diff options
author | Campbell Barton <ideasman42@gmail.com> | 2013-03-09 15:40:42 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2013-03-09 15:40:42 +0400 |
commit | abd1748e486e0948df26fb7a0cf42bce67f861ec (patch) | |
tree | 8d5510d29295a07e710971ec088dce424de6ea6e /source/blender/editors/space_view3d | |
parent | e2ddd832dcdd890bc7d5ca29b1d8c3ec5848c620 (diff) |
code cleanup: move runtime var zfac out of RegionView3D. rename initgrabz() -> ED_view3d_calc_zfac() and have it return the zfac to use.
Diffstat (limited to 'source/blender/editors/space_view3d')
4 files changed, 69 insertions, 48 deletions
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c index 1df25048fe4..d77dafa29b4 100644 --- a/source/blender/editors/space_view3d/view3d_draw.c +++ b/source/blender/editors/space_view3d/view3d_draw.c @@ -1705,10 +1705,12 @@ static void view3d_draw_bgpic(Scene *scene, ARegion *ar, View3D *v3d, float tvec[3]; float sco[2]; const float mval_f[2] = {1.0f, 0.0f}; + const float co_zero[3] = {0}; + float zfac; /* calc window coord */ - initgrabz(rv3d, 0.0, 0.0, 0.0); - ED_view3d_win_to_delta(ar, mval_f, tvec); + zfac = ED_view3d_calc_zfac(rv3d, co_zero, NULL); + ED_view3d_win_to_delta(ar, mval_f, tvec, zfac); fac = max_ff(fabsf(tvec[0]), max_ff(fabsf(tvec[1]), fabsf(tvec[2]))); /* largest abs axis */ fac = 1.0f / fac; diff --git a/source/blender/editors/space_view3d/view3d_edit.c b/source/blender/editors/space_view3d/view3d_edit.c index 5f54f0dcfc8..1cb9ce759b8 100644 --- a/source/blender/editors/space_view3d/view3d_edit.c +++ b/source/blender/editors/space_view3d/view3d_edit.c @@ -368,6 +368,7 @@ typedef struct ViewOpsData { float reverse, dist0, camzoom0; float grid, far; short axis_snap; /* view rotate only */ + float zfac; /* use for orbit selection and auto-dist */ float ofs[3], dyn_ofs[3]; @@ -504,7 +505,11 @@ static void viewops_data_create(bContext *C, wmOperator *op, wmEvent *event) calctrackballvec(&vod->ar->winrct, event->x, event->y, vod->trackvec); - initgrabz(rv3d, -rv3d->ofs[0], -rv3d->ofs[1], -rv3d->ofs[2]); + { + float tvec[3]; + negate_v3_v3(tvec, rv3d->ofs); + vod->zfac = ED_view3d_calc_zfac(rv3d, tvec, NULL); + } vod->reverse = 1.0f; if (rv3d->persmat[2][1] < 0.0f) @@ -1508,7 +1513,7 @@ static void viewmove_apply(ViewOpsData *vod, int x, int y) mval_f[0] = x - vod->oldx; mval_f[1] = y - vod->oldy; - ED_view3d_win_to_delta(vod->ar, mval_f, dvec); + ED_view3d_win_to_delta(vod->ar, mval_f, dvec, vod->zfac); add_v3_v3(vod->rv3d->ofs, dvec); @@ -1665,15 +1670,16 @@ static void view_zoom_mouseloc(ARegion *ar, float dfac, int mx, int my) float tpos[3]; float mval_f[2]; float new_dist; + float zfac; negate_v3_v3(tpos, rv3d->ofs); - /* Project cursor position into 3D space */ - initgrabz(rv3d, tpos[0], tpos[1], tpos[2]); - mval_f[0] = (float)(((mx - ar->winrct.xmin) * 2) - ar->winx) / 2.0f; mval_f[1] = (float)(((my - ar->winrct.ymin) * 2) - ar->winy) / 2.0f; - ED_view3d_win_to_delta(ar, mval_f, dvec); + + /* Project cursor position into 3D space */ + zfac = ED_view3d_calc_zfac(rv3d, tpos, NULL); + ED_view3d_win_to_delta(ar, mval_f, dvec, zfac); /* Calculate view target position for dolly */ add_v3_v3v3(tvec, tpos, dvec); @@ -2957,14 +2963,20 @@ static int view3d_zoom_border_exec(bContext *C, wmOperator *op) } else { float mval_f[2]; + float zfac; + /* We cant use the depth, fallback to the old way that dosnt set the center depth */ copy_v3_v3(new_ofs, rv3d->ofs); - initgrabz(rv3d, -new_ofs[0], -new_ofs[1], -new_ofs[2]); + { + float tvec[3]; + negate_v3_v3(tvec, new_ofs); + zfac = ED_view3d_calc_zfac(rv3d, tvec, NULL); + } mval_f[0] = (rect.xmin + rect.xmax - vb[0]) / 2.0f; mval_f[1] = (rect.ymin + rect.ymax - vb[1]) / 2.0f; - ED_view3d_win_to_delta(ar, mval_f, dvec); + ED_view3d_win_to_delta(ar, mval_f, dvec, zfac); /* center the view to the center of the rectangle */ sub_v3_v3(new_ofs, dvec); } @@ -3415,16 +3427,19 @@ static int viewpan_exec(bContext *C, wmOperator *op) ARegion *ar = CTX_wm_region(C); RegionView3D *rv3d = CTX_wm_region_view3d(C); float vec[3]; + const float co_zero[3] = {0.0f}; float mval_f[2] = {0.0f, 0.0f}; + float zfac; int pandir; pandir = RNA_enum_get(op->ptr, "type"); - initgrabz(rv3d, 0.0, 0.0, 0.0); - if (pandir == V3D_VIEW_PANRIGHT) { mval_f[0] = -32.0f; ED_view3d_win_to_delta(ar, mval_f, vec); } - else if (pandir == V3D_VIEW_PANLEFT) { mval_f[0] = 32.0f; ED_view3d_win_to_delta(ar, mval_f, vec); } - else if (pandir == V3D_VIEW_PANUP) { mval_f[1] = -25.0f; ED_view3d_win_to_delta(ar, mval_f, vec); } - else if (pandir == V3D_VIEW_PANDOWN) { mval_f[1] = 25.0f; ED_view3d_win_to_delta(ar, mval_f, vec); } + zfac = ED_view3d_calc_zfac(rv3d, co_zero, NULL); + if (pandir == V3D_VIEW_PANRIGHT) { mval_f[0] = -32.0f; } + else if (pandir == V3D_VIEW_PANLEFT) { mval_f[0] = 32.0f; } + else if (pandir == V3D_VIEW_PANUP) { mval_f[1] = -25.0f; } + else if (pandir == V3D_VIEW_PANDOWN) { mval_f[1] = 25.0f; } + ED_view3d_win_to_delta(ar, mval_f, vec, zfac); add_v3_v3(rv3d->ofs, vec); if (rv3d->viewlock & RV3D_BOXVIEW) @@ -3713,15 +3728,16 @@ void ED_view3d_cursor3d_position(bContext *C, float fp[3], const int mval[2]) View3D *v3d = CTX_wm_view3d(C); RegionView3D *rv3d = CTX_wm_region_view3d(C); float mval_fl[2]; - int flip; + float zfac; + bool flip; - flip = initgrabz(rv3d, fp[0], fp[1], fp[2]); + zfac = ED_view3d_calc_zfac(rv3d, fp, &flip); /* reset the depth based on the view offset (we _know_ the offset is infront of us) */ if (flip) { negate_v3_v3(fp, rv3d->ofs); /* re initialize, no need to check flip again */ - /* flip = */ initgrabz(rv3d, fp[0], fp[1], fp[2]); + zfac = ED_view3d_calc_zfac(rv3d, fp, NULL /* &flip */ ); } if (ED_view3d_project_float_global(ar, fp, mval_fl, V3D_PROJ_TEST_NOP) == V3D_PROJ_RET_OK) { @@ -3736,17 +3752,17 @@ void ED_view3d_cursor3d_position(bContext *C, float fp[3], const int mval[2]) if (depth_used == FALSE) { float dvec[3]; VECSUB2D(mval_fl, mval_fl, mval); - ED_view3d_win_to_delta(ar, mval_fl, dvec); + ED_view3d_win_to_delta(ar, mval_fl, dvec, zfac); sub_v3_v3(fp, dvec); } } else { - const float dx = ((float)(mval[0] - (ar->winx / 2))) * rv3d->zfac / (ar->winx / 2); - const float dy = ((float)(mval[1] - (ar->winy / 2))) * rv3d->zfac / (ar->winy / 2); + const float dx = ((float)(mval[0] - (ar->winx / 2))) * zfac / (ar->winx / 2); + const float dy = ((float)(mval[1] - (ar->winy / 2))) * zfac / (ar->winy / 2); const float fz = (rv3d->persmat[0][3] * fp[0] + rv3d->persmat[1][3] * fp[1] + rv3d->persmat[2][3] * fp[2] + - rv3d->persmat[3][3]) / rv3d->zfac; + rv3d->persmat[3][3]) / zfac; fp[0] = (rv3d->persinv[0][0] * dx + rv3d->persinv[1][0] * dy + rv3d->persinv[2][0] * fz) - rv3d->ofs[0]; fp[1] = (rv3d->persinv[0][1] * dx + rv3d->persinv[1][1] * dy + rv3d->persinv[2][1] * fz) - rv3d->ofs[1]; diff --git a/source/blender/editors/space_view3d/view3d_project.c b/source/blender/editors/space_view3d/view3d_project.c index bc1656ff7c6..27d0010e75b 100644 --- a/source/blender/editors/space_view3d/view3d_project.c +++ b/source/blender/editors/space_view3d/view3d_project.c @@ -271,28 +271,32 @@ eV3DProjStatus ED_view3d_project_float_object(ARegion *ar, const float