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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_view.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_view.c507
1 files changed, 47 insertions, 460 deletions
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index 61e7990f917..62615b82f8a 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -128,7 +128,7 @@ struct SmoothView3DStore {
/* will start timer if appropriate */
/* the arguments are the desired situation */
void view3d_smooth_view(bContext *C, View3D *v3d, ARegion *ar, Object *oldcamera, Object *camera,
- float *ofs, float *quat, float *dist, float *lens)
+ float *ofs, float *quat, float *dist, float *lens)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
@@ -143,7 +143,7 @@ void view3d_smooth_view(bContext *C, View3D *v3d, ARegion *ar, Object *oldcamera
copy_qt_qt(sms.new_quat, rv3d->viewquat);
sms.new_dist = rv3d->dist;
sms.new_lens = v3d->lens;
- sms.to_camera = 0;
+ sms.to_camera = FALSE;
/* note on camera locking, this is a little confusing but works ok.
* we may be changing the view 'as if' there is no active camera, but in fact
@@ -164,23 +164,24 @@ void view3d_smooth_view(bContext *C, View3D *v3d, ARegion *ar, Object *oldcamera
if (lens) sms.new_lens = *lens;
if (camera) {
+ sms.new_dist = ED_view3d_offset_distance(camera->obmat, ofs);
ED_view3d_from_object(camera, sms.new_ofs, sms.new_quat, &sms.new_dist, &sms.new_lens);
- sms.to_camera = 1; /* restore view3d values in end */
+ sms.to_camera = TRUE; /* restore view3d values in end */
}
if (C && U.smooth_viewtx) {
- int changed = 0; /* zero means no difference */
+ int changed = FALSE; /* zero means no difference */
if (oldcamera != camera)
- changed = 1;
+ changed = TRUE;
else if (sms.new_dist != rv3d->dist)
- changed = 1;
+ changed = TRUE;
else if (sms.new_lens != v3d->lens)
- changed = 1;
+ changed = TRUE;
else if (!equals_v3v3(sms.new_ofs, rv3d->ofs))
- changed = 1;
+ changed = TRUE;
else if (!equals_v4v4(sms.new_quat, rv3d->viewquat))
- changed = 1;
+ changed = TRUE;
/* The new view is different from the old one
* so animate the view */
@@ -188,7 +189,7 @@ void view3d_smooth_view(bContext *C, View3D *v3d, ARegion *ar, Object *oldcamera
/* original values */
if (oldcamera) {
- sms.orig_dist = rv3d->dist; /* below function does weird stuff with it... */
+ sms.orig_dist = ED_view3d_offset_distance(oldcamera->obmat, rv3d->ofs);
ED_view3d_from_object(oldcamera, sms.orig_ofs, sms.orig_quat, &sms.orig_dist, &sms.orig_lens);
}
else {
@@ -244,11 +245,13 @@ void view3d_smooth_view(bContext *C, View3D *v3d, ARegion *ar, Object *oldcamera
/* if we get here nothing happens */
if (ok == FALSE) {
- if (sms.to_camera == 0) {
+ if (sms.to_camera == FALSE) {
copy_v3_v3(rv3d->ofs, sms.new_ofs);
copy_qt_qt(rv3d->viewquat, sms.new_quat);
rv3d->dist = sms.new_dist;
v3d->lens = sms.new_lens;
+
+ ED_view3d_camera_lock_sync(v3d, rv3d);
}
if (rv3d->viewlock & RV3D_BOXVIEW)
@@ -575,323 +578,27 @@ void ED_view3d_clipping_calc(BoundBox *bb, float planes[4][4], bglMats *mats, co
}
}
-/**
