre_bone[0] = '\0'; - v3d->ob_centre_cursor = false; - v3d->flag2 &= ~V3D_LOCK_CAMERA; -} - -bool ED_view3d_offset_lock_check(const View3D *v3d, const RegionView3D *rv3d) -{ - return (rv3d->persp != RV3D_CAMOB) && (v3d->ob_centre_cursor || v3d->ob_centre); -} - -/** - * For viewport operators that exit camera persp. - * - * \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. - */ -static void view3d_persp_switch_from_camera(View3D *v3d, RegionView3D *rv3d, const char persp) -{ - BLI_assert(rv3d->persp == RV3D_CAMOB); - BLI_assert(persp != RV3D_CAMOB); - - if (v3d->camera) { - rv3d->dist = ED_view3d_offset_distance(v3d->camera->obmat, rv3d->ofs, VIEW3D_DIST_FALLBACK); - ED_view3d_from_object(v3d->camera, rv3d->ofs, rv3d->viewquat, &rv3d->dist, NULL); - } - - if (!ED_view3d_camera_lock_check(v3d, rv3d)) { - rv3d->persp = persp; - } -} - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \name Camera Lock API - * - * Lock the camera to the view-port, allowing view manipulation to transform the camera. - * \{ */ - -/** - * \return true when the view-port 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 view-port. - * (needed so we can use regular view-port manipulation operators, that sync back to the camera). - */ -void ED_view3d_camera_lock_init_ex(View3D *v3d, RegionView3D *rv3d, const bool calc_dist) -{ - if (ED_view3d_camera_lock_check(v3d, rv3d)) { - if (calc_dist) { - /* using a fallback dist is OK here since ED_view3d_from_object() compensates for it */ - rv3d->dist = ED_view3d_offset_distance(v3d->camera->obmat, rv3d->ofs, VIEW3D_DIST_FALLBACK); - } - ED_view3d_from_object(v3d->camera, rv3d->ofs, rv3d->viewquat, &rv3d->dist, NULL); - } -} - -void ED_view3d_camera_lock_init(View3D *v3d, RegionView3D *rv3d) -{ - ED_view3d_camera_lock_init_ex(v3d, rv3d, true); -} - -/** - * Apply the view-port transformation back to the camera object. - * - * \return true if the camera is moved. - */ -bool ED_view3d_camera_lock_sync(View3D *v3d, RegionView3D *rv3d) -{ - if (ED_view3d_camera_lock_check(v3d, rv3d)) { - ObjectTfmProtectedChannels obtfm; - Object *root_parent; - - if ((U.uiflag & USER_CAM_LOCK_NO_PARENT) == 0 && (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; - } - - ED_view3d_to_m4(view_mat, rv3d->ofs, rv3d->viewquat, rv3d->dist); - - normalize_m4_m4(tmat, v3d->camera->obmat); - - invert_m4_m4(imat, tmat); - mul_m4_m4m4(diff_mat, view_mat, imat); - - mul_m4_m4m4(parent_mat, diff_mat, root_parent->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, OB_RECALC_OB); - 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(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, OB_RECALC_OB); - WM_main_add_notifier(NC_OBJECT | ND_TRANSFORM, v3d->camera); - } - - return true; - } - else { - return false; - } -} - -bool ED_view3d_camera_autokey( - 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; - } - else { - return false; - } -} - -/** - * Call after modifying a locked view. - * - * \note Not every view edit currently auto-keys (numpad for eg), - * this is complicated because of smoothview. - */ -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 ((U.uiflag & USER_CAM_LOCK_NO_PARENT) == 0 && (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); - } - else { - 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 *sa) -{ - ARegion *ar; - 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 (ar = sa->regionbase.first; ar; ar = ar->next) { - if (ar->regiontype == RGN_TYPE_WINDOW) { - RegionView3D *rv3d = ar->regiondata; - - if (rv3d->viewlock & RV3D_BOXCLIP) { - if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) { - if (ar->winx > ar->winy) x1 = rv3d->dist; - else x1 = ar->winx * rv3d->dist / ar->winy; - - if (ar->winx > ar->winy) y1 = ar->winy * rv3d->dist / ar->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 (ar->winx > ar->winy) z1 = ar->winy * rv3d->dist / ar->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 (ar = sa->regionbase.first; ar; ar = ar->next) { - if (ar->regiontype == RGN_TYPE_WINDOW) { - RegionView3D *rv3d = ar->regiondata; - - if (rv3d->viewlock & 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, 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, 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 */ -static void view3d_boxview_sync(ScrArea *sa, ARegion *ar) -{ - ARegion *artest; - RegionView3D *rv3d = ar->regiondata; - short clip = 0; - - for (artest = sa->regionbase.first; artest; artest = artest->next) { - if (artest != ar && artest->regiontype == RGN_TYPE_WINDOW) { - RegionView3D *rv3dtest = artest->regiondata; - - if (rv3dtest->viewlock & RV3D_LOCKED) { - rv3dtest->dist = rv3d->dist; - view3d_boxview_sync_axis(rv3dtest, rv3d); - clip |= rv3dtest->viewlock & RV3D_BOXCLIP; - - ED_region_tag_redraw(artest); - } - } - } - - if (clip) { - view3d_boxview_clip(sa); - } -} - -/* for home, center etc */ -void view3d_boxview_copy(ScrArea *sa, ARegion *ar) -{ - ARegion *artest; - RegionView3D *rv3d = ar->regiondata; - bool clip = false; - - for (artest = sa->regionbase.first; artest; artest = artest->next) { - if (artest != ar && artest->regiontype == RGN_TYPE_WINDOW) { - RegionView3D *rv3dtest = artest->regiondata; - - if (rv3dtest->viewlock) { - rv3dtest->dist = rv3d->dist; - copy_v3_v3(rv3dtest->ofs, rv3d->ofs); - ED_region_tag_redraw(artest); - - clip |= ((rv3dtest->viewlock & RV3D_BOXCLIP) != 0); - } - } - } - - if (clip) { - view3d_boxview_clip(sa); - } -} - -/* 'clip' is used to know if our clip setting has changed */ -void ED_view3d_quadview_update(ScrArea *sa, ARegion *ar, bool do_clip) -{ - ARegion *ar_sync = NULL; - RegionView3D *rv3d = ar->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_LOCKED) == 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 (; ar; ar = ar->prev) { - if (ar->alignment == RGN_ALIGN_QSPLIT) { - rv3d = ar->regiondata; - rv3d->viewlock = viewlock; - - if (do_clip && (viewlock & RV3D_BOXCLIP) == 0) { - rv3d->rflag &= ~RV3D_BOXCLIP; - } - - /* use ar_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 */ - ar_sync = ar; - } - } - - if (rv3d->viewlock & RV3D_BOXVIEW) { - view3d_boxview_sync(sa, ar_sync ? ar_sync : sa->regionbase.last); - } - - /* ensure locked regions have an axis, locked user views don't make much sense */ - if (viewlock & RV3D_LOCKED) { - int index_qsplit = 0; - for (ar = sa->regionbase.first; ar; ar = ar->next) { - if (ar->alignment == RGN_ALIGN_QSPLIT) { - rv3d = ar->regiondata; - if (rv3d->viewlock) { - if (!RV3D_VIEW_IS_AXIS(rv3d->view)) { - rv3d->view = ED_view3d_lock_view_from_index(index_qsplit); - rv3d->persp = RV3D_ORTHO; - ED_view3d_lock(rv3d); - } - } - index_qsplit++; - } - } - } - - ED_area_tag_redraw(sa); -} - -/** \} */ - /* -------------------------------------------------------------------- */ /** \name Generic View Operator Custom-Data * \{ */ @@ -769,7 +290,7 @@ static enum eViewOpsOrbit viewops_orbit_mode(void) /** * Calculate the values for #ViewOpsData * - * \param use_ensure_persp: When enabled run #view3d_ensure_persp this may switch out of + * \param use_ensure_persp: When enabled run #ED_view3d_persp_ensure this may switch out of * camera view when orbiting or switch from ortho to perspective when auto-persp is enabled. * Some operations don't require this (view zoom/pan or ndof where subtle rotation is common * so we don't want it to trigger auto-perspective). @@ -802,7 +323,7 @@ static void viewops_data_create_ex( } if (use_ensure_persp) { - if (view3d_ensure_persp(vod->v3d, vod->ar)) { + if (ED_view3d_persp_ensure(vod->v3d, vod->ar)) { /* If we're switching from camera view to the perspective one, * need to tag viewport update, so camera vuew and borders * are properly updated. @@ -939,7 +460,7 @@ static void viewops_data_free(bContext *C, wmOperator *op) /** \} */ /* -------------------------------------------------------------------- */ -/** \name View Rotate +/** \name View Rotate Operator * \{ */ enum { @@ -1272,37 +793,6 @@ static int viewrotate_modal(bContext *C, wmOperator *op, const wmEvent *event) return ret; } -/** - * Action to take when rotating the view, - * handle auto-persp and logic for switching out of views. - * - * shared with NDOF. - */ -static bool view3d_ensure_persp(struct View3D *v3d, ARegion *ar) -{ - RegionView3D *rv3d = ar->regiondata; - const bool autopersp = (U.uiflag & USER_AUTOPERSP) != 0; - - BLI_assert((rv3d->viewlock & RV3D_LOCKED) == 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; - view3d_persp_switch_from_camera(v3d, rv3d, persp); - } - else if (autopersp && RV3D_VIEW_IS_AXIS(rv3d->view)) { - rv3d->persp = RV3D_PERSP; - } - return true; - } - - return false; -} - static int viewrotate_invoke(bContext *C, wmOperator *op, const wmEvent *event) { ViewOpsData *vod; @@ -1537,7 +1027,7 @@ static void view3d_ndof_orbit( BLI_assert((rv3d->viewlock & RV3D_LOCKED) == 0); - view3d_ensure_persp(v3d, ar); + ED_view3d_persp_ensure(v3d, ar); rv3d->view = RV3D_VIEW_USER; @@ -2050,8 +1540,9 @@ static void viewmove_apply(ViewOpsData *vod, int x, int y) add_v3_v3(vod->rv3d->ofs, dvec); - if (vod->rv3d->viewlock & RV3D_BOXVIEW) + if (vod->rv3d->viewlock & RV3D_BOXVIEW) { view3d_boxview_sync(vod->sa, vod->ar); + } } vod->oldx = x; @@ -2414,8 +1905,9 @@ static void viewzoom_apply_3d( /* these limits were in old code too */ CLAMP(vod->rv3d->dist, dist_range[0], dist_range[1]); - if (vod->rv3d->viewlock & RV3D_BOXVIEW) + if (vod->rv3d->viewlock & RV3D_BOXVIEW) { view3d_boxview_sync(vod->sa, vod->ar); + } ED_view3d_camera_lock_sync(vod->v3d, vod->rv3d); @@ -2552,8 +2044,9 @@ static int viewzoom_exec(bContext *C, wmOperator *op) } } - if (rv3d->viewlock & RV3D_BOXVIEW) + if (rv3d->viewlock & RV3D_BOXVIEW) { view3d_boxview_sync(sa, ar); + } ED_view3d_depth_tag_update(rv3d); @@ -2741,8 +2234,9 @@ static void viewdolly_apply(ViewOpsData *vod, int x, int y, const short zoom_inv if (zfac != 1.0f) view_dolly_mouseloc(vod->ar, vod->ofs, vod->mousevec, zfac); - if (vod->rv3d->viewlock & RV3D_BOXVIEW) + if (vod->rv3d->viewlock & RV3D_BOXVIEW) { view3d_boxview_sync(vod->sa, vod->ar); + } ED_view3d_camera_lock_sync(vod->v3d, vod->rv3d); @@ -2842,8 +2336,9 @@ static int viewdolly_exec(bContext *C, wmOperator *op) view_dolly_mouseloc(ar, rv3d->ofs, mousevec, 1.8f); } - if (rv3d->viewlock & RV3D_BOXVIEW) + if (rv3d->viewlock & RV3D_BOXVIEW) { view3d_boxview_sync(sa, ar); + } ED_view3d_depth_tag_update(rv3d); @@ -2881,7 +2376,7 @@ static int viewdolly_invoke(bContext *C, wmOperator *op, const wmEvent *event) if (vod->rv3d->persp != RV3D_PERSP) { if (vod->rv3d->persp == RV3D_CAMOB) { /* ignore rv3d->lpersp because dolly only makes sense in perspective mode */ - view3d_persp_switch_from_camera(vod->v3d, vod->rv3d, RV3D_PERSP); + ED_view3d_persp_switch_from_camera(vod->v3d, vod->rv3d, RV3D_PERSP); } else { vod->rv3d->persp = RV3D_PERSP; @@ -2963,6 +2458,13 @@ void VIEW3D_OT_dolly(wmOperatorType *ot) RNA_def_int(ot->srna, "my", 0, 0, INT_MAX, "Zoom Position Y", "", 0, INT_MAX); } +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name View All Operator + * + * Move & Zoom the view to fit all of it's contents. + * \{ */ static void view3d_from_minmax(bContext *C, View3D *v3d, ARegion *ar, const float min[3], const float max[3], bool ok_dist, const int smooth_viewtx) @@ -3843,8 +3345,9 @@ static int view3d_zoom_border_exec(bContext *C, wmOperator *op) C, v3d, ar, smooth_viewtx, &(const V3D_SmoothParams) {.ofs = new_ofs, .dist = &new_dist}); - if (rv3d->viewlock & RV3D_BOXVIEW) + if (rv3d->viewlock & RV3D_BOXVIEW) { view3d_boxview_sync(CTX_wm_area(C), ar); + } return OPERATOR_FINISHED; } @@ -4229,7 +3732,7 @@ static int vieworbit_exec(bContext *C, wmOperator *op) float quat_new[4]; if (view_opposite == RV3D_VIEW_USER) { - view3d_ensure_persp(v3d, ar); + ED_view3d_persp_ensure(v3d, ar); } if (ELEM(orbitdir, V3D_VIEW_STEPLEFT, V3D_VIEW_STEPRIGHT)) { @@ -4350,8 +3853,9 @@ static void viewroll_apply(ViewOpsData *vod, int x, int UNUSED(y)) view3d_orbit_apply_dyn_ofs(vod->rv3d->ofs, vod->ofs, vod->oldquat, vod->rv3d->viewquat, vod->dyn_ofs); } - if (vod->rv3d->viewlock & RV3D_BOXVIEW) + if (vod->rv3d->viewlock & RV3D_BOXVIEW) { view3d_boxview_sync(vod->sa, vod->ar); + } ED_view3d_camera_lock_sync(vod->v3d, vod->rv3d); @@ -5077,307 +4581,3 @@ void VIEW3D_OT_toggle_render(wmOperatorType *ot) } /** \} */ - -/* -------------------------------------------------------------------- */ -/** \name View Distance Utilities - * \{ */ - -static float view_autodist_depth_margin(ARegion *ar, 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(ar, &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( - const EvaluationContext *eval_ctx, struct Depsgraph *graph, ARegion *ar, 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(eval_ctx, graph, ar, v3d, alphaoverride); - - /* Attempt with low margin's first */ - i = 0; - do { - depth_close = view_autodist_depth_margin(ar, 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(ar, centx, centy, depth_close, mouse_worldloc)) { - return true; - } - } - - if (fallback_depth_pt) { - ED_view3d_win_to_3d_int(v3d, ar, fallback_depth_pt, mval, mouse_worldloc); - return true; - } - else { - return false; - } -} - -void ED_view3d_autodist_init( - const EvaluationContext *eval_ctx, struct Depsgraph *graph, - ARegion *ar, View3D *v3d, int mode) -{ - /* Get Z Depths, needed for perspective, nice for ortho */ - switch (mode) { - case 0: - ED_view3d_draw_depth(eval_ctx, graph, ar, v3d, true); - break; - case 1: - { - Scene *scene = DEG_get_evaluated_scene(graph); - ED_view3d_draw_depth_gpencil(eval_ctx, scene, ar, v3d); - break; - } - } -} - -/* no 4x4 sampling, run #ED_view3d_autodist_init first */ -bool ED_view3d_autodist_simple(ARegion *ar, const int mval[2], float mouse_worldloc[3], - int margin, 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(ar, 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(ar, centx, centy, depth, mouse_worldloc); -} - -bool ED_view3d_autodist_depth(ARegion *ar, const int mval[2], int margin, float *depth) -{ - *depth = view_autodist_depth_margin(ar, mval, margin); - - return (*depth != FLT_MAX); -} - -static bool depth_segment_cb(int x, int y, void *userData) -{ - struct { ARegion *ar; int margin; float depth; } *data = userData; - int mval[2]; - float depth; - - mval[0] = x; - mval[1] = y; - - depth = view_autodist_depth_margin(data->ar, mval, data->margin); - - if (depth != FLT_MAX) { - data->depth = depth; - return 0; - } - else { - return 1; - } -} - -bool ED_view3d_autodist_depth_seg( - ARegion *ar, const int mval_sta[2], const int mval_end[2], - int margin, float *depth) -{ - struct { ARegion *ar; int margin; float depth; } data = {NULL}; - int p1[2]; - int p2[2]; - - data.ar = ar; - 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); -} - -/* problem - ofs[3] can be on same location as camera itself. - * Blender needs proper dist value for zoom. - * use fallback_dist to override small values - */ -float ED_view3d_offset_distance(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; -} - -/** \} */ - -/* -------------------------------------------------------------------- */ -/** \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(float mat[4][4], float ofs[3], float quat[4], 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) -{ - 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 lamps, normally from View3D.lens. - */ -void ED_view3d_from_object(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(¶ms); - BKE_camera_params_from_object(¶ms, ob); - *lens = params.lens; - } -} - -/** - * Set the object transformation from RegionView3D members. - * \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(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); - BKE_object_apply_mat4(ob, mat, true, true); -} - -/** \} */ - - diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h index 6724c04658f..5e34bc188f0 100644 --- a/source/blender/editors/space_view3d/view3d_intern.h +++ b/source/blender/editors/space_view3d/view3d_intern.h @@ -111,6 +111,7 @@ void VIEW3D_OT_zoom_border(struct wmOperatorType *ot); void VIEW3D_OT_toggle_render(struct wmOperatorType *ot); void view3d_boxview_copy(ScrArea *sa, ARegion *ar); +void view3d_boxview_sync(ScrArea *sa, ARegion *ar); void view3d_orbit_apply_dyn_ofs( float r_ofs[3], const float ofs_old[3], const float viewquat_old[4], diff --git a/source/blender/editors/space_view3d/view3d_project.c b/source/blender/editors/space_view3d/view3d_project.c index af44629a18e..ba3e78b25b9 100644 --- a/source/blender/editors/space_view3d/view3d_project.c +++ b/source/blender/editors/space_view3d/view3d_project.c @@ -277,6 +277,11 @@ eV3DProjStatus ED_view3d_project_float_object(const ARegion *ar, const float co[ /* More Generic Window/Ray/Vector projection functions * *************************************************** */ +float ED_view3d_pixel_size(const RegionView3D *rv3d, const float co[3]) +{ + return mul_project_m4_v3_zfac((float(*)[4])rv3d->persmat, co) * rv3d->pixsize * U.pixelsize; +} + /** * Calculate a depth value from \a co, use with #ED_view3d_win_to_delta */ diff --git a/source/blender/editors/space_view3d/view3d_utils.c b/source/blender/editors/space_view3d/view3d_utils.c new file mode 100644 index 00000000000..cb9c7f02db9 --- /dev/null +++ b/source/blender/editors/space_view3d/view3d_utils.c @@ -0,0 +1,1407 @@ +/* + * ***** BEGIN GPL LICENSE BLOCK ***** + * + * 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. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/editors/space_view3d/view3d_utils.c + * \ingroup spview3d + * + * 3D View checks and manipulation (no operators). + */ + +#include <string.h> +#include <stdio.h> +#include <math.h> +#include <float.h> + +#include "DNA_camera_types.h" +#include "DNA_curve_types.h" +#include "DNA_object_types.h" +#include "DNA_scene_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_screen.h" + +#include "DEG_depsgraph.h" +#include "DEG_depsgraph_query.h" + +#include "BIF_gl.h" +#include "BIF_glutil.h" + +#include "WM_api.h" +#include "WM_types.h" + +#include "ED_keyframing.h" +#include "ED_screen.h" +#include "ED_view3d.h" + +#include "view3d_intern.h" /* own include */ + +/* -------------------------------------------------------------------- */ +/** \name View Data Access Utilities + * + * \{ */ + +float *ED_view3d_cursor3d_get(Scene *scene, View3D *v3d) +{ + if (v3d && v3d->localvd) return v3d->cursor; + else return scene->cursor; +} + +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; + } + else { + 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->far * 10.0f; +} + +/** + * \note copies logic of #ED_view3d_viewplane_get(), keep in sync. + */ +bool ED_view3d_clip_range_get( + const 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(¶ms); + BKE_camera_params_from_view3d(¶ms, depsgraph, v3d, rv3d); + + if (use_ortho_factor && params.is_ortho) { + const float fac = 2.0f / (params.clipend - params.clipsta); + params.clipsta *= fac; + params.clipend *= fac; + } + + if (r_clipsta) *r_clipsta = params.clipsta; + if (r_clipend) *r_clipend = params.clipend; + + return params.is_ortho; +} + +bool ED_view3d_viewplane_get( + const Depsgraph *depsgraph, + const View3D *v3d, const RegionView3D *rv3d, int winx, int winy, + rctf *r_viewplane, float *r_clipsta, float *r_clipend, float *r_pixsize) +{ + CameraParams params; + + BKE_camera_params_init(¶ms); + BKE_camera_params_from_view3d(¶ms, depsgraph, v3d, rv3d); + BKE_camera_params_compute_viewplane(¶ms, winx, winy, 1.0f, 1.0f); + + if (r_viewplane) *r_viewplane = params.viewplane; + if (r_clipsta) *r_clipsta = params.clipsta; + if (r_clipend) *r_clipend = params.clipend; + if (r_pixsize) *r_pixsize = params.viewdx; + + return params.is_ortho; +} + +/** \} */ + + +/* -------------------------------------------------------------------- */ +/** \name View State/Context Utilities + * + * \{ */ + +/** + * Use instead of: ``bglPolygonOffset(rv3d->dist, ...)`` see bug [#37727] + */ +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])); + } + } + } + + bglPolygonOffset(viewdist, dist); +} + +bool ED_view3d_context_activate(bContext *C) +{ + bScreen *sc = CTX_wm_screen(C); + ScrArea *sa = CTX_wm_area(C); + ARegion *ar; + + /* sa can be NULL when called from python */ + if (sa == NULL || sa->spacetype != SPACE_VIEW3D) { + sa = BKE_screen_find_big_area(sc, SPACE_VIEW3D, 0); + } + + if (sa == NULL) { + return false; + } + + ar = BKE_area_find_region_active_win(sa); + if (ar == NULL) { + return false; + } + + /* bad context switch .. */ + CTX_wm_area_set(C, sa); + CTX_wm_region_set(C, ar); + + 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 *ar, 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 = (val == 0 || val == 3) ? rect->xmin : rect->xmax; + float ys = (val == 0 || val == 1) ? rect->ymin : rect->ymax; + + ED_view3d_unproject(ar, xs, ys, 0.0, bb->vec[val]); + ED_view3d_unproject(ar, 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 Bound-Box Utilities + * + * \{ */ + +static bool