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Diffstat (limited to 'source/blender/src/view.c')
-rw-r--r--source/blender/src/view.c1095
1 files changed, 1095 insertions, 0 deletions
diff --git a/source/blender/src/view.c b/source/blender/src/view.c
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+/**
+ * $Id$
+ *
+ * ***** BEGIN GPL/BL DUAL 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. The Blender
+ * Foundation also sells licenses for use in proprietary software under
+ * the Blender License. See http://www.blender.org/BL/ for information
+ * about this.
+ *
+ * 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL/BL DUAL LICENSE BLOCK *****
+ */
+
+#include <math.h>
+
+#ifdef WIN32
+#include <io.h>
+#include "BLI_winstuff.h"
+#else
+#include <unistd.h>
+#endif
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+#include "BLI_editVert.h"
+
+#include "DNA_object_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_space_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_camera_types.h"
+#include "DNA_lamp_types.h"
+#include "DNA_userdef_types.h"
+
+#include "BKE_utildefines.h"
+#include "BKE_object.h"
+#include "BKE_global.h"
+#include "BKE_main.h"
+
+#include "BIF_gl.h"
+#include "BIF_space.h"
+#include "BIF_mywindow.h"
+#include "BIF_screen.h"
+#include "BIF_toolbox.h"
+
+#include "BSE_view.h"
+#include "BSE_edit.h" /* For countall */
+#include "BSE_drawview.h" /* For inner_play_anim_loop */
+
+#include "BDR_drawobject.h" /* For draw_object */
+
+#include "mydevice.h"
+#include "blendef.h"
+
+/* Modules used */
+#include "render.h"
+
+#define TRACKBALLSIZE (1.1)
+
+void persp3d(View3D *v3d, int a)
+{
+ ScrArea *area= v3d->area;
+
+ /* oppasen met optimaliseren: dan laatste mode in area bewaren */
+ /* only 3D windows */
+ if(a== 0) {
+ bwin_get_winmatrix(area->win, area->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ bwin_ortho2(area->win, -0.5, (float)(area->winx)-.05, -0.5, (float)(area->winy)-0.5);
+ glLoadIdentity();
+ }
+ else if(a== 1) {
+ glMatrixMode(GL_PROJECTION);
+ bwin_load_winmatrix(area->win, area->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ bwin_load_viewmatrix(area->win, v3d->viewmat);
+ }
+}
+
+void persp_general(int a)
+{
+ /* for all window types, not 3D */
+
+ if(a== 0) {
+ glPushMatrix();
+ glMatrixMode(GL_PROJECTION);
+ glPushMatrix();
+ glMatrixMode(GL_MODELVIEW);
+
+ myortho2(-0.5, ((float)(curarea->winx))-0.5, -0.5, ((float)(curarea->winy))-0.5);
+ glLoadIdentity();
+ }
+ else if(a== 1) {
+ glMatrixMode(GL_PROJECTION);
+ glPopMatrix();
+ glMatrixMode(GL_MODELVIEW);
+ glPopMatrix();
+ }
+}
+
+void persp(int a)
+{
+ /* oppasen met optimaliseren: dan laatste mode in area bewaren */
+ /* only 3D windows */
+
+ if(curarea->spacetype!=SPACE_VIEW3D) persp_general(a);
+ else if(a== 0) {