- * 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(ARegion *ar, View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3])
-{
- RegionView3D *rv3d = ar->regiondata;
-
- if (rv3d->is_persp) {
- float vec[3];
- ED_view3d_win_to_vector(ar, mval, vec);
-
- copy_v3_v3(ray_start, rv3d->viewinv[3]);
- madd_v3_v3v3fl(ray_start, rv3d->viewinv[3], vec, v3d->near);
- madd_v3_v3v3fl(ray_end, rv3d->viewinv[3], vec, v3d->far);
- }
- else {
- float vec[4];
- vec[0] = 2.0f * mval[0] / ar->winx - 1;
- vec[1] = 2.0f * mval[1] / ar->winy - 1;
- vec[2] = 0.0f;
- vec[3] = 1.0f;
-
- mul_m4_v4(rv3d->persinv, vec);
-
- madd_v3_v3v3fl(ray_start, vec, rv3d->viewinv[2], 1000.0f);
- madd_v3_v3v3fl(ray_end, vec, rv3d->viewinv[2], -1000.0f);
- }
-
- /* clipping */
- if (rv3d->rflag & RV3D_CLIPPING) {
- int a;
- for (a = 0; a < 4; a++) {
- clip_line_plane(ray_start, ray_end, rv3d->clip[a]);
- }
- }
-}
-
-/**
- * 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(ARegion *ar, View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3])
-{
- float ray_end[3];
-
- ED_view3d_win_to_segment_clip(ar, v3d, mval, ray_start, ray_end);
- sub_v3_v3v3(ray_normal, ray_end, ray_start);
- normalize_v3(ray_normal);
-}
-
-/**
- * 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(RegionView3D *rv3d, const float coord[3], float vec[3])
-{
- if (rv3d->is_persp) {
- float p1[4], p2[4];
-
- copy_v3_v3(p1, coord);
- p1[3] = 1.0f;
- copy_v3_v3(p2, p1);
- p2[3] = 1.0f;
- mul_m4_v4(rv3d->viewmat, p2);
-
- mul_v3_fl(p2, 2.0f);
-
- mul_m4_v4(rv3d->viewinv, p2);
-
- sub_v3_v3v3(vec, p1, p2);
- }
- else {
- copy_v3_v3(vec, rv3d->viewinv[2]);
- }
- normalize_v3(vec);
-}
-
-int initgrabz(RegionView3D *rv3d, float x, float y, float z)
-{
- int flip = FALSE;
- if (rv3d == NULL) return flip;
- rv3d->zfac = rv3d->persmat[0][3] * x + rv3d->persmat[1][3] * y + rv3d->persmat[2][3] * z + rv3d->persmat[3][3];
- if (rv3d->zfac < 0.0f)
- flip = TRUE;
- /* if x,y,z is exactly the viewport offset, zfac is 0 and we don't want that
- * (accounting for near zero values)
- */
- if (rv3d->zfac < 1.e-6f && rv3d->zfac > -1.e-6f) rv3d->zfac = 1.0f;
-
- /* Negative zfac means x, y, z was behind the camera (in perspective).
- * This gives flipped directions, so revert back to ok default case.
- */
- /* NOTE: I've changed this to flip zfac to be positive again for now so that GPencil draws ok
- * Aligorith, 2009Aug31 */
- //if (rv3d->zfac < 0.0f) rv3d->zfac = 1.0f;
- if (rv3d->zfac < 0.0f) rv3d->zfac = -rv3d->zfac;
-
- return flip;
-}
-
-/**
- * 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(ARegion *ar, const float depth_pt[3], const float mval[2], float out[3])
-{
- RegionView3D *rv3d = ar->regiondata;
-
- float line_sta[3];
- float line_end[3];
-
- if (rv3d->is_persp) {
- float mousevec[3];
- copy_v3_v3(line_sta, rv3d->viewinv[3]);
- ED_view3d_win_to_vector(ar, mval, mousevec);
- add_v3_v3v3(line_end, line_sta, mousevec);
-
- if (isect_line_plane_v3(out, line_sta, line_end, depth_pt, rv3d->viewinv[2], TRUE) == 0) {
- /* highly unlikely to ever happen, mouse vec paralelle with view plane */
- zero_v3(out);
- }
- }
