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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/makesdna/DNA_view3d_types.h
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/makesdna/DNA_view3d_types.h')
-rw-r--r--source/blender/makesdna/DNA_view3d_types.h750
1 files changed, 373 insertions, 377 deletions
diff --git a/source/blender/makesdna/DNA_view3d_types.h b/source/blender/makesdna/DNA_view3d_types.h
index 53519de42a4..3e409f36724 100644
--- a/source/blender/makesdna/DNA_view3d_types.h
+++ b/source/blender/makesdna/DNA_view3d_types.h
@@ -47,547 +47,543 @@ struct wmTimer;
typedef struct RegionView3D {
- /** GL_PROJECTION matrix. */
- float winmat[4][4];
- /** GL_MODELVIEW matrix. */
- float viewmat[4][4];
- /** Inverse of viewmat. */
- float viewinv[4][4];
- /** Viewmat*winmat. */
- float persmat[4][4];
- /** Inverse of persmat. */
- float persinv[4][4];
- /** Offset/scale for camera glsl texcoords. */
- float viewcamtexcofac[4];
-
- /** viewmat/persmat multiplied with object matrix, while drawing and selection. */
- float viewmatob[4][4];
- float persmatob[4][4];
-
- /** User defined clipping planes. */
- float clip[6][4];
- /** Clip in object space,
- * means we can test for clipping in editmode without first going into worldspace. */
- float clip_local[6][4];
- struct BoundBox *clipbb;
-
- /** Allocated backup of its self while in localview. */
- struct RegionView3D *localvd;
- struct RenderEngine *render_engine;
- struct ViewDepths *depths;
-
- /** Animated smooth view. */
- struct SmoothView3DStore *sms;
- struct wmTimer *smooth_timer;
-
-
- /** Transform gizmo matrix. */
- float twmat[4][4];
- /** min/max dot product on twmat xyz axis. */
- float tw_axis_min[3], tw_axis_max[3];
- float tw_axis_matrix[3][3];
-
- float gridview DNA_DEPRECATED;
-
- /** View rotation, must be kept normalized. */
- float viewquat[4];
- /** Distance from 'ofs' along -viewinv[2] vector, where result is negative as is 'ofs'. */
- float dist;
- /** Camera view offsets, 1.0 = viewplane moves entire width/height. */
- float camdx, camdy;
- /** Runtime only. */
- float pixsize;
- /**
- * View center & orbit pivot, negative of worldspace location,
- * also matches -viewinv[3][0:3] in ortho mode.
- */
- float ofs[3];
- /** Viewport zoom on the camera frame, see BKE_screen_view3d_zoom_to_fac. */
- float camzoom;
- /**
- * Check if persp/ortho view, since 'persp' cant be used for this since
- * it can have cameras assigned as well. (only set in #view3d_winmatrix_set)
- */
- char is_persp;
- char persp;
- char view;
- char viewlock;
- /** Options for quadview (store while out of quad view). */
- char viewlock_quad;
- char _pad[3];
- /** Normalized offset for locked view: (-1, -1) bottom left, (1, 1) upper right. */
- float ofs_lock[2];
-
- /** XXX can easily get rid of this (Julian). */
- short twdrawflag;
- short rflag;
-
-
- /** Last view (use when switching out of camera view). */
- float lviewquat[4];
- /** Lpersp can never be set to 'RV3D_CAMOB'. */
- short lpersp, lview;
-
- /** Active rotation from NDOF or elsewhere. */
- float rot_angle;
- float rot_axis[3];
+ /** GL_PROJECTION matrix. */
+ float winmat[4][4];
+ /** GL_MODELVIEW matrix. */
+ float viewmat[4][4];
+ /** Inverse of viewmat. */
+ float viewinv[4][4];
+ /** Viewmat*winmat. */
+ float persmat[4][4];
+ /** Inverse of persmat. */
+ float persinv[4][4];
+ /** Offset/scale for camera glsl texcoords. */
+ float viewcamtexcofac[4];
+
+ /** viewmat/persmat multiplied with object matrix, while drawing and selection. */
+ float viewmatob[4][4];
+ float persmatob[4][4];
+
+ /** User defined clipping planes. */
+ float clip[6][4];
+ /** Clip in object space,
+ * means we can test for clipping in editmode without first going into worldspace. */
+ float clip_local[6][4];
+ struct BoundBox *clipbb;
+
+ /** Allocated backup of its self while in localview. */
+ struct RegionView3D *localvd;
+ struct RenderEngine *render_engine;
+ struct ViewDepths *depths;
+
+ /** Animated smooth view. */
+ struct SmoothView3DStore *sms;
+ struct wmTimer *smooth_timer;
+
+ /** Transform gizmo matrix. */
+ float twmat[4][4];
+ /** min/max dot product on twmat xyz axis. */
+ float tw_axis_min[3], tw_axis_max[3];
+ float tw_axis_matrix[3][3];
+
+ float gridview DNA_DEPRECATED;
+
+ /** View rotation, must be kept normalized. */
+ float viewquat[4];
+ /** Distance from 'ofs' along -viewinv[2] vector, where result is negative as is 'ofs'. */
+ float dist;
+ /** Camera view offsets, 1.0 = viewplane moves entire width/height. */
+ float camdx, camdy;
+ /** Runtime only. */
+ float pixsize;
+ /**
+ * View center & orbit pivot, negative of worldspace location,
+ * also matches -viewinv[3][0:3] in ortho mode.