+ glMatrixMode(GL_PROJECTION);
+ mygetmatrix(curarea->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ myortho2(-0.5, (float)(curarea->winx)-.05, -0.5, (float)(curarea->winy)-0.5);
+ glLoadIdentity();
+ }
+ else if(a== 1) {
+ glMatrixMode(GL_PROJECTION);
+ myloadmatrix(curarea->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ myloadmatrix(G.vd->viewmat);
+ }
+}
+
+
+float zfac=1.0;
+
+void initgrabz(float x, float y, float z)
+{
+ if(G.vd==0) return;
+ zfac= G.vd->persmat[0][3]*x+ G.vd->persmat[1][3]*y+ G.vd->persmat[2][3]*z+ G.vd->persmat[3][3];
+}
+
+void window_to_3d(float *vec, short mx, short my)
+{
+ /* altijd initzgrab aanroepen */
+ float dx, dy;
+ float fmx, fmy, winx, winy;
+
+ /* stupid! */
+ winx= curarea->winx;
+ winy= curarea->winy;
+ fmx= mx;
+ fmy= my;
+
+ dx= (2.0*fmx)/winx;
+ dx*= zfac;
+ dy= (2.0*fmy)/winy;
+ dy*= zfac;
+
+ vec[0]= (G.vd->persinv[0][0]*dx + G.vd->persinv[1][0]*dy);
+ vec[1]= (G.vd->persinv[0][1]*dx + G.vd->persinv[1][1]*dy);
+ vec[2]= (G.vd->persinv[0][2]*dx + G.vd->persinv[1][2]*dy);
+}
+
+void project_short(float *vec, short *adr) /* clipt */
+{
+ float fx, fy, vec4[4];
+
+ adr[0]= 3200;
+ VECCOPY(vec4, vec);
+ vec4[3]= 1.0;
+
+ Mat4MulVec4fl(G.vd->persmat, vec4);
+
+ if( vec4[3]>0.1 ) {
+ fx= (curarea->winx/2)+(curarea->winx/2)*vec4[0]/vec4[3];
+
+ if( fx>0 && fx<curarea->winx) {
+
+ fy= (curarea->winy/2)+(curarea->winy/2)*vec4[1]/vec4[3];
+
+ if(fy>0.0 && fy< (float)curarea->winy) {
+ adr[0]= floor(fx+0.5);
+ adr[1]= floor(fy+0.5);
+ }
+ }
+ }
+}
+
+void project_short_noclip(float *vec, short *adr)
+{
+ float fx, fy, vec4[4];
+
+ adr[0]= 3200;
+ VECCOPY(vec4, vec);
+ vec4[3]= 1.0;
+
+ Mat4MulVec4fl(G.vd->persmat, vec4);
+
+ if( vec4[3]>0.1 ) {
+ fx= (curarea->winx/2)+(curarea->winx/2)*vec4[0]/vec4[3];
+
+ if( fx>-32700 && fx<32700) {
+
+ fy= (curarea->winy/2)+(curarea->winy/2)*vec4[1]/vec4[3];
+
+ if(fy>-32700.0 && fy<32700.0) {
+ adr[0]= floor(fx+0.5);
+ adr[1]= floor(fy+0.5);
+ }
+ }
+ }
+}
+
+int boundbox_clip(float obmat[][4], BoundBox *bb)
+{
+ /* return 1: afbeelden */
+
+ float mat[4][4];
+ float vec[4], min, max;
+ int a, flag= -1, fl;
+
+ if(bb==0) return 1;
+
+ Mat4MulMat4(mat, obmat, G.vd->persmat);
+
+ for(a=0; a<8; a++) {
+ VECCOPY(vec, bb->vec[a]);
+ vec[3]= 1.0;
+ Mat4MulVec4fl(mat, 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 1;
+ }
+
+ return 0;
+
+}
+
+void fdrawline(float x1, float y1, float x2, float y2)
+{
+ float v[2];
+
+ glBegin(GL_LINE_STRIP);
+ v[0] = x1; v[1] = y1;
+ glVertex2fv(v);
+ v[0] = x2; v[1] = y2;
+ glVertex2fv(v);
+ glEnd();
+}
+
+void fdrawbox(float x1, float y1, float x2, float y2)
+{
+ float v[2];
+
+ glBegin(GL_LINE_STRIP);
+
+ v[0] = x1; v[1] = y1;
+ glVertex2fv(v);
+ v[0] = x1; v[1] = y2;
+ glVertex2fv(v);
+ v[0] = x2; v[1] = y2;
+ glVertex2fv(v);
+ v[0] = x2; v[1] = y1;