- else {
- const float dx = (2.0f * mval[0] / (float)ar->winx) - 1.0f;
- const float dy = (2.0f * mval[1] / (float)ar->winy) - 1.0f;
- line_sta[0] = (rv3d->persinv[0][0] * dx) + (rv3d->persinv[1][0] * dy) + rv3d->viewinv[3][0];
- line_sta[1] = (rv3d->persinv[0][1] * dx) + (rv3d->persinv[1][1] * dy) + rv3d->viewinv[3][1];
- line_sta[2] = (rv3d->persinv[0][2] * dx) + (rv3d->persinv[1][2] * dy) + rv3d->viewinv[3][2];
-
- add_v3_v3v3(line_end, line_sta, rv3d->viewinv[2]);
- closest_to_line_v3(out, depth_pt, line_sta, line_end);
- }
-}
-
-/**
- * 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(ARegion *ar, const float mval[2], float out[3])
-{
- RegionView3D *rv3d = ar->regiondata;
- float dx, dy;
-
- dx = 2.0f * mval[0] * rv3d->zfac / ar->winx;
- dy = 2.0f * mval[1] * rv3d->zfac / ar->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);
- out[2] = (rv3d->persinv[0][2] * dx + rv3d->persinv[1][2] * dy);
-}
-
-/**
- * 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.
- *
- * \note doesn't rely on initgrabz
- * 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 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(ARegion *ar, const float mval[2], float out[3])
-{
- RegionView3D *rv3d = ar->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[2] = -0.5f;
- mul_project_m4_v3(rv3d->persinv, out);
- sub_v3_v3(out, rv3d->viewinv[3]);
- }
- else {
- copy_v3_v3(out, rv3d->viewinv[2]);
- }
- normalize_v3(out);
-}
-
-float ED_view3d_depth_read_cached(ViewContext *vc, int x, int y)
-{
- ViewDepths *vd = vc->rv3d->depths;
-
- x -= vc->ar->winrct.xmin;
- y -= vc->ar->winrct.ymin;
-
- if (vd && vd->depths && x > 0 && y > 0 && x < vd->w && y < vd->h)
- return vd->depths[y * vd->w + x];
- else
- return 1;
-}
-
-void ED_view3d_depth_tag_update(RegionView3D *rv3d)
-{
- if (rv3d->depths)
- rv3d->depths->damaged = 1;
-}
-
-void ED_view3d_ob_project_mat_get(RegionView3D *rv3d, Object *ob, float pmat[4][4])
-{
- float vmat[4][4];
-
- mult_m4_m4m4(vmat, rv3d->viewmat, ob->obmat);
- mult_m4_m4m4(pmat, rv3d->winmat, vmat);
-}
-
-/* Uses window coordinates (x,y) and depth component z to find a point in
- * modelspace */
-void ED_view3d_unproject(bglMats *mats, float out[3], const float x, const float y, const float z)
-{
- float win[] = {x, y, z};
-
- gpuUnProject(win, mats->modelview, mats->projection, (GLint *)mats->viewport, out);
-}
-
-/* use #ED_view3d_ob_project_mat_get to get projecting mat */
-void ED_view3d_project_float_v2_m4(const ARegion *ar, const float co[3], float r_co[2], float mat[4][4])
-{
- float vec4[4];
-
- copy_v3_v3(vec4, co);
- vec4[3] = 1.0;
- /* r_co[0] = IS_CLIPPED; */ /* always overwritten */
-
- 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];
- }
- else {
- zero_v2(r_co);
- }
-}
-
-/* use #ED_view3d_ob_project_mat_get to get projecting mat */
-void ED_view3d_project_float_v3_m4(ARegion *ar, const float vec[3], float r_co[3], float mat[4][4])
-{
- float vec4[4];
-
- copy_v3_v3(vec4, vec);
- vec4[3] = 1.0;
- /* r_co[0] = IS_CLIPPED; */ /* always overwritten */
-
- 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[2] = vec4[2] / vec4[3];