view3d_boundbox_clip_m4(const BoundBox *bb, 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_centre_cursor || v3d->ob_centre); +} + +/** + * 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; + if (rv3d->persp != RV3D_CAMOB) { + rv3d->lpersp = rv3d->persp; + } +} + +void ED_view3d_lock_clear(View3D *v3d) +{ + v3d->ob_centre = NULL; + v3d->ob_centre_bone[0] = '\0'; + v3d->ob_centre_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(View3D *v3d, RegionView3D *rv3d, const char persp) +{ + BLI_assert(rv3d->persp == RV3D_CAMOB); + BLI_assert(persp != RV3D_CAMOB); + + if (v3d->camera) { + rv3d->dist = ED_view3d_offset_distance(v3d->camera->obmat, rv3d->ofs, VIEW3D_DIST_FALLBACK); + ED_view3d_from_object(v3d->camera, 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(struct View3D *v3d, ARegion *ar) +{ + RegionView3D *rv3d = ar->regiondata; + const bool autopersp = (U.uiflag & USER_AUTOPERSP) != 0; + + BLI_assert((rv3d->viewlock & RV3D_LOCKED) == 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(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 view-port, allowing view manipulation to transform the camera. + * \{ */ + +/** + * \return true when the view-port 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 view-port. + * (needed so we can use regular view-port manipulation operators, that sync back to the camera). + */ +void ED_view3d_camera_lock_init_ex(View3D *v3d, RegionView3D *rv3d, const bool calc_dist) +{ + if (ED_view3d_camera_lock_check(v3d, rv3d)) { + if (calc_dist) { + /* using a fallback dist is OK here since ED_view3d_from_object() compensates for it */ + rv3d->dist = ED_view3d_offset_distance(v3d->camera->obmat, rv3d->ofs, VIEW3D_DIST_FALLBACK); + } + ED_view3d_from_object(v3d->camera, rv3d->ofs, rv3d->viewquat, &rv3d->dist, NULL); + } +} + +void ED_view3d_camera_lock_init(View3D *v3d, RegionView3D *rv3d) +{ + ED_view3d_camera_lock_init_ex(v3d, rv3d, true); +} + +/** + * Apply the view-port transformation back to the camera object. + * + * \return true if the camera is moved. + */ +bool ED_view3d_camera_lock_sync(View3D *v3d, RegionView3D *rv3d) +{ + if (ED_view3d_camera_lock_check(v3d, rv3d)) { + ObjectTfmProtectedChannels obtfm; + Object *root_parent; + + if ((U.uiflag & USER_CAM_LOCK_NO_PARENT) == 0 && (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; + } + + ED_view3d_to_m4(view_mat, rv3d->ofs, rv3d->viewquat, rv3d->dist); + + normalize_m4_m4(tmat, v3d->camera->obmat); + + invert_m4_m4(imat, tmat); + mul_m4_m4m4(diff_mat, view_mat, imat); + + mul_m4_m4m4(parent_mat, diff_mat, root_parent->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, OB_RECALC_OB); + 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(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, OB_RECALC_OB); + WM_main_add_notifier(NC_OBJECT | ND_TRANSFORM, v3d->camera); + } + + return true; + } + else { + return false; + } +} + +bool ED_view3d_camera_autokey( + 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; + } + else { + return false; + } +} + +/** + * Call after modifying a locked view. + * + * \note Not every view edit currently auto-keys (numpad for eg), + * this is complicated because of smoothview. + */ +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 ((U.uiflag & USER_CAM_LOCK_NO_PARENT) == 0 && (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); + } + else { + 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 *sa) +{ + ARegion *ar; + 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 (ar = sa->regionbase.first; ar; ar = ar->next) { + if (ar->regiontype == RGN_TYPE_WINDOW) { + RegionView3D *rv3d = ar->regiondata; + + if (rv3d->viewlock & RV3D_BOXCLIP) { + if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) { + if (ar->winx > ar->winy) x1 = rv3d->dist; + else x1 = ar->winx * rv3d->dist / ar->winy; + + if (ar->winx > ar->winy) y1 = ar->winy * rv3d->dist / ar->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 (ar->winx > ar->winy) z1 = ar->winy * rv3d->dist / ar->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 (ar = sa->regionbase.first; ar; ar = ar->next) { + if (ar->regiontype == RGN_TYPE_WINDOW) { + RegionView3D *rv3d = ar->regiondata; + + if (rv3d->viewlock & 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, 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, 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 *sa, ARegion *ar) +{ + ARegion *artest; + RegionView3D *rv3d = ar->regiondata; + short clip = 0; + + for (artest = sa->regionbase.first; artest; artest = artest->next) { + if (artest != ar && artest->regiontype == RGN_TYPE_WINDOW) { + RegionView3D *rv3dtest = artest->regiondata; + + if (rv3dtest->viewlock & RV3D_LOCKED) { + rv3dtest->dist = rv3d->dist; + view3d_boxview_sync_axis(rv3dtest, rv3d); + clip |= rv3dtest->viewlock & RV3D_BOXCLIP; + + ED_region_tag_redraw(artest); + } + } + } + + if (clip) { + view3d_boxview_clip(sa); + } +} + +/* for home, center etc */ +void view3d_boxview_copy(ScrArea *sa, ARegion *ar) +{ + ARegion *artest; + RegionView3D *rv3d = ar->regiondata; + bool clip = false; + + for (artest = sa->regionbase.first; artest; artest = artest->next) { + if (artest != ar && artest->regiontype == RGN_TYPE_WINDOW) { + RegionView3D *rv3dtest = artest->regiondata; + + if (rv3dtest->viewlock) { + rv3dtest->dist = rv3d->dist; + copy_v3_v3(rv3dtest->ofs, rv3d->ofs); + ED_region_tag_redraw(artest); + + clip |= ((rv3dtest->viewlock & RV3D_BOXCLIP) != 0); + } + } + } + + if (clip) { + view3d_boxview_clip(sa); + } +} + +/* 'clip' is used to know if our clip setting has changed */ +void ED_view3d_quadview_update(ScrArea *sa, ARegion *ar, bool do_clip) +{ + ARegion *ar_sync = NULL; + RegionView3D *rv3d = ar->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_LOCKED) == 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 (; ar; ar = ar->prev) { + if (ar->alignment == RGN_ALIGN_QSPLIT) { + rv3d = ar->regiondata; + rv3d->viewlock = viewlock; + + if (do_clip && (viewlock & RV3D_BOXCLIP) == 0) { + rv3d->rflag &= ~RV3D_BOXCLIP; + } + + /* use ar_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 */ + ar_sync = ar; + } + } + + if (rv3d->viewlock & RV3D_BOXVIEW) { + view3d_boxview_sync(sa, ar_sync ? ar_sync : sa->regionbase.last); + } + + /* ensure locked regions have an axis, locked user views don't make much sense */ + if (viewlock & RV3D_LOCKED) { + int index_qsplit = 0; + for (ar = sa->regionbase.first; ar; ar = ar->next) { + if (ar->alignment == RGN_ALIGN_QSPLIT) { + rv3d = ar->regiondata; + if (rv3d->viewlock) { + if (!RV3D_VIEW_IS_AXIS(rv3d->view)) { + rv3d->view = ED_view3d_lock_view_from_index(index_qsplit); + rv3d->persp = RV3D_ORTHO; + ED_view3d_lock(rv3d); + } + } + index_qsplit++; + } + } + } + + ED_area_tag_redraw(sa); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name View Auto-Depth Utilities + * \{ */ + +static float view_autodist_depth_margin(ARegion *ar, 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(ar, &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( + const EvaluationContext *eval_ctx, struct Depsgraph *graph, ARegion *ar, 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(eval_ctx, graph, ar, v3d, alphaoverride); + + /* Attempt with low margin's first */ + i = 0; + do { + depth_close = view_autodist_depth_margin(ar, 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(ar, centx, centy, depth_close, mouse_worldloc)) { + return true; + } + } + + if (fallback_depth_pt) { + ED_view3d_win_to_3d_int(v3d, ar, fallback_depth_pt, mval, mouse_worldloc); + return true; + } + else { + return false; + } +} + +void ED_view3d_autodist_init( + const EvaluationContext *eval_ctx, struct Depsgraph *graph, + ARegion *ar, View3D *v3d, int mode) +{ + /* Get Z Depths, needed for perspective, nice for ortho */ + switch (mode) { + case 0: + ED_view3d_draw_depth(eval_ctx, graph, ar, v3d, true); + break; + case 1: + { + Scene *scene = DEG_get_evaluated_scene(graph); + ED_view3d_draw_depth_gpencil(eval_ctx, scene, ar, v3d); + break; + } + } +} + +/* no 4x4 sampling, run #ED_view3d_autodist_init first */ +bool ED_view3d_autodist_simple(ARegion *ar, const int mval[2], float mouse_worldloc[3], + int margin, 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(ar, 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(ar, centx, centy, depth, mouse_worldloc); +} + +bool ED_view3d_autodist_depth(ARegion *ar, const int mval[2], int margin, float *depth) +{ + *depth = view_autodist_depth_margin(ar, mval, margin); + + return (*depth != FLT_MAX); +} + +static bool depth_segment_cb(int x, int y, void *userData) +{ + struct { ARegion *ar; int margin; float depth; } *data = userData; + int mval[2]; + float depth; + + mval[0] = x; + mval[1] = y; + + depth = view_autodist_depth_margin(data->ar, mval, data->margin); + + if (depth != FLT_MAX) { + data->depth = depth; + return 0; + } + else { + return 1; + } +} + +bool ED_view3d_autodist_depth_seg( + ARegion *ar, const int mval_sta[2], const int mval_end[2], + int margin, float *depth) +{ + struct { ARegion *ar; int margin; float depth; } data = {NULL}; + int p1[2]; + int p2[2]; + + data.ar = ar; + 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 it's 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 ar 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 *ar, + 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(¶ms); + params.clipsta = v3d->near; + params.clipend = v3d->far; + BKE_camera_params_from_object(¶ms, v3d->camera); + + 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 = ar->regiondata; + + float winx, winy; + + if (persp == RV3D_CAMOB) { + /* camera frame x/y in pixels */ + winx = ar->winx / rv3d->viewcamtexcofac[0]; + winy = ar->winy / rv3d->viewcamtexcofac[1]; + } + else { + winx = ar->winx; + winy = ar->winy; + } + + if (winx && winy) { + float aspect = winx / winy; + if (aspect < 1.0f) { + aspect = 1.0f / aspect; + } + dist *= aspect; + } + } + + return dist; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name View Distance Utilities + * \{ */ + +/* problem - ofs[3] can be on same location as camera itself. + * Blender needs proper dist value for zoom. + * use fallback_dist to override small values + */ +float ED_view3d_offset_distance(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; +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \name View Axis Utilities + * \{ */ +static float view3d_quat_axis[6][4] = { + {M_SQRT1_2, -M_SQRT1_2, 0.0f, 0.0f}, /* RV3D_VIEW_FRONT */ + {0.0f, 