diff options
author | Campbell Barton <ideasman42@gmail.com> | 2012-10-17 08:13:03 +0400 |
---|---|---|
committer | Campbell Barton <ideasman42@gmail.com> | 2012-10-17 08:13:03 +0400 |
commit | 536d9fec80dad342ef28f2fc8a0c5b4e5de98d31 (patch) | |
tree | bdb8fa7abc2bb0f3e5fb3a5ab19bd1f1d9b735a2 /source/blender/editors | |
parent | fa06aab433d61949506b2291f69d05caf7cf5d6a (diff) |
code cleanup:
- move object_iterators.c --> view3d_iterators. (ED_object.h had to include ED_view3d.h which isn't so nice)
- move projection functions from view3d_view.c --> view3d_project.c (view3d_view was becoming a mishmash of utility functions and operators).
- some some cmake includes as system-includes.
Diffstat (limited to 'source/blender/editors')
-rw-r--r-- | source/blender/editors/include/ED_object.h | 44 | ||||
-rw-r--r-- | source/blender/editors/include/ED_view3d.h | 79 | ||||
-rw-r--r-- | source/blender/editors/object/CMakeLists.txt | 1 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/CMakeLists.txt | 2 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_intern.h | 2 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_iterators.c (renamed from source/blender/editors/object/object_iterators.c) | 4 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_project.c | 493 | ||||
-rw-r--r-- | source/blender/editors/space_view3d/view3d_view.c | 463 |
8 files changed, 579 insertions, 509 deletions
diff --git a/source/blender/editors/include/ED_object.h b/source/blender/editors/include/ED_object.h index f792d8b1a87..3f66333f0d5 100644 --- a/source/blender/editors/include/ED_object.h +++ b/source/blender/editors/include/ED_object.h @@ -197,50 +197,6 @@ int ED_object_multires_update_totlevels_cb(struct Object *ob, void *totlevel_v); /* object_select.c */ void ED_object_select_linked_by_id(struct bContext *C, struct ID *id); - -/* object_iterators.c */ - -#include "ED_view3d.h" /* XXX, needed for eV3DProjTest */ - -/* foreach iterators */ -void mesh_foreachScreenVert( - struct ViewContext *vc, - void (*func)(void *userData, struct BMVert *eve, const float screen_co[2], int index), - void *userData, const eV3DProjTest clip_flag); -void mesh_foreachScreenEdge( - struct ViewContext *vc, - void (*func)(void *userData, struct BMEdge *eed, const float screen_co_a[2], const float screen_co_b[2], - int index), - void *userData, const eV3DProjTest clip_flag); -void mesh_foreachScreenFace( - struct ViewContext *vc, - void (*func)(void *userData, struct BMFace *efa, const float screen_co[2], int index), - void *userData, const eV3DProjTest clip_flag); -void nurbs_foreachScreenVert( - struct ViewContext *vc, - void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt, - int beztindex, const float screen_co[2]), - void *userData, const eV3DProjTest clip_flag); -void mball_foreachScreenElem( - struct ViewContext *vc, - void (*func)(void *userData, struct MetaElem *ml, const float screen_co[2]), - void *userData, const eV3DProjTest clip_flag); -void lattice_foreachScreenVert( - struct ViewContext *vc, - void (*func)(void *userData, struct BPoint *bp, - const float screen_co[2]), - void *userData, const eV3DProjTest clip_flag); -void armature_foreachScreenBone( - struct ViewContext *vc, - void (*func)(void *userData, struct EditBone *ebone, - const float screen_co_a[2], const float screen_co_b[2]), - void *userData, const eV3DProjTest clip_flag); -void pose_foreachScreenBone( - struct ViewContext *vc, - void (*func)(void *userData, struct bPoseChannel *pchan, - const float screen_co_a[2], const float screen_co_b[2]), - void *userData, const eV3DProjTest clip_flag); - #ifdef __cplusplus } #endif diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h index d0243527b83..fc24f68f2d1 100644 --- a/source/blender/editors/include/ED_view3d.h +++ b/source/blender/editors/include/ED_view3d.h @@ -37,6 +37,7 @@ struct BMEdge; struct BMFace; struct BMVert; struct BPoint; +struct Base; struct BezTriple; struct BezTriple; struct BoundBox; @@ -50,11 +51,12 @@ struct Nurb; struct Object; struct RegionView3D; struct Scene; -struct bScreen; struct ScrArea; struct View3D; struct ViewContext; struct bContext; +struct bPoseChannel; +struct bScreen; struct bglMats; struct rcti; struct wmOperator; @@ -84,15 +86,6 @@ typedef struct ViewDepths { float *give_cursor(struct Scene *scene, struct View3D *v3d); -int initgrabz(struct RegionView3D *rv3d, float x, float y, float z); - -void ED_view3d_win_to_3d(struct ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]); -void ED_view3d_win_to_delta(struct ARegion *ar, const float mval[2], float out[3]); -void ED_view3d_win_to_vector(struct ARegion *ar, const float mval[2], float out[3]); -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]); -void ED_view3d_win_to_ray(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3]); - -void ED_view3d_global_to_vector(struct RegionView3D *rv3d, const float coord[3], float vec[3]); void ED_view3d_to_m4(float mat[][4], const float ofs[3], const float quat[4], const float dist); void ED_view3d_from_m4(float mat[][4], float ofs[3], float quat[4], float *dist); @@ -132,6 +125,55 @@ typedef enum { #define V3D_PROJ_TEST_ALL (V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN) +/* view3d_iterators.c */ + +/* foreach iterators */ +void mesh_foreachScreenVert( + struct ViewContext *vc, + void (*func)(void *userData, struct BMVert *eve, const float screen_co[2], int index), + void *userData, const eV3DProjTest clip_flag); +void mesh_foreachScreenEdge( + struct ViewContext *vc, + void (*func)(void *userData, struct BMEdge *eed, const float screen_co_a[2], const float screen_co_b[2], + int index), + void *userData, const eV3DProjTest clip_flag); +void mesh_foreachScreenFace( + struct ViewContext *vc, + void (*func)(void *userData, struct BMFace *efa, const float screen_co[2], int index), + void *userData, const eV3DProjTest clip_flag); +void nurbs_foreachScreenVert( + struct ViewContext *vc, + void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt, + int beztindex, const float screen_co[2]), + void *userData, const eV3DProjTest clip_flag); +void mball_foreachScreenElem( + struct ViewContext *vc, + void (*func)(void *userData, struct MetaElem *ml, const float screen_co[2]), + void *userData, const eV3DProjTest clip_flag); +void lattice_foreachScreenVert( + struct ViewContext *vc, + void (*func)(void *userData, struct BPoint *bp, + const float screen_co[2]), + void *userData, const eV3DProjTest clip_flag); +void armature_foreachScreenBone( + struct ViewContext *vc, + void (*func)(void *userData, struct EditBone *ebone, + const float screen_co_a[2], const float screen_co_b[2]), + void *userData, const eV3DProjTest clip_flag); +void pose_foreachScreenBone( + struct ViewContext *vc, + void (*func)(void *userData, struct bPoseChannel *pchan, + const float screen_co_a[2], const float screen_co_b[2]), + void *userData, const eV3DProjTest clip_flag); +/* *** end iterators *** */ + + +/* view3d_project.c */ +void ED_view3d_project_float_v2_m4(const struct ARegion *a, const float co[3], float r_co[2], float mat[4][4]); +void ED_view3d_project_float_v3_m4(struct ARegion *a, const float co[3], float r_co[3], float mat[4][4]); + +eV3DProjStatus ED_view3d_project_base(struct ARegion *ar, struct Base *base); + /* *** short *** */ eV3DProjStatus ED_view3d_project_short_ex(struct ARegion *ar, float perspmat[4][4], const int is_local, const float co[3], short r_co[2], const eV3DProjTest flag); @@ -150,17 +192,22 @@ eV3DProjStatus ED_view3d_project_float_ex(struct ARegion *ar, float perspmat[4][ eV3DProjStatus ED_view3d_project_float_global(struct ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag); eV3DProjStatus ED_view3d_project_float_object(struct ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag); -void ED_view3d_project_float_v2_m4(const struct ARegion *a, const float co[3], float r_co[2], float mat[4][4]); -void ED_view3d_project_float_v3_m4(struct ARegion *a, const float co[3], float r_co[3], float mat[4][4]); +int initgrabz(struct RegionView3D *rv3d, float x, float y, float z); +void ED_view3d_win_to_ray(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3]); +void ED_view3d_global_to_vector(struct RegionView3D *rv3d, const float coord[3], float vec[3]); +void ED_view3d_win_to_3d(struct ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]); +void ED_view3d_win_to_delta(struct ARegion *ar, const float mval[2], float out[3]); +void ED_view3d_win_to_vector(struct ARegion *ar, const float mval[2], float out[3]); +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]); +void ED_view3d_ob_project_mat_get(struct RegionView3D *v3d, struct Object *ob, float pmat[4][4]); +void ED_view3d_unproject(struct bglMats *mats, float out[3], const float x, const float y, const float z); + +/* end */ -/* Base's get their own function since its a common operation */ -eV3DProjStatus ED_view3d_project_base(struct ARegion *ar, struct Base *base); -void