- }
- else {
- zero_v3(r_co);
- }
-}
-
-eV3DProjStatus ED_view3d_project_base(struct ARegion *ar, struct Base *base)
-{
- eV3DProjStatus ret = ED_view3d_project_short_global(ar, base->object->obmat[3], &base->sx,
- V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN);
-
- if (ret != V3D_PROJ_RET_SUCCESS) {
- base->sx = IS_CLIPPED;
- base->sy = 0;
- }
-
- return ret;
-}
int ED_view3d_boundbox_clip(RegionView3D *rv3d, float obmat[][4], BoundBox *bb)
{
/* return 1: draw */
-
+
float mat[4][4];
float vec[4], min, max;
int a, flag = -1, fl;
-
+
if (bb == NULL) return 1;
if (bb->flag & OB_BB_DISABLED) return 1;
-
+
mult_m4_m4m4(mat, rv3d->persmat, obmat);
-
+
for (a = 0; a < 8; a++) {
copy_v3_v3(vec, bb->vec[a]);
vec[3] = 1.0;
mul_m4_v4(mat, vec);
max = vec[3];
min = -vec[3];
-
+
fl = 0;
if (vec[0] < min) fl += 1;
if (vec[0] > max) fl += 2;
@@ -899,153 +606,31 @@ int ED_view3d_boundbox_clip(RegionView3D *rv3d, float obmat[][4], BoundBox *bb)
if (vec[1] > max) fl += 8;
if (vec[2] < min) fl += 16;
if (vec[2] > max) fl += 32;
-
+
flag &= fl;
if (flag == 0) return 1;
}
-
- return 0;
-}
-
-/* perspmat is typically...
- * - 'rv3d->perspmat', is_local == FALSE
- * - 'rv3d->perspmatob', is_local == TRUE
- */
-static eV3DProjStatus ed_view3d_project__internal(ARegion *ar,
- float perspmat[4][4], const int is_local, /* normally hidden */
- const float co[3], float r_co[2], eV3DProjTest flag)
-{
- float fx, fy, vec4[4];
-
- if (flag & V3D_PROJ_TEST_CLIP_BB) {
- RegionView3D *rv3d = ar->regiondata;
- if (rv3d->rflag & RV3D_CLIPPING) {
- if (ED_view3d_clipping_test(rv3d, co, is_local)) {
- return V3D_PROJ_RET_CLIP_BB;
- }
- }
- }
- copy_v3_v3(vec4, co);
- vec4[3] = 1.0;
- mul_m4_v4(perspmat, vec4);
-
- if (vec4[3] > (float)BL_NEAR_CLIP) {
- fx = ((float)ar->winx / 2.0f) * (1.0f + vec4[0] / vec4[3]);
- if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fx > 0 && fx < ar->winx)) {
- fy = ((float)ar->winy / 2.0f) * (1.0f + vec4[1] / vec4[3]);
- if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fy > 0.0f && fy < (float)ar->winy)) {
- r_co[0] = (short)floor(fx);
- r_co[1] = (short)floor(fy);
- }
- else {
- return V3D_PROJ_RET_CLIP_WIN;
- }
- }
- else {
- return V3D_PROJ_RET_CLIP_WIN;
- }
- }
- else {
- return V3D_PROJ_RET_CLIP_NEAR;
- }
-
- return V3D_PROJ_RET_SUCCESS;
-}
-
-eV3DProjStatus ED_view3d_project_short_ex(ARegion *ar, float perspmat[4][4], const int is_local,
- const float co[3], short r_co[2], eV3DProjTest flag)
-{
- float tvec[2];
- eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag);
- if (ret == V3D_PROJ_RET_SUCCESS) {
- if ((tvec[0] > -32700.0 && tvec[0] < 32700.0f) &&
- (tvec[1] > -32700.0 && tvec[1] < 32700.0f))
- {
- r_co[0] = (short)floor(tvec[0]);
- r_co[1] = (short)floor(tvec[1]);
- }
- else {
- ret = V3D_PROJ_RET_OVERFLOW;
- }
- }
- return ret;
-}
-
-eV3DProjStatus ED_view3d_project_int_ex(ARegion *ar, float perspmat[4][4], const int is_local,
- const float co[3], int r_co[2], eV3DProjTest flag)
-{
- float tvec[2];
- eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag);