0.0f, -M_SQRT1_2, -M_SQRT1_2}, /* RV3D_VIEW_BACK */ + {0.5f, -0.5f, 0.5f, 0.5f}, /* RV3D_VIEW_LEFT */ + {0.5f, -0.5f, -0.5f, -0.5f}, /* RV3D_VIEW_RIGHT */ + {1.0f, 0.0f, 0.0f, 0.0f}, /* RV3D_VIEW_TOP */ + {0.0f, -1.0f, 0.0f, 0.0f}, /* RV3D_VIEW_BOTTOM */ +}; + + +bool ED_view3d_quat_from_axis_view(const char view, float quat[4]) +{ + if (RV3D_VIEW_IS_AXIS(view)) { + copy_qt_qt(quat, view3d_quat_axis[view - RV3D_VIEW_FRONT]); + return true; + } + else { + return false; + } +} + +char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon) +{ + /* quat values are all unit length */ + + char view; + + for (view = RV3D_VIEW_FRONT; view <= RV3D_VIEW_BOTTOM; view++) { + if (fabsf(angle_signed_qtqt(quat, view3d_quat_axis[view - RV3D_VIEW_FRONT])) < epsilon) { + return view; + } + } + + return RV3D_VIEW_USER; +} + +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->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(float mat[4][4], float ofs[3], float quat[4], 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) +{ + 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 lamps, normally from View3D.lens. + */ +void ED_view3d_from_object(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(¶ms); + BKE_camera_params_from_object(¶ms, ob); + *lens = params.lens; + } +} + +/** + * Set the object transformation from RegionView3D members. + * \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(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); + BKE_object_apply_mat4(ob, mat, true, true); +} + +/** \} */ + +/* -------------------------------------------------------------------- */ +/** \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]; + } + else { + 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 *ar = vc->ar; + 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(ar, 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; + } + else { + return false; + } +} + +bool ED_view3d_depth_unproject( + const ARegion *ar, + 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(ar, centx, centy, depth, r_location_world); +} + +void ED_view3d_depth_tag_update(RegionView3D *rv3d) +{ + if (rv3d->depths) + rv3d->depths->damaged = true; +} + +/** \} */ diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c index 3af7f5c8ae8..acc6d7184ff 100644 --- a/source/blender/editors/space_view3d/view3d_view.c +++ b/source/blender/editors/space_view3d/view3d_view.c @@ -28,7 +28,6 @@ * \ingroup spview3d */ - #include "DNA_camera_types.h" #include "DNA_scene_types.h" #include "DNA_object_types.h" @@ -39,7 +38,6 @@ #include "BLI_rect.h" #include "BLI_utildefines.h" -#include "BKE_anim.h" #include "BKE_action.h" #include "BKE_camera.h" #include "BKE_context.h" @@ -48,11 +46,9 @@ #include "BKE_main.h" #include "BKE_report.h" #include "BKE_scene.h" -#include "BKE_screen.h" #include "DEG_depsgraph.h" -#include "BIF_glutil.h" #include "UI_resources.h" @@ -64,7 +60,6 @@ #include "WM_types.h" #include "ED_screen.h" -#include "ED_armature.h" #include "DRW_engine.h" @@ -108,23 +103,6 @@ void view3d_region_operator_needs_opengl(wmWindow *win, ARegion *ar) } } -float *ED_view3d_cursor3d_get(Scene *scene, View3D *v3d) -{ - if (v3d && v3d->localvd) return v3d->cursor; - else return scene->cursor; -} - -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; - } - else { - return NULL; - } -} - /* ****************** smooth view operator ****************** */ /* This operator is one of the 'timer refresh' ones like animation playback */ @@ -722,278 +700,6 @@ void VIEW3D_OT_object_as_camera(wmOperatorType *ot) /* ********************************** */ -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 *ar, 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 = (val == 0 || val == 3) ? rect->xmin : rect->xmax; - float ys = (val == 0 || val == 1) ? rect->ymin : rect->ymax; - - ED_view3d_unproject(ar, xs, ys, 0.0, bb->vec[val]); - ED_view3d_unproject(ar, 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); -} - -static bool view3d_boundbox_clip_m4(const BoundBox *bb, 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 Depth 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]; - } - else { - 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 *ar = vc->ar; - 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(ar, 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; - } - else { - return false; - } -} - -bool ED_view3d_depth_unproject( - const ARegion *ar, - 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(ar, centx, centy, depth, r_location_world); -} - -/** \} */ - -void ED_view3d_depth_tag_update(RegionView3D *rv3d) -{ - if (rv3d->depths) - rv3d->depths->damaged = true; -} - -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->far * 10.0f; -} - -/* copies logic of get_view3d_viewplane(), keep in sync */ -bool ED_view3d_clip_range_get( - const 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(¶ms); - BKE_camera_params_from_view3d(¶ms, depsgraph, v3d, rv3d); - - if (use_ortho_factor && params.is_ortho) { - const float fac = 2.0f / (params.clipend - params.clipsta); - params.clipsta *= fac; - params.clipend *= fac; - } - - if (r_clipsta) *r_clipsta = params.clipsta; - if (r_clipend) *r_clipend = params.clipend; - - return params.is_ortho; -} - -bool ED_view3d_viewplane_get( - const Depsgraph *depsgraph, - const View3D *v3d, const RegionView3D *rv3d, int winx, int winy, - rctf *r_viewplane, float *r_clipsta, float *r_clipend, float *r_pixsize) -{ - CameraParams params; - - BKE_camera_params_init(¶ms); - BKE_camera_params_from_view3d(¶ms, depsgraph, v3d, rv3d); - BKE_camera_params_compute_viewplane(¶ms, winx, winy, 1.0f, 1.0f); - - if (r_viewplane) *r_viewplane = params.viewplane; - if (r_clipsta) *r_clipsta = params.clipsta; - if (r_clipend) *r_clipend = params.clipend; - if (r_pixsize) *r_pixsize = params.viewdx; - - return params.is_ortho; -} - -/** - * Use instead of: ``bglPolygonOffset(rv3d->dist, ...)