/* SPDX-License-Identifier: GPL-2.0-or-later * Copyright 2008 Blender Foundation. All rights reserved. */ /** \file * \ingroup editors */ #pragma once #include "BLI_utildefines.h" #include "DNA_scene_types.h" #ifdef __cplusplus extern "C" { #endif /* ********* exports for space_view3d/ module ********** */ struct ARegion; struct BMEdge; struct BMElem; struct BMFace; struct BMVert; struct BPoint; struct Base; struct BezTriple; struct BoundBox; struct Camera; struct CustomData_MeshMasks; struct Depsgraph; struct EditBone; struct GPUSelectResult; struct ID; struct MVert; struct Main; struct MetaElem; struct Nurb; struct Object; struct RV3DMatrixStore; struct RegionView3D; struct RenderEngineType; struct Scene; struct ScrArea; struct SnapObjectContext; struct View3D; struct ViewContext; struct ViewLayer; struct bContext; struct bPoseChannel; struct bScreen; struct rctf; struct rcti; struct wmGizmo; struct wmWindow; struct wmWindowManager; /* for derivedmesh drawing callbacks, for view3d_select, .... */ typedef struct ViewContext { struct bContext *C; struct Main *bmain; /* Dependency graph is uses for depth drawing, viewport camera matrix access, and also some areas * are re-using this to access evaluated entities. * * Moral of the story: assign to a fully evaluated state. */ struct Depsgraph *depsgraph; struct Scene *scene; struct ViewLayer *view_layer; struct Object *obact; struct Object *obedit; struct ARegion *region; struct View3D *v3d; struct wmWindow *win; struct RegionView3D *rv3d; struct BMEditMesh *em; int mval[2]; } ViewContext; typedef struct ViewDepths { unsigned short w, h; short x, y; /* only for temp use for sub-rects, added to region->winx/y */ float *depths; double depth_range[2]; } ViewDepths; /* Rotate 3D cursor on placement. */ enum eV3DCursorOrient { V3D_CURSOR_ORIENT_NONE = 0, V3D_CURSOR_ORIENT_VIEW, V3D_CURSOR_ORIENT_XFORM, V3D_CURSOR_ORIENT_GEOM, }; void ED_view3d_background_color_get(const struct Scene *scene, const struct View3D *v3d, float r_color[3]); bool ED_view3d_has_workbench_in_texture_color(const struct Scene *scene, const struct Object *ob, const struct View3D *v3d); /** * Cursor position in `r_cursor_co`, result in `r_cursor_co`, `mval` in region coords. * * \note cannot use `event->mval` here, called by #object_add(). */ void ED_view3d_cursor3d_position(struct bContext *C, const int mval[2], bool use_depth, float r_cursor_co[3]); void ED_view3d_cursor3d_position_rotation(struct bContext *C, const int mval[2], bool use_depth, enum eV3DCursorOrient orientation, float r_cursor_co[3], float r_cursor_quat[4]); void ED_view3d_cursor3d_update(struct bContext *C, const int mval[2], bool use_depth, enum eV3DCursorOrient orientation); struct Camera *ED_view3d_camera_data_get(struct View3D *v3d, struct RegionView3D *rv3d); /** * 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], float dist); /** * 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(const float mat[4][4], float ofs[3], float quat[4], const float *dist); /** * 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 lights, normally from View3D.lens. */ void ED_view3d_from_object( const struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens); /** * Set the object transformation from #RegionView3D members. * \param depsgraph: The depsgraph to get the evaluated object parent * for the transformation calculation. * \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(const struct Depsgraph *depsgraph, struct Object *ob, const float ofs[3], const float quat[4], float dist); bool ED_view3d_camera_to_view_selected(struct Main *bmain, struct Depsgraph *depsgraph, const struct Scene *scene, struct Object *camera_ob); bool ED_view3d_camera_to_view_selected_with_set_clipping(struct Main *bmain, struct Depsgraph *depsgraph, const struct Scene *scene, struct Object *camera_ob); /** * Use to store the last view, before entering camera view. */ void ED_view3d_lastview_store(struct RegionView3D *rv3d); /* Depth buffer */ typedef enum { /** Redraw viewport without Grease Pencil and Annotations. */ V3D_DEPTH_NO_GPENCIL = 0, /** Redraw viewport with Grease Pencil and Annotations only. */ V3D_DEPTH_GPENCIL_ONLY, /** Redraw viewport with active object only. */ V3D_DEPTH_OBJECT_ONLY, } eV3DDepthOverrideMode; /** * Redraw the viewport depth buffer. */ void ED_view3d_depth_override(struct Depsgraph *depsgraph, struct ARegion *region, struct View3D *v3d, struct Object *obact, eV3DDepthOverrideMode mode, struct ViewDepths **r_depths); void ED_view3d_depths_free(ViewDepths *depths); bool ED_view3d_depth_read_cached(const ViewDepths *vd, const int mval[2], int margin, float *r_depth); bool ED_view3d_depth_read_cached_normal(const struct ARegion *region, const ViewDepths *depths, const int mval[2], float r_normal[3]); bool ED_view3d_depth_unproject_v3(const struct ARegion *region, const int mval[2], double depth, float r_location_world[3]); /* Projection */ #define IS_CLIPPED 12000 /* return values for ED_view3d_project_...