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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_project.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_project.c212
1 files changed, 109 insertions, 103 deletions
diff --git a/source/blender/editors/space_view3d/view3d_project.c b/source/blender/editors/space_view3d/view3d_project.c
index 56c8b4bcbe9..10791bd1c9f 100644
--- a/source/blender/editors/space_view3d/view3d_project.c
+++ b/source/blender/editors/space_view3d/view3d_project.c
@@ -47,7 +47,7 @@
/**
* \note use #ED_view3d_ob_project_mat_get to get the projection matrix
*/
-void ED_view3d_project_float_v2_m4(const ARegion *ar,
+void ED_view3d_project_float_v2_m4(const ARegion *region,
const float co[3],
float r_co[2],
float mat[4][4])
@@ -61,8 +61,8 @@ void ED_view3d_project_float_v2_m4(const ARegion *ar,
mul_m4_v4(mat, vec4);
if (vec4[3] > FLT_EPSILON) {
- r_co[0] = (float)(ar->winx / 2.0f) + (ar->winx / 2.0f) * vec4[0] / vec4[3];
- r_co[1] = (float)(ar->winy / 2.0f) + (ar->winy / 2.0f) * vec4[1] / vec4[3];
+ r_co[0] = (float)(region->winx / 2.0f) + (region->winx / 2.0f) * vec4[0] / vec4[3];
+ r_co[1] = (float)(region->winy / 2.0f) + (region->winy / 2.0f) * vec4[1] / vec4[3];
}
else {
zero_v2(r_co);
@@ -72,7 +72,7 @@ void ED_view3d_project_float_v2_m4(const ARegion *ar,
/**
* \note use #ED_view3d_ob_project_mat_get to get projecting mat
*/
-void ED_view3d_project_float_v3_m4(const ARegion *ar,
+void ED_view3d_project_float_v3_m4(const ARegion *region,
const float vec[3],
float r_co[3],
float mat[4][4])
@@ -86,8 +86,8 @@ void ED_view3d_project_float_v3_m4(const ARegion *ar,
mul_m4_v4(mat, vec4);
if (vec4[3] > FLT_EPSILON) {
- r_co[0] = (float)(ar->winx / 2.0f) + (ar->winx / 2.0f) * vec4[0] / vec4[3];
- r_co[1] = (float)(ar->winy / 2.0f) + (ar->winy / 2.0f) * vec4[1] / vec4[3];
+ r_co[0] = (float)(region->winx / 2.0f) + (region->winx / 2.0f) * vec4[0] / vec4[3];
+ r_co[1] = (float)(region->winy / 2.0f) + (region->winy / 2.0f) * vec4[1] / vec4[3];
r_co[2] = vec4[2] / vec4[3];
}
else {
@@ -98,10 +98,10 @@ void ED_view3d_project_float_v3_m4(const ARegion *ar,
/* Clipping Projection Functions
* ***************************** */
-eV3DProjStatus ED_view3d_project_base(const struct ARegion *ar, struct Base *base)
+eV3DProjStatus ED_view3d_project_base(const struct ARegion *region, struct Base *base)
{
eV3DProjStatus ret = ED_view3d_project_short_global(
- ar, base->object->obmat[3], &base->sx, V3D_PROJ_TEST_CLIP_DEFAULT);
+ region, base->object->obmat[3], &base->sx, V3D_PROJ_TEST_CLIP_DEFAULT);
if (ret != V3D_PROJ_RET_OK) {
base->sx = IS_CLIPPED;
@@ -115,7 +115,7 @@ eV3DProjStatus ED_view3d_project_base(const struct ARegion *ar, struct Base *bas
* - 'rv3d->perspmat', is_local == false
* - 'rv3d->persmatob', is_local == true
*/
-static eV3DProjStatus ed_view3d_project__internal(const ARegion *ar,
+static eV3DProjStatus ed_view3d_project__internal(const ARegion *region,
const float perspmat[4][4],
const bool is_local, /* normally hidden */
const float co[3],
@@ -128,7 +128,7 @@ static eV3DProjStatus ed_view3d_project__internal(const ARegion *ar,
BLI_assert((flag & V3D_PROJ_TEST_ALL) == flag);
if (flag & V3D_PROJ_TEST_CLIP_BB) {
- RegionView3D *rv3d = ar->regiondata;
+ RegionView3D *rv3d = region->regiondata;
if (rv3d->rflag & RV3D_CLIPPING) {
if (ED_view3d_clipping_test(rv3d, co, is_local)) {
return V3D_PROJ_RET_CLIP_BB;
@@ -143,10 +143,10 @@ static eV3DProjStatus ed_view3d_project__internal(const ARegion *ar,
if (((flag & V3D_PROJ_TEST_CLIP_ZERO) == 0) || (fabsf(vec4[3]) > (float)BL_ZERO_CLIP)) {
