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Diffstat (limited to 'source/blender/editors/include/ED_view3d.h')
-rw-r--r--source/blender/editors/include/ED_view3d.h139
1 files changed, 24 insertions, 115 deletions
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h
index 7f40024a056..9536dd76581 100644
--- a/source/blender/editors/include/ED_view3d.h
+++ b/source/blender/editors/include/ED_view3d.h
@@ -89,139 +89,45 @@ float *give_cursor(struct Scene *scene, struct View3D *v3d);
int initgrabz(struct RegionView3D *rv3d, float x, float y, float z);
-/**
- * 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(struct ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]);
-
-/**
- * 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(struct ARegion *ar, const float mval[2], float out[3]);
-
-/**
- * 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.
- * \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(struct ARegion *ar, const float mval[2], float out[3]);
-
-/**
- * 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(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3]);
-
-/**
- * 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(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3]);
-/**
- * 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(struct RegionView3D *rv3d, const float coord[3], float vec[3]);
-
-/**
- * Calculate the view transformation matrix from RegionView3D input.
- * The resulting matrix is equivalent to RegionView3D.viewinv
- * \param mat The view 4x4 transformation matrix to calculate.
- * \param ofs The view offset, normally from RegionView3D.ofs.
- * \param quat The view rotation, quaternion normally from RegionView3D.viewquat.
- * \param dist The view distance from ofs, normally from RegionView3D.dist.
- */
void ED_view3d_to_m4(float mat[][4], const float ofs[3], const float quat[4], const float dist);
-
-/**
- * Set the view transformation from a 4x4 matrix.
- * \param mat The view 4x4 transformation matrix to assign.
- * \param ofs The view offset, normally from RegionView3D.ofs.
- * \param quat The view rotation, quaternion normally from RegionView3D.viewquat.
- * \param dist The view distance from ofs, normally from RegionView3D.dist.
- */
void ED_view3d_from_m4(float mat[][4], float ofs[3], float quat[4], float *dist);
-/**
- * Set the RegionView3D members from an objects transformation and optionally lens.
- * \param ob The object to set the view to.
- * \param ofs The view offset to be set, normally from RegionView3D.ofs.
- * \param quat The view rotation to be set, quaternion normally from RegionView3D.viewquat.
- * \param dist The view distance from ofs to be set, normally from RegionView3D.dist.
- * \param lens The view lens angle set for cameras and lamps, normally from View3D.lens.
- */
void ED_view3d_from_object(struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens);
-
-/**
- * Set the object transformation from RegionView3D members.
- * \param ob The object which has the transformation assigned.
- * \param ofs The view offset, normally from RegionView3D.ofs.
- * \param quat The view rotation, quaternion normally from RegionView3D.viewquat.
- * \param dist The view distance from ofs, normally from RegionView3D.dist.
- */
void ED_view3d_to_object(struct Object *ob, const float ofs[3], const float quat[4], const float dist);
-//#if 0 /* UNUSED */
-void view3d_unproject(struct bglMats *mats, float out[3], const short x, const short y, const float z);
-//#endif
-
/* Depth buffer */
-void ED_view3d_depth_update(struct ARegion *ar);
+void ED_view3d_depth_update(struct ARegion *ar);
float ED_view3d_depth_read_cached(struct ViewContext *vc, int x, int y);
-void ED_view3d_depth_tag_update(struct RegionView3D *rv3d);
+void ED_view3d_depth_tag_update(struct RegionView3D *rv3d);
/* Projection */
#define IS_CLIPPED 12000
-void ED_view3d_calc_clipping(struct BoundBox *bb, float planes[4][4], struct bglMats *mats, const struct rcti *rect);
-
-void project_short(struct ARegion *ar, const float vec[3], short adr[2]);
-void project_short_noclip(struct ARegion *ar, const float vec[3], short adr[2]);
-
-void project_int(struct ARegion *ar, const float vec[3], int adr[2]);
-void project_int_noclip(struct ARegion *ar, const float vec[3], int adr[2]);
-
-void apply_project_float(float persmat[4][4], int winx, int winy, const float vec[], float adr[2]);
-void project_float(struct ARegion *ar, const float vec[3], float adr[2]);
-void project_float_noclip(struct ARegion *ar, const float vec[3], float adr[2]);
-
-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);
+/* TODO, these functions work quite differently, we should make them behave in a uniform way
+ * otherwise we can't be sure bugs are not added when we need to move from short->float types for eg
+ * - Campbell */
+void ED_view3d_project_short(struct ARegion *ar, const float co[3], short r_co[2]);
+void ED_view3d_project_short_noclip(struct ARegion *ar, const float vec[3], short r_co[2]);
+void ED_view3d_project_int(struct ARegion *ar, const float co[3], int r_co[2]);
+void ED_view3d_project_int_noclip(struct ARegion *ar, const float co[3], int r_co[2]);
+void ED_view3d_project_float(struct ARegion *ar, const float co[3], float r_co[2]);
+void ED_view3d_project_float_noclip(struct ARegion *ar, const float co[3], float r_co[2]);
+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]);
+
+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_project_float_v2(const struct ARegion *a, const float vec[3], float adr[2], float mat[4][4]);
-void ED_view3d_project_float_v3(struct ARegion *a, const float vec[3], float adr[3], float mat[4][4]);
void ED_view3d_calc_camera_border_size(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, struct RegionView3D *rv3d, float size_r[2]);
/* drawobject.c iterators */
@@ -231,6 +137,7 @@ void mesh_foreachScreenFace(struct ViewContext *vc, void (*func)(void *userData,
void nurbs_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt, int beztindex, int x, int y), void *userData);
void lattice_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct BPoint *bp, int x, int y), void *userData);
+void ED_view3d_clipping_calc(struct BoundBox *bb, float planes[4][4], struct bglMats *mats, const struct rcti *rect);
void ED_view3d_clipping_local(struct RegionView3D *rv3d, float mat[][4]);
int ED_view3d_clipping_test(struct RegionView3D *rv3d, const float vec[3], const int is_local);
void ED_view3d_clipping_set(struct RegionView3D *rv3d);
@@ -282,10 +189,12 @@ int ED_view3d_scene_layer_set(int lay, const int *values, int *active);
int ED_view3d_context_activate(struct bContext *C);
void ED_view3d_draw_offscreen(struct Scene *scene, struct View3D *v3d, struct ARegion *ar,
- int winx, int winy, float viewmat[][4], float winmat[][4], int do_bgpic);
+ int winx, int winy, float viewmat[][4], float winmat[][4], int do_bgpic, int colormanage_background);
-struct ImBuf *ED_view3d_draw_offscreen_imbuf(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int sizex, int sizey, unsigned int flag, int draw_background, char err_out[256]);
-struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(struct Scene *scene, struct Object *camera, int width, int height, unsigned int flag, int drawtype, int draw_background, char err_out[256]);
+struct ImBuf *ED_view3d_draw_offscreen_imbuf(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int sizex, int sizey, unsigned int flag,
+ int draw_background, int colormanage_background, char err_out[256]);
+struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(struct Scene *scene, struct Object *camera, int width, int height, unsigned int flag, int drawtype,
+ int draw_background, int colormanage_background, char err_out[256]);
struct Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]);