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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_edit.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_edit.c265
1 files changed, 265 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/view3d_edit.c b/source/blender/editors/space_view3d/view3d_edit.c
index 16ac8cedef0..a4dc27ceac1 100644
--- a/source/blender/editors/space_view3d/view3d_edit.c
+++ b/source/blender/editors/space_view3d/view3d_edit.c
@@ -894,6 +894,271 @@ void ED_VIEW3D_OT_viewcenter(wmOperatorType *ot)
ot->poll= ED_operator_areaactive;
}
+/* ********************* set clipping operator ****************** */
+
+static int view3d_clipping_exec(bContext *C, wmOperator *op)
+{
+ ScrArea *sa= CTX_wm_area(C);
+ View3D *v3d= sa->spacedata.first;
+ rcti rect;
+ double mvmatrix[16];
+ double projmatrix[16];
+ double xs, ys, p[3];
+ GLint viewport[4];
+ short val;
+
+ rect.xmin= RNA_int_get(op->ptr, "xmin");
+ rect.ymin= RNA_int_get(op->ptr, "ymin");
+ rect.xmax= RNA_int_get(op->ptr, "xmax");
+ rect.ymax= RNA_int_get(op->ptr, "ymax");
+
+ v3d->flag |= V3D_CLIPPING;
+ v3d->clipbb= MEM_callocN(sizeof(BoundBox), "clipbb");
+
+ /* note; otherwise opengl won't work */
+ view3d_operator_needs_opengl(C);
+
+ /* Get the matrices needed for gluUnProject */
+ glGetIntegerv(GL_VIEWPORT, viewport);
+ glGetDoublev(GL_MODELVIEW_MATRIX, mvmatrix);
+ glGetDoublev(GL_PROJECTION_MATRIX, projmatrix);
+
+ /* near zero floating point values can give issues with gluUnProject
+ in side view on some implementations */
+ if(fabs(mvmatrix[0]) < 1e-6) mvmatrix[0]= 0.0;
+ if(fabs(mvmatrix[5]) < 1e-6) mvmatrix[5]= 0.0;
+
+ /* Set up viewport so that gluUnProject will give correct values */
+ viewport[0] = 0;
+ viewport[1] = 0;
+
+ /* four clipping planes and bounding volume */
+ /* first do the bounding volume */
+ for(val=0; val<4; val++) {
+
+ xs= (val==0||val==3)?rect.xmin:rect.xmax;
+ ys= (val==0||val==1)?rect.ymin:rect.ymax;
+
+ gluUnProject(xs, ys, 0.0, mvmatrix, projmatrix, viewport, &p[0], &p[1], &p[2]);
+ VECCOPY(v3d->clipbb->vec[val], p);
+
+ gluUnProject(xs, ys, 1.0, mvmatrix, projmatrix, viewport, &p[0], &p[1], &p[2]);
+ VECCOPY(v3d->clipbb->vec[4+val], p);
+ }
+
+ /* then plane equations */
+ for(val=0; val<4; val++) {
+
+ CalcNormFloat(v3d->clipbb->vec[val], v3d->clipbb->vec[val==3?0:val+1], v3d->clipbb->vec[val+4],
+ v3d->clip[val]);
+
+ v3d->clip[val][3]= - v3d->clip[val][0]*v3d->clipbb->vec[val][0]
+ - v3d->clip[val][1]*v3d->clipbb->vec[val][1]
+ - v3d->clip[val][2]*v3d->clipbb->vec[val][2];
+ }
+ return OPERATOR_FINISHED;
+}
+
+static int view3d_clipping_invoke(bContext *C, wmOperator *op, wmEvent *event)
+{
+ ScrArea *sa= CTX_wm_area(C);
+ View3D *v3d= sa->spacedata.first;
+
+ if(v3d->flag & V3D_CLIPPING) {
+ v3d->flag &= ~V3D_CLIPPING;