if (((flag & V3D_PROJ_TEST_CLIP_NEAR) == 0) || (vec4[3] > (float)BL_NEAR_CLIP)) {
const float scalar = (vec4[3] != 0.0f) ? (1.0f / vec4[3]) : 0.0f;
- const float fx = ((float)ar->winx / 2.0f) * (1.0f + (vec4[0] * scalar));
- if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fx > 0.0f && fx < (float)ar->winx)) {
- const float fy = ((float)ar->winy / 2.0f) * (1.0f + (vec4[1] * scalar));
- if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fy > 0.0f && fy < (float)ar->winy)) {
+ const float fx = ((float)region->winx / 2.0f) * (1.0f + (vec4[0] * scalar));
+ if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fx > 0.0f && fx < (float)region->winx)) {
+ const float fy = ((float)region->winy / 2.0f) * (1.0f + (vec4[1] * scalar));
+ if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fy > 0.0f && fy < (float)region->winy)) {
r_co[0] = fx;
r_co[1] = fy;
@@ -174,7 +174,7 @@ static eV3DProjStatus ed_view3d_project__internal(const ARegion *ar,
return V3D_PROJ_RET_OK;
}
-eV3DProjStatus ED_view3d_project_short_ex(const ARegion *ar,
+eV3DProjStatus ED_view3d_project_short_ex(const ARegion *region,
float perspmat[4][4],
const bool is_local,
const float co[3],
@@ -182,7 +182,7 @@ eV3DProjStatus ED_view3d_project_short_ex(const ARegion *ar,
const eV3DProjTest flag)
{
float tvec[2];
- eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag);
+ eV3DProjStatus ret = ed_view3d_project__internal(region, perspmat, is_local, co, tvec, flag);
if (ret == V3D_PROJ_RET_OK) {
if ((tvec[0] > -32700.0f && tvec[0] < 32700.0f) &&
(tvec[1] > -32700.0f && tvec[1] < 32700.0f)) {
@@ -196,7 +196,7 @@ eV3DProjStatus ED_view3d_project_short_ex(const ARegion *ar,
return ret;
}
-eV3DProjStatus ED_view3d_project_int_ex(const ARegion *ar,
+eV3DProjStatus ED_view3d_project_int_ex(const ARegion *region,
float perspmat[4][4],
const bool is_local,
const float co[3],
@@ -204,7 +204,7 @@ eV3DProjStatus ED_view3d_project_int_ex(const ARegion *ar,
const eV3DProjTest flag)
{
float tvec[2];
- eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag);
+ eV3DProjStatus ret = ed_view3d_project__internal(region, perspmat, is_local, co, tvec, flag);
if (ret == V3D_PROJ_RET_OK) {
if ((tvec[0] > -2140000000.0f && tvec[0] < 2140000000.0f) &&
(tvec[1] > -2140000000.0f && tvec[1] < 2140000000.0f)) {
@@ -218,7 +218,7 @@ eV3DProjStatus ED_view3d_project_int_ex(const ARegion *ar,
return ret;
}
-eV3DProjStatus ED_view3d_project_float_ex(const ARegion *ar,
+eV3DProjStatus ED_view3d_project_float_ex(const ARegion *region,
float perspmat[4][4],
const bool is_local,
const float co[3],
@@ -226,7 +226,7 @@ eV3DProjStatus ED_view3d_project_float_ex(const ARegion *ar,
const eV3DProjTest flag)
{
float tvec[2];
- eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag);
+ eV3DProjStatus ret = ed_view3d_project__internal(region, perspmat, is_local, co, tvec, flag);
if (ret == V3D_PROJ_RET_OK) {
if (isfinite(tvec[0]) && isfinite(tvec[1])) {
copy_v2_v2(r_co, tvec);
@@ -239,63 +239,63 @@ eV3DProjStatus ED_view3d_project_float_ex(const ARegion *ar,
}
/* --- short --- */
-eV3DProjStatus ED_view3d_project_short_global(const ARegion *ar,
+eV3DProjStatus ED_view3d_project_short_global(const ARegion *region,
const float co[3],
short r_co[2],
const eV3DProjTest flag)
{
- RegionView3D *rv3d = ar->regiondata;
- return ED_view3d_project_short_ex(ar, rv3d->persmat, false, co, r_co, flag);
+ RegionView3D *rv3d = region->regiondata;
+ return ED_view3d_project_short_ex(region, rv3d->persmat, false, co, r_co, flag);
}
/* object space, use ED_view3d_init_mats_rv3d before calling */
-eV3DProjStatus ED_view3d_project_short_object(const ARegion *ar,
