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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_utils.c')
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diff --git a/source/blender/editors/space_view3d/view3d_utils.c b/source/blender/editors/space_view3d/view3d_utils.c
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+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2008 Blender Foundation.
+ * All rights reserved.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/editors/space_view3d/view3d_utils.c
+ * \ingroup spview3d
+ *
+ * 3D View checks and manipulation (no operators).
+ */
+
+#include <string.h>
+#include <stdio.h>
+#include <math.h>
+#include <float.h>
+
+#include "DNA_camera_types.h"
+#include "DNA_curve_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_bitmap_draw_2d.h"
+#include "BLI_blenlib.h"
+#include "BLI_math.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_camera.h"
+#include "BKE_context.h"
+#include "BKE_object.h"
+#include "BKE_screen.h"
+#include "BKE_depsgraph.h" /* for ED_view3d_camera_lock_sync */
+
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+#include "ED_keyframing.h"
+#include "ED_screen.h"
+#include "ED_view3d.h"
+
+#include "view3d_intern.h" /* own include */
+
+/* -------------------------------------------------------------------- */
+/** \name View Data Access Utilities
+ *
+ * \{ */
+
+float *ED_view3d_cursor3d_get(Scene *scene, View3D *v3d)
+{
+ if (v3d && v3d->localvd) return v3d->cursor;
+ else return scene->cursor;
+}
+
+Camera *ED_view3d_camera_data_get(View3D *v3d, RegionView3D *rv3d)
+{
+ /* establish the camera object, so we can default to view mapping if anything is wrong with it */
+ if ((rv3d->persp == RV3D_CAMOB) && v3d->camera && (v3d->camera->type == OB_CAMERA)) {
+ return v3d->camera->data;
+ }
+ else {
+ return NULL;
+ }
+}
+
+void ED_view3d_dist_range_get(
+ const View3D *v3d,
+ float r_dist_range[2])
+{
+ r_dist_range[0] = v3d->grid * 0.001f;
+ r_dist_range[1] = v3d->far * 10.0f;
+}
+
+/**
+ * \note copies logic of #ED_view3d_viewplane_get(), keep in sync.
+ */
+bool ED_view3d_clip_range_get(
+ const View3D *v3d, const RegionView3D *rv3d,
+ float *r_clipsta, float *r_clipend,
+ const bool use_ortho_factor)
+{
+ CameraParams params;
+
+ BKE_camera_params_init(&params);
+ BKE_camera_params_from_view3d(&params, v3d, rv3d);
+
+ if (use_ortho_factor && params.is_ortho) {
+ const float fac = 2.0f / (params.clipend - params.clipsta);
+ params.clipsta *= fac;
+ params.clipend *= fac;
+ }
+
+ if (r_clipsta) *r_clipsta = params.clipsta;
+ if (r_clipend) *r_clipend = params.clipend;
+
+ return params.is_ortho;
+}
+
+bool ED_view3d_viewplane_get(
+ const View3D *v3d, const RegionView3D *rv3d, int winx, int winy,
+ rctf *r_viewplane, float *r_clipsta, float *r_clipend, float *r_pixsize)
+{
+ CameraParams params;
+
+ BKE_camera_params_init(&params);
+ BKE_camera_params_from_view3d(&params, v3d, rv3d);
+ BKE_camera_params_compute_viewplane(&params, winx, winy, 1.0f, 1.0f);
+
+ if (r_viewplane) *r_viewplane = params.viewplane;
+ if (r_clipsta) *r_clipsta = params.clipsta;
+ if (r_clipend) *r_clipend = params.clipend;
+ if (r_pixsize) *r_pixsize = params.viewdx;
+
+ return params.is_ortho;
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+/** \name View State/Context Utilities
+ *
+ * \{ */
+
+/**
+ * Use this call when executing an operator,
+ * event system doesn't set for each event the OpenGL drawing context.
+ */
+void view3d_operator_needs_opengl(const bContext *C)
+{
+ wmWindow *win = CTX_wm_window(C);
+ ARegion *ar = CTX_wm_region(C);
+
+ view3d_region_operator_needs_opengl(win, ar);
+}
+
+void view3d_region_operator_needs_opengl(wmWindow *win, ARegion *ar)
+{
+ /* for debugging purpose, context should always be OK */
+ if ((ar == NULL) || (ar->regiontype != RGN_TYPE_WINDOW)) {
+ printf("view3d_region_operator_needs_opengl error, wrong region\n");
+ }
+ else {
+ RegionView3D *rv3d = ar->regiondata;
+
+ wmSubWindowSet(win, ar->swinid);
+ glMatrixMode(GL_PROJECTION);
+ glLoadMatrixf(rv3d->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ glLoadMatrixf(rv3d->viewmat);
+ }
+}
+
+/**
+ * Use instead of: ``bglPolygonOffset(rv3d->dist, ...)`` see bug [#37727]
+ */
+void ED_view3d_polygon_offset(const RegionView3D *rv3d, const float dist)
+{
+ float viewdist;
+
+ if (rv3d->rflag & RV3D_ZOFFSET_DISABLED) {
+ return;
+ }
+
+ viewdist = rv3d->dist;
+
+ /* special exception for ortho camera (viewdist isnt used for perspective cameras) */
+ if (dist != 0.0f) {
+ if (rv3d->persp == RV3D_CAMOB) {
+ if (rv3d->is_persp == false) {
+ viewdist = 1.0f / max_ff(fabsf(rv3d->winmat[0][0]), fabsf(rv3d->winmat[1][1]));
+ }
+ }
+ }
+
+ bglPolygonOffset(viewdist, dist);
+}
+
+bool ED_view3d_context_activate(bContext *C)
+{
+ bScreen *sc = CTX_wm_screen(C);
+ ScrArea *sa = CTX_wm_area(C);
+ ARegion *ar;
+
+ /* sa can be NULL when called from python */