co[3], fl /* More Generic Window/Ray/Vector projection functions * *************************************************** */ -/* odd function, need to document better */ -int initgrabz(RegionView3D *rv3d, float x, float y, float z) +/** + * Caculate a depth value from \a co, use with #ED_view3d_win_to_delta + */ +float ED_view3d_calc_zfac(RegionView3D *rv3d, const float co[3], bool *r_flip) { - int flip = FALSE; - if (rv3d == NULL) return flip; - rv3d->zfac = rv3d->persmat[0][3] * x + rv3d->persmat[1][3] * y + rv3d->persmat[2][3] * z + rv3d->persmat[3][3]; - if (rv3d->zfac < 0.0f) - flip = TRUE; + float zfac = (rv3d->persmat[0][3] * co[0]) + + (rv3d->persmat[1][3] * co[1]) + + (rv3d->persmat[2][3] * co[2]) + rv3d->persmat[3][3]; + + if (r_flip) { + *r_flip = (zfac < 0.0f); + } + /* if x,y,z is exactly the viewport offset, zfac is 0 and we don't want that - * (accounting for near zero values) - */ - if (rv3d->zfac < 1.e-6f && rv3d->zfac > -1.e-6f) rv3d->zfac = 1.0f; + * (accounting for near zero values) */ + if (zfac < 1.e-6f && zfac > -1.e-6f) { + zfac = 1.0f; + } /* Negative zfac means x, y, z was behind the camera (in perspective). - * This gives flipped directions, so revert back to ok default case. - */ - /* NOTE: I've changed this to flip zfac to be positive again for now so that GPencil draws ok - * Aligorith, 2009Aug31 */ - //if (rv3d->zfac < 0.0f) rv3d->zfac = 1.0f; - if (rv3d->zfac < 0.0f) rv3d->zfac = -rv3d->zfac; - - return flip; + * This gives flipped directions, so revert back to ok default case. */ + if (zfac < 0.0f) { + zfac = -zfac; + } + + return zfac; } /** @@ -384,19 +388,19 @@ void ED_view3d_win_to_3d(ARegion *ar, const float depth_pt[3], const float mval[ /** * Calculate a 3d difference vector from 2d window offset. - * note that initgrabz() must be called first to determine + * note that ED_view3d_calc_zfac() 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 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(ARegion *ar, const float mval[2], float out[3]) +void ED_view3d_win_to_delta(ARegion *ar, const float mval[2], float out[3], const float zfac) { RegionView3D *rv3d = ar->regiondata; float dx, dy; - dx = 2.0f * mval[0] * rv3d->zfac / ar->winx; - dy = 2.0f * mval[1] * rv3d->zfac / ar->winy; + dx = 2.0f * mval[0] * zfac / ar->winx; + dy = 2.0f * mval[1] * zfac / ar->winy; out[0] = (rv3d->persinv[0][0] * dx + rv3d->persinv[1][0] * dy); out[1] = (rv3d->persinv[0][1] * dx + rv3d->persinv[1][1] * dy); @@ -408,7 +412,7 @@ void ED_view3d_win_to_delta(ARegion *ar, const float mval[2], float out[3]) * 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 initgrabz + * \note doesn't rely on ED_view3d_calc_zfac * for perspective view, get the vector direction to * the mouse cursor as a normalized vector. * diff --git a/source/blender/editors/space_view3d/view3d_select.c b/source/blender/editors/space_view3d/view3d_select.c index 065354a4575..01f32712393 100644 --- a/source/blender/editors/space_view3d/view3d_select.c +++ b/source/blender/editors/space_view3d/view3d_select.c @@ -120,12 +120,11 @@ bool view3d_get_view_aligned_coordinate(ARegion *ar, float fp[3], const int mval ret = ED_view3d_project_int_global(ar, fp, mval_cpy, V3D_PROJ_TEST_NOP); - initgrabz(rv3d, fp[0], fp[1], fp[2]); - if (ret == V3D_PROJ_RET_OK) { const float mval_f[2] = {(float)(mval_cpy[0] - mval[0]), (float)(mval_cpy[1] - mval[1])}; - ED_view3d_win_to_delta(ar, mval_f, dvec); + const float zfac = ED_view3d_calc_zfac(rv3d, fp, NULL); + ED_view3d_win_to_delta(ar, mval_f, dvec, zfac); sub_v3_v3(fp, dvec); return TRUE; |