ED_view3d_unproject(struct bglMats *mats, float out[3], const float x, const float y, const float z); int ED_view3d_clip_range_get(struct View3D *v3d, struct RegionView3D *rv3d, float *clipsta, float *clipend); int ED_view3d_viewplane_get(struct View3D *v3d, struct RegionView3D *rv3d, int winxi, int winyi, struct rctf *viewplane, float *clipsta, float *clipend); -void ED_view3d_ob_project_mat_get(struct RegionView3D *v3d, struct Object *ob, float pmat[4][4]); void ED_view3d_calc_camera_border(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, struct RegionView3D *rv3d, struct rctf *viewborder_r, short no_shift); void ED_view3d_calc_camera_border_size(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, struct RegionView3D *rv3d, float size_r[2]); diff --git a/source/blender/editors/object/CMakeLists.txt b/source/blender/editors/object/CMakeLists.txt index a6745f95ea0..05c042a4182 100644 --- a/source/blender/editors/object/CMakeLists.txt +++ b/source/blender/editors/object/CMakeLists.txt @@ -46,7 +46,6 @@ set(SRC object_edit.c object_group.c object_hook.c - object_iterators.c object_lattice.c object_modifier.c object_ops.c diff --git a/source/blender/editors/space_view3d/CMakeLists.txt b/source/blender/editors/space_view3d/CMakeLists.txt index 1bba237ed5c..35dd88c3209 100644 --- a/source/blender/editors/space_view3d/CMakeLists.txt +++ b/source/blender/editors/space_view3d/CMakeLists.txt @@ -51,7 +51,9 @@ set(SRC view3d_edit.c view3d_fly.c view3d_header.c + view3d_iterators.c view3d_ops.c + view3d_project.c view3d_select.c view3d_snap.c view3d_toolbar.c diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h index 8f7656a1f37..3017891183e 100644 --- a/source/blender/editors/space_view3d/view3d_intern.h +++ b/source/blender/editors/space_view3d/view3d_intern.h @@ -51,8 +51,6 @@ struct wmNDOFMotionData; struct wmOperatorType; struct wmWindowManager; -#define BL_NEAR_CLIP 0.001 - /* drawing flags: */ enum { DRAW_PICKING = (1 << 0), diff --git a/source/blender/editors/object/object_iterators.c b/source/blender/editors/space_view3d/view3d_iterators.c index c1841711435..0472f9f2c10 100644 --- a/source/blender/editors/object/object_iterators.c +++ b/source/blender/editors/space_view3d/view3d_iterators.c @@ -20,8 +20,8 @@ * ***** END GPL LICENSE BLOCK ***** */ -/** \file blender/editors/object/object_iterators.c - * \ingroup edobj +/** \file blender/editors/object/view3d_iterators.c + * \ingroup spview3d */ #include "DNA_curve_types.h" diff --git a/source/blender/editors/space_view3d/view3d_project.c b/source/blender/editors/space_view3d/view3d_project.c new file mode 100644 index 00000000000..5362f0377c3 --- /dev/null +++ b/source/blender/editors/space_view3d/view3d_project.c @@ -0,0 +1,493 @@ +/* + * ***** 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. + * + * + * Contributor(s): Blender Foundation + * + * ***** END GPL LICENSE BLOCK ***** + */ + +/** \file blender/editors/space_view3d/view3d_project.c + * \ingroup spview3d + */ + +#include "DNA_object_types.h" +#include "DNA_screen_types.h" +#include "DNA_scene_types.h" +#include "DNA_view3d_types.h" + +#include "BLO_sys_types.h" /* int64_t */ + +#include "BIF_gl.h" /* bglMats */ +#include "BIF_glutil.h" /* bglMats */ + +#include "BLI_math_vector.h" + +#include "ED_view3d.h" /* own include */ + +#define BL_NEAR_CLIP 0.001 + +/* 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 *ar, const float co[3], float r_co[2], float mat[4][4]) +{ + float vec4[4]; + + copy_v3_v3(vec4, co); + vec4[3] = 1.0; + /* r_co[0] = IS_CLIPPED; */ /* always overwritten */ + + mul_m4_v4(mat, vec4); + + if (vec4[3] > FLT_EPSILON) { + r_co[0] = (float)(ar->winx / 2.0f) + (ar->winx / 2.0f) * vec4[0] / vec4[3]; + r_co[1] = (float)(ar->winy / 2.0f) + (ar->winy / 2.0f) * vec4[1] / vec4[3]; + } + else { + zero_v2(r_co); + } +} + +/** + * \note use #ED_view3d_ob_project_mat_get to get projecting mat + */ +void ED_view3d_project_float_v3_m4(ARegion *ar, const float vec[3], float r_co[3], float mat[4][4]) +{ + float vec4[4]; + + copy_v3_v3(vec4, vec); + vec4[3] = 1.0; + /* r_co[0] = IS_CLIPPED; */ /* always overwritten */ + + mul_m4_v4(mat, vec4); + + if (vec4[3] > FLT_EPSILON) { + r_co[0] = (float)(ar->winx / 2.0f) + (ar->winx / 2.0f) * vec4[0] / vec4[3]; + r_co[1] = (float)(ar->winy / 2.0f) + (ar->winy / 2.0f) * vec4[1] / vec4[3]; + r_co[2] = vec4[2] / vec4[3]; + } + else { + zero_v3(r_co); + } +} + + +/* Clipping Projection Functions + * ***************************** */ + +eV3DProjStatus ED_view3d_project_base(struct ARegion *ar, struct Base *base) +{ + eV3DProjStatus ret = ED_view3d_project_short_global(ar, base->object->obmat[3], &base->sx, V3D_PROJ_TEST_CLIP_DEFAULT); + + if (ret != V3D_PROJ_RET_OK) { + base->sx = IS_CLIPPED; + base->sy = 0; + } + + return ret; +} + +/* perspmat is typically... + * - 'rv3d->perspmat', is_local == FALSE + * - 'rv3d->perspmatob', is_local == TRUE + */ +static eV3DProjStatus ed_view3d_project__internal(ARegion *ar, + float perspmat[4][4], const int is_local, /* normally hidden */ + const float co[3], float r_co[2], const eV3DProjTest flag) +{ + float fx, fy, vec4[4]; + + /* check for bad flags */ + BLI_assert((flag & V3D_PROJ_TEST_ALL) == flag); + + if (flag & V3D_PROJ_TEST_CLIP_BB) { + RegionView3D *rv3d = ar->regiondata; + if (rv3d->rflag & RV3D_CLIPPING) { + if (ED_view3d_clipping_test(rv3d, co, is_local)) { + return V3D_PROJ_RET_CLIP_BB; + } + } + } + + copy_v3_v3(vec4, co); + vec4[3] = 1.0; + mul_m4_v4(perspmat, vec4); + + if (vec4[3] > (float)BL_NEAR_CLIP) { + fx = ((float)ar->winx / 2.0f) * (1.0f + vec4[0] / vec4[3]); + if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fx > 0 && fx < ar->winx)) { + fy = ((float)ar->winy / 2.0f) * (1.0f + vec4[1] / vec4[3]); + if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fy > 0.0f && fy < (float)ar->winy)) { + r_co[0] = (short)floor(fx); + r_co[1] = (short)floor(fy); + } + else { + return V3D_PROJ_RET_CLIP_WIN; + } + } + else { + return V3D_PROJ_RET_CLIP_WIN; + } + } + else { + return V3D_PROJ_RET_CLIP_NEAR; + } + + return V3D_PROJ_RET_OK; +} + +eV3DProjStatus ED_view3d_project_short_ex(ARegion *ar, float perspmat[4][4], const int is_local, + const float co[3], short r_co[2], const eV3DProjTest flag) +{ + float tvec[2]; + eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag); + if (ret == V3D_PROJ_RET_OK) { + if ((tvec[0] > -32700.0 && tvec[0] < 32700.0f) && + (tvec[1] > -32700.0 && tvec[1] < 32700.0f)) + { + r_co[0] = (short)floor(tvec[0]); + r_co[1] = (short)floor(tvec[1]); + } + else { + ret = V3D_PROJ_RET_OVERFLOW; + } + } + return ret; +} + +eV3DProjStatus ED_view3d_project_int_ex(ARegion *ar, float perspmat[4][4], const int is_local, + const float co[3], int r_co[2], const eV3DProjTest flag) +{ + float tvec[2]; + eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag); + if (ret == V3D_PROJ_RET_OK) { + if ((tvec[0] > -2140000000.0 && tvec[0] < 2140000000.0f) && + (tvec[1] > -2140000000.0 && tvec[1] < 2140000000.0f)) + { + r_co[0] = (int)floor(tvec[0]); + r_co[1] = (int)floor(tvec[1]); + } + else { + ret = V3D_PROJ_RET_OVERFLOW; + } + } + return ret; +} + +eV3DProjStatus ED_view3d_project_float_ex(ARegion *ar, float perspmat[4][4], const int is_local, + const float co[3], float r_co[2], const eV3DProjTest flag) +{ + float tvec[2]; + eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag); + if (ret == V3D_PROJ_RET_OK) { + if (finite(tvec[0]) && + finite(tvec[1])) + { + copy_v2_v2(r_co, tvec); + } + else { + ret = V3D_PROJ_RET_OVERFLOW; + } + } + return ret; +} + +/* --- short --- */ +eV3DProjStatus ED_view3d_project_short_global(ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag) +{ + RegionView3D *rv3d = ar->regiondata; + return ED_view3d_project_short_ex(ar, rv3d->persmat, FALSE, co, r_co, flag); +} +/* object space, use ED_view3d_init_mats_rv3d before calling */ +eV3DProjStatus ED_view3d_project_short_object(ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag) +{ + RegionView3D *rv3d = ar->regiondata; + return ED_view3d_project_short_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag); +} + +/* --- int --- */ +eV3DProjStatus ED_view3d_project_int_global(ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag) +{ + RegionView3D *rv3d = ar->regiondata; + return ED_view3d_project_int_ex(ar, rv3d->persmat, FALSE, co, r_co, flag); +} +/* object space, use ED_view3d_init_mats_rv3d before calling */ +eV3DProjStatus ED_view3d_project_int_object(ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag) +{ + RegionView3D *rv3d = ar->regiondata; + return ED_view3d_project_int_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag); +} + +/* --- float --- */ +eV3DProjStatus ED_view3d_project_float_global(ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag) +{ + RegionView3D *rv3d = ar->regiondata; + return ED_view3d_project_float_ex(ar, rv3d->persmat, FALSE, co, r_co, flag); +} +/* object space, use