diff options
author | Campbell Barton <ideasman42@gmail.com> | 2021-12-08 16:55:11 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2021-12-08 17:14:10 +0300 |
commit | 61776befc3f88c373e47ccbdf8c75e2ca0f4e987 (patch) | |
tree | 0214b7c5146300d41b7bcbe99f87c92599608e7f /source/blender/editors/space_view3d/view3d_project.c | |
parent | 8f1997975dc60bc1c18992458603ecd58dfded6d (diff) |
Cleanup: move public doc-strings into headers for 'editors'
Ref T92709
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_project.c')
-rw-r--r-- | source/blender/editors/space_view3d/view3d_project.c | 127 |
1 files changed, 0 insertions, 127 deletions
diff --git a/source/blender/editors/space_view3d/view3d_project.c b/source/blender/editors/space_view3d/view3d_project.c index 88efc530484..8c2e0df0275 100644 --- a/source/blender/editors/space_view3d/view3d_project.c +++ b/source/blender/editors/space_view3d/view3d_project.c @@ -43,9 +43,6 @@ /* Non Clipping Projection Functions * ********************************* */ -/** - * \note use #ED_view3d_ob_project_mat_get to get the projection matrix - */ void ED_view3d_project_float_v2_m4(const ARegion *region, const float co[3], float r_co[2], @@ -68,9 +65,6 @@ void ED_view3d_project_float_v2_m4(const ARegion *region, } } -/** - * \note use #ED_view3d_ob_project_mat_get to get projecting mat - */ void ED_view3d_project_float_v3_m4(const ARegion *region, const float co[3], float r_co[3], @@ -231,7 +225,6 @@ eV3DProjStatus ED_view3d_project_float_ex(const ARegion *region, return ret; } -/* --- short --- */ eV3DProjStatus ED_view3d_project_short_global(const ARegion *region, const float co[3], short r_co[2], @@ -240,7 +233,6 @@ eV3DProjStatus ED_view3d_project_short_global(const ARegion *region, RegionView3D *rv3d = region->regiondata; return ED_view3d_project_short_ex(region, rv3d->persmat, false, co, r_co, flag); } -/* object space, use ED_view3d_init_mats_rv3d before calling */ eV3DProjStatus ED_view3d_project_short_object(const ARegion *region, const float co[3], short r_co[2], @@ -251,7 +243,6 @@ eV3DProjStatus ED_view3d_project_short_object(const ARegion *region, return ED_view3d_project_short_ex(region, rv3d->persmatob, true, co, r_co, flag); } -/* --- int --- */ eV3DProjStatus ED_view3d_project_int_global(const ARegion *region, const float co[3], int r_co[2], @@ -260,7 +251,6 @@ eV3DProjStatus ED_view3d_project_int_global(const ARegion *region, RegionView3D *rv3d = region->regiondata; return ED_view3d_project_int_ex(region, rv3d->persmat, false, co, r_co, flag); } -/* object space, use ED_view3d_init_mats_rv3d before calling */ eV3DProjStatus ED_view3d_project_int_object(const ARegion *region, const float co[3], int r_co[2], @@ -271,7 +261,6 @@ eV3DProjStatus ED_view3d_project_int_object(const ARegion *region, return ED_view3d_project_int_ex(region, rv3d->persmatob, true, co, r_co, flag); } -/* --- float --- */ eV3DProjStatus ED_view3d_project_float_global(const ARegion *region, const float co[3], float r_co[2], @@ -280,7 +269,6 @@ eV3DProjStatus ED_view3d_project_float_global(const ARegion *region, RegionView3D *rv3d = region->regiondata; return ED_view3d_project_float_ex(region, rv3d->persmat, false, co, r_co, flag); } -/* object space, use ED_view3d_init_mats_rv3d before calling */ eV3DProjStatus ED_view3d_project_float_object(const ARegion *region, const float co[3], float r_co[2], @@ -304,9 +292,6 @@ float ED_view3d_pixel_size_no_ui_scale(const RegionView3D *rv3d, const float co[ return mul_project_m4_v3_zfac(rv3d->persmat, co) * rv3d->pixsize; } -/** - * Calculate a depth value from \a co, use with #ED_view3d_win_to_delta - */ float ED_view3d_calc_zfac(const RegionView3D *rv3d, const float co[3], bool *r_flip) { float zfac = mul_project_m4_v3_zfac(rv3d->persmat, co); @@ -330,9 +315,6 @@ float ED_view3d_calc_zfac(const RegionView3D *rv3d, const float co[3], bool *r_f return zfac; } -/** - * Calculate a depth value from `co` (result should only be used for comparison). - */ float ED_view3d_calc_depth_for_comparison(const RegionView3D *rv3d, const float co[3]) { if (rv3d->is_persp) { @@ -388,22 +370,6 @@ bool ED_view3d_clip_segment(const RegionView3D *rv3d, float ray_start[3], float return true; } -/** - * 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. - * This version also returns the ray_co point of the ray on window plane, useful to fix precision - * issues esp. with ortho view, where default ray_start is set rather far away. - * \param region: The region (used for the window width and height). - * \param v3d: The 3d viewport (used for near clipping value). - * \param mval: The area relative 2d location (such as event->mval, converted into float[2]). - * \param r_ray_co: The world-space point where the ray intersects the window plane. - * \param r_ray_normal: The normalized world-space direction of towards mval. - * \param r_ray_start: The world-space starting point of the ray. - * \param do_clip_planes: Optionally clip the start of the ray by the view clipping planes. - * \return success, false if the ray is totally clipped. - */ bool ED_view3d_win_to_ray_clipped_ex(struct Depsgraph *depsgraph, const ARegion *region, const View3D *v3d, @@ -426,19 +392,6 @@ bool ED_view3d_win_to_ray_clipped_ex(struct Depsgraph *depsgraph, return true; } -/** - * 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 region: The region (used for the window width and height). - * \param v3d: The 3d viewport (used for near clipping value). - * \param mval: The area relative 2d location (such as event->mval, converted into float[2]). - * \param r_ray_start: The world-space point where the ray intersects the window