() */ typedef enum { V3D_PROJ_RET_OK = 0, /** can't avoid this when in perspective mode, (can't avoid) */ V3D_PROJ_RET_CLIP_NEAR = 1, /** After clip_end. */ V3D_PROJ_RET_CLIP_FAR = 2, /** so close to zero we can't apply a perspective matrix usefully */ V3D_PROJ_RET_CLIP_ZERO = 3, /** bounding box clip - RV3D_CLIPPING */ V3D_PROJ_RET_CLIP_BB = 4, /** outside window bounds */ V3D_PROJ_RET_CLIP_WIN = 5, /** outside range (mainly for short), (can't avoid) */ V3D_PROJ_RET_OVERFLOW = 6, } eV3DProjStatus; ENUM_OPERATORS(eV3DProjStatus, V3D_PROJ_RET_OVERFLOW); /* some clipping tests are optional */ typedef enum { V3D_PROJ_TEST_NOP = 0, V3D_PROJ_TEST_CLIP_BB = (1 << 0), V3D_PROJ_TEST_CLIP_WIN = (1 << 1), V3D_PROJ_TEST_CLIP_NEAR = (1 << 2), V3D_PROJ_TEST_CLIP_FAR = (1 << 3), V3D_PROJ_TEST_CLIP_ZERO = (1 << 4), /** * Clip the contents of the data being iterated over. * Currently this is only used to edges when projecting into screen space. * * Clamp the edge within the viewport limits defined by * #V3D_PROJ_TEST_CLIP_WIN, #V3D_PROJ_TEST_CLIP_NEAR & #V3D_PROJ_TEST_CLIP_FAR. * This resolves the problem of a visible edge having one of it's vertices * behind the viewport. See: T32214. * * This is not default behavior as it may be important for the screen-space location * of an edges vertex to represent that vertices location (instead of a location along the edge). * * \note Perspective views should enable #V3D_PROJ_TEST_CLIP_WIN along with * #V3D_PROJ_TEST_CLIP_NEAR as the near-plane-clipped location of a point * may become very large (even infinite) when projected into screen-space. * Unless that point happens to coincide with the camera's point of view. * * Use #V3D_PROJ_TEST_CLIP_CONTENT_DEFAULT instead of #V3D_PROJ_TEST_CLIP_CONTENT, * to avoid accidentally enabling near clipping without clipping by window bounds. */ V3D_PROJ_TEST_CLIP_CONTENT = (1 << 5), } eV3DProjTest; ENUM_OPERATORS(eV3DProjTest, V3D_PROJ_TEST_CLIP_CONTENT); #define V3D_PROJ_TEST_CLIP_DEFAULT \ (V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR) #define V3D_PROJ_TEST_ALL \ (V3D_PROJ_TEST_CLIP_DEFAULT | V3D_PROJ_TEST_CLIP_FAR | V3D_PROJ_TEST_CLIP_ZERO | \ V3D_PROJ_TEST_CLIP_CONTENT) #define V3D_PROJ_TEST_CLIP_CONTENT_DEFAULT \ (V3D_PROJ_TEST_CLIP_CONTENT | V3D_PROJ_TEST_CLIP_NEAR | V3D_PROJ_TEST_CLIP_FAR | \ V3D_PROJ_TEST_CLIP_WIN) /* view3d_snap.c */ bool ED_view3d_snap_selected_to_location(struct bContext *C, const float snap_target_global[3], int pivot_point); /* view3d_cursor_snap.c */ #define USE_SNAP_DETECT_FROM_KEYMAP_HACK typedef enum { V3D_SNAPCURSOR_TOGGLE_ALWAYS_TRUE = 1 << 0, V3D_SNAPCURSOR_OCCLUSION_ALWAYS_TRUE = 1 << 1, V3D_SNAPCURSOR_OCCLUSION_ALWAYS_FALSE = 1 << 2, /* TODO. */ V3D_SNAPCURSOR_SNAP_EDIT_GEOM_FINAL = 1 << 3, V3D_SNAPCURSOR_SNAP_EDIT_GEOM_CAGE = 1 << 4, } eV3DSnapCursor; typedef enum { V3D_PLACE_DEPTH_SURFACE = 0, V3D_PLACE_DEPTH_CURSOR_PLANE = 1, V3D_PLACE_DEPTH_CURSOR_VIEW = 2, } eV3DPlaceDepth; typedef enum { V3D_PLACE_ORIENT_SURFACE = 0, V3D_PLACE_ORIENT_DEFAULT = 1, } eV3DPlaceOrient; typedef struct V3DSnapCursorData { eSnapMode snap_elem; float loc[3]; float nor[3]; float obmat[4][4]; int elem_index[3]; float plane_omat[3][3]; bool is_snap_invert; /** Enabled when snap is activated, even if it didn't find anything. */ bool is_enabled; } V3DSnapCursorData; typedef struct V3DSnapCursorState { /* Setup. */ eV3DSnapCursor flag; eV3DPlaceDepth plane_depth; eV3DPlaceOrient plane_orient; uchar color_line[4]; uchar color_point[4]; uchar color_box[4]; struct wmGizmoGroupType *gzgrp_type; /* Force cursor to be drawn only when gizmo is available. */ float *prevpoint; float box_dimensions[3]; eSnapMode snap_elem_force; /* If SCE_SNAP_MODE_NONE, use scene settings. */ short plane_axis; bool use_plane_axis_auto; bool draw_point; bool draw_plane; bool draw_box; } V3DSnapCursorState; void ED_view3d_cursor_snap_state_default_set(V3DSnapCursorState *state); V3DSnapCursorState *ED_view3d_cursor_snap_state_get(void); V3DSnapCursorState *ED_view3d_cursor_snap_active(void); void ED_view3d_cursor_snap_deactive(V3DSnapCursorState *state); void ED_view3d_cursor_snap_prevpoint_set(V3DSnapCursorState *state, const float prev_point[3]); void ED_view3d_cursor_snap_data_update(V3DSnapCursorState *state, const struct bContext *C, int x, int y); V3DSnapCursorData *ED_view3d_cursor_snap_data_get(void); struct SnapObjectContext *ED_view3d_cursor_snap_context_ensure(struct Scene *scene); void ED_view3d_cursor_snap_draw_util(struct RegionView3D *rv3d, const float loc_prev[3], const float loc_curr[3], const float normal[3], const uchar color_line[4], const uchar color_point[4], eSnapMode snap_elem_type); /* view3d_iterators.cc */ /* foreach iterators */ void meshobject_foreachScreenVert( struct ViewContext *vc, void (*func)(void *userData, struct MVert *eve, const float screen_co[2], int index), void *userData, eV3DProjTest clip_flag); void mesh_foreachScreenVert( struct ViewContext *vc, void (*func)(void *userData, struct BMVert *eve, const float screen_co[2], int index), void *userData, eV3DProjTest clip_flag); void mesh_foreachScreenEdge(struct ViewContext *vc, void (*func)(void *userData, struct BMEdge *eed, const float screen_co_a[2], const float screen_co_b[2], int index), void *userData, eV3DProjTest clip_flag); /** * A version of #mesh_foreachScreenEdge that clips the segment when * there is a clipping bounding box. */ void mesh_foreachScreenEdge_clip_bb_segment(struct ViewContext *vc, void (*func)(void *userData, struct BMEdge *eed, const float screen_co_a[2], const float screen_co_b[2], int index), void *userData, eV3DProjTest clip_flag); void mesh_foreachScreenFace( struct ViewContext *vc, void (*func)(void *userData, struct BMFace *efa, const float screen_co[2], int index), void *userData, eV3DProjTest clip_flag); void nurbs_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt, int beztindex, bool handle_visible, const float screen_co[2]), void *userData, eV3DProjTest clip_flag); /** * #ED_view3d_init_mats_rv3d must be called first. */ void mball_foreachScreenElem(struct ViewContext *vc, void (*func)(void *userData, struct MetaElem *ml, const float screen_co[2]), void *userData, eV3DProjTest clip_flag); void lattice_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct BPoint *bp, const float screen_co[2]), void *userData, eV3DProjTest clip_flag); /** * #ED_view3d_init_mats_rv3d must be called first. */ void armature_foreachScreenBone(struct ViewContext *vc, void (*func)(void *userData, struct EditBone *ebone, const float screen_co_a[2], const float screen_co_b[2]), void *userData, eV3DProjTest clip_flag); /** * ED_view3d_init_mats_rv3d must be called first. */ void pose_foreachScreenBone(struct ViewContext *vc, void (*func)(void *userData, struct bPoseChannel *pchan, const float screen_co_a[2], const float screen_co_b[2]), void *userData, eV3DProjTest clip_flag); /* *** end iterators *** */ /* view3d_project.c */ /** * \note use #ED_view3d_ob_project_mat_get to get the projection matrix */ void ED_view3d_project_float_v2_m4(const struct ARegion *region, const float co[3], float r_co[2], const float mat[4][4]); /** * \note use #ED_view3d_ob_project_mat_get to get projecting mat */ void ED_view3d_project_float_v3_m4(const struct ARegion *region, const float co[3], float r_co[3], const float mat[4][4]); eV3DProjStatus ED_view3d_project_base(const struct ARegion *region, struct Base *base, float r_co[2]); /* *** short *** */ eV3DProjStatus ED_view3d_project_short_ex(const struct ARegion *region, float perspmat[4][4], bool is_local, const float co[3], short r_co[2], eV3DProjTest flag); /* --- short --- */ eV3DProjStatus ED_view3d_project_short_global(const struct ARegion *region, const float co[3], short r_co[2], eV3DProjTest flag); /* object space, use ED_view3d_init_mats_rv3d before calling */ eV3DProjStatus ED_view3d_project_short_object(const struct ARegion *region, const float co[3], short r_co[2], eV3DProjTest flag); /* *** int *** */ eV3DProjStatus ED_view3d_project_int_ex(const struct ARegion *region, float perspmat[4][4], bool is_local, const float co[3], int r_co[2], eV3DProjTest flag); /* --- int --- */ eV3DProjStatus ED_view3d_project_int_global(const struct ARegion *region, const float co[3], int r_co[2], eV3DProjTest flag); /* object space, use ED_view3d_init_mats_rv3d before calling */ eV3DProjStatus ED_view3d_project_int_object(const struct ARegion *region, const float co[3], int r_co[2], eV3DProjTest flag); /* *** float *** */ eV3DProjStatus ED_view3d_project_float_ex(const struct ARegion *region, float perspmat[4][4], bool is_local, const float co[3], float r_co[2], eV3DProjTest flag); /* --- float --- */ eV3DProjStatus ED_view3d_project_float_global(const struct ARegion *region, const float co[3], float r_co[2], eV3DProjTest flag); /** * Object space, use #ED_view3d_init_mats_rv3d before calling. */ eV3DProjStatus ED_view3d_project_float_object(const struct ARegion *region, const float co[3], float r_co[2], eV3DProjTest flag); float ED_view3d_pixel_size(const struct RegionView3D *rv3d, const float co[3]); float ED_view3d_pixel_size_no_ui_scale(const struct RegionView3D *rv3d, const float co[3]); /** * Calculate a depth value from \a co, use with #ED_view3d_win_to_delta. * * \param r_flip: Set to `zfac < 0.0` before the value is made signed. * Since it's important in some cases to know if the value was flipped. * * \return The unsigned depth component of `co` multiplied by `rv3d->persmat` matrix, * with additional sanitation to ensure the result is never negative * as this isn't useful for tool-code. */ float ED_view3d_calc_zfac_ex(const struct RegionView3D *rv3d, const float co[3], bool *r_flip); /** See #ED_view3d_calc_zfac_ex doc-string. */ float ED_view3d_calc_zfac(const struct RegionView3D *rv3d, const float co[3]); /** * Calculate a depth value from `co` (result should only be used for comparison). */ float ED_view3d_calc_depth_for_comparison(const struct RegionView3D *rv3d, const float co[3]); bool ED_view3d_clip_segment(const struct RegionView3D *rv3d, float ray_start[3], float ray_end[3]); /** * 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 region: 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 