+ glVertex2fv(v);
+ v[0] = x1; v[1] = y1;
+ glVertex2fv(v);
+
+ glEnd();
+}
+
+void sdrawline(short x1, short y1, short x2, short y2)
+{
+ short v[2];
+
+ glBegin(GL_LINE_STRIP);
+ v[0] = x1; v[1] = y1;
+ glVertex2sv(v);
+ v[0] = x2; v[1] = y2;
+ glVertex2sv(v);
+ glEnd();
+}
+
+void sdrawbox(short x1, short y1, short x2, short y2)
+{
+ short v[2];
+
+ glBegin(GL_LINE_STRIP);
+
+ v[0] = x1; v[1] = y1;
+ glVertex2sv(v);
+ v[0] = x1; v[1] = y2;
+ glVertex2sv(v);
+ v[0] = x2; v[1] = y2;
+ glVertex2sv(v);
+ v[0] = x2; v[1] = y1;
+ glVertex2sv(v);
+ v[0] = x1; v[1] = y1;
+ glVertex2sv(v);
+
+ glEnd();
+}
+
+/* trackball: deze is t.o.v. een 100% bol formule wel zo mooi */
+
+void calctrackballvecfirst(rcti *area, short *mval, float *vec)
+{
+ float x, y, radius, d, z, t;
+
+ radius= TRACKBALLSIZE;
+
+ /* x en y normaliseren */
+ x= (area->xmax + area->xmin)/2 -mval[0];
+ x/= (float)((area->xmax - area->xmin)/2);
+ y= (area->ymax + area->ymin)/2 -mval[1];
+ y/= (float)((area->ymax - area->ymin)/2);
+
+ d = sqrt(x*x + y*y);
+ if (d < radius*M_SQRT1_2) /* Inside sphere */
+ z = sqrt(radius*radius - d*d);
+ else
+ { /* On hyperbola */
+ t = radius / M_SQRT2;
+ z = t*t / d;
+ }
+
+ vec[0]= x;
+ vec[1]= y;
+ vec[2]= -z; /* jawel! */
+
+ if( fabs(vec[2])>fabs(vec[1]) && fabs(vec[2])>fabs(vec[0]) ) {
+ vec[0]= 0.0;
+ vec[1]= 0.0;
+ if(vec[2]>0.0) vec[2]= 1.0; else vec[2]= -1.0;
+ }
+ else if( fabs(vec[1])>fabs(vec[0]) && fabs(vec[1])>fabs(vec[2]) ) {
+ vec[0]= 0.0;
+ vec[2]= 0.0;
+ if(vec[1]>0.0) vec[1]= 1.0; else vec[1]= -1.0;
+ }
+ else {
+ vec[1]= 0.0;
+ vec[2]= 0.0;
+ if(vec[0]>0.0) vec[0]= 1.0; else vec[0]= -1.0;
+ }
+}
+
+void calctrackballvec(rcti *area, short *mval, float *vec)
+{
+ float x, y, radius, d, z, t;
+
+ radius= TRACKBALLSIZE;
+
+ /* x en y normaliseren */
+ x= (area->xmax + area->xmin)/2 -mval[0];
+ x/= (float)((area->xmax - area->xmin)/4);
+ y= (area->ymax + area->ymin)/2 -mval[1];
+ y/= (float)((area->ymax - area->ymin)/2);
+
+ d = sqrt(x*x + y*y);
+ if (d < radius*M_SQRT1_2) /* Inside sphere */
+ z = sqrt(radius*radius - d*d);
+ else
+ { /* On hyperbola */
+ t = radius / M_SQRT2;
+ z = t*t / d;
+ }
+
+ vec[0]= x;
+ vec[1]= y;
+ vec[2]= -z; /* jawel! */
+
+}
+
+void viewmove(int mode)
+{
+ float firstvec[3], newvec[3], dvec[3];
+ float oldquat[4], q1[4], q2[4], si, phi;
+ int firsttime=1;
+ short mval[2], mvalo[2];
+
+ /* sometimes this routine is called from headerbuttons */
+ areawinset(curarea->win);
+ curarea->head_swap= 0;
+
+ initgrabz(-G.vd->ofs[0], -G.vd->ofs[1], -G.vd->ofs[2]);
+
+ QUATCOPY(oldquat, G.vd->viewquat);
+ getmouseco_sc(mvalo); /* werk met screencoordinaten ivm trackball functie */
+ calctrackballvec(&curarea->winrct, mvalo, firstvec);
+
+ /* cumultime(0); */
+
+ while(TRUE) {
+ getmouseco_sc(mval);
+