ED_view3d_init_mats_rv3d before calling */ +eV3DProjStatus ED_view3d_project_float_object(ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag) +{ + RegionView3D *rv3d = ar->regiondata; + return ED_view3d_project_float_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag); +} + + + +/* More Generic Window/Ray/Vector projection functions + * *************************************************** */ + +/* odd function, need to document better */ +int initgrabz(RegionView3D *rv3d, float x, float y, float z) +{ + 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; + /* 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; + + /* 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; +} + +/** + * 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 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(ARegion *ar, View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3]) +{ + float ray_end[3]; + + ED_view3d_win_to_segment_clip(ar, v3d, mval, ray_start, ray_end); + sub_v3_v3v3(ray_normal, ray_end, ray_start); + normalize_v3(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(RegionView3D *rv3d, const float coord[3], float vec[3]) +{ + if (rv3d->is_persp) { + float p1[4], p2[4]; + + copy_v3_v3(p1, coord); + p1[3] = 1.0f; + copy_v3_v3(p2, p1); + p2[3] = 1.0f; + mul_m4_v4(rv3d->viewmat, p2); + + mul_v3_fl(p2, 2.0f); + + mul_m4_v4(rv3d->viewinv, p2); + + sub_v3_v3v3(vec, p1, p2); + } + else { + copy_v3_v3(vec, rv3d->viewinv[2]); + } + normalize_v3(vec); +} + +/** + * 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 mval The area relative location (such as event->mval converted to floats). + * \param out The resulting world-space location. + */ +void ED_view3d_win_to_3d(ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]) +{ + RegionView3D *rv3d = ar->regiondata; + + float line_sta[3]; + float line_end[3]; + + if (rv3d->is_persp) { + float mousevec[3]; + copy_v3_v3(line_sta, rv3d->viewinv[3]); + ED_view3d_win_to_vector(ar, mval, mousevec); + add_v3_v3v3(line_end, line_sta, mousevec); + + if (isect_line_plane_v3(out, line_sta, line_end, depth_pt, rv3d->viewinv[2], TRUE) == 0) { + /* highly unlikely to ever happen, mouse vec paralelle with view plane */ + zero_v3(out); + } + } + else { + const float dx = (2.0f * mval[0] / (float)ar->winx) - 1.0f; + const float dy = (2.0f * mval[1] / (float)ar->winy) - 1.0f; + line_sta[0] = (rv3d->persinv[0][0] * dx) + (rv3d->persinv[1][0] * dy) + rv3d->viewinv[3][0]; + line_sta[1] = (rv3d->persinv[0][1] * dx) + (rv3d->persinv[1][1] * dy) + rv3d->viewinv[3][1]; + line_sta[2] = (rv3d->persinv[0][2] * dx) + (rv3d->persinv[1][2] * dy) + rv3d->viewinv[3][2]; + + add_v3_v3v3(line_end, line_sta, rv3d->viewinv[2]); + closest_to_line_v3(out, depth_pt, line_sta, line_end); + } +} + +/** + * 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 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]) +{ + 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; + + out[0] = (rv3d->persinv[0][0] * dx + rv3d->persinv[1][0] * dy); + out[1] = (rv3d->persinv[0][1] * dx + rv3d->persinv[1][1] * dy); + out[2] = (rv3d->persinv[0][2] * dx + rv3d->persinv[1][2] * dy); +} + +/** + * 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 initgrabz + * for perspective view, get the vector direction to + * the mouse cursor as a normalized vector. + * + * \param ar 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(ARegion *ar, const float mval[2], float out[3]) +{ + RegionView3D *rv3d = ar->regiondata; + + if (rv3d->is_persp) { + out[0] = 2.0f * (mval[0] / ar->winx) - 1.0f; + out[1] = 2.0f * (mval[1] / ar->winy) - 1.0f; + out[2] = -0.5f; + mul_project_m4_v3(rv3d->persinv, out); + sub_v3_v3(out, rv3d->viewinv[3]); + } + else { + copy_v3_v3(out, rv3d->viewinv[2]); + } + 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 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(ARegion *ar, View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3]) +{ + RegionView3D *rv3d = ar->regiondata; + + if (rv3d->is_persp) { + float vec[3]; + ED_view3d_win_to_vector(ar, mval, vec); + + copy_v3_v3(ray_start, rv3d->viewinv[3]); + madd_v3_v3v3fl(ray_start, rv3d->viewinv[3], vec, v3d->near); + madd_v3_v3v3fl(ray_end, rv3d->viewinv[3], vec, v3d->far); + } + else { + float vec[4]; + vec[0] = 2.0f * mval[0] / ar->winx - 1; + vec[1] = 2.0f * mval[1] / ar->winy - 1; + vec[2] = 0.0f; + vec[3] = 1.0f; + + mul_m4_v4(rv3d->persinv, vec); + + madd_v3_v3v3fl(ray_start, vec, rv3d->viewinv[2], 