+ */
+ float ofs[3];
+ /** Viewport zoom on the camera frame, see BKE_screen_view3d_zoom_to_fac. */
+ float camzoom;
+ /**
+ * Check if persp/ortho view, since 'persp' cant be used for this since
+ * it can have cameras assigned as well. (only set in #view3d_winmatrix_set)
+ */
+ char is_persp;
+ char persp;
+ char view;
+ char viewlock;
+ /** Options for quadview (store while out of quad view). */
+ char viewlock_quad;
+ char _pad[3];
+ /** Normalized offset for locked view: (-1, -1) bottom left, (1, 1) upper right. */
+ float ofs_lock[2];
+
+ /** XXX can easily get rid of this (Julian). */
+ short twdrawflag;
+ short rflag;
+
+ /** Last view (use when switching out of camera view). */
+ float lviewquat[4];
+ /** Lpersp can never be set to 'RV3D_CAMOB'. */
+ short lpersp, lview;
+
+ /** Active rotation from NDOF or elsewhere. */
+ float rot_angle;
+ float rot_axis[3];
} RegionView3D;
typedef struct View3DCursor {
- float location[3];
+ float location[3];
- float rotation_quaternion[4];
- float rotation_euler[3];
- float rotation_axis[3], rotation_angle;
- short rotation_mode;
+ float rotation_quaternion[4];
+ float rotation_euler[3];
+ float rotation_axis[3], rotation_angle;
+ short rotation_mode;
- char _pad[6];
+ char _pad[6];
} View3DCursor;
/** 3D Viewport Shading settings. */
typedef struct View3DShading {
- /** Shading type (VIEW3D_SHADE_SOLID, ..). */
- char type;
- /** Runtime, for toggle between rendered viewport. */
- char prev_type;
- char prev_type_wire;
+ /** Shading type (VIEW3D_SHADE_SOLID, ..). */
+ char type;
+ /** Runtime, for toggle between rendered viewport. */
+ char prev_type;
+ char prev_type_wire;
- char color_type;
- short flag;
+ char color_type;
+ short flag;
- char light;
- char background_type;
- char cavity_type;
- char wire_color_type;
- char _pad[6];
+ char light;
+ char background_type;
+ char cavity_type;
+ char wire_color_type;
+ char _pad[6];
- /** FILE_MAXFILE. */
- char studio_light[256];
- /** FILE_MAXFILE. */
- char lookdev_light[256];
- /** FILE_MAXFILE. */
- char matcap[256];
+ /** FILE_MAXFILE. */
+ char studio_light[256];
+ /** FILE_MAXFILE. */
+ char lookdev_light[256];
+ /** FILE_MAXFILE. */
+ char matcap[256];
- float shadow_intensity;
- float single_color[3];
+ float shadow_intensity;
+ float single_color[3];
- float studiolight_rot_z;
- float studiolight_background;
+ float studiolight_rot_z;
+ float studiolight_background;
- float object_outline_color[3];
- float xray_alpha;
- float xray_alpha_wire;
+ float object_outline_color[3];
+ float xray_alpha;
+ float xray_alpha_wire;
- float cavity_valley_factor;
- float cavity_ridge_factor;
+ float cavity_valley_factor;
+ float cavity_ridge_factor;
- float background_color[3];
+ float background_color[3];
- float curvature_ridge_factor;
- float curvature_valley_factor;
+ float curvature_ridge_factor;
+ float curvature_valley_factor;
} View3DShading;
/** 3D Viewport Overlay settings. */
typedef struct View3DOverlay {
- int flag;
+ int flag;
- /** Edit mode settings. */
- int edit_flag;
- float normals_length;
- float backwire_opacity;
+ /** Edit mode settings. */
+ int edit_flag;
+ float normals_length;
+ float backwire_opacity;
- /** Paint mode settings. */
- int paint_flag;
+ /** Paint mode settings. */
+ int paint_flag;
- /** Weight paint mode settings. */
- int wpaint_flag;
- char _pad2[4];
+ /** Weight paint mode settings. */
+ int wpaint_flag;
+ char _pad2[4];
- /** Alpha for texture, weight, vertex paint overlay. */
- float texture_paint_mode_opacity;
- float vertex_paint_mode_opacity;
- float weight_paint_mode_opacity;