+ ED_area_tag_redraw(sa);
+ if(v3d->clipbb) MEM_freeN(v3d->clipbb);
+ v3d->clipbb= NULL;
+ return OPERATOR_FINISHED;
+ }
+ else {
+ return WM_border_select_invoke(C, op, event);
+ }
+}
+
+/* toggles */
+void ED_VIEW3D_OT_clipping(wmOperatorType *ot)
+{
+
+ /* identifiers */
+ ot->name= "Border Select";
+ ot->idname= "ED_VIEW3D_OT_clipping";
+
+ /* api callbacks */
+ ot->invoke= view3d_clipping_invoke;
+ ot->exec= view3d_clipping_exec;
+ ot->modal= WM_border_select_modal;
+
+ ot->poll= ED_operator_areaactive;
+
+ /* rna */
+ RNA_def_property(ot->srna, "xmin", PROP_INT, PROP_NONE);
+ RNA_def_property(ot->srna, "xmax", PROP_INT, PROP_NONE);
+ RNA_def_property(ot->srna, "ymin", PROP_INT, PROP_NONE);
+ RNA_def_property(ot->srna, "ymax", PROP_INT, PROP_NONE);
+}
+
+/* ********************************************************* */
+
+void set_render_border(Scene *scene, ARegion *ar, View3D *v3d)
+{
+ rcti rect;
+ short val;
+
+ val= 0; // XXX get_border(&rect, 3);
+ if(val) {
+ rctf vb;
+
+ calc_viewborder(scene, ar, v3d, &vb);
+
+ scene->r.border.xmin= ((float)rect.xmin-vb.xmin)/(vb.xmax-vb.xmin);
+ scene->r.border.ymin= ((float)rect.ymin-vb.ymin)/(vb.ymax-vb.ymin);
+ scene->r.border.xmax= ((float)rect.xmax-vb.xmin)/(vb.xmax-vb.xmin);
+ scene->r.border.ymax= ((float)rect.ymax-vb.ymin)/(vb.ymax-vb.ymin);
+
+ CLAMP(scene->r.border.xmin, 0.0, 1.0);
+ CLAMP(scene->r.border.ymin, 0.0, 1.0);
+ CLAMP(scene->r.border.xmax, 0.0, 1.0);
+ CLAMP(scene->r.border.ymax, 0.0, 1.0);
+
+ /* drawing a border surrounding the entire camera view switches off border rendering
+ * or the border covers no pixels */
+ if ((scene->r.border.xmin <= 0.0 && scene->r.border.xmax >= 1.0 &&
+ scene->r.border.ymin <= 0.0 && scene->r.border.ymax >= 1.0) ||
+ (scene->r.border.xmin == scene->r.border.xmax ||
+ scene->r.border.ymin == scene->r.border.ymax ))
+ {
+ scene->r.mode &= ~R_BORDER;
+ } else {
+ scene->r.mode |= R_BORDER;
+ }
+ }
+}
+
+void view3d_border_zoom(Scene *scene, ARegion *ar, View3D *v3d)
+{
+
+ /* Zooms in on a border drawn by the user */
+ rcti rect;
+ short val;
+ float dvec[3], vb[2], xscale, yscale, scale;
+
+
+ /* SMOOTHVIEW */
+ float new_dist;
+ float new_ofs[3];
+
+ /* ZBuffer depth vars */
+ bglMats mats;
+ float depth, depth_close= MAXFLOAT;
+ int had_depth = 0;
+ double cent[2], p[3];
+ int xs, ys;
+
+ /* Get the border input */
+ val = 0; // XXX get_border(&rect, 3);
+ if(!val) return;
+
+ /* Get Z Depths, needed for perspective, nice for ortho */
+ bgl_get_mats(&mats);
+ draw_depth(scene, ar, v3d, NULL);
+
+ /* force updating */
+ if (v3d->depths) {
+ had_depth = 1;
+ v3d->depths->damaged = 1;
+ }
+
+ view3d_update_depths(ar, v3d);
+
+ /* Constrain rect to depth bounds */
+ if (rect.xmin < 0) rect.xmin = 0;
+ if (rect.ymin < 0) rect.ymin = 0;
