/** * $Id$ * * ***** 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. * * * Contributor(s): Blender Foundation * * ***** END GPL LICENSE BLOCK ***** */ #ifndef ED_VIEW3D_H #define ED_VIEW3D_H /* ********* exports for space_view3d/ module ********** */ struct ARegion; struct bContext; struct BezTriple; struct bglMats; struct BoundBox; struct BPoint; struct EditEdge; struct EditFace; struct EditVert; struct ImBuf; struct Main; struct Nurb; struct Object; struct rcti; struct RegionView3D; struct Scene; struct View3D; struct ViewContext; /* for derivedmesh drawing callbacks, for view3d_select, .... */ typedef struct ViewContext { Scene *scene; struct Object *obact; struct Object *obedit; struct ARegion *ar; struct View3D *v3d; struct RegionView3D *rv3d; struct EditMesh *em; short mval[2]; } ViewContext; typedef struct ViewDepths { unsigned short w, h; float *depths; double depth_range[2]; char damaged; } ViewDepths; float *give_cursor(struct Scene *scene, struct View3D *v3d); void initgrabz(struct RegionView3D *rv3d, float x, float y, float z); void window_to_3d(struct ARegion *ar, float *vec, short mx, short my); void window_to_3d_delta(struct ARegion *ar, float *vec, short mx, short my); void view3d_unproject(struct bglMats *mats, float out[3], const short x, const short y, const float z); /* Depth buffer */ float read_cached_depth(struct ViewContext *vc, int x, int y); void request_depth_update(struct RegionView3D *rv3d); /* Projection */ #define IS_CLIPPED 12000 void view3d_calculate_clipping(struct BoundBox *bb, float planes[4][4], struct bglMats *mats, struct rcti *rect); void project_short(struct ARegion *ar, float *vec, short *adr); void project_short_noclip(struct ARegion *ar, float *vec, short *adr); void project_int(struct ARegion *ar, float *vec, int *adr); void project_int_noclip(struct ARegion *ar, float *vec, int *adr); void project_float(struct ARegion *ar, float *vec, float *adr); void project_float_noclip(struct ARegion *ar, float *vec, float *adr); void viewvector(struct RegionView3D *rv3d, float coord[3], float vec[3]); void viewline(struct ARegion *ar, struct View3D *v3d, float mval[2], float ray_start[3], float ray_end[3]); void viewray(struct ARegion *ar, struct View3D *v3d, float mval[2], float ray_start[3], float ray_normal[3]); int get_view3d_cliprange(struct View3D *v3d, struct RegionView3D *rv3d, float *clipsta, float *clipend); int get_view3d_viewplane(struct View3D *v3d, struct RegionView3D *rv3d, int winxi, int winyi, rctf *viewplane, float *clipsta, float *clipend, float *pixsize); int get_view3d_ortho(struct View3D *v3d, struct RegionView3D *rv3d); void view3d_get_object_project_mat(struct RegionView3D *v3d, struct Object *ob, float pmat[4][4]); void view3d_project_float(struct ARegion *a, float *vec, float *adr, float mat[4][4]); /* drawobject.c itterators */ void mesh_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct EditVert *eve, int x, int y, int index), void *userData, int clipVerts); void mesh_foreachScreenEdge(struct ViewContext *vc, void (*func)(void *userData, struct EditEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, int clipVerts); void mesh_foreachScreenFace(struct ViewContext *vc, void (*func)(void *userData, struct EditFace *efa, int x, int y, int index), void *userData); void nurbs_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt, int beztindex, int x, int y), void *userData); void lattice_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct BPoint *bp, int x, int y), void *userData); void ED_view3d_local_clipping(struct RegionView3D *rv3d, float mat[][4]); int view3d_test_clipping(struct RegionView3D *rv3d, float *vec, int local); void view3d_align_axis_to_vector(struct View3D *v3d, struct RegionView3D *rv3d, int axisidx, float vec[3]); void drawcircball(int mode, float *cent, float rad, float tmat[][4]); /* backbuffer select and draw support */ void view3d_validate_backbuf(struct ViewContext *vc); struct ImBuf *view3d_read_backbuf(struct ViewContext *vc, short xmin, short ymin, short xmax, short ymax); unsigned int view3d_sample_backbuf_rect(struct ViewContext *vc, short mval[2], int size, unsigned int min, unsigned int max, int *dist, short strict, void *handle, unsigned int (*indextest)(void *handle, unsigned int index)); unsigned int view3d_sample_backbuf(struct ViewContext *vc, int x, int y); /* draws and does a 4x4 sample */ int view_autodist(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, short *mval, float mouse_worldloc[3]); /* only draw so view_autodist_simple can be called many times after */ int view_autodist_init(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, int mode); int view_autodist_simple(struct ARegion *ar, short *mval, float mouse_worldloc[3], int margin, float *force_depth); int view_autodist_depth(struct ARegion *ar, short *mval, int margin, float *depth); /* select */ #define MAXPICKBUF 10000 short view3d_opengl_select(struct ViewContext *vc, unsigned int *buffer, unsigned int bufsize, rcti *input); void view3d_set_viewcontext(struct bContext *C, struct ViewContext *vc); void view3d_operator_needs_opengl(const struct bContext *C); void view3d_get_view_aligned_coordinate(struct ViewContext *vc, float *fp, short mval[2]); void view3d_get_transformation(struct ARegion *ar, struct RegionView3D *rv3d, struct Object *ob, struct bglMats *mats); /* XXX should move to arithb.c */ int edge_inside_circle(short centx, short centy, short rad, short x1, short y1, short x2, short y2); int lasso_inside(short mcords[][2], short moves, short sx, short sy); int lasso_inside_edge(short mcords[][2], short moves, int x0, int y0, int x1, int y1); /* get 3d region from context, also if mouse is in header or toolbar */ struct RegionView3D *ED_view3d_context_rv3d(struct bContext *C); void ED_view3d_init_mats_rv3d(struct Object *ob, struct RegionView3D *rv3d); void ED_view3d_scene_layers_update(struct Main *bmain, struct Scene *scene); int ED_view3d_scene_layer_set(int lay, const int *values); int ED_view3d_context_activate(struct bContext *C); void ED_view3d_draw_offscreen(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int winx, int winy, float viewmat[][4], float winmat[][4]); struct ImBuf *ED_view3d_draw_offscreen_imbuf(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int sizex, int sizey); struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(Scene *scene, int width, int height, int drawtype); void view3d_clipping_local(struct RegionView3D *rv3d, float mat[][4]); Base *ED_view3d_give_base_under_cursor(struct bContext *C, short *mval); void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar); #endif /* ED_VIEW3D_H */