+ /** Alpha for texture, weight, vertex paint overlay. */
+ float texture_paint_mode_opacity;
+ float vertex_paint_mode_opacity;
+ float weight_paint_mode_opacity;
- /** Armature edit/pose mode settings. */
- int _pad3;
- float xray_alpha_bone;
+ /** Armature edit/pose mode settings. */
+ int _pad3;
+ float xray_alpha_bone;
- /** Other settings. */
- float wireframe_threshold;
+ /** Other settings. */
+ float wireframe_threshold;
- /** Grease pencil settings. */
- float gpencil_paper_opacity;
- float gpencil_grid_opacity;
- float gpencil_fade_layer;
+ /** Grease pencil settings. */
+ float gpencil_paper_opacity;
+ float gpencil_grid_opacity;
+ float gpencil_fade_layer;
} View3DOverlay;
typedef struct View3D_Runtime {
- /** Nkey panel stores stuff here. */
- void *properties_storage;
+ /** Nkey panel stores stuff here. */
+ void *properties_storage;
} View3D_Runtime;
/** 3D ViewPort Struct. */
typedef struct View3D {
- struct SpaceLink *next, *prev;
- /** Storage of regions for inactive spaces. */
- ListBase regionbase;
- char spacetype;
- char link_flag;
- char _pad0[6];
- /* End 'SpaceLink' header. */
+ struct SpaceLink *next, *prev;
+ /** Storage of regions for inactive spaces. */
+ ListBase regionbase;
+ char spacetype;
+ char link_flag;
+ char _pad0[6];
+ /* End 'SpaceLink' header. */
- float viewquat[4] DNA_DEPRECATED;
- float dist DNA_DEPRECATED;
+ float viewquat[4] DNA_DEPRECATED;
+ float dist DNA_DEPRECATED;
- /** Size of bundles in reconstructed data. */
- float bundle_size;
- /** Display style for bundle. */
- char bundle_drawtype;
+ /** Size of bundles in reconstructed data. */
+ float bundle_size;
+ /** Display style for bundle. */
+ char bundle_drawtype;
- char drawtype DNA_DEPRECATED;
+ char drawtype DNA_DEPRECATED;
- char _pad3[1];
+ char _pad3[1];
- /** Multiview current eye - for internal use. */
- char multiview_eye;
+ /** Multiview current eye - for internal use. */
+ char multiview_eye;
- int object_type_exclude_viewport;
- int object_type_exclude_select;
+ int object_type_exclude_viewport;
+ int object_type_exclude_select;
- short persp DNA_DEPRECATED;
- short view DNA_DEPRECATED;
+ short persp DNA_DEPRECATED;
+ short view DNA_DEPRECATED;
- struct Object *camera, *ob_centre;
- rctf render_border;
+ struct Object *camera, *ob_centre;
+ rctf render_border;
- /** Allocated backup of its self while in localview. */
- struct View3D *localvd;
+ /** Allocated backup of its self while in localview. */
+ struct View3D *localvd;
- /** Optional string for armature bone to define center, MAXBONENAME. */
- char ob_centre_bone[64];
+ /** Optional string for armature bone to define center, MAXBONENAME. */
+ char ob_centre_bone[64];
- unsigned short local_view_uuid;
- char _pad6[2];
- int layact DNA_DEPRECATED;
+ unsigned short local_view_uuid;
+ char _pad6[2];
+ int layact DNA_DEPRECATED;
- /** Optional bool for 3d cursor to define center. */
- short ob_centre_cursor;
- short scenelock;
- short gp_flag;
- short flag;
- int flag2;
+ /** Optional bool for 3d cursor to define center. */
+ short ob_centre_cursor;
+ short scenelock;
+ short gp_flag;
+ short flag;
+ int flag2;
- float lens, grid;
- float clip_start, clip_end;
- float ofs[3] DNA_DEPRECATED;
+ float lens, grid;
+ float clip_start, clip_end;
+ float ofs[3] DNA_DEPRECATED;
- char _pad[1];
+ char _pad[1];
- /** Transform gizmo info. */
- /** #V3D_GIZMO_SHOW_* */
- char gizmo_flag;
+ /** Transform gizmo info. */
+ /** #V3D_GIZMO_SHOW_* */
+ char gizmo_flag;
- char gizmo_show_object;
- char gizmo_show_armature;
- char gizmo_show_empty;
- char gizmo_show_light;