+ if (sa == NULL || sa->spacetype != SPACE_VIEW3D) {
+ sa = BKE_screen_find_big_area(sc, SPACE_VIEW3D, 0);
+ }
+
+ if (sa == NULL) {
+ return false;
+ }
+
+ ar = BKE_area_find_region_active_win(sa);
+ if (ar == NULL) {
+ return false;
+ }
+
+ /* bad context switch .. */
+ CTX_wm_area_set(C, sa);
+ CTX_wm_region_set(C, ar);
+
+ return true;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name View Clipping Utilities
+ *
+ * \{ */
+void ED_view3d_clipping_calc_from_boundbox(float clip[4][4], const BoundBox *bb, const bool is_flip)
+{
+ int val;
+
+ for (val = 0; val < 4; val++) {
+ normal_tri_v3(clip[val], bb->vec[val], bb->vec[val == 3 ? 0 : val + 1], bb->vec[val + 4]);
+ if (UNLIKELY(is_flip)) {
+ negate_v3(clip[val]);
+ }
+
+ clip[val][3] = -dot_v3v3(clip[val], bb->vec[val]);
+ }
+}
+
+void ED_view3d_clipping_calc(BoundBox *bb, float planes[4][4], bglMats *mats, const rcti *rect)
+{
+ float modelview[4][4];
+ double xs, ys, p[3];
+ int val, flip_sign, a;
+
+ /* near zero floating point values can give issues with gluUnProject
+ * in side view on some implementations */
+ if (fabs(mats->modelview[0]) < 1e-6) mats->modelview[0] = 0.0;
+ if (fabs(mats->modelview[5]) < 1e-6) mats->modelview[5] = 0.0;
+
+ /* Set up viewport so that gluUnProject will give correct values */
+ mats->viewport[0] = 0;
+ mats->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, mats->modelview, mats->projection, mats->viewport, &p[0], &p[1], &p[2]);
+ copy_v3fl_v3db(bb->vec[val], p);
+
+ gluUnProject(xs, ys, 1.0, mats->modelview, mats->projection, mats->viewport, &p[0], &p[1], &p[2]);
+ copy_v3fl_v3db(bb->vec[4 + val], p);
+ }
+
+ /* verify if we have negative scale. doing the transform before cross
+ * product flips the sign of the vector compared to doing cross product
+ * before transform then, so we correct for that. */
+ for (a = 0; a < 16; a++)
+ ((float *)modelview)[a] = mats->modelview[a];
+ flip_sign = is_negative_m4(modelview);
+
+ ED_view3d_clipping_calc_from_boundbox(planes, bb, flip_sign);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name View Bound-Box Utilities
+ *
+ * \{ */
+
+static bool view3d_boundbox_clip_m4(const BoundBox *bb, float persmatob[4][4])
+{
+ int a, flag = -1, fl;
+
+ for (a = 0; a < 8; a++) {
+ float vec[4], min, max;
+ copy_v3_v3(vec, bb->vec[a]);
+ vec[3] = 1.0;
+ mul_m4_v4(persmatob, vec);
+ max = vec[3];
+ min = -vec[3];
+
+ fl = 0;
+ if (vec[0] < min) fl += 1;
+ if (vec[0] > max) fl += 2;
+ if (vec[1] < min) fl += 4;
+ if (vec[1] > max) fl += 8;
+ if (vec[2] < min) fl += 16;
+ if (vec[2] > max) fl += 32;
+
+ flag &= fl;
+ if (flag == 0) return true;
+ }
+
+ return false;
+}
+
+bool ED_view3d_boundbox_clip_ex(const RegionView3D *rv3d, const BoundBox *bb, float obmat[4][4])
+{
+ /* return 1: draw */
+
+ float persmatob[4][4];
+
+ if (bb == NULL) return true;
+ if (bb->flag & BOUNDBOX_DISABLED) return true;
+
+ mul_m4_m4m4(persmatob, (float(*)[4])rv3d->persmat, obmat);
+
+ return view3d_boundbox_clip_m4(bb, persmatob);
+}
+
+bool ED_view3d_boundbox_clip(RegionView3D *rv3d, const BoundBox *bb)
+{
+ if (bb == NULL) return true;
+ if (bb->flag & BOUNDBOX_DISABLED) return true;
+
+ return view3d_boundbox_clip_m4(bb, rv3d->persmatob);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name View Perspective & Mode Switching
+ *
+ * Misc view utility functions.
+ * \{ */
+
+bool ED_view3d_offset_lock_check(const View3D *v3d, const RegionView3D *rv3d)
+{
+ return (rv3d->persp != RV3D_CAMOB) && (v3d->ob_centre_cursor || v3d->ob_centre);
+}
+
+/**
+ * Use to store the last view, before entering camera view.
+ */
+void ED_view3d_lastview_store(RegionView3D *rv3d)
+{
+ copy_qt_qt(rv3d->lviewquat, rv3d->viewquat);
+ rv3d->lview = rv3d->view;
+ if (rv3d->persp != RV3D_CAMOB) {
+ rv3d->lpersp = rv3d->persp;
+ }
+}
+
+void ED_view3d_lock_clear(View3D *v3d)
+{
+ v3d->ob_centre = NULL;
+ v3d->ob_centre_bone[0] = '\0';
+ v3d->ob_centre_cursor = false;
+ v3d->flag2 &= ~V3D_LOCK_CAMERA;
+}
+
+/**
+ * For viewport operators that exit camera perspective.
+ *
+ * \note This differs from simply setting ``rv3d->persp = persp`` because it
+ * sets the ``ofs`` and ``dist`` values of the viewport so it matches the camera,
+ * otherwise switching out of camera view may jump to a different part of the scene.
+ */
+void ED_view3d_persp_switch_from_camera(View3D *v3d, RegionView3D *rv3d, const char persp)
+{
+ BLI_assert(rv3d->persp == RV3D_CAMOB);
+ BLI_assert(persp != RV3D_CAMOB);
+
+ if (v3d->camera) {
+ rv3d->dist = ED_view3d_offset_distance(v3d->camera->obmat, rv3d->ofs, VIEW3D_DIST_FALLBACK);
+ ED_view3d_from_object(v3d->camera, rv3d->ofs, rv3d->viewquat, &rv3d->dist, NULL);
+ }
+
+ if (!ED_view3d_camera_lock_check(v3d, rv3d)) {
+ rv3d->persp = persp;
+ }
+}
+/**
+ * Action to take when rotating the view,
+ * handle auto-persp and logic for switching out of views.
+ *
+ * shared with NDOF.