+eV3DProjStatus ED_view3d_project_short_object(const ARegion *region,
const float co[3],
short r_co[2],
const eV3DProjTest flag)
{
- RegionView3D *rv3d = ar->regiondata;
+ RegionView3D *rv3d = region->regiondata;
ED_view3d_check_mats_rv3d(rv3d);
- return ED_view3d_project_short_ex(ar, rv3d->persmatob, true, co, r_co, flag);
+ return ED_view3d_project_short_ex(region, rv3d->persmatob, true, co, r_co, flag);
}
/* --- int --- */
-eV3DProjStatus ED_view3d_project_int_global(const ARegion *ar,
+eV3DProjStatus ED_view3d_project_int_global(const ARegion *region,
const float co[3],
int r_co[2],
const eV3DProjTest flag)
{
- RegionView3D *rv3d = ar->regiondata;
- return ED_view3d_project_int_ex(ar, rv3d->persmat, false, co, r_co, flag);
+ RegionView3D *rv3d = region->regiondata;
+ return ED_view3d_project_int_ex(region, rv3d->persmat, false, co, r_co, flag);
}
/* object space, use ED_view3d_init_mats_rv3d before calling */
-eV3DProjStatus ED_view3d_project_int_object(const ARegion *ar,
+eV3DProjStatus ED_view3d_project_int_object(const ARegion *region,
const float co[3],
int r_co[2],
const eV3DProjTest flag)
{
- RegionView3D *rv3d = ar->regiondata;
+ RegionView3D *rv3d = region->regiondata;
ED_view3d_check_mats_rv3d(rv3d);
- return ED_view3d_project_int_ex(ar, rv3d->persmatob, true, co, r_co, flag);
+ return ED_view3d_project_int_ex(region, rv3d->persmatob, true, co, r_co, flag);
}
/* --- float --- */
-eV3DProjStatus ED_view3d_project_float_global(const ARegion *ar,
+eV3DProjStatus ED_view3d_project_float_global(const ARegion *region,
const float co[3],
float r_co[2],
const eV3DProjTest flag)
{
- RegionView3D *rv3d = ar->regiondata;
- return ED_view3d_project_float_ex(ar, rv3d->persmat, false, co, r_co, flag);
+ RegionView3D *rv3d = region->regiondata;
+ return ED_view3d_project_float_ex(region, rv3d->persmat, false, co, r_co, flag);
}
/* object space, use ED_view3d_init_mats_rv3d before calling */
-eV3DProjStatus ED_view3d_project_float_object(const ARegion *ar,
+eV3DProjStatus ED_view3d_project_float_object(const ARegion *region,
const float co[3],
float r_co[2],
const eV3DProjTest flag)
{
- RegionView3D *rv3d = ar->regiondata;
+ RegionView3D *rv3d = region->regiondata;
ED_view3d_check_mats_rv3d(rv3d);
- return ED_view3d_project_float_ex(ar, rv3d->persmatob, true, co, r_co, flag);
+ return ED_view3d_project_float_ex(region, rv3d->persmatob, true, co, r_co, flag);
}
/* More Generic Window/Ray/Vector projection functions
@@ -338,7 +338,7 @@ float ED_view3d_calc_zfac(const RegionView3D *rv3d, const float co[3], bool *r_f
}
static void view3d_win_to_ray_segment(struct Depsgraph *depsgraph,
- const ARegion *ar,
+ const ARegion *region,
const View3D *v3d,
const float mval[2],
float r_ray_co[3],
@@ -346,7 +346,7 @@ static void view3d_win_to_ray_segment(struct Depsgraph *depsgraph,
float r_ray_start[3],
float r_ray_end[3])
{
- RegionView3D *rv3d = ar->regiondata;
+ RegionView3D *rv3d = region->regiondata;
float _ray_co[3], _ray_dir[3], start_offset, end_offset;
if (!r_ray_co) {
@@ -356,8 +356,8 @@ static void view3d_win_to_ray_segment(struct Depsgraph *depsgraph,
r_ray_dir = _ray_dir;
}
- ED_view3d_win_to_origin(ar, mval, r_ray_co);
- ED_view3d_win_to_vector(ar, mval, r_ray_dir);
+ ED_view3d_win_to_origin(region, mval, r_ray_co);
+ ED_view3d_win_to_vector(region, mval, r_ray_dir);
if ((rv3d->is_persp == false) && (rv3d->persp != RV3D_CAMOB)) {
end_offset = v3d->clip_end / 2.0f;
@@ -391,7 +391,7 @@ bool ED_view3d_clip_segment(const RegionView3D *rv3d, float ray_start[3], float
* In orthographic view the resulting ray_normal will match the view vector.