- char gizmo_show_camera;
+ char gizmo_show_object;
+ char gizmo_show_armature;
+ char gizmo_show_empty;
+ char gizmo_show_light;
+ char gizmo_show_camera;
- char gridflag;
+ char gridflag;
- short gridlines;
- /** Number of subdivisions in the grid between each highlighted grid line. */
- short gridsubdiv;
+ short gridlines;
+ /** Number of subdivisions in the grid between each highlighted grid line. */
+ short gridsubdiv;
- /** Actually only used to define the opacity of the grease pencil vertex in edit mode. */
- float vertex_opacity;
+ /** Actually only used to define the opacity of the grease pencil vertex in edit mode. */
+ float vertex_opacity;
- /* note, 'fx_settings.dof' is currently _not_ allocated,
- * instead set (temporarily) from camera */
- struct GPUFXSettings fx_settings;
+ /* note, 'fx_settings.dof' is currently _not_ allocated,
+ * instead set (temporarily) from camera */
+ struct GPUFXSettings fx_settings;
- /* XXX deprecated? */
- /** Grease-Pencil Data (annotation layers). */
- struct bGPdata *gpd DNA_DEPRECATED;
+ /* XXX deprecated? */
+ /** Grease-Pencil Data (annotation layers). */
+ struct bGPdata *gpd DNA_DEPRECATED;
- /** Stereoscopy settings. */
- short stereo3d_flag;
- char stereo3d_camera;
- char _pad4;
- float stereo3d_convergence_factor;
- float stereo3d_volume_alpha;
- float stereo3d_convergence_alpha;
+ /** Stereoscopy settings. */
+ short stereo3d_flag;
+ char stereo3d_camera;
+ char _pad4;
+ float stereo3d_convergence_factor;
+ float stereo3d_volume_alpha;
+ float stereo3d_convergence_alpha;
- /** Display settings. */
- View3DShading shading;
- View3DOverlay overlay;
+ /** Display settings. */
+ View3DShading shading;
+ View3DOverlay overlay;
- /** Runtime evaluation data (keep last). */
- View3D_Runtime runtime;
+ /** Runtime evaluation data (keep last). */
+ View3D_Runtime runtime;
} View3D;
-
/** #View3D.stereo3d_flag */
-#define V3D_S3D_DISPCAMERAS (1 << 0)
-#define V3D_S3D_DISPPLANE (1 << 1)
-#define V3D_S3D_DISPVOLUME (1 << 2)
+#define V3D_S3D_DISPCAMERAS (1 << 0)
+#define V3D_S3D_DISPPLANE (1 << 1)
+#define V3D_S3D_DISPVOLUME (1 << 2)
/** #View3D.flag */
-#define V3D_FLAG_UNUSED_0 (1 << 0) /* cleared */
-#define V3D_FLAG_UNUSED_1 (1 << 1) /* cleared */
-#define V3D_HIDE_HELPLINES (1 << 2)
-#define V3D_INVALID_BACKBUF (1 << 3)
+#define V3D_FLAG_UNUSED_0 (1 << 0) /* cleared */
+#define V3D_FLAG_UNUSED_1 (1 << 1) /* cleared */
+#define V3D_HIDE_HELPLINES (1 << 2)
+#define V3D_INVALID_BACKBUF (1 << 3)
-#define V3D_FLAG_UNUSED_10 (1 << 10) /* cleared */
-#define V3D_SELECT_OUTLINE (1 << 11)
-#define V3D_FLAG_UNUSED_12 (1 << 12) /* cleared */
-#define V3D_GLOBAL_STATS (1 << 13)
-#define V3D_DRAW_CENTERS (1 << 15)
+#define V3D_FLAG_UNUSED_10 (1 << 10) /* cleared */
+#define V3D_SELECT_OUTLINE (1 << 11)
+#define V3D_FLAG_UNUSED_12 (1 << 12) /* cleared */
+#define V3D_GLOBAL_STATS (1 << 13)
+#define V3D_DRAW_CENTERS (1 << 15)
/** #RegionView3D.persp */
-#define RV3D_ORTHO 0
-#define RV3D_PERSP 1
-#define RV3D_CAMOB 2
+#define RV3D_ORTHO 0
+#define RV3D_PERSP 1
+#define RV3D_CAMOB 2
/** #RegionView3D.rflag */
-#define RV3D_CLIPPING (1 << 2)
-#define RV3D_NAVIGATING (1 << 3)
-#define RV3D_GPULIGHT_UPDATE (1 << 4)
-/*#define RV3D_IS_GAME_ENGINE (1 << 5) *//* UNUSED */
+#define RV3D_CLIPPING (1 << 2)
+#define RV3D_NAVIGATING (1 << 3)
+#define RV3D_GPULIGHT_UPDATE (1 << 4)
+/*#define RV3D_IS_GAME_ENGINE (1 << 5) */ /* UNUSED */
/**
* Disable zbuffer offset, skip calls to #ED_view3d_polygon_offset.
* Use when precise surface depth is needed and picking bias isn't, see T45434).