+ if(mval[0]!=mvalo[0] || mval[1]!=mvalo[1] || (G.f & G_PLAYANIM)) {
+
+ if(firsttime) {
+ firsttime= 0;
+ /* wordt hier geroteerd, gezoomd of transleerd */
+ if(mode==0) {
+ if(G.vd->view!=0) scrarea_queue_headredraw(curarea); /* voor button */
+ G.vd->view= 0;
+ }
+
+ if(G.vd->persp==2 || (G.vd->persp==3 && mode!=1)) {
+ G.vd->persp= 1;
+ scrarea_do_windraw(curarea);
+ scrarea_queue_headredraw(curarea);
+ }
+ }
+
+
+ if(mode==0) { /* viewroteer */
+
+ if(U.flag & TRACKBALL) {
+ calctrackballvec(&curarea->winrct, mval, newvec);
+
+ VecSubf(dvec, newvec, firstvec);
+
+ si= sqrt(dvec[0]*dvec[0]+ dvec[1]*dvec[1]+ dvec[2]*dvec[2]);
+ si/= (2.0*TRACKBALLSIZE);
+
+ if(si<1.0) {
+ Crossf(q1+1, firstvec, newvec);
+
+ Normalise(q1+1);
+
+ phi= asin(si);
+
+ si= sin(phi);
+ q1[0]= cos(phi);
+ q1[1]*= si;
+ q1[2]*= si;
+ q1[3]*= si;
+
+ QuatMul(G.vd->viewquat, q1, oldquat);
+ }
+ }
+ else {
+ /* roteren om z-as (x beweging) en liggende as (y) */
+
+ phi= 2*(mval[0]-mvalo[0]);
+ phi/= (float)curarea->winx;
+ si= sin(phi);
+ q1[0]= cos(phi);
+ q1[1]= q1[2]= 0.0;
+ q1[3]= si;
+
+ /* liggende as */
+ VECCOPY(q2+1, G.vd->viewinv[0]);
+ Normalise(q2+1);
+ phi= (mvalo[1]-mval[1]);
+ phi/= (float)curarea->winy;
+ si= sin(phi);
+ q2[0]= cos(phi);
+ q2[1]*= si;
+ q2[2]*= si;
+ q2[3]*= si;
+
+ QuatMul(q1, q1, q2);
+ QuatMul(G.vd->viewquat, G.vd->viewquat, q1);
+ }
+ }
+ else if(mode==1) { /* translate */
+ if(G.vd->persp==3) {
+ /* zoom= 0.5+0.5*(float)(2<<G.vd->rt1); */
+ /* dx-= (mval[0]-mvalo[0])/zoom; */
+ /* dy-= (mval[1]-mvalo[1])/zoom; */
+ /* G.vd->rt2= dx; */
+ /* G.vd->rt3= dy; */
+ /* if(G.vd->rt2<-320) G.vd->rt2= -320; */
+ /* if(G.vd->rt2> 320) G.vd->rt2= 320; */
+ /* if(G.vd->rt3<-250) G.vd->rt3= -250; */
+ /* if(G.vd->rt3> 250) G.vd->rt3= 250; */
+ }
+ else {
+ window_to_3d(dvec, mval[0]-mvalo[0], mval[1]-mvalo[1]);
+ VecAddf(G.vd->ofs, G.vd->ofs, dvec);
+ }
+ }
+ else if(mode==2) {
+ G.vd->dist*= 1.0+(float)(mvalo[0]-mval[0]+mvalo[1]-mval[1])/1000.0;
+
+ /* deze limits ook in toets.c */
+ if(G.vd->dist<0.001*G.vd->grid) G.vd->dist= 0.001*G.vd->grid;
+ if(G.vd->dist>10.0*G.vd->far) G.vd->dist=10.0*G.vd->far;
+
+ mval[1]= mvalo[1]; /* blijft ie zoomen */
+ mval[0]= mvalo[0];
+ }
+
+ mvalo[0]= mval[0];
+ mvalo[1]= mval[1];
+
+ if(G.f & G_PLAYANIM) inner_play_anim_loop(0, 0);
+ if(G.f & G_SIMULATION) break;
+
+ scrarea_do_windraw(curarea);
+ screen_swapbuffers();
+ }
+ else BIF_wait_for_statechange();
+
+ /* dit moet onderaan, anders pakt de get_mbut het niet op de PC... */
+ if( !(get_mbut() & (L_MOUSE|M_MOUSE))) break;
+ }
+
+ curarea->head_swap= WIN_FRONT_OK;
+}
+
+short v3d_windowmode=0;
+
+void setwinmatrixview3d(rctf *rect) /* rect: voor picking */
+{
+ Camera *cam=0;
+ float d, near, far, winx = 0.0, winy = 0.0;
+ float lens, dfac, tfac, fac, x1, y1, x2, y2;
+ short orth;
+