* This version also returns the ray_co point of the ray on window plane, useful to fix precision
* issues esp. with ortho view, where default ray_start is set rather far away.
- * \param ar: The region (used for the window width and height).
+ * \param region: 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 r_ray_co: The world-space point where the ray intersects the window plane.
@@ -401,7 +401,7 @@ bool ED_view3d_clip_segment(const RegionView3D *rv3d, float ray_start[3], float
* \return success, false if the ray is totally clipped.
*/
bool ED_view3d_win_to_ray_clipped_ex(struct Depsgraph *depsgraph,
- const ARegion *ar,
+ const ARegion *region,
const View3D *v3d,
const float mval[2],
float r_ray_co[3],
@@ -412,11 +412,11 @@ bool ED_view3d_win_to_ray_clipped_ex(struct Depsgraph *depsgraph,
float ray_end[3];
view3d_win_to_ray_segment(
- depsgraph, ar, v3d, mval, r_ray_co, r_ray_normal, r_ray_start, ray_end);
+ depsgraph, region, v3d, mval, r_ray_co, r_ray_normal, r_ray_start, ray_end);
/* bounds clipping */
if (do_clip_planes) {
- return ED_view3d_clip_segment(ar->regiondata, r_ray_start, ray_end);
+ return ED_view3d_clip_segment(region->regiondata, r_ray_start, ray_end);
}
return true;
@@ -427,7 +427,7 @@ bool ED_view3d_win_to_ray_clipped_ex(struct Depsgraph *depsgraph,
* 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 region: 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 r_ray_start: The world-space point where the ray intersects the window plane.
@@ -436,7 +436,7 @@ bool ED_view3d_win_to_ray_clipped_ex(struct Depsgraph *depsgraph,
* \return success, false if the ray is totally clipped.
*/
bool ED_view3d_win_to_ray_clipped(struct Depsgraph *depsgraph,
- const ARegion *ar,
+ const ARegion *region,
const View3D *v3d,
const float mval[2],
float r_ray_start[3],
@@ -444,13 +444,13 @@ bool ED_view3d_win_to_ray_clipped(struct Depsgraph *depsgraph,
const bool do_clip_planes)
{
return ED_view3d_win_to_ray_clipped_ex(
- depsgraph, ar, v3d, mval, NULL, r_ray_normal, r_ray_start, do_clip_planes);
+ depsgraph, region, v3d, mval, NULL, r_ray_normal, r_ray_start, do_clip_planes);
}
/**
* 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.
- * \param ar: The region (used for the window width and height).
+ * \param region: The region (used for the window width and height).
* \param mval: The area relative 2d location (such as event->mval, converted into float[2]).
* \param r_ray_start: The world-space point where the ray intersects the window plane.
* \param r_ray_normal: The normalized world-space direction of towards mval.
@@ -458,13 +458,13 @@ bool ED_view3d_win_to_ray_clipped(struct Depsgraph *depsgraph,
* \note Ignores view near/far clipping,
* to take this into account use #ED_view3d_win_to_ray_clipped.