- if (ret == V3D_PROJ_RET_SUCCESS) {
- if ((tvec[0] > -2140000000.0 && tvec[0] < 2140000000.0f) &&
- (tvec[1] > -2140000000.0 && tvec[1] < 2140000000.0f))
- {
- r_co[0] = (int)floor(tvec[0]);
- r_co[1] = (int)floor(tvec[1]);
- }
- else {
- ret = V3D_PROJ_RET_OVERFLOW;
- }
- }
- return ret;
-}
-
-eV3DProjStatus ED_view3d_project_float_ex(ARegion *ar, float perspmat[4][4], const int is_local,
- const float co[3], float r_co[2], eV3DProjTest flag)
-{
- float tvec[2];
- eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag);
- if (ret == V3D_PROJ_RET_SUCCESS) {
- if (finite(tvec[0]) &&
- finite(tvec[1]))
- {
- copy_v2_v2(r_co, tvec);
- }
- else {
- ret = V3D_PROJ_RET_OVERFLOW;
- }
- }
- return ret;
+ return 0;
}
-/* --- short --- */
-eV3DProjStatus ED_view3d_project_short_global(ARegion *ar, const float co[3], short r_co[2], eV3DProjTest flag)
-{
- RegionView3D *rv3d = ar->regiondata;
- return ED_view3d_project_short_ex(ar, rv3d->persmat, FALSE, co, r_co, flag);
-}
-/* object space, use ED_view3d_init_mats_rv3d before calling */
-eV3DProjStatus ED_view3d_project_short_object(ARegion *ar, const float co[3], short r_co[2], eV3DProjTest flag)
+float ED_view3d_depth_read_cached(ViewContext *vc, int x, int y)
{
- RegionView3D *rv3d = ar->regiondata;
- return ED_view3d_project_short_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag);
-}
+ ViewDepths *vd = vc->rv3d->depths;
+
+ x -= vc->ar->winrct.xmin;
+ y -= vc->ar->winrct.ymin;
-/* --- int --- */
-eV3DProjStatus ED_view3d_project_int_global(ARegion *ar, const float co[3], int r_co[2], eV3DProjTest flag)
-{
- RegionView3D *rv3d = ar->regiondata;
- return ED_view3d_project_int_ex(ar, rv3d->persmat, FALSE, co, r_co, flag);
-}
-/* object space, use ED_view3d_init_mats_rv3d before calling */
-eV3DProjStatus ED_view3d_project_int_object(ARegion *ar, const float co[3], int r_co[2], eV3DProjTest flag)
-{
- RegionView3D *rv3d = ar->regiondata;
- return ED_view3d_project_int_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag);
+ if (vd && vd->depths && x > 0 && y > 0 && x < vd->w && y < vd->h)
+ return vd->depths[y * vd->w + x];
+ else
+ return 1;
}
-/* --- float --- */
-eV3DProjStatus ED_view3d_project_float_global(ARegion *ar, const float co[3], float r_co[2], eV3DProjTest flag)
-{
- RegionView3D *rv3d = ar->regiondata;
- return ED_view3d_project_float_ex(ar, rv3d->persmat, FALSE, co, r_co, flag);
-}
-/* object space, use ED_view3d_init_mats_rv3d before calling */
-eV3DProjStatus ED_view3d_project_float_object(ARegion *ar, const float co[3], float r_co[2], eV3DProjTest flag)
+void ED_view3d_depth_tag_update(RegionView3D *rv3d)
{
- RegionView3D *rv3d = ar->regiondata;
- return ED_view3d_project_float_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag);
+ if (rv3d->depths)
+ rv3d->depths->damaged = 1;
}
/* copies logic of get_view3d_viewplane(), keep in sync */
@@ -1079,7 +664,10 @@ int ED_view3d_viewplane_get(View3D *v3d, RegionView3D *rv3d, int winx, int winy,
return params.is_ortho;
}
-void setwinmatrixview3d(ARegion *ar, View3D *v3d, rctf *rect) /* rect: for picking */
+/*!