+ */
+bool ED_view3d_persp_ensure(struct View3D *v3d, ARegion *ar)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ const bool autopersp = (U.uiflag & USER_AUTOPERSP) != 0;
+
+ BLI_assert((rv3d->viewlock & RV3D_LOCKED) == 0);
+
+ if (ED_view3d_camera_lock_check(v3d, rv3d))
+ return false;
+
+ if (rv3d->persp != RV3D_PERSP) {
+ if (rv3d->persp == RV3D_CAMOB) {
+ /* If autopersp and previous view was an axis one, switch back to PERSP mode, else reuse previous mode. */
+ char persp = (autopersp && RV3D_VIEW_IS_AXIS(rv3d->lview)) ? RV3D_PERSP : rv3d->lpersp;
+ ED_view3d_persp_switch_from_camera(v3d, rv3d, persp);
+ }
+ else if (autopersp && RV3D_VIEW_IS_AXIS(rv3d->view)) {
+ rv3d->persp = RV3D_PERSP;
+ }
+ return true;
+ }
+
+ return false;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Camera Lock API
+ *
+ * Lock the camera to the view-port, allowing view manipulation to transform the camera.
+ * \{ */
+
+/**
+ * \return true when the view-port is locked to its camera.
+ */
+bool ED_view3d_camera_lock_check(const View3D *v3d, const RegionView3D *rv3d)
+{
+ return ((v3d->camera) &&
+ (!ID_IS_LINKED(v3d->camera)) &&
+ (v3d->flag2 & V3D_LOCK_CAMERA) &&
+ (rv3d->persp == RV3D_CAMOB));
+}
+
+/**
+ * Apply the camera object transformation to the view-port.
+ * (needed so we can use regular view-port manipulation operators, that sync back to the camera).
+ */
+void ED_view3d_camera_lock_init_ex(View3D *v3d, RegionView3D *rv3d, const bool calc_dist)
+{
+ if (ED_view3d_camera_lock_check(v3d, rv3d)) {
+ if (calc_dist) {
+ /* using a fallback dist is OK here since ED_view3d_from_object() compensates for it */
+ rv3d->dist = ED_view3d_offset_distance(v3d->camera->obmat, rv3d->ofs, VIEW3D_DIST_FALLBACK);
+ }
+ ED_view3d_from_object(v3d->camera, rv3d->ofs, rv3d->viewquat, &rv3d->dist, NULL);
+ }
+}
+
+void ED_view3d_camera_lock_init(View3D *v3d, RegionView3D *rv3d)
+{
+ ED_view3d_camera_lock_init_ex(v3d, rv3d, true);
+}
+
+/**
+ * Apply the view-port transformation back to the camera object.
+ *
+ * \return true if the camera is moved.
+ */
+bool ED_view3d_camera_lock_sync(View3D *v3d, RegionView3D *rv3d)
+{
+ if (ED_view3d_camera_lock_check(v3d, rv3d)) {
+ ObjectTfmProtectedChannels obtfm;
+ Object *root_parent;
+
+ if ((U.uiflag & USER_CAM_LOCK_NO_PARENT) == 0 && (root_parent = v3d->camera->parent)) {
+ Object *ob_update;
+ float tmat[4][4];
+ float imat[4][4];
+ float view_mat[4][4];
+ float diff_mat[4][4];
+ float parent_mat[4][4];
+
+ while (root_parent->parent) {
+ root_parent = root_parent->parent;
+ }
+
+ ED_view3d_to_m4(view_mat, rv3d->ofs, rv3d->viewquat, rv3d->dist);
+
+ normalize_m4_m4(tmat, v3d->camera->obmat);
+
+ invert_m4_m4(imat, tmat);
+ mul_m4_m4m4(diff_mat, view_mat, imat);
+
+ mul_m4_m4m4(parent_mat, diff_mat, root_parent->obmat);
+
+ BKE_object_tfm_protected_backup(root_parent, &obtfm);
+ BKE_object_apply_mat4(root_parent, parent_mat, true, false);
+ BKE_object_tfm_protected_restore(root_parent, &obtfm, root_parent->protectflag);
+
+ ob_update = v3d->camera;
+ while (ob_update) {
+ DAG_id_tag_update(&ob_update->id, OB_RECALC_OB);
+ WM_main_add_notifier(NC_OBJECT | ND_TRANSFORM, ob_update);
+ ob_update = ob_update->parent;
+ }
+ }
+ else {
+ /* always maintain the same scale */
+ const short protect_scale_all = (OB_LOCK_SCALEX | OB_LOCK_SCALEY | OB_LOCK_SCALEZ);
+ BKE_object_tfm_protected_backup(v3d->camera, &obtfm);
+ ED_view3d_to_object(v3d->camera, rv3d->ofs, rv3d->viewquat, rv3d->dist);
+ BKE_object_tfm_protected_restore(v3d->camera, &obtfm, v3d->camera->protectflag | protect_scale_all);
+
+ DAG_id_tag_update(&v3d->camera->id, OB_RECALC_OB);
+ WM_main_add_notifier(NC_OBJECT | ND_TRANSFORM, v3d->camera);
+ }
+
+ return true;
+ }
+ else {
+ return false;
+ }
+}
+
+bool ED_view3d_camera_autokey(
+ Scene *scene, ID *id_key,
+ struct bContext *C, const bool do_rotate, const bool do_translate)
+{
+ if (autokeyframe_cfra_can_key(scene, id_key)) {
+ const float cfra = (float)CFRA;
+ ListBase dsources = {NULL, NULL};
+
+ /* add data-source override for the camera object */
+ ANIM_relative_keyingset_add_source(&dsources, id_key, NULL, NULL);
+
+ /* insert keyframes
+ * 1) on the first frame
+ * 2) on each subsequent frame
+ * TODO: need to check in future that frame changed before doing this
+ */
+ if (do_rotate) {
+ struct KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, ANIM_KS_ROTATION_ID);
+ ANIM_apply_keyingset(C, &dsources, NULL, ks, MODIFYKEY_MODE_INSERT, cfra);
+ }
+ if (do_translate) {
+ struct KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, ANIM_KS_LOCATION_ID);
+ ANIM_apply_keyingset(C, &dsources, NULL, ks, MODIFYKEY_MODE_INSERT, cfra);
+ }
+
+ /* free temp data */
+ BLI_freelistN(&dsources);
+
+ return true;
+ }
+ else {
+ return false;
+ }
+}
+
+/**
+ * Call after modifying a locked view.
+ *
+ * \note Not every view edit currently auto-keys (numpad for eg),
+ * this is complicated because of smoothview.