*/
-void ED_view3d_win_to_ray(const ARegion *ar,
+void ED_view3d_win_to_ray(const ARegion *region,
const float mval[2],
float r_ray_start[3],
float r_ray_normal[3])
{
- ED_view3d_win_to_origin(ar, mval, r_ray_start);
- ED_view3d_win_to_vector(ar, mval, r_ray_normal);
+ ED_view3d_win_to_origin(region, mval, r_ray_start);
+ ED_view3d_win_to_vector(region, mval, r_ray_normal);
}
/**
@@ -499,22 +499,22 @@ void ED_view3d_global_to_vector(const RegionView3D *rv3d, const float coord[3],
/* very similar to ED_view3d_win_to_3d() but has no advantage, de-duplicating */
#if 0
-bool view3d_get_view_aligned_coordinate(ARegion *ar,
+bool view3d_get_view_aligned_coordinate(ARegion *region,
float fp[3],
const int mval[2],
const bool do_fallback)
{
- RegionView3D *rv3d = ar->regiondata;
+ RegionView3D *rv3d = region->regiondata;
float dvec[3];
int mval_cpy[2];
eV3DProjStatus ret;
- ret = ED_view3d_project_int_global(ar, fp, mval_cpy, V3D_PROJ_TEST_NOP);
+ ret = ED_view3d_project_int_global(region, fp, mval_cpy, V3D_PROJ_TEST_NOP);
if (ret == V3D_PROJ_RET_OK) {
const float mval_f[2] = {(float)(mval_cpy[0] - mval[0]), (float)(mval_cpy[1] - mval[1])};
const float zfac = ED_view3d_calc_zfac(rv3d, fp, NULL);
- ED_view3d_win_to_delta(ar, mval_f, dvec, zfac);
+ ED_view3d_win_to_delta(region, mval_f, dvec, zfac);
sub_v3_v3(fp, dvec);
return true;
@@ -523,7 +523,7 @@ bool view3d_get_view_aligned_coordinate(ARegion *ar,
/* fallback to the view center */
if (do_fallback) {
negate_v3_v3(fp, rv3d->ofs);
- return view3d_get_view_aligned_coordinate(ar, fp, mval, false);
+ return view3d_get_view_aligned_coordinate(region, fp, mval, false);
}
else {
return false;
@@ -534,18 +534,18 @@ bool view3d_get_view_aligned_coordinate(ARegion *ar,
/**
* Calculate a 3d location from 2d window coordinates.
- * \param ar: The region (used for the window width and height).
+ * \param region: 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 r_out: The resulting world-space location.
*/
void ED_view3d_win_to_3d(const View3D *v3d,
- const ARegion *ar,
+ const ARegion *region,
const float depth_pt[3],
const float mval[2],
float r_out[3])
{
- RegionView3D *rv3d = ar->regiondata;
+ RegionView3D *rv3d = region->regiondata;
float ray_origin[3];
float ray_direction[3];
@@ -555,7 +555,7 @@ void ED_view3d_win_to_3d(const View3D *v3d,
float plane[4];
copy_v3_v3(ray_origin, rv3d->viewinv[3]);
- ED_view3d_win_to_vector(ar, mval, ray_direction);
+ ED_view3d_win_to_vector(region, mval, ray_direction);
/* note, we could use isect_line_plane_v3()
* however we want the intersection to be infront of the view no matter what,
@@ -566,16 +566,16 @@ void ED_view3d_win_to_3d(const View3D *v3d,
lambda = fabsf(lambda);
}
else {
- float dx = (2.0f * mval[0] / (float)ar->winx) - 1.0f;
- float dy = (2.0f * mval[1] / (float)ar->winy) - 1.0f;
+ float dx = (2.0f * mval[0] / (float)region->winx) - 1.0f;
+ float dy = (2.0f * mval[1] / (float)region->winy) - 1.0f;
if (rv3d->persp == RV3D_CAMOB) {
/* ortho camera needs offset applied */
const Camera *cam = v3d->camera->data;
- const int sensor_fit = BKE_camera_sensor_fit(cam->sensor_fit, ar->winx, ar->winy);
+ const int sensor_fit = BKE_camera_sensor_fit(cam->sensor_fit, region->winx, region->winy);
const float zoomfac = BKE_screen_view3d_zoom_to_fac(rv3d->camzoom) * 4.0f;
- const float aspx = ar->winx / (float)ar->winy;
- const float aspy = ar->winy / (float)ar->winx;
+ const float aspx = region->winx / (float)region->winy;
+ const float aspy = region->winy / (float)region->winx;