+ lens= G.vd->lens;
+ near= G.vd->near;
+ far= G.vd->far;
+
+ if(G.vd->persp==2) {
+ if(G.vd->camera) {
+ if(G.vd->camera->type==OB_LAMP ) {
+ Lamp *la;
+
+ la= G.vd->camera->data;
+ fac= cos( M_PI*la->spotsize/360.0);
+
+ x1= saacos(fac);
+ lens= 16.0*fac/sin(x1);
+
+ near= la->clipsta;
+ far= la->clipend;
+ }
+ else if(G.vd->camera->type==OB_CAMERA) {
+ cam= G.vd->camera->data;
+ lens= cam->lens;
+ near= cam->clipsta;
+ far= cam->clipend;
+
+ if(cam->type==CAM_ORTHO) {
+ lens*= 100.0;
+ near= (near+1.0)*100.0; /* otherwise zbuffer troubles. a Patch! */
+ far*= 100.0;
+ }
+ }
+ }
+ }
+
+ if(v3d_windowmode) {
+ winx= R.rectx;
+ winy= R.recty;
+ }
+ else {
+ winx= curarea->winx;
+ winy= curarea->winy;
+ }
+
+ if(winx>winy) d= 0.015625*winx*lens;
+ else d= 0.015625*winy*lens;
+
+ dfac= near/d;
+
+ /* if(G.vd->persp==1 && G.vd->dproj>1.0) far= G.vd->dproj*far; */
+
+ if(G.vd->persp==0) {
+ /* x1= -winx*G.vd->dist/1000.0; */
+ x1= -G.vd->dist;
+ x2= -x1;
+ y1= -winy*G.vd->dist/winx;
+ y2= -y1;
+ orth= 1;
+ }
+ else {
+ if(G.vd->persp==2) {
+ fac= (1.41421+( (float)G.vd->camzoom )/50.0);
+ fac*= fac;
+ }
+ else fac= 2.0;
+
+ x1= -dfac*(winx/fac);
+ x2= -x1;
+ y1= -dfac*(winy/fac);
+ y2= -y1;
+
+ if(G.vd->persp==2 && (G.special1 & G_HOLO)) {
+ if(cam && (cam->flag & CAM_HOLO2)) {
+ tfac= fac/4.0; /* de fac is 1280/640 gecorr voor obszoom */
+
+ if(cam->netend==0.0) cam->netend= EFRA;
+ fac= (G.scene->r.cfra-1.0)/(cam->netend)-0.5;
+
+ fac*= tfac*(x2-x1);
+ fac*= ( cam->hololen1 );
+ x1-= fac;
+ x2-= fac;
+ }
+ }
+
+ orth= 0;
+ }
+
+ if(rect) { /* picking */
+ rect->xmin/= winx;
+ rect->xmin= x1+rect->xmin*(x2-x1);
+ rect->ymin/= winy;
+ rect->ymin= y1+rect->ymin*(y2-y1);
+ rect->xmax/= winx;
+ rect->xmax= x1+rect->xmax*(x2-x1);
+ rect->ymax/= winy;
+ rect->ymax= y1+rect->ymax*(y2-y1);
+
+ if(orth) myortho(rect->xmin, rect->xmax, rect->ymin, rect->ymax, -far, far);
+ else mywindow(rect->xmin, rect->xmax, rect->ymin, rect->ymax, near, far);
+
+ }
+ else {
+ if(v3d_windowmode) {
+ if(orth) i_ortho(x1, x2, y1, y2, -far, far, R.winmat);
+ else {
+ if(cam && cam->type==CAM_ORTHO) i_window(x1, x2, y1, y2, near, far, R.winmat);
+ else i_window(x1, x2, y1, y2, near, far, R.winmat);
+ }
+ }
+ else {
+ if(orth) myortho(x1, x2, y1, y2, -far, far);
+ else {
+ if(cam && cam->type==CAM_ORTHO) mywindow(x1, x2, y1, y2, near, far);
+ else mywindow(x1, x2, y1, y2, near, far);
+ }
+ }
+ }
+
+ if(v3d_windowmode==0) {
+ glMatrixMode(GL_PROJECTION);
+ mygetmatrix(curarea->winmat);
+ glMatrixMode(GL_MODELVIEW);
+ }
+}
+
+
+void obmat_to_viewmat(Object *ob)
+{
+ float bmat[4][4];
+ float tmat[3][3];
+
+ Mat4CpyMat4(bmat, ob->obmat);
+ Mat4Ortho(bmat);
+ Mat4Invert(G.vd->viewmat, bmat);
+
+ /* viewquat berekenen, o.a. voor add object */
+ Mat3CpyMat4(tmat, G.vd->viewmat);
+ Mat3ToQuat(tmat, G.vd->viewquat);