r_ray_start: The world-space point where the ray intersects the window plane. * \param r_ray_normal: The normalized world-space direction of towards mval. * \param do_clip_planes: Optionally clip the start of the ray by the view clipping planes. * \return success, false if the ray is totally clipped. */ bool ED_view3d_win_to_ray_clipped(struct Depsgraph *depsgraph, const struct ARegion *region, const struct View3D *v3d, const float mval[2], float r_ray_start[3], float r_ray_normal[3], bool do_clip_planes); /** * 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. * This version also returns the ray_co point of the ray on window plane, useful to fix precision * issues especially with orthographic view, where default ray_start is set rather far away. * \param region: 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 r_ray_co: The world-space point where the ray intersects the window plane. * \param r_ray_normal: The normalized world-space direction of towards mval. * \param r_ray_start: The world-space starting point of the ray. * \param do_clip_planes: Optionally clip the start of the ray by the view clipping planes. * \return success, false if the ray is totally clipped. */ bool ED_view3d_win_to_ray_clipped_ex(struct Depsgraph *depsgraph, const struct ARegion *region, const struct View3D *v3d, const float mval[2], float r_ray_co[3], float r_ray_normal[3], float r_ray_start[3], bool do_clip_planes); /** * 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`. * \param region: The region (used for the window width and height). * \param mval: The area relative 2d location (such as `event->mval`, converted into float[2]). * \param r_ray_start: The world-space point where the ray intersects the window plane. * \param r_ray_normal: The normalized world-space direction of towards mval. * * \note Ignores view near/far clipping, * to take this into account use #ED_view3d_win_to_ray_clipped. */ void ED_view3d_win_to_ray(const struct ARegion *region, const float mval[2], float r_ray_start[3], float r_ray_normal[3]); /** * 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(const struct RegionView3D *rv3d, const float coord[3], float vec[3]); /** * Calculate a 3d location from 2d window coordinates. * \param region: 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 r_out: The resulting world-space location. */ void ED_view3d_win_to_3d(const struct View3D *v3d, const struct ARegion *region, const float depth_pt[3], const float mval[2], float r_out[3]); void ED_view3d_win_to_3d_int(const struct View3D *v3d, const struct ARegion *region, const float depth_pt[3], const int mval[2], float r_out[3]); bool ED_view3d_win_to_3d_on_plane(const struct ARegion *region, const float plane[4], const float mval[2], bool do_clip, float r_out[3]); /** * A wrapper for #ED_view3d_win_to_3d_on_plane that projects onto \a plane_fallback * then maps this back to \a plane. * * This is intended to be used when \a plane is orthogonal to the views Z axis where * projecting the \a mval doesn't work well (or fail completely when exactly aligned). */ bool ED_view3d_win_to_3d_on_plane_with_fallback(const struct ARegion *region, const float plane[4], const float mval[2], bool do_clip, const float plane_fallback[4], float r_out[3]); bool ED_view3d_win_to_3d_on_plane_int(const struct ARegion *region, const float plane[4], const int mval[2], bool do_clip, float r_out[3]); /** * Calculate a 3d difference vector from 2d window offset. * * \note that #ED_view3d_calc_zfac() must be called first to determine * the depth used to calculate the delta. * * When the `zfac` is calculated based on a world-space location directly under the cursor, * the value of `r_out` can be subtracted from #RegionView3D.ofs to pan the view * with the contents following the cursor perfectly (without sliding). * * \param region: The region (used for the window width and height). * \param xy_delta: 2D difference (in pixels) such as `event->mval[0] - other_x`. * \param zfac: The depth result typically calculated by #ED_view3d_calc_zfac * (see it's doc-string for details). * \param r_out: The resulting world-space delta. */ void ED_view3d_win_to_delta(const struct ARegion *region, const float xy_delta[2], float zfac, float r_out[3]); /** * Calculate a 3d origin from 2d window coordinates. * \note Orthographic views have a less obvious origin, * Since far clip can be a very large value resulting in numeric precision issues, * the origin in this case is close to zero coordinate. * * \param region: The region (used for the window width and height). * \param mval: The area relative 2d location (such as `event->mval` converted to float). * \param r_out: The resulting normalized world-space direction vector. */ void ED_view3d_win_to_origin(const struct ARegion *region, const float mval[2], float r_out[3]); /** * 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 #ED_view3d_calc_zfac * for perspective view, get the vector direction to * the mouse cursor as a normalized vector. * * \param region: The region (used