1000.0f); + madd_v3_v3v3fl(ray_end, vec, rv3d->viewinv[2], -1000.0f); + } + + /* clipping */ + if (rv3d->rflag & RV3D_CLIPPING) { + int a; + for (a = 0; a < 4; a++) { + clip_line_plane(ray_start, ray_end, rv3d->clip[a]); + } + } +} + + +/* Utility functions for projection + * ******************************** */ + +void ED_view3d_ob_project_mat_get(RegionView3D *rv3d, Object *ob, float pmat[4][4]) +{ + float vmat[4][4]; + + mult_m4_m4m4(vmat, rv3d->viewmat, ob->obmat); + mult_m4_m4m4(pmat, rv3d->winmat, vmat); +} + +/** + * Uses window coordinates (x,y) and depth component z to find a point in + * modelspace */ +void ED_view3d_unproject(bglMats *mats, float out[3], const float x, const float y, const float z) +{ + double ux, uy, uz; + + gluUnProject(x, y, z, mats->modelview, mats->projection, + (GLint *)mats->viewport, &ux, &uy, &uz); + + out[0] = ux; + out[1] = uy; + out[2] = uz; +} diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c index 6bdb6930fda..de8cbd856e8 100644 --- a/source/blender/editors/space_view3d/view3d_view.c +++ b/source/blender/editors/space_view3d/view3d_view.c @@ -571,327 +571,27 @@ void ED_view3d_clipping_calc(BoundBox *bb, float planes[4][4], bglMats *mats, co } } -/** - * 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(ARegion *ar, View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3]) -{ - RegionView3D *rv3d = ar->regiondata; - - if (rv3d->is_persp) { - float vec[3]; - ED_view3d_win_to_vector(ar, mval, vec); - - copy_v3_v3(ray_start, rv3d->viewinv[3]); - madd_v3_v3v3fl(ray_start, rv3d->viewinv[3], vec, v3d->near); - madd_v3_v3v3fl(ray_end, rv3d->viewinv[3], vec, v3d->far); - } - else { - float vec[4]; - vec[0] = 2.0f * mval[0] / ar->winx - 1; - vec[1] = 2.0f * mval[1] / ar->winy - 1; - vec[2] = 0.0f; - vec[3] = 1.0f; - - mul_m4_v4(rv3d->persinv, vec); - - madd_v3_v3v3fl(ray_start, vec, rv3d->viewinv[2], 1000.0f); - madd_v3_v3v3fl(ray_end, vec, rv3d->viewinv[2], -1000.0f); - } - - /* clipping */ - if (rv3d->rflag & RV3D_CLIPPING) { - int a; - for (a = 0; a < 4; a++) { - clip_line_plane(ray_start, ray_end, rv3d->clip[a]); - } - } -} - -/** - * 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 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(ARegion *ar, View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3]) -{ - float ray_end[3]; - - ED_view3d_win_to_segment_clip(ar, v3d, mval, ray_start, ray_end); - sub_v3_v3v3(ray_normal, ray_end, ray_start); - normalize_v3(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(RegionView3D *rv3d, const float coord[3], float vec[3]) -{ - if (rv3d->is_persp) { - float p1[4], p2[4]; - - copy_v3_v3(p1, coord); - p1[3] = 1.0f; - copy_v3_v3(p2, p1); - p2[3] = 1.0f; - mul_m4_v4(rv3d->viewmat, p2); - - mul_v3_fl(p2, 2.0f); - - mul_m4_v4(rv3d->viewinv, p2); - - sub_v3_v3v3(vec, p1, p2); - } - else { - copy_v3_v3(vec, rv3d->viewinv[2]); - } - normalize_v3(vec); -} - -int initgrabz(RegionView3D *rv3d, float x, float y, float z) -{ - 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; - /* 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; - - /* 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; -} - -/** - * 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 mval The area relative location (such as event->mval converted to floats). - * \param out The resulting world-space location. - */ -void ED_view3d_win_to_3d(ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]) -{ - RegionView3D *rv3d = ar->regiondata; - - float line_sta[3]; - float line_end[3]; - - if (rv3d->is_persp) { - float mousevec[3]; - copy_v3_v3(line_sta, rv3d->viewinv[3]); - ED_view3d_win_to_vector(ar, mval, mousevec); - add_v3_v3v3(line_end, line_sta, mousevec); - - if (isect_line_plane_v3(out, line_sta, line_end, depth_pt, rv3d->viewinv[2], TRUE) == 0) { - /* highly unlikely to ever happen, mouse vec paralelle with view plane */ - zero_v3(out); - } - } - else { - const float dx = (2.0f * mval[0] / (float)ar->winx) - 1.0f; - const float dy = (2.0f * mval[1] / (float)ar->winy) - 1.0f; - line_sta[0] = (rv3d->persinv[0][0] * dx) + (rv3d->persinv[1][0] * dy) + rv3d->viewinv[3][0]; - line_sta[1] = (rv3d->persinv[0][1] * dx) + (rv3d->persinv[1][1] * dy) + rv3d->viewinv[3][1]; - line_sta[2] = (rv3d->persinv[0][2] * dx) + (rv3d->persinv[1][2] * dy) + rv3d->viewinv[3][2]; - - add_v3_v3v3(line_end, line_sta, rv3d->viewinv[2]); - closest_to_line_v3(out, depth_pt, line_sta, line_end); - } -} - -/** - * 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 