+}
+
+
+void setviewmatrixview3d()
+{
+ Camera *cam;
+/* float bepaalphitheta(); */
+
+ if(G.special1 & G_HOLO) RE_holoview();
+
+ if(G.vd->persp>=2) { /* obs/camera */
+ if(G.vd->camera) {
+
+ where_is_object(G.vd->camera);
+ obmat_to_viewmat(G.vd->camera);
+
+ if(G.vd->camera->type==OB_CAMERA) {
+ cam= G.vd->camera->data;
+ if(cam->type==CAM_ORTHO) G.vd->viewmat[3][2]*= 100.0;
+ }
+ }
+ else {
+ QuatToMat4(G.vd->viewquat, G.vd->viewmat);
+ G.vd->viewmat[3][2]-= G.vd->dist;
+ }
+ }
+ else {
+
+ QuatToMat4(G.vd->viewquat, G.vd->viewmat);
+ if(G.vd->persp==1) G.vd->viewmat[3][2]-= G.vd->dist;
+ i_translate(G.vd->ofs[0], G.vd->ofs[1], G.vd->ofs[2], G.vd->viewmat);
+ }
+}
+
+/* IGLuint-> GLuint*/
+short selectprojektie(unsigned int *buffer, short x1, short y1, short x2, short y2)
+{
+ rctf rect;
+ Base *base;
+ short mval[2], code, hits;
+
+ G.f |= G_PICKSEL;
+
+ if(x1==0 && x2==0 && y1==0 && y2==0) {
+ getmouseco_areawin(mval);
+ rect.xmin= mval[0]-7;
+ rect.xmax= mval[0]+7;
+ rect.ymin= mval[1]-7;
+ rect.ymax= mval[1]+7;
+ }
+ else {
+ rect.xmin= x1;
+ rect.xmax= x2;
+ rect.ymin= y1;
+ rect.ymax= y2;
+ }
+ setwinmatrixview3d(&rect);
+ Mat4MulMat4(G.vd->persmat, G.vd->viewmat, curarea->winmat);
+
+ if(G.vd->drawtype > OB_WIRE) {
+ G.zbuf= TRUE;
+ glEnable(GL_DEPTH_TEST);
+ }
+
+ glSelectBuffer( MAXPICKBUF, buffer);
+ glRenderMode(GL_SELECT);
+ glInitNames(); /* deze twee fies zijn waarvoor? Anders werkt het niet */
+ glPushName(-1);
+ code= 1;
+
+ if(G.obedit && G.obedit->type==OB_MBALL) {
+ draw_object(BASACT);
+ }
+ else if ((G.obedit && G.obedit->type==OB_ARMATURE)||(G.obpose && G.obpose->type==OB_ARMATURE)) {
+ draw_object(BASACT);
+ }
+ else {
+ base= G.scene->base.first;
+ while(base) {
+ if(base->lay & G.vd->lay) {
+ base->selcol= code;
+ glLoadName(code);
+ draw_object(base);
+ code++;
+ }
+ base= base->next;
+ }
+ }
+ glPopName(); /* zie boven (pushname) */
+ hits= glRenderMode(GL_RENDER);
+ if(hits<0) error("Too many objects in selectbuf");
+
+ G.f &= ~G_PICKSEL;
+ setwinmatrixview3d(0);
+ Mat4MulMat4(G.vd->persmat, G.vd->viewmat, curarea->winmat);
+
+ if(G.vd->drawtype > OB_WIRE) {
+ G.zbuf= 0;
+ glDisable(GL_DEPTH_TEST);
+ }
+
+ return hits;
+}
+
+float *give_cursor()
+{
+ if(G.vd && G.vd->localview) return G.vd->cursor;
+ else return G.scene->cursor;
+}
+
+unsigned int free_localbit()
+{
+ unsigned int lay;
+ ScrArea *sa;
+ bScreen *sc;
+
+ lay= 0;
+
+ /* soms kunnen we een localview kwijtrijaken: als een area gesloten wordt */
+ /* alle area's aflopen: welke localviews zijn in gebruik */
+ sc= G.main->screen.first;
+ while(sc) {
+ sa= sc->areabase.first;
+ while(sa) {
+ SpaceLink *sl= sa->spacedata.first;
+ while(sl) {
+ if(sl->spacetype==SPACE_VIEW3D) {
+ View3D *v3d= (View3D*) sl;
+ lay |= v3d->lay;
+ }
+ sl= sl->next;
+ }
+ sa= sa->next;