for the window width and height). * \param mval: The area relative 2d location (such as `event->mval` converted to float). * \param r_out: The resulting normalized world-space direction vector. */ void ED_view3d_win_to_vector(const struct ARegion *region, const float mval[2], float r_out[3]); /** * 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 region: 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 r_ray_start: The world-space starting point of the segment. * \param r_ray_end: The world-space end point of the segment. * \param do_clip_planes: Optionally clip the ray by the view clipping planes. * \return success, false if the segment is totally clipped. */ bool ED_view3d_win_to_segment_clipped(const struct Depsgraph *depsgraph, const struct ARegion *region, const struct View3D *v3d, const float mval[2], float r_ray_start[3], float r_ray_end[3], bool do_clip_planes); void ED_view3d_ob_project_mat_get(const struct RegionView3D *rv3d, const struct Object *ob, float r_pmat[4][4]); void ED_view3d_ob_project_mat_get_from_obmat(const struct RegionView3D *rv3d, const float obmat[4][4], float r_pmat[4][4]); /** * Convert between region relative coordinates (x,y) and depth component z and * a point in world space. */ void ED_view3d_project_v3(const struct ARegion *region, const float world[3], float r_region_co[3]); void ED_view3d_project_v2(const struct ARegion *region, const float world[3], float r_region_co[2]); bool ED_view3d_unproject_v3( const struct ARegion *region, float regionx, float regiony, float regionz, float world[3]); /* end */ void ED_view3d_dist_range_get(const struct View3D *v3d, float r_dist_range[2]); /** * \note copies logic of #ED_view3d_viewplane_get(), keep in sync. */ bool ED_view3d_clip_range_get(const struct Depsgraph *depsgraph, const struct View3D *v3d, const struct RegionView3D *rv3d, float *r_clipsta, float *r_clipend, bool use_ortho_factor); bool ED_view3d_viewplane_get(struct Depsgraph *depsgraph, const struct View3D *v3d, const struct RegionView3D *rv3d, int winxi, int winyi, struct rctf *r_viewplane, float *r_clipsta, float *r_clipend, float *r_pixsize); /** * Use instead of: `GPU_polygon_offset(rv3d->dist, ...)` see bug T37727. */ void ED_view3d_polygon_offset(const struct RegionView3D *rv3d, float dist); void ED_view3d_calc_camera_border(const struct Scene *scene, struct Depsgraph *depsgraph, const struct ARegion *region, const struct View3D *v3d, const struct RegionView3D *rv3d, struct rctf *r_viewborder, bool no_shift); void ED_view3d_calc_camera_border_size(const struct Scene *scene, struct Depsgraph *depsgraph, const struct ARegion *region, const struct View3D *v3d, const struct RegionView3D *rv3d, float r_size[2]); bool ED_view3d_calc_render_border(const struct Scene *scene, struct Depsgraph *depsgraph, struct View3D *v3d, struct ARegion *region, struct rcti *rect); void ED_view3d_clipping_calc_from_boundbox(float clip[4][4], const struct BoundBox *clipbb, bool is_flip); void ED_view3d_clipping_calc(struct BoundBox *bb, float planes[4][4], const struct ARegion *region, const struct Object *ob, const struct rcti *rect); /** * Clamp min/max by the viewport clipping. * * \note This is an approximation, with the limitation that the bounding box from the (mix, max) * calculation might not have any geometry inside the clipped region. * Performing a clipping test on each vertex would work well enough for most cases, * although it's not perfect either as edges/faces may intersect the clipping without having any * of their vertices inside it. * A more accurate result would be quite involved. * * \return True when the arguments were clamped. */ bool ED_view3d_clipping_clamp_minmax(const struct RegionView3D *rv3d, float min[3], float max[3]); void ED_view3d_clipping_local(struct RegionView3D *rv3d, const float mat[4][4]); /** * Return true when `co` is hidden by the 3D views clipping planes. * * \param is_local: When true use local (object-space) #ED_view3d_clipping_local must run first, * then all comparisons can be done in local-space. * \return True when `co` is outside all clipping planes. * * \note Callers should check #RV3D_CLIPPING_ENABLED first. */ bool ED_view3d_clipping_test(const struct RegionView3D *rv3d, const float co[3], bool is_local); float ED_view3d_radius_to_dist_persp(float angle, float radius); float ED_view3d_radius_to_dist_ortho(float lens, float radius); /** * 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: * *
 *           +
 * pt --> + /^ radius
 *         / |
 *        /  |
 * view  +   +
 *        \  |
 *         \ |
 *          \|
 *           +
 * 