*/
-#define RV3D_ZOFFSET_DISABLED 64
+#define RV3D_ZOFFSET_DISABLED 64
/** #RegionView3D.viewlock */
-#define RV3D_LOCKED (1 << 0)
-#define RV3D_BOXVIEW (1 << 1)
-#define RV3D_BOXCLIP (1 << 2)
+#define RV3D_LOCKED (1 << 0)
+#define RV3D_BOXVIEW (1 << 1)
+#define RV3D_BOXCLIP (1 << 2)
/** #RegionView3D.viewlock_quad */
-#define RV3D_VIEWLOCK_INIT (1 << 7)
+#define RV3D_VIEWLOCK_INIT (1 << 7)
/** #RegionView3D.view */
-#define RV3D_VIEW_USER 0
-#define RV3D_VIEW_FRONT 1
-#define RV3D_VIEW_BACK 2
-#define RV3D_VIEW_LEFT 3
-#define RV3D_VIEW_RIGHT 4
-#define RV3D_VIEW_TOP 5
-#define RV3D_VIEW_BOTTOM 6
-#define RV3D_VIEW_CAMERA 8
-
-#define RV3D_VIEW_IS_AXIS(view) \
- (((view) >= RV3D_VIEW_FRONT) && ((view) <= RV3D_VIEW_BOTTOM))
+#define RV3D_VIEW_USER 0
+#define RV3D_VIEW_FRONT 1
+#define RV3D_VIEW_BACK 2
+#define RV3D_VIEW_LEFT 3
+#define RV3D_VIEW_RIGHT 4
+#define RV3D_VIEW_TOP 5
+#define RV3D_VIEW_BOTTOM 6
+#define RV3D_VIEW_CAMERA 8
+
+#define RV3D_VIEW_IS_AXIS(view) (((view) >= RV3D_VIEW_FRONT) && ((view) <= RV3D_VIEW_BOTTOM))
/** #View3D.flag2 (int) */
-#define V3D_HIDE_OVERLAYS (1 << 2)
-#define V3D_FLAG2_UNUSED_3 (1 << 3) /* cleared */
-#define V3D_SHOW_ANNOTATION (1 << 4)
-#define V3D_LOCK_CAMERA (1 << 5)
-#define V3D_FLAG2_UNUSED_6 (1 << 6) /* cleared */
+#define V3D_HIDE_OVERLAYS (1 << 2)
+#define V3D_FLAG2_UNUSED_3 (1 << 3) /* cleared */
+#define V3D_SHOW_ANNOTATION (1 << 4)
+#define V3D_LOCK_CAMERA (1 << 5)
+#define V3D_FLAG2_UNUSED_6 (1 << 6) /* cleared */
#define V3D_SHOW_RECONSTRUCTION (1 << 7)
-#define V3D_SHOW_CAMERAPATH (1 << 8)
-#define V3D_SHOW_BUNDLENAME (1 << 9)
-#define V3D_FLAG2_UNUSED_10 (1 << 10) /* cleared */
-#define V3D_RENDER_BORDER (1 << 11)
-#define V3D_FLAG2_UNUSED_12 (1 << 12) /* cleared */
-#define V3D_FLAG2_UNUSED_13 (1 << 13) /* cleared */
-#define V3D_FLAG2_UNUSED_14 (1 << 14) /* cleared */
-#define V3D_FLAG2_UNUSED_15 (1 << 15) /* cleared */
+#define V3D_SHOW_CAMERAPATH (1 << 8)
+#define V3D_SHOW_BUNDLENAME (1 << 9)
+#define V3D_FLAG2_UNUSED_10 (1 << 10) /* cleared */
+#define V3D_RENDER_BORDER (1 << 11)
+#define V3D_FLAG2_UNUSED_12 (1 << 12) /* cleared */
+#define V3D_FLAG2_UNUSED_13 (1 << 13) /* cleared */
+#define V3D_FLAG2_UNUSED_14 (1 << 14) /* cleared */
+#define V3D_FLAG2_UNUSED_15 (1 << 15) /* cleared */
/** #View3D.gp_flag (short) */
-#define V3D_GP_SHOW_PAPER (1 << 0) /* Activate paper to cover all viewport */
-#define V3D_GP_SHOW_GRID (1 << 1) /* Activate paper grid */
-#define V3D_GP_SHOW_EDIT_LINES (1 << 2)
-#define V3D_GP_SHOW_MULTIEDIT_LINES (1 << 3)
-#define V3D_GP_SHOW_ONION_SKIN (1 << 4) /* main switch at view level */
-#define V3D_GP_FADE_NOACTIVE_LAYERS (1 << 5) /* fade layers not active */
+#define V3D_GP_SHOW_PAPER (1 << 0) /* Activate paper to cover all viewport */
+#define V3D_GP_SHOW_GRID (1 << 1) /* Activate paper grid */
+#define V3D_GP_SHOW_EDIT_LINES (1 << 2)
+#define V3D_GP_SHOW_MULTIEDIT_LINES (1 << 3)
+#define V3D_GP_SHOW_ONION_SKIN (1 << 4) /* main switch at view level */