+ */
+bool ED_view3d_camera_lock_autokey(
+ View3D *v3d, RegionView3D *rv3d,
+ struct bContext *C, const bool do_rotate, const bool do_translate)
+{
+ /* similar to ED_view3d_cameracontrol_update */
+ if (ED_view3d_camera_lock_check(v3d, rv3d)) {
+ Scene *scene = CTX_data_scene(C);
+ ID *id_key;
+ Object *root_parent;
+ if ((U.uiflag & USER_CAM_LOCK_NO_PARENT) == 0 && (root_parent = v3d->camera->parent)) {
+ while (root_parent->parent) {
+ root_parent = root_parent->parent;
+ }
+ id_key = &root_parent->id;
+ }
+ else {
+ id_key = &v3d->camera->id;
+ }
+
+ return ED_view3d_camera_autokey(scene, id_key, C, do_rotate, do_translate);
+ }
+ else {
+ return false;
+ }
+}
+
+/** \} */
+
+
+/* -------------------------------------------------------------------- */
+/** \name Box View Support
+ *
+ * Use with quad-split so each view is clipped by the bounds of each view axis.
+ * \{ */
+
+static void view3d_boxview_clip(ScrArea *sa)
+{
+ ARegion *ar;
+ BoundBox *bb = MEM_callocN(sizeof(BoundBox), "clipbb");
+ float clip[6][4];
+ float x1 = 0.0f, y1 = 0.0f, z1 = 0.0f, ofs[3] = {0.0f, 0.0f, 0.0f};
+ int val;
+
+ /* create bounding box */
+ for (ar = sa->regionbase.first; ar; ar = ar->next) {
+ if (ar->regiontype == RGN_TYPE_WINDOW) {
+ RegionView3D *rv3d = ar->regiondata;
+
+ if (rv3d->viewlock & RV3D_BOXCLIP) {
+ if (ELEM(rv3d->view, RV3D_VIEW_TOP, RV3D_VIEW_BOTTOM)) {
+ if (ar->winx > ar->winy) x1 = rv3d->dist;
+ else x1 = ar->winx * rv3d->dist / ar->winy;
+
+ if (ar->winx > ar->winy) y1 = ar->winy * rv3d->dist / ar->winx;
+ else y1 = rv3d->dist;
+ copy_v2_v2(ofs, rv3d->ofs);
+ }
+ else if (ELEM(rv3d->view, RV3D_VIEW_FRONT, RV3D_VIEW_BACK)) {
+ ofs[2] = rv3d->ofs[2];
+
+ if (ar->winx > ar->winy) z1 = ar->winy * rv3d->dist / ar->winx;
+ else z1 = rv3d->dist;
+ }
+ }
+ }
+ }
+
+ for (val = 0; val < 8; val++) {
+ if (ELEM(val, 0, 3, 4, 7))
+ bb->vec[val][0] = -x1 - ofs[0];
+ else
+ bb->vec[val][0] = x1 - ofs[0];
+
+ if (ELEM(val, 0, 1, 4, 5))
+ bb->vec[val][1] = -y1 - ofs[1];
+ else
+ bb->vec[val][1] = y1 - ofs[1];
+
+ if (val > 3)
+ bb->vec[val][2] = -z1 - ofs[2];
+ else
+ bb->vec[val][2] = z1 - ofs[2];
+ }
+
+ /* normals for plane equations */
+ normal_tri_v3(clip[0], bb->vec[0], bb->vec[1], bb->vec[4]);
+ normal_tri_v3(clip[1], bb->vec[1], bb->vec[2], bb->vec[5]);
+ normal_tri_v3(clip[2], bb->vec[2], bb->vec[3], bb->vec[6]);
+ normal_tri_v3(clip[3], bb->vec[3], bb->vec[0], bb->vec[7]);
+ normal_tri_v3(clip[4], bb->vec[4], bb->vec[5], bb->vec[6]);
+ normal_tri_v3(clip[5], bb->vec[0], bb->vec[2], bb->vec[1]);
+
+ /* then plane equations */
+ for (val = 0; val < 6; val++) {
+ clip[val][3] = -dot_v3v3(clip[val], bb->vec[val % 5]);
+ }
+
+ /* create bounding box */
+ for (ar = sa->regionbase.first; ar; ar = ar->next) {
+ if (ar->regiontype == RGN_TYPE_WINDOW) {
+ RegionView3D *rv3d = ar->regiondata;
+
+ if (rv3d->viewlock & RV3D_BOXCLIP) {
+ rv3d->rflag |= RV3D_CLIPPING;
+ memcpy(rv3d->clip, clip, sizeof(clip));
+ if (rv3d->clipbb) MEM_freeN(rv3d->clipbb);
+ rv3d->clipbb = MEM_dupallocN(bb);
+ }
+ }
+ }
+ MEM_freeN(bb);
+}
+
+/**
+ * Find which axis values are shared between both views and copy to \a rv3d_dst
+ * taking axis flipping into account.