* * \param region: 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 struct View3D *v3d, const struct ARegion *region, const struct Depsgraph *depsgraph, char persp, bool use_aspect, float radius); /** * Back-buffer select and draw support. */ void ED_view3d_backbuf_depth_validate(struct ViewContext *vc); /** * allow for small values [0.5 - 2.5], * and large values, FLT_MAX by clamping by the area size */ int ED_view3d_backbuf_sample_size_clamp(struct ARegion *region, float dist); void ED_view3d_select_id_validate(struct ViewContext *vc); /** * Get the world-space 3d location from a screen-space 2d point. * TODO: Implement #alphaoverride. We don't want to zoom into billboards. * * \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(struct Depsgraph *depsgraph, struct ARegion *region, struct View3D *v3d, const int mval[2], float mouse_worldloc[3], bool alphaoverride, const float fallback_depth_pt[3]); /** * No 4x4 sampling, run #ED_view3d_depth_override first. */ bool ED_view3d_autodist_simple(struct ARegion *region, const int mval[2], float mouse_worldloc[3], int margin, const float *force_depth); bool ED_view3d_depth_read_cached_seg( const ViewDepths *vd, const int mval_sta[2], const int mval_end[2], int margin, float *depth); /** * The default value for the maximum number of elements that can be selected at once * using view-port selection. * * \note in many cases this defines the size of fixed-size stack buffers, * so take care increasing this value. */ #define MAXPICKELEMS 2500 typedef enum { /* all elements in the region, ignore depth */ VIEW3D_SELECT_ALL = 0, /* pick also depth sorts (only for small regions!) */ VIEW3D_SELECT_PICK_ALL = 1, /* sorts and only returns visible objects (only for small regions!) */ VIEW3D_SELECT_PICK_NEAREST = 2, } eV3DSelectMode; typedef enum { /** Don't exclude anything. */ VIEW3D_SELECT_FILTER_NOP = 0, /** Don't select objects outside the current mode. */ VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK = 1, /** A version of #VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK that allows pose-bone selection. */ VIEW3D_SELECT_FILTER_WPAINT_POSE_MODE_LOCK = 2, } eV3DSelectObjectFilter; eV3DSelectObjectFilter ED_view3d_select_filter_from_mode(const struct Scene *scene, const struct Object *obact); /** * Optionally cache data for multiple calls to #view3d_opengl_select * * just avoid GPU_select headers outside this file */ void view3d_opengl_select_cache_begin(void); void view3d_opengl_select_cache_end(void); /** * \warning be sure to account for a negative return value * This is an error, "Too many objects in select buffer" * and no action should be taken (can crash blender) if this happens * * \note (vc->obedit == NULL) can be set to explicitly skip edit-object selection. */ int view3d_opengl_select_ex(struct ViewContext *vc, struct GPUSelectResult *buffer, unsigned int buffer_len, const struct rcti *input, eV3DSelectMode select_mode, eV3DSelectObjectFilter select_filter, bool do_material_slot_selection); int view3d_opengl_select(struct ViewContext *vc, struct GPUSelectResult *buffer, unsigned int buffer_len, const struct rcti *input, eV3DSelectMode select_mode, eV3DSelectObjectFilter select_filter); int view3d_opengl_select_with_id_filter(struct ViewContext *vc, struct GPUSelectResult *buffer, unsigned int buffer_len, const struct rcti *input, eV3DSelectMode select_mode, eV3DSelectObjectFilter select_filter, uint select_id); /* view3d_select.cc */ float ED_view3d_select_dist_px(void); void ED_view3d_viewcontext_init(struct bContext *C, struct ViewContext *vc, struct Depsgraph *depsgraph); /** * Re-initialize `vc` with `obact` as if it's active object (with some differences). * * This is often used when operating on multiple objects in modes (edit, pose mode etc) * where the `vc` is passed in as an argument which then references it's object data. * * \note members #ViewContext.obedit & #ViewContext.em are only initialized if they're already set, * by #ED_view3d_viewcontext_init in most cases. * This is necessary because the active object defines the current object-mode. * When iterating over objects in object-mode it doesn't make sense to perform * an edit-mode action on an object that happens to contain edit-mode data. * In some cases these values are cleared allowing the owner of `vc` to explicitly * disable edit-mode operation (to force object selection in edit-mode for e.g.). * So object-mode specific values should remain cleared when initialized with another object. */ void ED_view3d_viewcontext_init_object(struct ViewContext *vc, struct Object *obact); /** * 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 struct bContext *C); void view3d_region_operator_needs_opengl(struct wmWindow *win, struct ARegion *region); /** XXX: should move to BLI_math */ bool edge_inside_circle(const float cent[2], float radius, const float screen_co_a[2], const float screen_co_b[2]); /** * Get 3D region from context, also if mouse is in header or toolbar. */ struct RegionView3D *ED_view3d_context_rv3d(struct bContext *C); /** * Ideally would return an rv3d but in some cases the region is needed too * so return that, the caller can then access the `region->regiondata`. */ bool ED_view3d_context_user_region(struct bContext *C, struct View3D **r_v3d, struct ARegion **r_region); /** * Similar to #ED_view3d_context_user_region() but does not use context. Always performs a lookup. * Also works if \a v3d is not the active space. */ bool ED_view3d_area_user_region(const