+ * \param rect for picking, NULL not to use.
+ */
+void setwinmatrixview3d(ARegion *ar, View3D *v3d, rctf *rect)
{
RegionView3D *rv3d = ar->regiondata;
rctf viewplane;
@@ -1112,7 +700,7 @@ void setwinmatrixview3d(ARegion *ar, View3D *v3d, rctf *rect) /* rect: for
if (orth) wmOrtho(rect->xmin, rect->xmax, rect->ymin, rect->ymax, -clipend, clipend);
else wmFrustum(rect->xmin, rect->xmax, rect->ymin, rect->ymax, clipsta, clipend);
-
+
}
else {
if (orth) wmOrtho(x1, x2, y1, y2, clipsta, clipend);
@@ -1208,7 +796,7 @@ void setviewmatrixview3d(Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
if (rv3d->persp == RV3D_CAMOB) { /* obs/camera */
if (v3d->camera) {
- BKE_object_where_is_calc(scene, v3d->camera);
+ BKE_object_where_is_calc(scene, v3d->camera);
obmat_to_viewmat(v3d, rv3d, v3d->camera, 0);
}
else {
@@ -1313,8 +901,8 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
glLoadName(code);
draw_object(scene, ar, v3d, base, DRAW_PICKING | DRAW_CONSTCOLOR);
- /* we draw group-duplicators for selection too */
- if ((base->object->transflag & OB_DUPLI) && base->object->dup_group) {
+ /* we draw duplicators for selection too */
+ if ((base->object->transflag & OB_DUPLI)) {
ListBase *lb;
DupliObject *dob;
Base tbase;
@@ -1341,7 +929,7 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
free_object_duplilist(lb);
}
code++;
- }
+ }
}
}
v3d->xray = FALSE; /* restore */
@@ -1459,7 +1047,7 @@ static int view3d_localview_init(Main *bmain, Scene *scene, ScrArea *sa, ReportL
locallay = free_localbit(bmain);
if (locallay == 0) {
- BKE_reportf(reports, RPT_ERROR, "No more than 8 localviews");
+ BKE_report(reports, RPT_ERROR, "No more than 8 local views");
ok = FALSE;
}
else {
@@ -1614,7 +1202,7 @@ static int view3d_localview_exit(Main *bmain, Scene *scene, ScrArea *sa)
DAG_on_visible_update(bmain, FALSE);
return TRUE;
- }
+ }
else {
return FALSE;
}
@@ -1648,7 +1236,6 @@ static int localview_exec(bContext *C, wmOperator *op)
void VIEW3D_OT_localview(wmOperatorType *ot)
{
-
/* identifiers */
ot->name = "Local View";
ot->description = "Toggle display of selected object(s) separately and centered in view";
@@ -1688,12 +1275,12 @@ static void RestoreState(bContext *C, wmWindow *win)
GPU_paint_set_mipmap(0);
//XXX curarea->win_swap = 0;
- //XXX curarea->head_swap=0;
+ //XXX curarea->head_swap = 0;
//XXX allqueue(REDRAWVIEW3D, 1);
//XXX allqueue(REDRAWBUTSALL, 0);
//XXX reset_slowparents();
//XXX waitcursor(0);
- //XXX G.qual= 0;
+ //XXX G.qual = 0;
if (win) /* check because closing win can set to NULL */
win->queue = queue_back;
@@ -1818,7 +1405,7 @@ static int game_engine_exec(bContext *C, wmOperator *op)
WM_redraw_windows(C);
rv3d = CTX_wm_region_view3d(C);
- /* sa= CTX_wm_area(C); */ /* UNUSED */
+ /* sa = CTX_wm_area(C); */ /* UNUSED */
ar = CTX_wm_region(C);
view3d_operator_needs_opengl(C);