const float shiftx = cam->shiftx * 0.5f *
(sensor_fit == CAMERA_SENSOR_FIT_HOR ? 1.0f : aspy);
const float shifty = cam->shifty * 0.5f *
@@ -596,24 +596,24 @@ void ED_view3d_win_to_3d(const View3D *v3d,
}
void ED_view3d_win_to_3d_int(const View3D *v3d,
- const ARegion *ar,
+ const ARegion *region,
const float depth_pt[3],
const int mval[2],
float r_out[3])
{
const float mval_fl[2] = {mval[0], mval[1]};
- ED_view3d_win_to_3d(v3d, ar, depth_pt, mval_fl, r_out);
+ ED_view3d_win_to_3d(v3d, region, depth_pt, mval_fl, r_out);
}
-bool ED_view3d_win_to_3d_on_plane(const ARegion *ar,
+bool ED_view3d_win_to_3d_on_plane(const ARegion *region,
const float plane[4],
const float mval[2],
const bool do_clip,
float r_out[3])
{
float ray_co[3], ray_no[3];
- ED_view3d_win_to_origin(ar, mval, ray_co);
- ED_view3d_win_to_vector(ar, mval, ray_no);
+ ED_view3d_win_to_origin(region, mval, ray_co);
+ ED_view3d_win_to_vector(region, mval, ray_no);
float lambda;
if (isect_ray_plane_v3(ray_co, ray_no, plane, &lambda, do_clip)) {
madd_v3_v3v3fl(r_out, ray_co, ray_no, lambda);
@@ -622,28 +622,34 @@ bool ED_view3d_win_to_3d_on_plane(const ARegion *ar,
return false;
}
-bool ED_view3d_win_to_3d_on_plane_int(
- const ARegion *ar, const float plane[4], const int mval[2], const bool do_clip, float r_out[3])
+bool ED_view3d_win_to_3d_on_plane_int(const ARegion *region,
+ const float plane[4],
+ const int mval[2],
+ const bool do_clip,
+ float r_out[3])
{
const float mval_fl[2] = {mval[0], mval[1]};
- return ED_view3d_win_to_3d_on_plane(ar, plane, mval_fl, do_clip, r_out);
+ return ED_view3d_win_to_3d_on_plane(region, plane, mval_fl, do_clip, r_out);
}
/**
* Calculate a 3d difference vector from 2d window offset.
* note that #ED_view3d_calc_zfac() 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 region: 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(const ARegion *ar, const float mval[2], float out[3], const float zfac)
+void ED_view3d_win_to_delta(const ARegion *region,
+ const float mval[2],
+ float out[3],
+ const float zfac)
{
- RegionView3D *rv3d = ar->regiondata;
+ RegionView3D *rv3d = region->regiondata;
float dx, dy;
- dx = 2.0f * mval[0] * zfac / ar->winx;
- dy = 2.0f * mval[1] * zfac / ar->winy;
+ dx = 2.0f * mval[0] * zfac / region->winx;
+ dy = 2.0f * mval[1] * zfac / region->winy;
out[0] = (rv3d->persinv[0][0] * dx + rv3d->persinv[1][0] * dy);
out[1] = (rv3d->persinv[0][1] * dx + rv3d->persinv[1][1] * dy);
@@ -656,19 +662,19 @@ void ED_view3d_win_to_delta(const ARegion *ar, const float mval[2], float out[3]
* Since far clip can be a very large value resulting in numeric precision issues,
* the origin in this case is close to zero coordinate.
*
- * \param ar: The region (used for the window width and height).
+ * \param region: 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_origin(const ARegion *ar, const float mval[2], float out[3])
+void ED_view3d_win_to_origin(const ARegion *region, const float mval[2], float out[3])
{
- RegionView3D *rv3d = ar->regiondata;
+ RegionView3D *rv3d = region->regiondata;
if (rv3d->is_persp) {
copy_v3_v3(out, rv3d->viewinv[3]);
}
else {
- out[0] = 2.0f * mval[0] / ar->winx - 1.0f;
- out[1] = 2.0f * mval[1] / ar->winy - 1.0f;
+ out[0] = 2.0f * mval[0] / region->winx - 1.0f;
+ out[1] = 2.0f * mval[1] / region->winy - 1.0f;
if (rv3d->persp == RV3D_CAMOB) {
out[2] = -1.0f;
@@ -690,17 +696,17 @@ void ED_view3d_win_to_origin(const ARegion *ar, const float mval[2], float out[3
* for perspective view, get the vector direction to
* the mouse cursor as a normalized vector.