struct ScrArea *area, const struct View3D *v3d, struct ARegion **r_region); bool ED_operator_rv3d_user_region_poll(struct bContext *C); /** * Most of the time this isn't needed since you could assume the view matrix was * set while drawing, however when functions like mesh_foreachScreenVert are * called by selection tools, we can't be sure this object was the last. * * for example, transparent objects are drawn after edit-mode and will cause * the rv3d mat's to change and break selection. * * 'ED_view3d_init_mats_rv3d' should be called before * view3d_project_short_clip and view3d_project_short_noclip in cases where * these functions are not used during draw_object */ void ED_view3d_init_mats_rv3d(const struct Object *ob, struct RegionView3D *rv3d); void ED_view3d_init_mats_rv3d_gl(const struct Object *ob, struct RegionView3D *rv3d); #ifdef DEBUG /** * Ensure we correctly initialize. */ void ED_view3d_clear_mats_rv3d(struct RegionView3D *rv3d); void ED_view3d_check_mats_rv3d(struct RegionView3D *rv3d); #else # define ED_view3d_clear_mats_rv3d(rv3d) (void)(rv3d) # define ED_view3d_check_mats_rv3d(rv3d) (void)(rv3d) #endif struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d); void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat); void ED_draw_object_facemap(struct Depsgraph *depsgraph, struct Object *ob, const float col[4], int facemap); struct RenderEngineType *ED_view3d_engine_type(const struct Scene *scene, int drawtype); bool ED_view3d_context_activate(struct bContext *C); /** * Set the correct matrices */ void ED_view3d_draw_setup_view(const struct wmWindowManager *wm, struct wmWindow *win, struct Depsgraph *depsgraph, struct Scene *scene, struct ARegion *region, struct View3D *v3d, const float viewmat[4][4], const float winmat[4][4], const struct rcti *rect); /** * `mval` comes from event->mval, only use within region handlers. */ struct Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]); struct Object *ED_view3d_give_object_under_cursor(struct bContext *C, const int mval[2]); struct Object *ED_view3d_give_material_slot_under_cursor(struct bContext *C, const int mval[2], int *r_material_slot); bool ED_view3d_is_object_under_cursor(struct bContext *C, const int mval[2]); /** * 'clip' is used to know if our clip setting has changed. */ void ED_view3d_quadview_update(struct ScrArea *area, struct ARegion *region, bool do_clip); /** * \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore */ void ED_view3d_update_viewmat(struct Depsgraph *depsgraph, const struct Scene *scene, struct View3D *v3d, struct ARegion *region, const float viewmat[4][4], const float winmat[4][4], const struct rcti *rect, bool offscreen); bool ED_view3d_quat_from_axis_view(char view, char view_axis_roll, float r_quat[4]); bool ED_view3d_quat_to_axis_view(const float viewquat[4], float epsilon, char *r_view, char *r_view_axis_rotation); /** * A version of #ED_view3d_quat_to_axis_view that updates `viewquat` * if it's within `epsilon` to an axis-view. * * \note Include the special case function since most callers need to perform these operations. */ bool ED_view3d_quat_to_axis_view_and_reset_quat(float viewquat[4], float epsilon, char *r_view, char *r_view_axis_rotation); char ED_view3d_lock_view_from_index(int index); char ED_view3d_axis_view_opposite(char view); bool ED_view3d_lock(struct RegionView3D *rv3d); void ED_view3d_datamask(const struct bContext *C, const struct Scene *scene, const struct View3D *v3d, struct CustomData_MeshMasks *r_cddata_masks); /** * Goes over all modes and view3d settings. */ void ED_view3d_screen_datamask(const struct bContext *C, const struct Scene *scene, const struct bScreen *screen, struct CustomData_MeshMasks *r_cddata_masks); bool ED_view3d_offset_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d); /** * 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(const struct Depsgraph *depsgraph, struct View3D *v3d, struct RegionView3D *rv3d, char persp); /** * Action to take when rotating the view, * handle auto-perspective and logic for switching out of views. * * shared with NDOF. */ bool ED_view3d_persp_ensure(const struct Depsgraph *depsgraph, struct View3D *v3d, struct ARegion *region); /* Camera view functions. */ /** * Utility to scale zoom level when in camera-view #RegionView3D.camzoom and apply limits. * \return true a change was made. */ bool ED_view3d_camera_view_zoom_scale(struct RegionView3D *rv3d, const float scale); /** * Utility to pan when in camera view. * \param event_ofs: The offset the pan in screen (pixel) coordinates. * \return true when a change was made. */ bool ED_view3d_camera_view_pan(struct ARegion *region, const float event_ofs[2]); /* Camera lock functions */ /** * \return true when the 3D Viewport is locked to its camera. */ bool ED_view3d_camera_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d); /** * Copy the camera to the view before starting a view transformation. * * Apply the camera object transformation to the 3D Viewport. * (needed so we can use regular 3D Viewport manipulation operators, that