+ */
+static void view3d_boxview_sync_axis(RegionView3D *rv3d_dst, RegionView3D *rv3d_src)
+{
+ /* absolute axis values above this are considered to be set (will be ~1.0f) */
+ const float axis_eps = 0.5f;
+ float viewinv[4];
+
+ /* use the view rotation to identify which axis to sync on */
+ float view_axis_all[4][3] = {
+ {1.0f, 0.0f, 0.0f},
+ {0.0f, 1.0f, 0.0f},
+ {1.0f, 0.0f, 0.0f},
+ {0.0f, 1.0f, 0.0f}};
+
+ float *view_src_x = &view_axis_all[0][0];
+ float *view_src_y = &view_axis_all[1][0];
+
+ float *view_dst_x = &view_axis_all[2][0];
+ float *view_dst_y = &view_axis_all[3][0];
+ int i;
+
+
+ /* we could use rv3d->viewinv, but better not depend on view matrix being updated */
+ if (UNLIKELY(ED_view3d_quat_from_axis_view(rv3d_src->view, viewinv) == false)) {
+ return;
+ }
+ invert_qt_normalized(viewinv);
+ mul_qt_v3(viewinv, view_src_x);
+ mul_qt_v3(viewinv, view_src_y);
+
+ if (UNLIKELY(ED_view3d_quat_from_axis_view(rv3d_dst->view, viewinv) == false)) {
+ return;
+ }
+ invert_qt_normalized(viewinv);
+ mul_qt_v3(viewinv, view_dst_x);
+ mul_qt_v3(viewinv, view_dst_y);
+
+ /* check source and dest have a matching axis */
+ for (i = 0; i < 3; i++) {
+ if (((fabsf(view_src_x[i]) > axis_eps) || (fabsf(view_src_y[i]) > axis_eps)) &&
+ ((fabsf(view_dst_x[i]) > axis_eps) || (fabsf(view_dst_y[i]) > axis_eps)))
+ {
+ rv3d_dst->ofs[i] = rv3d_src->ofs[i];
+ }
+ }
+}
+
+/* sync center/zoom view of region to others, for view transforms */
+void view3d_boxview_sync(ScrArea *sa, ARegion *ar)
+{
+ ARegion *artest;
+ RegionView3D *rv3d = ar->regiondata;
+ short clip = 0;
+
+ for (artest = sa->regionbase.first; artest; artest = artest->next) {
+ if (artest != ar && artest->regiontype == RGN_TYPE_WINDOW) {
+ RegionView3D *rv3dtest = artest->regiondata;
+
+ if (rv3dtest->viewlock & RV3D_LOCKED) {
+ rv3dtest->dist = rv3d->dist;
+ view3d_boxview_sync_axis(rv3dtest, rv3d);
+ clip |= rv3dtest->viewlock & RV3D_BOXCLIP;
+
+ ED_region_tag_redraw(artest);
+ }
+ }
+ }
+
+ if (clip) {
+ view3d_boxview_clip(sa);
+ }
+}
+
+/* for home, center etc */
+void view3d_boxview_copy(ScrArea *sa, ARegion *ar)
+{
+ ARegion *artest;
+ RegionView3D *rv3d = ar->regiondata;
+ bool clip = false;
+
+ for (artest = sa->regionbase.first; artest; artest = artest->next) {
+ if (artest != ar && artest->regiontype == RGN_TYPE_WINDOW) {
+ RegionView3D *rv3dtest = artest->regiondata;
+
+ if (rv3dtest->viewlock) {
+ rv3dtest->dist = rv3d->dist;
+ copy_v3_v3(rv3dtest->ofs, rv3d->ofs);
+ ED_region_tag_redraw(artest);
+
+ clip |= ((rv3dtest->viewlock & RV3D_BOXCLIP) != 0);
+ }
+ }
+ }
+
+ if (clip) {
+ view3d_boxview_clip(sa);
+ }
+}
+
+/* 'clip' is used to know if our clip setting has changed */
+void ED_view3d_quadview_update(ScrArea *sa, ARegion *ar, bool do_clip)
+{
+ ARegion *ar_sync = NULL;
+ RegionView3D *rv3d = ar->regiondata;
+ short viewlock;
+ /* this function copies flags from the first of the 3 other quadview
+ * regions to the 2 other, so it assumes this is the region whose
+ * properties are always being edited, weak */
+ viewlock = rv3d->viewlock;
+
+ if ((viewlock & RV3D_LOCKED) == 0) {
+ do_clip = (viewlock & RV3D_BOXCLIP) != 0;
+ viewlock = 0;
+ }
+ else if ((viewlock & RV3D_BOXVIEW) == 0 && (viewlock & RV3D_BOXCLIP) != 0) {
+ do_clip = true;
+ viewlock &= ~RV3D_BOXCLIP;
+ }
+
+ for (; ar; ar = ar->prev) {
+ if (ar->alignment == RGN_ALIGN_QSPLIT) {
+ rv3d = ar->regiondata;
+ rv3d->viewlock = viewlock;
+
+ if (do_clip && (viewlock & RV3D_BOXCLIP) == 0) {
+ rv3d->rflag &= ~RV3D_BOXCLIP;
+ }
+
+ /* use ar_sync so we sync with one of the aligned views below
+ * else the view jumps on changing view settings like 'clip'
+ * since it copies from the perspective view */
+ ar_sync = ar;
+ }
+ }
+
+ if (rv3d->viewlock & RV3D_BOXVIEW) {
+ view3d_boxview_sync(sa, ar_sync ? ar_sync : sa->regionbase.last);
+ }
+
+ /* ensure locked regions have an axis, locked user views don't make much sense */
+ if (viewlock & RV3D_LOCKED) {
+ int index_qsplit = 0;
+ for (ar = sa->regionbase.first; ar; ar = ar->next) {
+ if (ar->alignment == RGN_ALIGN_QSPLIT) {
+ rv3d = ar->regiondata;
+ if (rv3d->viewlock) {
+ if (!RV3D_VIEW_IS_AXIS(rv3d->view)) {
+ rv3d->view = ED_view3d_lock_view_from_index(index_qsplit);
+ rv3d->persp = RV3D_ORTHO;
+ ED_view3d_lock(rv3d);
+ }
+ }
+ index_qsplit++;
+ }
+ }
+ }
+
+ ED_area_tag_redraw(sa);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name View Auto-Depth Utilities
+ * \{ */
+
+static float view_autodist_depth_margin(ARegion *ar, const int mval[2], int margin)
+{
+ ViewDepths depth_temp = {0};
+ rcti rect;
+ float depth_close;
+
+ if (margin == 0) {
+ /* Get Z Depths, needed for perspective, nice for ortho */
+ rect.xmin = mval[0];
+ rect.ymin = mval[1];
+ rect.xmax = mval[0] + 1;
+ rect.ymax = mval[1] + 1;
+ }
+ else {
+ BLI_rcti_init_pt_radius(&rect, mval, margin);
+ }
+
+ view3d_update_depths_rect(ar, &depth_temp, &rect);
+ depth_close = view3d_depth_near(&depth_temp);
+ MEM_SAFE_FREE(depth_temp.depths);
+ return depth_close;
+}
+
+/**
+ * Get the world-space 3d location from a screen-space 2d point.
+ *
+ * \param mval: Input screen-space pixel location.
+ * \param mouse_worldloc: Output world-space location.
+ * \param fallback_depth_pt: Use this points depth when no depth can be found.