+ }
+ sc= sc->id.next;
+ }
+
+ if( (lay & 0x01000000)==0) return 0x01000000;
+ if( (lay & 0x02000000)==0) return 0x02000000;
+ if( (lay & 0x04000000)==0) return 0x04000000;
+ if( (lay & 0x08000000)==0) return 0x08000000;
+ if( (lay & 0x10000000)==0) return 0x10000000;
+ if( (lay & 0x20000000)==0) return 0x20000000;
+ if( (lay & 0x40000000)==0) return 0x40000000;
+ if( (lay & 0x80000000)==0) return 0x80000000;
+
+ return 0;
+}
+
+
+void initlocalview()
+{
+ Base *base;
+ float size = 0.0, min[3], max[3], afm[3];
+ unsigned int locallay;
+ int ok=0;
+
+ if(G.vd->localvd) return;
+
+ min[0]= min[1]= min[2]= 1.0e10;
+ max[0]= max[1]= max[2]= -1.0e10;
+
+ locallay= free_localbit();
+
+ if(locallay==0) {
+ error("Sorry, no more than 8 localviews");
+ ok= 0;
+ }
+ else {
+ if(G.obedit) {
+ minmax_object(G.obedit, min, max);
+
+ ok= 1;
+
+ BASACT->lay |= locallay;
+ G.obedit->lay= BASACT->lay;
+ }
+ else {
+ base= FIRSTBASE;
+ while(base) {
+ if TESTBASE(base) {
+ minmax_object(base->object, min, max);
+ base->lay |= locallay;
+ base->object->lay= base->lay;
+ ok= 1;
+ }
+ base= base->next;
+ }
+ }
+
+ afm[0]= (max[0]-min[0]);
+ afm[1]= (max[1]-min[1]);
+ afm[2]= (max[2]-min[2]);
+ size= MAX3(afm[0], afm[1], afm[2]);
+ if(size<=0.01) size= 0.01;
+ }
+
+ if(ok) {
+ G.vd->localvd= MEM_mallocN(sizeof(View3D), "localview");
+ memcpy(G.vd->localvd, G.vd, sizeof(View3D));
+
+ G.vd->ofs[0]= -(min[0]+max[0])/2.0;
+ G.vd->ofs[1]= -(min[1]+max[1])/2.0;
+ G.vd->ofs[2]= -(min[2]+max[2])/2.0;
+
+ G.vd->dist= size;
+
+ if(G.vd->persp>1) {
+ G.vd->persp= 1;
+
+ }
+ G.vd->near= 0.1;
+ G.vd->cursor[0]= -G.vd->ofs[0];
+ G.vd->cursor[1]= -G.vd->ofs[1];
+ G.vd->cursor[2]= -G.vd->ofs[2];
+
+ G.vd->lay= locallay;
+
+ countall();
+ scrarea_queue_winredraw(curarea);
+ }
+ else {
+ /* flags wissen */
+ base= FIRSTBASE;
+ while(base) {
+ if( base->lay & locallay ) {
+ base->lay-= locallay;
+ if(base->lay==0) base->lay= G.vd->layact;
+ if(base->object != G.obedit) base->flag |= SELECT;
+ base->object->lay= base->lay;
+ }
+ base= base->next;
+ }
+ scrarea_queue_headredraw(curarea);
+
+ G.vd->localview= 0;
+ }
+}
+
+void centreview() /* localview zonder local! */
+{
+ Base *base;
+ float size, min[3], max[3], afm[3];
+ int ok=0;
+
+ min[0]= min[1]= min[2]= 1.0e10;
+ max[0]= max[1]= max[2]= -1.0e10;
+
+ if(G.obedit) {
+ minmax_object(G.obedit, min, max);
+
+ ok= 1;
+ }
+ else {
+ base= FIRSTBASE;
+ while(base) {
+ if TESTBASE(base) {
+ minmax_object(base->object, min, max);
+ ok= 1;
+ }
+ base= base->next;
+ }
+ }
+
+ if(ok==0) return;
+
+ afm[0]= (max[0]-min[0]);
+ afm[1]= (max[1]-min[1]);
+ afm[2]= (max[2]-min[2]);
+ size= MAX3(afm[0], afm[1], afm[2]);
+
+ if(size<=0.01) size= 0.01;
+
+
+
+ G.vd->ofs[0]= -(min[0]+max[0])/2.0;
+ G.vd->ofs[1]= -(min[1]+max[1])/2.0;
+ G.vd->ofs[2]= -(min[2]+max[2])/2.0;
