diff options
Diffstat (limited to 'source/blender/editors/include/ED_view3d.h')
-rw-r--r-- | source/blender/editors/include/ED_view3d.h | 43 |
1 files changed, 34 insertions, 9 deletions
diff --git a/source/blender/editors/include/ED_view3d.h b/source/blender/editors/include/ED_view3d.h index 52d69d12253..64883ed5f1d 100644 --- a/source/blender/editors/include/ED_view3d.h +++ b/source/blender/editors/include/ED_view3d.h @@ -90,8 +90,6 @@ typedef struct ViewDepths { short x, y; /* only for temp use for sub-rects, added to region->winx/y */ float *depths; double depth_range[2]; - - bool damaged; } ViewDepths; /* Rotate 3D cursor on placement. */ @@ -154,19 +152,20 @@ void ED_view3d_depth_override(struct Depsgraph *depsgraph, struct View3D *v3d, struct Object *obact, eV3DDepthOverrideMode mode, - bool update_cache); + struct ViewDepths **r_depths); +void ED_view3d_depths_free(ViewDepths *depths); bool ED_view3d_depth_read_cached(const ViewDepths *vd, const int mval[2], int margin, float *r_depth); -bool ED_view3d_depth_read_cached_normal(const ViewContext *vc, +bool ED_view3d_depth_read_cached_normal(const struct ARegion *region, + const ViewDepths *depths, const int mval[2], float r_normal[3]); bool ED_view3d_depth_unproject_v3(const struct ARegion *region, const int mval[2], const double depth, float r_location_world[3]); -void ED_view3d_depth_tag_update(struct RegionView3D *rv3d); /* Projection */ #define IS_CLIPPED 12000 @@ -196,12 +195,38 @@ typedef enum { V3D_PROJ_TEST_CLIP_NEAR = (1 << 2), V3D_PROJ_TEST_CLIP_FAR = (1 << 3), V3D_PROJ_TEST_CLIP_ZERO = (1 << 4), + /** + * Clip the contents of the data being iterated over. + * Currently this is only used to edges when projecting into screen space. + * + * Clamp the edge within the viewport limits defined by + * #V3D_PROJ_TEST_CLIP_WIN, #V3D_PROJ_TEST_CLIP_NEAR & #V3D_PROJ_TEST_CLIP_FAR. + * This resolves the problem of a visible edge having one of it's vertices + * behind the viewport. See: T32214. + * + * This is not default behavior as it may be important for the screen-space location + * of an edges vertex to represent that vertices location (instead of a location along the edge). + * + * \note Perspective views should enable #V3D_PROJ_TEST_CLIP_WIN along with + * #V3D_PROJ_TEST_CLIP_NEAR as the near-plane-clipped location of a point + * may become very large (even infinite) when projected into screen-space. + * Unless the that point happens to coincide with the camera's point of view. + * + * Use #V3D_PROJ_TEST_CLIP_CONTENT_DEFAULT instead of #V3D_PROJ_TEST_CLIP_CONTENT, + * to avoid accidentally enabling near clipping without clipping by window bounds. + */ + V3D_PROJ_TEST_CLIP_CONTENT = (1 << 5), } eV3DProjTest; #define V3D_PROJ_TEST_CLIP_DEFAULT \ (V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR) #define V3D_PROJ_TEST_ALL \ - (V3D_PROJ_TEST_CLIP_DEFAULT | V3D_PROJ_TEST_CLIP_FAR | V3D_PROJ_TEST_CLIP_ZERO) + (V3D_PROJ_TEST_CLIP_DEFAULT | V3D_PROJ_TEST_CLIP_FAR | V3D_PROJ_TEST_CLIP_ZERO | \ + V3D_PROJ_TEST_CLIP_CONTENT) + +#define V3D_PROJ_TEST_CLIP_CONTENT_DEFAULT \ + (V3D_PROJ_TEST_CLIP_CONTENT | V3D_PROJ_TEST_CLIP_NEAR | V3D_PROJ_TEST_CLIP_FAR | \ + V3D_PROJ_TEST_CLIP_WIN) /* view3d_iterators.c */ @@ -404,7 +429,7 @@ bool ED_view3d_win_to_segment_clipped(struct Depsgraph *depsgraph, float r_ray_end[3], const bool do_clip); void ED_view3d_ob_project_mat_get(const struct RegionView3D *v3d, - struct Object *ob, + const struct Object *ob, float r_pmat[4][4]); void ED_view3d_ob_project_mat_get_from_obmat(const struct RegionView3D *rv3d, const float obmat[4][4], @@ -578,8 +603,8 @@ bool ED_view3d_area_user_region(const struct ScrArea *area, struct ARegion **r_region); bool ED_operator_rv3d_user_region_poll(struct bContext *C); -void ED_view3d_init_mats_rv3d(struct Object *ob, struct RegionView3D *rv3d); -void ED_view3d_init_mats_rv3d_gl(struct Object *ob, struct RegionView3D *rv3d); +void ED_view3d_init_mats_rv3d(const struct Object *ob, struct RegionView3D *rv3d); +void ED_view3d_init_mats_rv3d_gl(const struct Object *ob, struct RegionView3D *rv3d); #ifdef DEBUG void ED_view3d_clear_mats_rv3d(struct RegionView3D *rv3d); void ED_view3d_check_mats_rv3d(struct RegionView3D *rv3d); |