+ */
+bool ED_view3d_autodist(
+ Scene *scene, ARegion *ar, View3D *v3d,
+ const int mval[2], float mouse_worldloc[3],
+ const bool alphaoverride, const float fallback_depth_pt[3])
+{
+ bglMats mats; /* ZBuffer depth vars */
+ float depth_close;
+ double cent[2], p[3];
+ int margin_arr[] = {0, 2, 4};
+ int i;
+ bool depth_ok = false;
+
+ /* Get Z Depths, needed for perspective, nice for ortho */
+ ED_view3d_draw_depth(scene, ar, v3d, alphaoverride);
+
+ /* call after in case settings have been modified since last drawing, see: T47089 */
+ bgl_get_mats(&mats);
+
+ /* Attempt with low margin's first */
+ i = 0;
+ do {
+ depth_close = view_autodist_depth_margin(ar, mval, margin_arr[i++] * U.pixelsize);
+ depth_ok = (depth_close != FLT_MAX);
+ } while ((depth_ok == false) && (i < ARRAY_SIZE(margin_arr)));
+
+ if (depth_ok) {
+ cent[0] = (double)mval[0] + 0.5;
+ cent[1] = (double)mval[1] + 0.5;
+
+ if (gluUnProject(cent[0], cent[1], depth_close,
+ mats.modelview, mats.projection, (GLint *)mats.viewport, &p[0], &p[1], &p[2]))
+ {
+ mouse_worldloc[0] = (float)p[0];
+ mouse_worldloc[1] = (float)p[1];
+ mouse_worldloc[2] = (float)p[2];
+ return true;
+ }
+ }
+
+ if (fallback_depth_pt) {
+ ED_view3d_win_to_3d_int(v3d, ar, fallback_depth_pt, mval, mouse_worldloc);
+ return true;
+ }
+ else {
+ return false;
+ }
+}
+
+void ED_view3d_autodist_init(Scene *scene, ARegion *ar, View3D *v3d, int mode)
+{
+ /* Get Z Depths, needed for perspective, nice for ortho */
+ switch (mode) {
+ case 0:
+ ED_view3d_draw_depth(scene, ar, v3d, true);
+ break;
+ case 1:
+ ED_view3d_draw_depth_gpencil(scene, ar, v3d);
+ break;
+ }
+}
+
+/* no 4x4 sampling, run #ED_view3d_autodist_init first */
+bool ED_view3d_autodist_simple(
+ ARegion *ar, const int mval[2], float mouse_worldloc[3],
+ int margin, float *force_depth)
+{
+ bglMats mats; /* ZBuffer depth vars, could cache? */
+ float depth;
+ double cent[2], p[3];
+
+ /* Get Z Depths, needed for perspective, nice for ortho */
+ if (force_depth)
+ depth = *force_depth;
+ else
+ depth = view_autodist_depth_margin(ar, mval, margin);
+
+ if (depth == FLT_MAX)
+ return false;
+
+ cent[0] = (double)mval[0] + 0.5;
+ cent[1] = (double)mval[1] + 0.5;
+
+ bgl_get_mats(&mats);
+
+ if (!gluUnProject(cent[0], cent[1], depth,
+ mats.modelview, mats.projection, (GLint *)mats.viewport, &p[0], &p[1], &p[2]))
+ {
+ return false;
+ }
+
+ mouse_worldloc[0] = (float)p[0];
+ mouse_worldloc[1] = (float)p[1];
+ mouse_worldloc[2] = (float)p[2];
+ return true;
+}
+
+bool ED_view3d_autodist_depth(ARegion *ar, const int mval[2], int margin, float *depth)
+{
+ *depth = view_autodist_depth_margin(ar, mval, margin);
+
+ return (*depth != FLT_MAX);
+}
+
+static bool depth_segment_cb(int x, int y, void *userData)
+{
+ struct { ARegion *ar; int margin; float depth; } *data = userData;
+ int mval[2];
+ float depth;
+
+ mval[0] = x;
+ mval[1] = y;
+
+ depth = view_autodist_depth_margin(data->ar, mval, data->margin);
+
+ if (depth != FLT_MAX) {
+ data->depth = depth;
+ return 0;
+ }
+ else {
+ return 1;
+ }
+}
+
+bool ED_view3d_autodist_depth_seg(
+ ARegion *ar, const int mval_sta[2], const int mval_end[2],
+ int margin, float *depth)
+{
+ struct { ARegion *ar; int margin; float depth; } data = {NULL};
+ int p1[2];
+ int p2[2];
+
+ data.ar = ar;
+ data.margin = margin;
+ data.depth = FLT_MAX;
+
+ copy_v2_v2_int(p1, mval_sta);
+ copy_v2_v2_int(p2, mval_end);
+
+ BLI_bitmap_draw_2d_line_v2v2i(p1, p2, depth_segment_cb, &data);
+
+ *depth = data.depth;
+
+ return (*depth != FLT_MAX);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name View Radius/Distance Utilities
+ *
+ * Use to calculate a distance to a point based on it's radius.
+ * \{ */
+
+float ED_view3d_radius_to_dist_persp(const float angle, const float radius)
+{
+ return radius * (1.0f / tanf(angle / 2.0f));
+}
+
+float ED_view3d_radius_to_dist_ortho(const float lens, const float radius)
+{
+ return radius / (DEFAULT_SENSOR_WIDTH / lens);
+}
+
+/**
+ * Return a new RegionView3D.dist value to fit the \a radius.
+ *
+ * \note Depth isn't taken into account, this will fit a flat plane exactly,
+ * but points towards the view (with a perspective projection),
+ * may be within the radius but outside the view. eg:
+ *
+ * <pre>
+ * +
+ * pt --> + /^ radius
+ * / |
+ * / |
+ * view + +
+ * \ |
+ * \ |
+ * \|
+ * +
+ * </pre>
+ *
+ * \param ar Can be NULL if \a use_aspect is false.
+ * \param persp Allow the caller to tell what kind of perspective to use (ortho/view/camera)
+ * \param use_aspect Increase the distance to account for non 1:1 view aspect.
+ * \param radius The radius will be fitted exactly, typically pre-scaled by a margin (#VIEW3D_MARGIN).