*
- * \param ar: The region (used for the window width and height).
+ * \param region: 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(const ARegion *ar, const float mval[2], float out[3])
+void ED_view3d_win_to_vector(const ARegion *region, const float mval[2], float out[3])
{
- RegionView3D *rv3d = ar->regiondata;
+ RegionView3D *rv3d = region->regiondata;
if (rv3d->is_persp) {
- out[0] = 2.0f * (mval[0] / ar->winx) - 1.0f;
- out[1] = 2.0f * (mval[1] / ar->winy) - 1.0f;
+ out[0] = 2.0f * (mval[0] / region->winx) - 1.0f;
+ out[1] = 2.0f * (mval[1] / region->winy) - 1.0f;
out[2] = -0.5f;
mul_project_m4_v3(rv3d->persinv, out);
sub_v3_v3(out, rv3d->viewinv[3]);
@@ -717,7 +723,7 @@ void ED_view3d_win_to_vector(const ARegion *ar, const float mval[2], float out[3
* 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 region: 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 r_ray_start: The world-space starting point of the segment.
@@ -726,18 +732,18 @@ void ED_view3d_win_to_vector(const ARegion *ar, const float mval[2], float out[3
* \return success, false if the segment is totally clipped.
*/
bool ED_view3d_win_to_segment_clipped(struct Depsgraph *depsgraph,
- const ARegion *ar,
+ const ARegion *region,
View3D *v3d,
const float mval[2],
float r_ray_start[3],
float r_ray_end[3],
const bool do_clip_planes)
{
- view3d_win_to_ray_segment(depsgraph, ar, v3d, mval, NULL, NULL, r_ray_start, r_ray_end);
+ view3d_win_to_ray_segment(depsgraph, region, v3d, mval, NULL, NULL, r_ray_start, r_ray_end);
/* bounds clipping */
if (do_clip_planes) {
- return ED_view3d_clip_segment((RegionView3D *)ar->regiondata, r_ray_start, r_ray_end);
+ return ED_view3d_clip_segment((RegionView3D *)region->regiondata, r_ray_start, r_ray_end);
}
return true;
@@ -767,21 +773,21 @@ void ED_view3d_ob_project_mat_get_from_obmat(const RegionView3D *rv3d,
/**
* Convert between region relative coordinates (x,y) and depth component z and
* a point in world space. */
-void ED_view3d_project(const struct ARegion *ar, const float world[3], float region[3])
+void ED_view3d_project(const struct ARegion *region, const float world[3], float r_region_co[3])
{
// viewport is set up to make coordinates relative to the region, not window
- RegionView3D *rv3d = ar->regiondata;
- int viewport[4] = {0, 0, ar->winx, ar->winy};
+ RegionView3D *rv3d = region->regiondata;
+ int viewport[4] = {0, 0, region->winx, region->winy};
- GPU_matrix_project(world, rv3d->viewmat, rv3d->winmat, viewport, region);
+ GPU_matrix_project(world, rv3d->viewmat, rv3d->winmat, viewport, r_region_co);
}
bool ED_view3d_unproject(
- const struct ARegion *ar, float regionx, float regiony, float regionz, float world[3])
+ const struct ARegion *region, float regionx, float regiony, float regionz, float world[3])
{
- RegionView3D *rv3d = ar->regiondata;
- int viewport[4] = {0, 0, ar->winx, ar->winy};
- float region[3] = {regionx, regiony, regionz};
+ RegionView3D *rv3d = region->regiondata;
+ int viewport[4] = {0, 0, region->winx, region->winy};
+ float region_co[3] = {regionx, regiony, regionz};
- return GPU_matrix_unproject(region, rv3d->viewmat, rv3d->winmat, viewport, world);
+ return GPU_matrix_unproject(region_co, rv3d->viewmat, rv3d->winmat, viewport, world);
}