plane. - * \param r_ray_normal: The normalized world-space direction of towards mval. - * \param do_clip_planes: Optionally clip the start of the ray by the view clipping planes. - * \return success, false if the ray is totally clipped. - */ bool ED_view3d_win_to_ray_clipped(struct Depsgraph *depsgraph, const ARegion *region, const View3D *v3d, @@ -451,17 +404,6 @@ bool ED_view3d_win_to_ray_clipped(struct Depsgraph *depsgraph, depsgraph, region, v3d, mval, NULL, r_ray_normal, r_ray_start, do_clip_planes); } -/** - * 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. - * \param region: The region (used for the window width and height). - * \param mval: The area relative 2d location (such as event->mval, converted into float[2]). - * \param r_ray_start: The world-space point where the ray intersects the window plane. - * \param r_ray_normal: The normalized world-space direction of towards mval. - * - * \note Ignores view near/far clipping, - * to take this into account use #ED_view3d_win_to_ray_clipped. - */ void ED_view3d_win_to_ray(const ARegion *region, const float mval[2], float r_ray_start[3], @@ -471,13 +413,6 @@ void ED_view3d_win_to_ray(const ARegion *region, ED_view3d_win_to_vector(region, mval, r_ray_normal); } -/** - * 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 rv3d: 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(const RegionView3D *rv3d, const float coord[3], float vec[3]) { if (rv3d->is_persp) { @@ -536,13 +471,6 @@ bool view3d_get_view_aligned_coordinate(ARegion *region, } #endif -/** - * Calculate a 3d location from 2d window coordinates. - * \param region: The region (used for the window width and height). - * \param depth_pt: The reference location used to calculate the Z depth. - * \param mval: The area relative location (such as event->mval converted to floats). - * \param r_out: The resulting world-space location. - */ void ED_view3d_win_to_3d(const View3D *v3d, const ARegion *region, const float depth_pt[3], @@ -636,13 +564,6 @@ bool ED_view3d_win_to_3d_on_plane_int(const ARegion *region, return ED_view3d_win_to_3d_on_plane(region, plane, mval_fl, do_clip, r_out); } -/** - * A wrapper for #ED_view3d_win_to_3d_on_plane that projects onto \a plane_fallback - * then maps this back to \a plane. - * - * This is intended to be used when \a plane is orthogonal to the views Z axis where - * projecting the \a mval doesn't work well (or fail completely when exactly aligned). - */ bool ED_view3d_win_to_3d_on_plane_with_fallback(const ARegion *region, const float plane[4], const float mval[2], @@ -678,14 +599,6 @@ bool ED_view3d_win_to_3d_on_plane_with_fallback(const ARegion *region, return true; } -/** - * Calculate a 3d difference vector from 2d window offset. - * note that #ED_view3d_calc_zfac() must be called first to determine - * the depth used to calculate the delta. - * \param region: The region (used for the window width and height). - * \param mval: The area relative 2d difference (such as event->mval[0] - other_x). - * \param out: The resulting world-space delta. - */ void ED_view3d_win_to_delta(const ARegion *region, const float mval[2], float out[3], @@ -702,16 +615,6 @@ void ED_view3d_win_to_delta(const ARegion *region, out[2] = (rv3d->persinv[0][2] * dx + rv3d->persinv[1][2] * dy); } -/** - * Calculate a 3d origin from 2d window coordinates. - * \note Orthographic views have a less obvious origin, - * Since far clip can be a very large value resulting in numeric precision issues, - * the origin in this case is close to zero coordinate. - * - * \param region: The region (used for the window width and height). - * \param mval: The area relative 2d location (such as event->mval converted to floats). - * \param out: The resulting normalized world-space direction vector. - */ void ED_view3d_win_to_origin(const ARegion *region, const float mval[2], float out[3]) { RegionView3D *rv3d = region->regiondata; @@ -733,19 +636,6 @@ void ED_view3d_win_to_origin(const ARegion *region, const float mval[2], float o } } -/** - * 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. - * - * \note doesn't rely on ED_view3d_calc_zfac - * for perspective view, get the vector direction to - * the mouse cursor as a normalized vector. - * - * \param region: The region (used for the window width and height). - * \param mval: The area relative 2d location (such as event->mval converted to floats). - * \param out: The resulting normalized world-space direction vector. - */ void ED_view3d_win_to_vector(const ARegion *region, const float mval[2], float out[3]) { RegionView3D *rv3d = region->regiondata; @@ -763,20 +653,6 @@ void ED_view3d_win_to_vector(const ARegion *region, const float mval[2], float o normalize_v3(out); } -/** - * 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 region: 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 r_ray_start: The world-space starting point of the segment. - * \param r_ray_end: The world-space end point of the segment. - * \param do_clip_planes: Optionally clip the ray by the view clipping planes. - * \return success, false if the segment is totally clipped. - */ bool ED_view3d_win_to_segment_clipped(struct Depsgraph *depsgraph, const ARegion *region, View3D *v3d, @@ -817,9 +693,6 @@ void ED_view3d_ob_project_mat_get_from_obmat(const RegionView3D *rv3d, mul_m4_m4m4(r_pmat, rv3d->winmat, vmat); } -/** - * Convert between region relative coordinates (x,y) and depth component z and - * a point in world space. */ void ED_view3d_project_v3(const struct ARegion *region, const float world[3], float r_region_co[3]) { /* Viewport is set up to make coordinates relative to the region, not window. */ |