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]) -{ - 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; - - out[0] = (rv3d->persinv[0][0] * dx + rv3d->persinv[1][0] * dy); - out[1] = (rv3d->persinv[0][1] * dx + rv3d->persinv[1][1] * dy); - out[2] = (rv3d->persinv[0][2] * dx + rv3d->persinv[1][2] * dy); -} - -/** - * 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 initgrabz - * for perspective view, get the vector direction to - * the mouse cursor as a normalized vector. - * - * \param ar 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(ARegion *ar, const float mval[2], float out[3]) -{ - RegionView3D *rv3d = ar->regiondata; - - if (rv3d->is_persp) { - out[0] = 2.0f * (mval[0] / ar->winx) - 1.0f; - out[1] = 2.0f * (mval[1] / ar->winy) - 1.0f; - out[2] = -0.5f; - mul_project_m4_v3(rv3d->persinv, out); - sub_v3_v3(out, rv3d->viewinv[3]); - } - else { - copy_v3_v3(out, rv3d->viewinv[2]); - } - normalize_v3(out); -} - -float ED_view3d_depth_read_cached(ViewContext *vc, int x, int y) -{ - ViewDepths *vd = vc->rv3d->depths; - - x -= vc->ar->winrct.xmin; - y -= vc->ar->winrct.ymin; - - if (vd && vd->depths && x > 0 && y > 0 && x < vd->w && y < vd->h) - return vd->depths[y * vd->w + x]; - else - return 1; -} - -void ED_view3d_depth_tag_update(RegionView3D *rv3d) -{ - if (rv3d->depths) - rv3d->depths->damaged = 1; -} - -void ED_view3d_ob_project_mat_get(RegionView3D *rv3d, Object *ob, float pmat[4][4]) -{ - float vmat[4][4]; - - mult_m4_m4m4(vmat, rv3d->viewmat, ob->obmat); - mult_m4_m4m4(pmat, rv3d->winmat, vmat); -} - -/* Uses window coordinates (x,y) and depth component z to find a point in - * modelspace */ -void ED_view3d_unproject(bglMats *mats, float out[3], const float x, const float y, const float z) -{ - double ux, uy, uz; - - gluUnProject(x, y, z, mats->modelview, mats->projection, - (GLint *)mats->viewport, &ux, &uy, &uz); - - out[0] = ux; - out[1] = uy; - out[2] = uz; -} - -/* use #ED_view3d_ob_project_mat_get to get projecting mat */ -void ED_view3d_project_float_v2_m4(const ARegion *ar, const float co[3], float r_co[2], float mat[4][4]) -{ - float vec4[4]; - - copy_v3_v3(vec4, co); - vec4[3] = 1.0; - /* r_co[0] = IS_CLIPPED; */ /* always overwritten */ - - mul_m4_v4(mat, vec4); - - if (vec4[3] > FLT_EPSILON) { - r_co[0] = (float)(ar->winx / 2.0f) + (ar->winx / 2.0f) * vec4[0] / vec4[3]; - r_co[1] = (float)(ar->winy / 2.0f) + (ar->winy / 2.0f) * vec4[1] / vec4[3]; - } - else { - zero_v2(r_co); - } -} - -/* use #ED_view3d_ob_project_mat_get to get projecting mat */ -void ED_view3d_project_float_v3_m4(ARegion *ar, const float vec[3], float r_co[3], float mat[4][4]) -{ - float vec4[4]; - - copy_v3_v3(vec4, vec); - vec4[3] = 1.0; - /* r_co[0] = IS_CLIPPED; */ /* always overwritten */ - - mul_m4_v4(mat, vec4); - - if (vec4[3] > FLT_EPSILON) { - r_co[0] = (float)(ar->winx / 2.0f) + (ar->winx / 2.0f) * vec4[0] / vec4[3]; - r_co[1] = (float)(ar->winy / 2.0f) + (ar->winy / 2.0f) * vec4[1] / vec4[3]; - r_co[2] = vec4[2] / vec4[3]; - } - else { - zero_v3(r_co); - } -} - -eV3DProjStatus ED_view3d_project_base(struct ARegion *ar, struct Base *base) -{ - eV3DProjStatus ret = ED_view3d_project_short_global(ar, base->object->obmat[3], &base->sx, V3D_PROJ_TEST_CLIP_DEFAULT); - - if (ret != V3D_PROJ_RET_OK) { - base->sx = IS_CLIPPED; - base->sy = 0; - } - - return ret; -} int ED_view3d_boundbox_clip(RegionView3D *rv3d, float obmat[][4], BoundBox *bb) { /* return 1: draw */ - + float mat[4][4]; float vec[4], min, max; int a, flag = -1, fl; - + if (bb == NULL) return 1; if (bb->flag & OB_BB_DISABLED) return 1; - + mult_m4_m4m4(mat, rv3d->persmat, obmat); - + for (a = 0; a < 8; a++) { copy_v3_v3(vec, bb->vec[a]); vec[3] = 1.0; mul_m4_v4(mat, vec); max = vec[3]; min = -vec[3]; - + fl = 0; if (vec[0] < min) fl += 1; if (vec[0] > max) fl += 2; @@ -899,156 +599,31 @@ int ED_view3d_boundbox_clip(RegionView3D *rv3d, float obmat[][4], BoundBox *bb) if (vec[1] > max) fl += 8; if (vec[2] < min) fl += 16; if (vec[2] > max) fl += 32; - + flag &= fl; if (flag == 0) return 1; } - - return 0; -} - -/* perspmat is typically... - * - 'rv3d->perspmat', is_local == FALSE - * - 'rv3d->perspmatob', is_local == TRUE - */ -static eV3DProjStatus ed_view3d_project__internal(ARegion *ar, - float perspmat[4][4], const int is_local, /* normally hidden */ - const float co[3], float r_co[2], const eV3DProjTest flag) -{ - float fx, fy, vec4[4]; - - /* check for bad flags */ - BLI_assert((flag & V3D_PROJ_TEST_ALL) == flag); - - if (flag & V3D_PROJ_TEST_CLIP_BB) { - RegionView3D *rv3d = ar->regiondata; - if (rv3d->rflag & RV3D_CLIPPING) { - if (ED_view3d_clipping_test(rv3d, co, is_local)) { - return V3D_PROJ_RET_CLIP_BB; - } - } - } - - copy_v3_v3(vec4, co); - vec4[3] = 1.0; - mul_m4_v4(perspmat, vec4); - - if (vec4[3] > (float)BL_NEAR_CLIP) { - fx = ((float)ar->winx / 2.0f) * (1.0f + vec4[0] / vec4[3]); - if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fx > 0 && fx < ar->winx)) { - fy = ((float)ar->winy / 2.0f) * (1.0f + vec4[1] / vec4[3]); - if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fy > 0.0f && fy < (float)ar->winy)) { - r_co[0] = (short)floor(fx); - r_co[1] = (short)floor(fy); - } - else { - return V3D_PROJ_RET_CLIP_WIN; - } - } - else { - return V3D_PROJ_RET_CLIP_WIN; - } - } - else { - return V3D_PROJ_RET_CLIP_NEAR; - } - - return V3D_PROJ_RET_OK; -} -eV3DProjStatus ED_view3d_project_short_ex(ARegion *ar, float perspmat[4][4], const int is_local, - const float co[3], short r_co[2], const eV3DProjTest flag) -{ - float tvec[2]; - eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag); - if (ret == V3D_PROJ_RET_OK) { - if ((tvec[0] > -32700.0 && tvec[0] < 32700.0f) && - (tvec[1] > -32700.0 && tvec[1] < 32700.0f)) - { - r_co[0] = (short)floor(tvec[0]); - r_co[1] = (short)floor(tvec[1]); - } - else { - ret = V3D_PROJ_RET_OVERFLOW; - } - } - return ret; -} - -eV3DProjStatus ED_view3d_project_int_ex(ARegion *ar, float perspmat[4][4], const int is_local, - const float co[3], int r_co[2], const eV3DProjTest flag) -{ - float tvec[2]; - eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag); - if (ret == V3D_PROJ_RET_OK) { - if ((tvec[0] > -2140000000.0 && tvec[0] < 2140000000.0f) && - (tvec[1] > -2140000000.0 && tvec[1] < 2140000000.0f)) - { - r_co[0] = (int)floor(tvec[0]); - r_co[1] = (int)floor(tvec[1]); - } - else { - ret = V3D_PROJ_RET_OVERFLOW; - } - } - return ret; -} - -eV3DProjStatus ED_view3d_project_float_ex(ARegion *ar, float perspmat[4][4], const int is_local, - const float co[3], float r_co[2], const eV3DProjTest flag) -{ - float tvec[2]; - eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag); - if (ret == V3D_PROJ_RET_OK) { - if (finite(tvec[0]) && - finite(tvec[1])) - { - copy_v2_v2(r_co, tvec); - } - else { - ret = V3D_PROJ_RET_OVERFLOW; - } - } - return ret; + return 0; } -/* --- short --- */ -eV3DProjStatus ED_view3d_project_short_global(ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag) -{ - RegionView3D *rv3d = ar->regiondata; - return ED_view3d_project_short_ex(ar, rv3d->persmat, FALSE, co, r_co, flag); -} -/* object space, use ED_view3d_init_mats_rv3d before calling */ -eV3DProjStatus ED_view3d_project_short_object(ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag) +float ED_view3d_depth_read_cached(ViewContext *vc, int x, int y) { - RegionView3D *rv3d = ar->regiondata; - return ED_view3d_project_short_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag); -} + ViewDepths *vd = vc->rv3d->depths; + + x -= vc->ar->winrct.xmin; + y -= vc->ar->winrct.ymin; -/* --- int --- */ -eV3DProjStatus ED_view3d_project_int_global(ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag) -{ - RegionView3D *rv3d = ar->regiondata; - return ED_view3d_project_int_ex(ar, rv3d->persmat, FALSE, co, r_co, flag); -} -/* object space, use ED_view3d_init_mats_rv3d before calling */ -eV3DProjStatus ED_view3d_project_int_object(ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag) -{ - RegionView3D *rv3d = ar->regiondata; - return ED_view3d_project_int_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag); + if (vd && vd->depths && x > 0 && y > 0 && x < vd->w && y < vd->h) + return vd->depths[y * vd->w + x]; + else + return 1; } -/* --- float --- */ -eV3DProjStatus ED_view3d_project_float_global(ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag) -{ - RegionView3D *rv3d = ar->regiondata; - return ED_view3d_project_float_ex(ar, rv3d->persmat, FALSE, co, r_co, flag); -} -/* object space, use ED_view3d_init_mats_rv3d before calling */ -eV3DProjStatus ED_view3d_project_float_object(ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag) +void ED_view3d_depth_tag_update(RegionView3D *rv3d) { - RegionView3D *rv3d = ar->regiondata; - return ED_view3d_project_float_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag); + if (rv3d->depths) + rv3d->depths->damaged = 1; } /* copies logic of get_view3d_viewplane(), keep in sync */ |