+ */
+float ED_view3d_radius_to_dist(
+ const View3D *v3d, const ARegion *ar,
+ const char persp, const bool use_aspect,
+ const float radius)
+{
+ float dist;
+
+ BLI_assert(ELEM(persp, RV3D_ORTHO, RV3D_PERSP, RV3D_CAMOB));
+ BLI_assert((persp != RV3D_CAMOB) || v3d->camera);
+
+ if (persp == RV3D_ORTHO) {
+ dist = ED_view3d_radius_to_dist_ortho(v3d->lens, radius);
+ }
+ else {
+ float lens, sensor_size, zoom;
+ float angle;
+
+ if (persp == RV3D_CAMOB) {
+ CameraParams params;
+ BKE_camera_params_init(&params);
+ params.clipsta = v3d->near;
+ params.clipend = v3d->far;
+ BKE_camera_params_from_object(&params, v3d->camera);
+
+ lens = params.lens;
+ sensor_size = BKE_camera_sensor_size(params.sensor_fit, params.sensor_x, params.sensor_y);
+
+ /* ignore 'rv3d->camzoom' because we want to fit to the cameras frame */
+ zoom = CAMERA_PARAM_ZOOM_INIT_CAMOB;
+ }
+ else {
+ lens = v3d->lens;
+ sensor_size = DEFAULT_SENSOR_WIDTH;
+ zoom = CAMERA_PARAM_ZOOM_INIT_PERSP;
+ }
+
+ angle = focallength_to_fov(lens, sensor_size);
+
+ /* zoom influences lens, correct this by scaling the angle as a distance (by the zoom-level) */
+ angle = atanf(tanf(angle / 2.0f) * zoom) * 2.0f;
+
+ dist = ED_view3d_radius_to_dist_persp(angle, radius);
+ }
+
+ if (use_aspect) {
+ const RegionView3D *rv3d = ar->regiondata;
+
+ float winx, winy;
+
+ if (persp == RV3D_CAMOB) {
+ /* camera frame x/y in pixels */
+ winx = ar->winx / rv3d->viewcamtexcofac[0];
+ winy = ar->winy / rv3d->viewcamtexcofac[1];
+ }
+ else {
+ winx = ar->winx;
+ winy = ar->winy;
+ }
+
+ if (winx && winy) {
+ float aspect = winx / winy;
+ if (aspect < 1.0f) {
+ aspect = 1.0f / aspect;
+ }
+ dist *= aspect;
+ }
+ }
+
+ return dist;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name View Distance Utilities
+ * \{ */
+
+/* problem - ofs[3] can be on same location as camera itself.
+ * Blender needs proper dist value for zoom.
+ * use fallback_dist to override small values
+ */
+float ED_view3d_offset_distance(float mat[4][4], const float ofs[3], const float fallback_dist)
+{
+ float pos[4] = {0.0f, 0.0f, 0.0f, 1.0f};
+ float dir[4] = {0.0f, 0.0f, 1.0f, 0.0f};
+ float dist;
+
+ mul_m4_v4(mat, pos);
+ add_v3_v3(pos, ofs);
+ mul_m4_v4(mat, dir);
+ normalize_v3(dir);
+
+ dist = dot_v3v3(pos, dir);
+
+ if ((dist < FLT_EPSILON) && (fallback_dist != 0.0f)) {
+ dist = fallback_dist;
+ }
+
+ return dist;
+}
+
+/**
+ * Set the dist without moving the view (compensate with #RegionView3D.ofs)
+ *
+ * \note take care that viewinv is up to date, #ED_view3d_update_viewmat first.
+ */
+void ED_view3d_distance_set(RegionView3D *rv3d, const float dist)
+{
+ float viewinv[4];
+ float tvec[3];
+
+ BLI_assert(dist >= 0.0f);
+
+ copy_v3_fl3(tvec, 0.0f, 0.0f, rv3d->dist - dist);
+ /* rv3d->viewinv isn't always valid */
+#if 0
+ mul_mat3_m4_v3(rv3d->viewinv, tvec);
+#else
+ invert_qt_qt_normalized(viewinv, rv3d->viewquat);
+ mul_qt_v3(viewinv, tvec);
+#endif
+ sub_v3_v3(rv3d->ofs, tvec);
+
+ rv3d->dist = dist;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name View Axis Utilities
+ * \{ */
+static float view3d_quat_axis[6][4] = {
+ {M_SQRT1_2, -M_SQRT1_2, 0.0f, 0.0f}, /* RV3D_VIEW_FRONT */
+ {0.0f, 0.0f, -M_SQRT1_2, -M_SQRT1_2}, /* RV3D_VIEW_BACK */
+ {0.5f, -0.5f, 0.5f, 0.5f}, /* RV3D_VIEW_LEFT */
+ {0.5f, -0.5f, -0.5f, -0.5f}, /* RV3D_VIEW_RIGHT */
+ {1.0f, 0.0f, 0.0f, 0.0f}, /* RV3D_VIEW_TOP */
+ {0.0f, -1.0f, 0.0f, 0.0f}, /* RV3D_VIEW_BOTTOM */
+};
+
+
+bool ED_view3d_quat_from_axis_view(const char view, float quat[4])
+{
+ if (RV3D_VIEW_IS_AXIS(view)) {
+ copy_qt_qt(quat, view3d_quat_axis[view - RV3D_VIEW_FRONT]);
+ return true;
+ }
+ else {
+ return false;
+ }
+}
+
+char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon)
+{
+ /* quat values are all unit length */
+
+ char view;
+
+ for (view = RV3D_VIEW_FRONT; view <= RV3D_VIEW_BOTTOM; view++) {
+ if (fabsf(angle_signed_qtqt(quat, view3d_quat_axis[view - RV3D_VIEW_FRONT])) < epsilon) {
+ return view;
+ }
+ }
+
+ return RV3D_VIEW_USER;
+}
+
+char ED_view3d_lock_view_from_index(int index)
+{
+ switch (index) {
+ case 0: return RV3D_VIEW_FRONT;
+ case 1: return RV3D_VIEW_TOP;
+ case 2: return RV3D_VIEW_RIGHT;
+ default: return RV3D_VIEW_USER;
+ }
+
+}
+
+char ED_view3d_axis_view_opposite(char view)
+{
+ switch (view) {
+ case RV3D_VIEW_FRONT: return RV3D_VIEW_BACK;
+ case RV3D_VIEW_BACK: return RV3D_VIEW_FRONT;
+ case RV3D_VIEW_LEFT: return RV3D_VIEW_RIGHT;
+ case RV3D_VIEW_RIGHT: return RV3D_VIEW_LEFT;
+ case RV3D_VIEW_TOP: return RV3D_VIEW_BOTTOM;
+ case RV3D_VIEW_BOTTOM: return RV3D_VIEW_TOP;
+ }
+
+ return RV3D_VIEW_USER;
+}
+
+
+bool ED_view3d_lock(RegionView3D *rv3d)
+{
+ return ED_view3d_quat_from_axis_view(rv3d->view, rv3d->viewquat);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name View Transform Utilities