+ if (rect.xmax >= v3d->depths->w) rect.xmax = v3d->depths->w-1;
+ if (rect.ymax >= v3d->depths->h) rect.ymax = v3d->depths->h-1;
+
+ /* Find the closest Z pixel */
+ for (xs=rect.xmin; xs < rect.xmax; xs++) {
+ for (ys=rect.ymin; ys < rect.ymax; ys++) {
+ depth= v3d->depths->depths[ys*v3d->depths->w+xs];
+ if(depth < v3d->depths->depth_range[1] && depth > v3d->depths->depth_range[0]) {
+ if (depth_close > depth) {
+ depth_close = depth;
+ }
+ }
+ }
+ }
+
+ if (had_depth==0) {
+ MEM_freeN(v3d->depths->depths);
+ v3d->depths->depths = NULL;
+ }
+ v3d->depths->damaged = 1;
+
+ cent[0] = (((double)rect.xmin)+((double)rect.xmax)) / 2;
+ cent[1] = (((double)rect.ymin)+((double)rect.ymax)) / 2;
+
+ if (v3d->persp==V3D_PERSP) {
+ double p_corner[3];
+
+ /* no depths to use, we cant do anything! */
+ if (depth_close==MAXFLOAT)
+ return;
+
+ /* convert border to 3d coordinates */
+ if (( !gluUnProject(cent[0], cent[1], depth_close, mats.modelview, mats.projection, (GLint *)mats.viewport, &p[0], &p[1], &p[2])) ||
+ ( !gluUnProject((double)rect.xmin, (double)rect.ymin, depth_close, mats.modelview, mats.projection, (GLint *)mats.viewport, &p_corner[0], &p_corner[1], &p_corner[2])))
+ return;
+
+ dvec[0] = p[0]-p_corner[0];
+ dvec[1] = p[1]-p_corner[1];
+ dvec[2] = p[2]-p_corner[2];
+
+ new_dist = VecLength(dvec);
+ if(new_dist <= v3d->near*1.5) new_dist= v3d->near*1.5;
+
+ new_ofs[0] = -p[0];
+ new_ofs[1] = -p[1];
+ new_ofs[2] = -p[2];
+
+ } else { /* othographic */
+ /* find the current window width and height */
+ vb[0] = ar->winx;
+ vb[1] = ar->winy;
+
+ new_dist = v3d->dist;
+
+ /* convert the drawn rectangle into 3d space */
+ if (depth_close!=MAXFLOAT && gluUnProject(cent[0], cent[1], depth_close, mats.modelview, mats.projection, (GLint *)mats.viewport, &p[0], &p[1], &p[2])) {
+ new_ofs[0] = -p[0];
+ new_ofs[1] = -p[1];
+ new_ofs[2] = -p[2];
+ } else {
+ /* We cant use the depth, fallback to the old way that dosnt set the center depth */
+ new_ofs[0] = v3d->ofs[0];
+ new_ofs[1] = v3d->ofs[1];
+ new_ofs[2] = v3d->ofs[2];
+
+ initgrabz(v3d, -new_ofs[0], -new_ofs[1], -new_ofs[2]);
+
+ window_to_3d(ar, v3d, dvec, (rect.xmin+rect.xmax-vb[0])/2, (rect.ymin+rect.ymax-vb[1])/2);
+ /* center the view to the center of the rectangle */
+ VecSubf(new_ofs, new_ofs, dvec);
+ }
+
+ /* work out the ratios, so that everything selected fits when we zoom */
+ xscale = ((rect.xmax-rect.xmin)/vb[0]);
+ yscale = ((rect.ymax-rect.ymin)/vb[1]);
+ scale = (xscale >= yscale)?xscale:yscale;
+
+ /* zoom in as required, or as far as we can go */
+ new_dist = ((new_dist*scale) >= 0.001*v3d->grid)? new_dist*scale:0.001*v3d->grid;
+ }
+
+ smooth_view(v3d, new_ofs, NULL, &new_dist, NULL);
+}
+
+
/* ************************* below the line! *********************** */