diff options
author | Campbell Barton <ideasman42@gmail.com> | 2011-05-20 17:09:34 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2011-05-20 17:09:34 +0400 |
commit | 53d5761c94b3ff561ecfd1edd0c97ffde62f0215 (patch) | |
tree | 3210ca9dc6cf56460171e55c8595aed1ac79bd62 /source/blender/editors/include | |
parent | e721d31b5d1ede7a12f0ab32365141e596cffcec (diff) |
function rename to give clearer meaning that they change from window to 3d coordinates.
some functions had vague names, I even ended up re-writing some of these functions by accident!
also added doxy comments.
* ED_view3d_win_to_3d (was window_to_3d)
* ED_view3d_win_to_delta (was window_to_3d_delta)
* ED_view3d_win_to_vector (was window_to_3d_vector / viewvector)
* ED_view3d_win_to_segment_clip (was viewline)
* ED_view3d_win_to_ray (was viewray)
Diffstat (limited to 'source/blender/editors/include')
-rw-r--r-- | source/blender/editors/include/ED_view3d.h | 90 |
1 files changed, 76 insertions, 14 deletions
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h index 9eec5eeb7f0..1adf7c9000b 100644 --- a/source/blender/editors/include/ED_view3d.h +++ b/source/blender/editors/include/ED_view3d.h @@ -80,9 +80,76 @@ typedef struct ViewDepths { float *give_cursor(struct Scene *scene, struct View3D *v3d); int initgrabz(struct RegionView3D *rv3d, float x, float y, float z); -void window_to_3d(struct ARegion *ar, float out[3], const float depth_pt[3], const float mx, const float my); -void window_to_3d_delta(struct ARegion *ar, float out[3], const float mx, const float my); -void window_to_3d_vector(struct ARegion *ar, float out[3], const float mx, const float my); + +/** + * Calculate a 3d location from 2d window coordinates. + * @param ar The region (used for the window width and height). + * @param depth_pt The reference location used to calculate the Z depth. + * @param mx The area relative X location (such as event->mval[0]). + * @param my The area relative Y location (such as event->mval[1]). + * @param out The resulting world-space location. + */ +void ED_view3d_win_to_3d(struct ARegion *ar, const float depth_pt[3], const float mx, const float my, float out[3]); + +/** + * Calculate a 3d difference vector from 2d window offset. + * note that initgrabz() must be called first to determine + * the depth used to calculate the delta. + * @param ar The region (used for the window width and height). + * @param mx The area relative X difference (such as event->mval[0] - other_x). + * @param my The area relative Y difference (such as event->mval[1] - other_y). + * @param out The resulting world-space delta. + */ +void ED_view3d_win_to_delta(struct ARegion *ar, const float mx, const float my, float out[3]); + +/** + * Calculate a 3d direction vector from 2d window coordinates. + * This direction vector starts and the view in the direction of the 2d window coordinates. + * In orthographic view all window coordinates yield the same vector. + * @param ar The region (used for the window width and height). + * @param mx The area relative X difference (such as event->mval[0]). + * @param my The area relative Y difference (such as event->mval[1]). + * @param out The resulting normalized world-space direction vector. + */ +void ED_view3d_win_to_vector(struct ARegion *ar, const float mx, const float my, float out[3]); + +/** + * Calculate a 3d segment from 2d window coordinates. + * This ray_start is located at the viewpoint, ray_end is a far point. + * ray_start and ray_end are clipped by the view near and far limits + * so points along this line are always in view. + * In orthographic view all resulting segments will be parallel. + * @param ar The region (used for the window width and height). + * @param v3d The 3d viewport (used for near and far clipping range). + * @param mval The area relative 2d location (such as event->mval, converted into float[2]). + * @param ray_start The world-space starting point of the segment. + * @param ray_end The world-space end point of the segment. + */ +void ED_view3d_win_to_segment_clip(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3]); + +/** + * Calculate a 3d viewpoint and direction vector from 2d window coordinates. + * This ray_start is located at the viewpoint, ray_normal is the direction towards mval. + * ray_start is clipped by the view near limit so points in front of it are always in view. + * In orthographic view the resulting ray_normal will match the view vector. + * @param ar The region (used for the window width and height). + * @param v3d The 3d viewport (used for near clipping value). + * @param out The resulting normalized world-space direction vector. + * @param mval The area relative 2d location (such as event->mval, converted into float[2]). + * @param ray_start The world-space starting point of the segment. + * @param ray_normal The normalized world-space direction of towards mval. + */ +void ED_view3d_win_to_ray(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3]); + +/** + * Calculate a normalized 3d direction vector from the viewpoint towards a global location. + * In orthographic view the resulting vector will match the view vector. + * @param ar The region (used for the window width and height). + * @param coord The world-space location. + * @param vec The resulting normalized vector. + */ +void ED_view3d_global_to_vector(struct RegionView3D *rv3d, const float coord[3], float vec[3]); + void view3d_unproject(struct bglMats *mats, float out[3], const short x, const short y, const float z); /* Depth buffer */ @@ -104,11 +171,6 @@ void project_int_noclip(struct ARegion *ar, const float vec[3], int adr[2]); void project_float(struct ARegion *ar, const float vec[3], float adr[2]); void project_float_noclip(struct ARegion *ar, const float vec[3], float adr[2]); -void viewvector(struct RegionView3D *rv3d, const float coord[3], float vec[3]); - -void viewline(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3]); -void viewray(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3]); - void get_object_clip_range(struct Object *ob, float *lens, float *clipsta, float *clipend); int get_view3d_cliprange(struct View3D *v3d, struct RegionView3D *rv3d, float *clipsta, float *clipend); int get_view3d_viewplane(struct View3D *v3d, struct RegionView3D *rv3d, int winxi, int winyi, struct rctf *viewplane, float *clipsta, float *clipend, float *pixsize); @@ -138,13 +200,13 @@ unsigned int view3d_sample_backbuf_rect(struct ViewContext *vc, const int mval[2 unsigned int view3d_sample_backbuf(struct ViewContext *vc, int x, int y); /* draws and does a 4x4 sample */ -int view_autodist(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, const int mval[2], float mouse_worldloc[3]); +int ED_view3d_autodist(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, const int mval[2], float mouse_worldloc[3]); -/* only draw so view_autodist_simple can be called many times after */ -int view_autodist_init(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, int mode); -int view_autodist_simple(struct ARegion *ar, const int mval[2], float mouse_worldloc[3], int margin, float *force_depth); -int view_autodist_depth(struct ARegion *ar, const int mval[2], int margin, float *depth); -int view_autodist_depth_segment(struct ARegion *ar, const int mval_sta[2], const int mval_end[2], int margin, float *depth); +/* only draw so ED_view3d_autodist_simple can be called many times after */ +int ED_view3d_autodist_init(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, int mode); +int ED_view3d_autodist_simple(struct ARegion *ar, const int mval[2], float mouse_worldloc[3], int margin, float *force_depth); +int ED_view3d_autodist_depth(struct ARegion *ar, const int mval[2], int margin, float *depth); +int ED_view3d_autodist_depth_seg(struct ARegion *ar, const int mval_sta[2], const int mval_end[2], int margin, float *depth); /* select */ #define MAXPICKBUF 10000 |