+#define V3D_GP_FADE_NOACTIVE_LAYERS (1 << 5) /* fade layers not active */
/** #View3DShading.light */
enum {
- V3D_LIGHTING_FLAT = 0,
- V3D_LIGHTING_STUDIO = 1,
- V3D_LIGHTING_MATCAP = 2,
+ V3D_LIGHTING_FLAT = 0,
+ V3D_LIGHTING_STUDIO = 1,
+ V3D_LIGHTING_MATCAP = 2,
};
/** #View3DShading.flag */
enum {
- V3D_SHADING_OBJECT_OUTLINE = (1 << 0),
- V3D_SHADING_XRAY = (1 << 1),
- V3D_SHADING_SHADOW = (1 << 2),
- V3D_SHADING_SCENE_LIGHTS = (1 << 3),
- V3D_SHADING_SPECULAR_HIGHLIGHT = (1 << 4),
- V3D_SHADING_CAVITY = (1 << 5),
- V3D_SHADING_MATCAP_FLIP_X = (1 << 6),
- V3D_SHADING_SCENE_WORLD = (1 << 7),
- V3D_SHADING_XRAY_BONE = (1 << 8),
- V3D_SHADING_WORLD_ORIENTATION = (1 << 9),
- V3D_SHADING_BACKFACE_CULLING = (1 << 10),
- V3D_SHADING_DEPTH_OF_FIELD = (1 << 11),
+ V3D_SHADING_OBJECT_OUTLINE = (1 << 0),
+ V3D_SHADING_XRAY = (1 << 1),
+ V3D_SHADING_SHADOW = (1 << 2),
+ V3D_SHADING_SCENE_LIGHTS = (1 << 3),
+ V3D_SHADING_SPECULAR_HIGHLIGHT = (1 << 4),
+ V3D_SHADING_CAVITY = (1 << 5),
+ V3D_SHADING_MATCAP_FLIP_X = (1 << 6),
+ V3D_SHADING_SCENE_WORLD = (1 << 7),
+ V3D_SHADING_XRAY_BONE = (1 << 8),
+ V3D_SHADING_WORLD_ORIENTATION = (1 << 9),
+ V3D_SHADING_BACKFACE_CULLING = (1 << 10),
+ V3D_SHADING_DEPTH_OF_FIELD = (1 << 11),
};
/** #View3DShading.color_type */
enum {
- V3D_SHADING_MATERIAL_COLOR = 0,
- V3D_SHADING_RANDOM_COLOR = 1,
- V3D_SHADING_SINGLE_COLOR = 2,
- V3D_SHADING_TEXTURE_COLOR = 3,
- V3D_SHADING_OBJECT_COLOR = 4,
+ V3D_SHADING_MATERIAL_COLOR = 0,
+ V3D_SHADING_RANDOM_COLOR = 1,
+ V3D_SHADING_SINGLE_COLOR = 2,
+ V3D_SHADING_TEXTURE_COLOR = 3,
+ V3D_SHADING_OBJECT_COLOR = 4,
};
/** #View3DShading.background_type */
enum {
- V3D_SHADING_BACKGROUND_THEME = 0,
- V3D_SHADING_BACKGROUND_WORLD = 1,
- V3D_SHADING_BACKGROUND_VIEWPORT = 2,
+ V3D_SHADING_BACKGROUND_THEME = 0,
+ V3D_SHADING_BACKGROUND_WORLD = 1,
+ V3D_SHADING_BACKGROUND_VIEWPORT = 2,
};
/** #View3DShading.cavity_type */
enum {
- V3D_SHADING_CAVITY_SSAO = 0,
- V3D_SHADING_CAVITY_CURVATURE = 1,
- V3D_SHADING_CAVITY_BOTH = 2,
+ V3D_SHADING_CAVITY_SSAO = 0,
+ V3D_SHADING_CAVITY_CURVATURE = 1,
+ V3D_SHADING_CAVITY_BOTH = 2,
};
/** #View3DOverlay.flag */
enum {
- V3D_OVERLAY_FACE_ORIENTATION = (1 << 0),
- V3D_OVERLAY_HIDE_CURSOR = (1 << 1),
- V3D_OVERLAY_BONE_SELECT = (1 << 2),
- V3D_OVERLAY_LOOK_DEV = (1 << 3),
- V3D_OVERLAY_WIREFRAMES = (1 << 4),
- V3D_OVERLAY_HIDE_TEXT = (1 << 5),
- V3D_OVERLAY_HIDE_MOTION_PATHS = (1 << 6),
- V3D_OVERLAY_ONION_SKINS = (1 << 7),
- V3D_OVERLAY_HIDE_BONES = (1 << 8),
- V3D_OVERLAY_HIDE_OBJECT_XTRAS = (1 << 9),
- V3D_OVERLAY_HIDE_OBJECT_ORIGINS = (1 << 10),
+ V3D_OVERLAY_FACE_ORIENTATION = (1 << 0),
+ V3D_OVERLAY_HIDE_CURSOR = (1 << 1),
+ V3D_OVERLAY_BONE_SELECT = (1 << 2),
+ V3D_OVERLAY_LOOK_DEV = (1 << 3),
+ V3D_OVERLAY_WIREFRAMES = (1 << 4),
+ V3D_OVERLAY_HIDE_TEXT = (1 << 5),
+ V3D_OVERLAY_HIDE_MOTION_PATHS = (1 << 6),
+ V3D_OVERLAY_ONION_SKINS = (1 << 7),
+ V3D_OVERLAY_HIDE_BONES = (1 << 8),