+
+ G.vd->dist= size;
+
+ if(G.vd->persp>1) {
+ G.vd->persp= 1;
+
+ }
+ G.vd->near= 0.1;
+ G.vd->cursor[0]= -G.vd->ofs[0];
+ G.vd->cursor[1]= -G.vd->ofs[1];
+ G.vd->cursor[2]= -G.vd->ofs[2];
+
+ scrarea_queue_winredraw(curarea);
+
+}
+
+
+void restore_localviewdata(View3D *vd)
+{
+ if(vd->localvd==0) return;
+
+ VECCOPY(vd->ofs, vd->localvd->ofs);
+ vd->dist= vd->localvd->dist;
+ vd->persp= vd->localvd->persp;
+ vd->view= vd->localvd->view;
+ vd->near= vd->localvd->near;
+ vd->far= vd->localvd->far;
+ vd->lay= vd->localvd->lay;
+ vd->layact= vd->localvd->layact;
+ vd->drawtype= vd->localvd->drawtype;
+ vd->camera= vd->localvd->camera;
+ QUATCOPY(vd->viewquat, vd->localvd->viewquat);
+
+}
+
+void endlocalview(ScrArea *sa)
+{
+ View3D *v3d;
+ struct Base *base;
+ unsigned int locallay;
+
+ if(sa->spacetype!=SPACE_VIEW3D) return;
+ v3d= sa->spacedata.first;
+
+ if(v3d->localvd) {
+
+ locallay= v3d->lay & 0xFF000000;
+
+ restore_localviewdata(v3d);
+
+ MEM_freeN(v3d->localvd);
+ v3d->localvd= 0;
+ v3d->localview= 0;
+
+ /* als in ander window de layers zijn veranderd */
+ if(v3d->scenelock) v3d->lay= G.scene->lay;
+
+ base= FIRSTBASE;
+ while(base) {
+ if( base->lay & locallay ) {
+ base->lay-= locallay;
+ if(base->lay==0) base->lay= v3d->layact;
+ if(base->object != G.obedit) base->flag |= SELECT;
+ base->object->lay= base->lay;
+ }
+ base= base->next;
+ }
+
+ countall();
+ allqueue(REDRAWVIEW3D, 0); /* ivm select */
+
+ }
+}
+
+void view3d_home(int centre)
+{
+ Base *base;
+ float size, min[3], max[3], afm[3];
+ int ok= 1, onedone=0;
+
+ if(centre) {
+ min[0]= min[1]= min[2]= 0.0;
+ max[0]= max[1]= max[2]= 0.0;
+ }
+ else {
+ min[0]= min[1]= min[2]= 1.0e10;
+ max[0]= max[1]= max[2]= -1.0e10;
+ }
+
+ base= FIRSTBASE;
+ if(base==0) return;
+ while(base) {
+ if(base->lay & G.vd->lay) {
+ onedone= 1;
+ minmax_object(base->object, min, max);
+ }
+ base= base->next;
+ }
+ if(!onedone) return;
+
+ afm[0]= (max[0]-min[0]);
+ afm[1]= (max[1]-min[1]);
+ afm[2]= (max[2]-min[2]);
+ size= MAX3(afm[0], afm[1], afm[2]);
+ if(size==0.0) ok= 0;
+
+ if(ok) {
+
+ G.vd->ofs[0]= -(min[0]+max[0])/2.0;
+ G.vd->ofs[1]= -(min[1]+max[1])/2.0;
+ G.vd->ofs[2]= -(min[2]+max[2])/2.0;
+
+ G.vd->dist= size;
+
+ if(G.vd->persp==2) G.vd->persp= 1;
+
+ scrarea_queue_winredraw(curarea);
+ }
+}
+
+
+void view3d_align_axis_to_vector(View3D *v3d, int axisidx, float vec[3])
+{
+ float alignaxis[3];
+ float norm[3], axis[3], angle;
+
+ alignaxis[0]= alignaxis[1]= alignaxis[2]= 0.0;
+ alignaxis[axisidx]= 1.0;
+
+ norm[0]= vec[0], norm[1]= vec[1], norm[2]= vec[2];
+ Normalise(norm);
+
+ angle= acos(Inpf(alignaxis, norm));
+ Crossf(axis, alignaxis, norm);
+ VecRotToQuat(axis, -angle, v3d->viewquat);
+
+ v3d->view= 0;
+ if (v3d->persp>=2) v3d->persp= 0; /* switch out of camera mode */
+}
+