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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.c18
1 files changed, 9 insertions, 9 deletions
diff --git a/source/blender/editors/space_view3d/view3d_view.c b/source/blender/editors/space_view3d/view3d_view.c
index a73985f1757..b47bf9a08ce 100644
--- a/source/blender/editors/space_view3d/view3d_view.c
+++ b/source/blender/editors/space_view3d/view3d_view.c
@@ -502,13 +502,13 @@ void view3d_calculate_clipping(BoundBox *bb, float planes[4][4], bglMats *mats,
}
/* create intersection coordinates in view Z direction at mouse coordinates */
-void viewline(ARegion *ar, View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3])
+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];
- window_to_3d_vector(ar, vec, mval[0], mval[1]);
+ ED_view3d_win_to_vector(ar, mval[0], mval[1], vec);
copy_v3_v3(ray_start, rv3d->viewinv[3]);
VECADDFAC(ray_start, rv3d->viewinv[3], vec, v3d->near);
@@ -537,16 +537,16 @@ void viewline(ARegion *ar, View3D *v3d, const float mval[2], float ray_start[3],
}
/* create intersection ray in view Z direction at mouse coordinates */
-void viewray(ARegion *ar, View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3])
+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];
- viewline(ar, v3d, mval, ray_start, ray_end);
+ 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);
}
-void viewvector(RegionView3D *rv3d, const float coord[3], float vec[3])
+void ED_view3d_global_to_vector(RegionView3D *rv3d, const float coord[3], float vec[3])
{
if (rv3d->is_persp) {
float p1[4], p2[4];
@@ -592,7 +592,7 @@ int initgrabz(RegionView3D *rv3d, float x, float y, float z)
return flip;
}
-void window_to_3d(ARegion *ar, float out[3], const float depth_pt[3], const float mx, const float my)
+void ED_view3d_win_to_3d(ARegion *ar, const float depth_pt[3], const float mx, const float my, float out[3])
{
RegionView3D *rv3d= ar->regiondata;
@@ -602,7 +602,7 @@ void window_to_3d(ARegion *ar, float out[3], const float depth_pt[3], const floa
if(rv3d->is_persp) {
float mousevec[3];
copy_v3_v3(line_sta, rv3d->viewinv[3]);
- window_to_3d_vector(ar, mousevec, mx, my);
+ ED_view3d_win_to_vector(ar, mx, my, 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) {
@@ -624,7 +624,7 @@ void window_to_3d(ARegion *ar, float out[3], const float depth_pt[3], const floa
/* always call initgrabz */
/* only to detect delta motion */
-void window_to_3d_delta(ARegion *ar, float out[3], const float mx, const float my)
+void ED_view3d_win_to_delta(ARegion *ar, const float mx, const float my, float out[3])
{
RegionView3D *rv3d= ar->regiondata;
float dx, dy;
@@ -640,7 +640,7 @@ void window_to_3d_delta(ARegion *ar, float out[3], const float mx, const float m
/* doesn't rely on initgrabz */
/* for perspective view, get the vector direction to
* the mouse cursor as a normalized vector */
-void window_to_3d_vector(ARegion *ar, float out[3], const float mx, const float my)
+void ED_view3d_win_to_vector(ARegion *ar, const float mx, const float my, float out[3])
{
RegionView3D *rv3d= ar->regiondata;