`` see bug [#37727] - */ -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])); - } - } - } - - bglPolygonOffset(viewdist, dist); -} - /** * \param rect optional for picking (can be NULL). */ @@ -1046,73 +752,6 @@ static void obmat_to_viewmat(RegionView3D *rv3d, Object *ob) mat4_normalized_to_quat(rv3d->viewquat, rv3d->viewmat); } -static float view3d_quat_axis[6][4] = { - {M_SQRT1_2, -M_SQRT1_2, 0.0f, 0.0f}, /* RV3D_VIEW_FRONT */ - {0.0f, 0.0f, -M_SQRT1_2, -M_SQRT1_2}, /* RV3D_VIEW_BACK */ - {0.5f, -0.5f, 0.5f, 0.5f}, /* RV3D_VIEW_LEFT */ - {0.5f, -0.5f, -0.5f, -0.5f}, /* RV3D_VIEW_RIGHT */ - {1.0f, 0.0f, 0.0f, 0.0f}, /* RV3D_VIEW_TOP */ - {0.0f, -1.0f, 0.0f, 0.0f}, /* RV3D_VIEW_BOTTOM */ -}; - - -bool ED_view3d_quat_from_axis_view(const char view, float quat[4]) -{ - if (RV3D_VIEW_IS_AXIS(view)) { - copy_qt_qt(quat, view3d_quat_axis[view - RV3D_VIEW_FRONT]); - return true; - } - else { - return false; - } -} - -char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon) -{ - /* quat values are all unit length */ - - char view; - - for (view = RV3D_VIEW_FRONT; view <= RV3D_VIEW_BOTTOM; view++) { - if (fabsf(angle_signed_qtqt(quat, view3d_quat_axis[view - RV3D_VIEW_FRONT])) < epsilon) { - return view; - } - } - - return RV3D_VIEW_USER; -} - -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->viewquat); -} - /** * Sets #RegionView3D.viewmat * @@ -1502,33 +1141,6 @@ static int game_engine_poll(bContext *C) return 1; } -bool ED_view3d_context_activate(bContext *C) -{ - bScreen *sc = CTX_wm_screen(C); - ScrArea *sa = CTX_wm_area(C); - ARegion *ar; - - /* sa can be NULL when called from python */ - if (sa == NULL || sa->spacetype != SPACE_VIEW3D) { - sa = BKE_screen_find_big_area(sc, SPACE_VIEW3D, 0); - } - - if (sa == NULL) { - return false; - } - - ar = BKE_area_find_region_active_win(sa); - if (ar == NULL) { - return false; - } - - /* bad context switch .. */ - CTX_wm_area_set(C, sa); - CTX_wm_region_set(C, ar); - - return true; -} - static int game_engine_exec(bContext *C, wmOperator *op) { #ifdef WITH_GAMEENGINE @@ -1631,157 +1243,3 @@ void VIEW3D_OT_game_start(wmOperatorType *ot) ot->poll = game_engine_poll; } - -/* ************************************** */ - -float ED_view3d_pixel_size(const RegionView3D *rv3d, const float co[3]) -{ - return mul_project_m4_v3_zfac((float(*)[4])rv3d->persmat, co) * rv3d->pixsize * U.pixelsize; -} - -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 ar 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 *ar, - 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(¶ms); - params.clipsta = v3d->near; - params.clipend = v3d->far; - BKE_camera_params_from_object(¶ms, v3d->camera); - - 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 = ar->regiondata; - - float winx, winy; - - if (persp == RV3D_CAMOB) { - /* camera frame x/y in pixels */ - winx = ar->winx / rv3d->viewcamtexcofac[0]; - winy = ar->winy / rv3d->viewcamtexcofac[1]; - } - else { - winx = ar->winx; - winy = ar->winy; - } - - if (winx && winy) { - float aspect = winx / winy; - if (aspect < 1.0f) { - aspect = 1.0f / aspect; - } - dist *= aspect; - } - } - - return dist; -} - -/* view matrix properties utilities */ - -/* unused */ -#if 0 -void ED_view3d_operator_properties_viewmat(wmOperatorType *ot) -{ - PropertyRNA *prop; - - prop = RNA_def_int(ot->srna, "region_width", 0, 0, INT_MAX, "Region Width", "", 0, INT_MAX); - RNA_def_property_flag(prop, PROP_HIDDEN); - - prop = RNA_def_int(ot->srna, "region_height", 0, 0, INT_MAX, "Region height", "", 0, INT_MAX); - RNA_def_property_flag(prop, PROP_HIDDEN); - - prop = RNA_def_float_matrix(ot->srna, "perspective_matrix", 4, 4, NULL, 0.0f, 0.0f, "", "Perspective Matrix", 0.0f, 0.0f); - RNA_def_property_flag(prop, PROP_HIDDEN); -} - -void ED_view3d_operator_properties_viewmat_set(bContext *C, wmOperator *op) -{ - ARegion *ar = CTX_wm_region(C); - RegionView3D *rv3d = ED_view3d_context_rv3d(C); - - if (!RNA_struct_property_is_set(op->ptr, "region_width")) - RNA_int_set(op->ptr, "region_width", ar->winx); - - if (!RNA_struct_property_is_set(op->ptr, "region_height")) - RNA_int_set(op->ptr, "region_height", ar->winy); - - if (!RNA_struct_property_is_set(op->ptr, "perspective_matrix")) - RNA_float_set_array(op->ptr, "perspective_matrix", (float *)rv3d->persmat); -} - -void ED_view3d_operator_properties_viewmat_get(wmOperator *op, int *winx, int *winy, float persmat[4][4]) -{ - *winx = RNA_int_get(op->ptr, "region_width"); - *winy = RNA_int_get(op->ptr, "region_height"); - - RNA_float_get_array(op->ptr, "perspective_matrix", (float *)persmat); -} -#endif |