diff options
author | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:17:24 +0300 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2019-04-17 07:21:24 +0300 |
commit | e12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch) | |
tree | 8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/makesdna/DNA_view3d_types.h | |
parent | b3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (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.h | 750 |
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 |