+ * \{ */
+
+/**
+ * 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][4], float ofs[3], float quat[4], float *dist)
+{
+ float nmat[3][3];
+
+ /* dist depends on offset */
+ BLI_assert(dist == NULL || ofs != NULL);
+
+ copy_m3_m4(nmat, mat);
+ normalize_m3(nmat);
+
+ /* Offset */
+ if (ofs)
+ negate_v3_v3(ofs, mat[3]);
+
+ /* Quat */
+ if (quat) {
+ mat3_normalized_to_quat(quat, nmat);
+ invert_qt_normalized(quat);
+ }
+
+ if (ofs && dist) {
+ madd_v3_v3fl(ofs, nmat[2], *dist);
+ }
+}
+
+/**
+ * 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][4], const float ofs[3], const float quat[4], const float dist)
+{
+ float iviewquat[4] = {-quat[0], quat[1], quat[2], quat[3]};
+ float dvec[3] = {0.0f, 0.0f, dist};
+
+ quat_to_mat4(mat, iviewquat);
+ mul_mat3_m4_v3(mat, dvec);
+ sub_v3_v3v3(mat[3], dvec, ofs);
+}
+
+/**
+ * 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(Object *ob, float ofs[3], float quat[4], float *dist, float *lens)
+{
+ ED_view3d_from_m4(ob->obmat, ofs, quat, dist);
+
+ if (lens) {
+ CameraParams params;
+
+ BKE_camera_params_init(&params);
+ BKE_camera_params_from_object(&params, ob);
+ *lens = params.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(Object *ob, const float ofs[3], const float quat[4], const float dist)
+{
+ float mat[4][4];
+ ED_view3d_to_m4(mat, ofs, quat, dist);
+ BKE_object_apply_mat4(ob, mat, true, true);
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Depth Buffer Utilities
+ * \{ */
+
+float ED_view3d_depth_read_cached(const ViewContext *vc, const int mval[2])
+{
+ ViewDepths *vd = vc->rv3d->depths;
+
+ int x = mval[0];
+ int y = mval[1];
+
+ if (vd && vd->depths && x > 0 && y > 0 && x < vd->w && y < vd->h) {
+ return vd->depths[y * vd->w + x];
+ }
+ else {
+ BLI_assert(1.0 <= vd->depth_range[1]);
+ return 1.0f;
+ }
+}
+
+bool ED_view3d_depth_read_cached_normal(
+ const ViewContext *vc, const bglMats *mats, const int mval[2],
+ float r_normal[3])
+{
+ /* Note: we could support passing in a radius.
+ * For now just read 9 pixels. */
+
+ /* pixels surrounding */
+ bool depths_valid[9] = {false};
+ float coords[9][3] = {{0}};
+
+ ARegion *ar = vc->ar;
+ const ViewDepths *depths = vc->rv3d->depths;
+
+ for (int x = 0, i = 0; x < 2; x++) {
+ for (int y = 0; y < 2; y++) {
+ const int mval_ofs[2] = {mval[0] + (x - 1), mval[1] + (y - 1)};
+
+ const double depth = (double)ED_view3d_depth_read_cached(vc, mval_ofs);
+ if ((depth > depths->depth_range[0]) && (depth < depths->depth_range[1])) {
+ if (ED_view3d_depth_unproject(ar, mats, mval_ofs, depth, coords[i])) {
+ depths_valid[i] = true;
+ }
+ }
+ i++;
+ }
+ }
+
+ const int edges[2][6][2] = {
+ /* x edges */
+ {{0, 1}, {1, 2},
+ {3, 4}, {4, 5},
+ {6, 7}, {7, 8}},
+ /* y edges */
+ {{0, 3}, {3, 6},
+ {1, 4}, {4, 7},
+ {2, 5}, {5, 8}},
+ };
+
+ float cross[2][3] = {{0.0f}};
+
+ for (int i = 0; i < 6; i++) {
+ for (int axis = 0; axis < 2; axis++) {
+ if (depths_valid[edges[axis][i][0]] && depths_valid[edges[axis][i][1]]) {
+ float delta[3];
+ sub_v3_v3v3(delta, coords[edges[axis][i][0]], coords[edges[axis][i][1]]);
+ add_v3_v3(cross[axis], delta);
+ }
+ }
+ }
+
+ cross_v3_v3v3(r_normal, cross[0], cross[1]);
+
+ if (normalize_v3(r_normal) != 0.0f) {
+ return true;
+ }
+ else {
+ return false;
+ }
+}
+
+bool ED_view3d_depth_unproject(
+ const ARegion *ar, const bglMats *mats,
+ const int mval[2], const double depth,
+ float r_location_world[3])
+{
+ double p[3];
+ if (gluUnProject(
+ (double)ar->winrct.xmin + mval[0] + 0.5,
+ (double)ar->winrct.ymin + mval[1] + 0.5,
+ depth, mats->modelview, mats->projection, (const GLint *)mats->viewport,
+ &p[0], &p[1], &p[2]))
+ {
+ copy_v3fl_v3db(r_location_world, p);
+ return true;
+ }
+ return false;
+}
+
+void ED_view3d_depth_tag_update(RegionView3D *rv3d)
+{
+ if (rv3d->depths)
+ rv3d->depths->damaged = true;
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Background Image Utilities
+ * \{ */
+
+BGpic *ED_view3d_background_image_new(View3D *v3d)
+{
+ BGpic *bgpic = MEM_callocN(sizeof(BGpic), "Background Image");
+
+ bgpic->rotation = 0.0f;
+ bgpic->size = 5.0f;
+ bgpic->blend = 0.5f;
+ bgpic->iuser.fie_ima = 2;
+ bgpic->iuser.ok = 1;
+ bgpic->view = 0; /* 0 for all */
+ bgpic->flag |= V3D_BGPIC_EXPANDED;
+
+ BLI_addtail(&v3d->bgpicbase, bgpic);
+
+ return bgpic;
+}
+
+void ED_view3d_background_image_remove(View3D *v3d, BGpic *bgpic)
+{
+ BLI_remlink(&v3d->bgpicbase, bgpic);
+
+ MEM_freeN(bgpic);
+}
+
+void ED_view3d_background_image_clear(View3D *v3d)
+{
+ BGpic *bgpic = v3d->bgpicbase.first;
+
+ while (bgpic) {
+ BGpic *next_bgpic = bgpic->next;
+
+ ED_view3d_background_image_remove(v3d, bgpic);
+
+ bgpic = next_bgpic;
+ }
+}
+
+/** \} */