+ V3D_OVERLAY_HIDE_OBJECT_XTRAS = (1 << 9),
+ V3D_OVERLAY_HIDE_OBJECT_ORIGINS = (1 << 10),
};
/** #View3DOverlay.edit_flag */
enum {
- V3D_OVERLAY_EDIT_VERT_NORMALS = (1 << 0),
- V3D_OVERLAY_EDIT_LOOP_NORMALS = (1 << 1),
- V3D_OVERLAY_EDIT_FACE_NORMALS = (1 << 2),
+ V3D_OVERLAY_EDIT_VERT_NORMALS = (1 << 0),
+ V3D_OVERLAY_EDIT_LOOP_NORMALS = (1 << 1),
+ V3D_OVERLAY_EDIT_FACE_NORMALS = (1 << 2),
- V3D_OVERLAY_EDIT_OCCLUDE_WIRE = (1 << 3),
+ V3D_OVERLAY_EDIT_OCCLUDE_WIRE = (1 << 3),
- V3D_OVERLAY_EDIT_WEIGHT = (1 << 4),
+ V3D_OVERLAY_EDIT_WEIGHT = (1 << 4),
- V3D_OVERLAY_EDIT_EDGES = (1 << 5),
- V3D_OVERLAY_EDIT_FACES = (1 << 6),
- V3D_OVERLAY_EDIT_FACE_DOT = (1 << 7),
+ V3D_OVERLAY_EDIT_EDGES = (1 << 5),
+ V3D_OVERLAY_EDIT_FACES = (1 << 6),
+ V3D_OVERLAY_EDIT_FACE_DOT = (1 << 7),
- V3D_OVERLAY_EDIT_SEAMS = (1 << 8),
- V3D_OVERLAY_EDIT_SHARP = (1 << 9),
- V3D_OVERLAY_EDIT_CREASES = (1 << 10),
- V3D_OVERLAY_EDIT_BWEIGHTS = (1 << 11),
+ V3D_OVERLAY_EDIT_SEAMS = (1 << 8),
+ V3D_OVERLAY_EDIT_SHARP = (1 << 9),
+ V3D_OVERLAY_EDIT_CREASES = (1 << 10),
+ V3D_OVERLAY_EDIT_BWEIGHTS = (1 << 11),
- V3D_OVERLAY_EDIT_FREESTYLE_EDGE = (1 << 12),
- V3D_OVERLAY_EDIT_FREESTYLE_FACE = (1 << 13),
+ V3D_OVERLAY_EDIT_FREESTYLE_EDGE = (1 << 12),
+ V3D_OVERLAY_EDIT_FREESTYLE_FACE = (1 << 13),
- V3D_OVERLAY_EDIT_STATVIS = (1 << 14),
- V3D_OVERLAY_EDIT_EDGE_LEN = (1 << 15),
- V3D_OVERLAY_EDIT_EDGE_ANG = (1 << 16),
- V3D_OVERLAY_EDIT_FACE_ANG = (1 << 17),
- V3D_OVERLAY_EDIT_FACE_AREA = (1 << 18),
- V3D_OVERLAY_EDIT_INDICES = (1 << 19),
+ V3D_OVERLAY_EDIT_STATVIS = (1 << 14),
+ V3D_OVERLAY_EDIT_EDGE_LEN = (1 << 15),
+ V3D_OVERLAY_EDIT_EDGE_ANG = (1 << 16),
+ V3D_OVERLAY_EDIT_FACE_ANG = (1 << 17),
+ V3D_OVERLAY_EDIT_FACE_AREA = (1 << 18),
+ V3D_OVERLAY_EDIT_INDICES = (1 << 19),
- V3D_OVERLAY_EDIT_CU_HANDLES = (1 << 20),
- V3D_OVERLAY_EDIT_CU_NORMALS = (1 << 21),
+ V3D_OVERLAY_EDIT_CU_HANDLES = (1 << 20),
+ V3D_OVERLAY_EDIT_CU_NORMALS = (1 << 21),
};
/** #View3DOverlay.paint_flag */
enum {
- V3D_OVERLAY_PAINT_WIRE = (1 << 0),
+ V3D_OVERLAY_PAINT_WIRE = (1 << 0),
};
/** #View3DOverlay.wpaint_flag */
enum {
- V3D_OVERLAY_WPAINT_CONTOURS = (1 << 0),
+ V3D_OVERLAY_WPAINT_CONTOURS = (1 << 0),
};
/** #View3D.around */
enum {
- /* center of the bounding box */
- V3D_AROUND_CENTER_BOUNDS = 0,
- /* center from the sum of all points divided by the total */
- V3D_AROUND_CENTER_MEDIAN = 3,
- /* pivot around the 2D/3D cursor */
- V3D_AROUND_CURSOR = 1,
- /* pivot around each items own origin */
- V3D_AROUND_LOCAL_ORIGINS = 2,
- /* pivot around the active items origin */
- V3D_AROUND_ACTIVE = 4,
+ /* center of the bounding box */
+ V3D_AROUND_CENTER_BOUNDS = 0,
+ /* center from the sum of all points divided by the total */
+ V3D_AROUND_CENTER_MEDIAN = 3,
+ /* pivot around the 2D/3D cursor */
+ V3D_AROUND_CURSOR = 1,
+ /* pivot around each items own origin */
+ V3D_AROUND_LOCAL_ORIGINS = 2,
+ /* pivot around the active items origin */
+ V3D_AROUND_ACTIVE = 4,
};
/** #View3d.gridflag */
-#define V3D_SHOW_FLOOR (1 << 0)
-#define V3D_SHOW_X (1 << 1)
-#define V3D_SHOW_Y (1 << 2)
-#define V3D_SHOW_Z (1 << 3)
+#define V3D_SHOW_FLOOR (1 << 0)
+#define V3D_SHOW_X (1 << 1)
+#define V3D_SHOW_Y (1 << 2)
+#define V3D_SHOW_Z (1 << 3)
/** #TransformOrientationSlot.type */
enum {
- V3D_ORIENT_GLOBAL = 0,
- V3D_ORIENT_LOCAL = 1,
- V3D_ORIENT_NORMAL = 2,
- V3D_ORIENT_VIEW = 3,
- V3D_ORIENT_GIMBAL = 4,
- V3D_ORIENT_CURSOR = 5,
- V3D_ORIENT_CUSTOM = 1024,
- /** Runtime only, never saved to DNA. */
- V3D_ORIENT_CUSTOM_MATRIX = (V3D_ORIENT_CUSTOM - 1),
+ V3D_ORIENT_GLOBAL = 0,
+ V3D_ORIENT_LOCAL = 1,
+ V3D_ORIENT_NORMAL = 2,
+ V3D_ORIENT_VIEW = 3,
+ V3D_ORIENT_GIMBAL = 4,
+ V3D_ORIENT_CURSOR = 5,
+ V3D_ORIENT_CUSTOM = 1024,
+ /** Runtime only, never saved to DNA. */
+ V3D_ORIENT_CUSTOM_MATRIX = (V3D_ORIENT_CUSTOM - 1),
};
/** #View3d.gizmo_flag */
enum {
- /** All gizmos. */
- V3D_GIZMO_HIDE = (1 << 0),
- V3D_GIZMO_HIDE_NAVIGATE = (1 << 1),
- V3D_GIZMO_HIDE_CONTEXT = (1 << 2),
- V3D_GIZMO_HIDE_TOOL = (1 << 3),
+ /** All gizmos. */
+ V3D_GIZMO_HIDE = (1 << 0),
+ V3D_GIZMO_HIDE_NAVIGATE = (1 << 1),
+ V3D_GIZMO_HIDE_CONTEXT = (1 << 2),
+ V3D_GIZMO_HIDE_TOOL = (1 << 3),
};
/** #View3d.gizmo_show_object */
enum {
- V3D_GIZMO_SHOW_OBJECT_TRANSLATE = (1 << 0),
- V3D_GIZMO_SHOW_OBJECT_ROTATE = (1 << 1),
- V3D_GIZMO_SHOW_OBJECT_SCALE = (1 << 2),
+ V3D_GIZMO_SHOW_OBJECT_TRANSLATE = (1 << 0),
+ V3D_GIZMO_SHOW_OBJECT_ROTATE = (1 << 1),
+ V3D_GIZMO_SHOW_OBJECT_SCALE = (1 << 2),
};
/** #View3d.gizmo_show_armature */
enum {
- /** Currently unused (WIP gizmo). */
- V3D_GIZMO_SHOW_ARMATURE_BBONE = (1 << 0),
- /** Not yet implemented. */
- V3D_GIZMO_SHOW_ARMATURE_ROLL = (1 << 1),
+ /** Currently unused (WIP gizmo). */
+ V3D_GIZMO_SHOW_ARMATURE_BBONE = (1 << 0),
+ /** Not yet implemented. */
+ V3D_GIZMO_SHOW_ARMATURE_ROLL = (1 << 1),
};
/** #View3d.gizmo_show_empty */
enum {
- V3D_GIZMO_SHOW_EMPTY_IMAGE = (1 << 0),
- V3D_GIZMO_SHOW_EMPTY_FORCE_FIELD = (1 << 1),
+ V3D_GIZMO_SHOW_EMPTY_IMAGE = (1 << 0),
+ V3D_GIZMO_SHOW_EMPTY_FORCE_FIELD = (1 << 1),
};
/** #View3d.gizmo_show_light */
enum {
- /** Use for both spot & area size. */
- V3D_GIZMO_SHOW_LIGHT_SIZE = (1 << 0),
- V3D_GIZMO_SHOW_LIGHT_LOOK_AT = (1 << 1),
+ /** Use for both spot & area size. */
+ V3D_GIZMO_SHOW_LIGHT_SIZE = (1 << 0),
+ V3D_GIZMO_SHOW_LIGHT_LOOK_AT = (1 << 1),
};
/** #View3d.gizmo_show_camera */
enum {
- /** Also used for ortho size. */
- V3D_GIZMO_SHOW_CAMERA_LENS = (1 << 0),
- V3D_GIZMO_SHOW_CAMERA_DOF_DIST = (1 << 2),
+ /** Also used for ortho size. */
+ V3D_GIZMO_SHOW_CAMERA_LENS = (1 << 0),
+ V3D_GIZMO_SHOW_CAMERA_DOF_DIST = (1 << 2),
};
#define RV3D_CAMZOOM_MIN -30
#define RV3D_CAMZOOM_MAX 600
/** #BKE_screen_view3d_zoom_to_fac() values above */
-#define RV3D_CAMZOOM_MIN_FACTOR 0.1657359312880714853f
+#define RV3D_CAMZOOM_MIN_FACTOR 0.1657359312880714853f
#define RV3D_CAMZOOM_MAX_FACTOR 44.9852813742385702928f
#endif