sync back to the camera). */ void ED_view3d_camera_lock_init_ex(const struct Depsgraph *depsgraph, struct View3D *v3d, struct RegionView3D *rv3d, bool calc_dist); void ED_view3d_camera_lock_init(const struct Depsgraph *depsgraph, struct View3D *v3d, struct RegionView3D *rv3d); /** * Copy the view to the camera, return true if. * * Apply the 3D Viewport transformation back to the camera object. * * \return true if the camera (or one of it's parents) was moved. */ bool ED_view3d_camera_lock_sync(const struct Depsgraph *depsgraph, struct View3D *v3d, struct RegionView3D *rv3d); bool ED_view3d_camera_autokey(const struct Scene *scene, struct ID *id_key, struct bContext *C, bool do_rotate, bool do_translate); /** * Call after modifying a locked view. * * \note Not every view edit currently auto-keys (numeric-pad for eg), * this is complicated because of smooth-view. */ bool ED_view3d_camera_lock_autokey(struct View3D *v3d, struct RegionView3D *rv3d, struct bContext *C, bool do_rotate, bool do_translate); void ED_view3d_lock_clear(struct View3D *v3d); /** * Check if creating an undo step should be performed if the viewport moves. * \return true if #ED_view3d_camera_lock_undo_push would do an undo push. */ bool ED_view3d_camera_lock_undo_test(const View3D *v3d, const RegionView3D *rv3d, struct bContext *C); /** * Create an undo step when the camera is locked to the view. * \param str: The name of the undo step (typically #wmOperatorType.name should be used). * * \return true when the call to push an undo step was made. */ bool ED_view3d_camera_lock_undo_push(const char *str, const View3D *v3d, const struct RegionView3D *rv3d, struct bContext *C); /** * A version of #ED_view3d_camera_lock_undo_push that performs a grouped undo push. * * \note use for actions that are likely to be repeated such as mouse wheel to zoom, * where adding a separate undo step each time isn't desirable. */ bool ED_view3d_camera_lock_undo_grouped_push(const char *str, const View3D *v3d, const struct RegionView3D *rv3d, struct bContext *C); #define VIEW3D_MARGIN 1.4f #define VIEW3D_DIST_FALLBACK 1.0f /** * This function solves the problem of having to switch between camera and non-camera views. * * When viewing from the perspective of \a mat, and having the view center \a ofs, * this calculates a distance from \a ofs to the matrix \a mat. * Using \a fallback_dist when the distance would be too small. * * \param mat: A matrix use for the view-point (typically the camera objects matrix). * \param ofs: Orbit center (negated), matching #RegionView3D.ofs, which is typically passed in. * \param fallback_dist: The distance to use if the object is too near or in front of \a ofs. * \returns A newly calculated distance or the fallback. */ float ED_view3d_offset_distance(const float mat[4][4], const float ofs[3], float fallback_dist); /** * Set the dist without moving the view (compensate with #RegionView3D.ofs) * * \note take care that #RegionView3d.viewinv is up to date, #ED_view3d_update_viewmat first. */ void ED_view3d_distance_set(struct RegionView3D *rv3d, float dist); /** * Change the distance & offset to match the depth of \a dist_co along the view axis. * * \param dist_co: A world-space location to use for the new depth. * \param dist_min: Resulting distances below this will be ignored. * \return Success if the distance was set. */ bool ED_view3d_distance_set_from_location(struct RegionView3D *rv3d, const float dist_co[3], float dist_min); /** * Could move this elsewhere, but tied into #ED_view3d_grid_scale */ float ED_scene_grid_scale(const struct Scene *scene, const char **r_grid_unit); float ED_view3d_grid_scale(const struct Scene *scene, struct View3D *v3d, const char **r_grid_unit); void ED_view3d_grid_steps(const struct Scene *scene, struct View3D *v3d, struct RegionView3D *rv3d, float r_grid_steps[8]); /** * Simulates the grid scale that is actually viewed. * The actual code is seen in `object_grid_frag.glsl` (see `grid_res`). * Currently the simulation is only done when RV3D_VIEW_IS_AXIS. */ float ED_view3d_grid_view_scale(struct Scene *scene, struct View3D *v3d, struct ARegion *region, const char **r_grid_unit); /** * \note The info that this uses is updated in #ED_refresh_viewport_fps, * which currently gets called during #SCREEN_OT_animation_step. */ void ED_scene_draw_fps(const struct Scene *scene, int xoffset, int *yoffset); /* Render */ void ED_view3d_stop_render_preview(struct wmWindowManager *wm, struct ARegion *region); void ED_view3d_shade_update(struct Main *bmain, struct View3D *v3d, struct ScrArea *area); #define XRAY_ALPHA(v3d) \ (((v3d)->shading.type == OB_WIRE) ? (v3d)->shading.xray_alpha_wire : (v3d)->shading.xray_alpha) #define XRAY_FLAG(v3d) \ (((v3d)->shading.type == OB_WIRE) ? V3D_SHADING_XRAY_WIREFRAME : V3D_SHADING_XRAY) #define XRAY_FLAG_ENABLED(v3d) (((v3d)->shading.flag & XRAY_FLAG(v3d)) != 0) #define XRAY_ENABLED(v3d) (XRAY_FLAG_ENABLED(v3d) && (XRAY_ALPHA(v3d) < 1.0f)) #define XRAY_ACTIVE(v3d) (XRAY_ENABLED(v3d) && ((v3d)->shading.type < OB_MATERIAL)) /* view3d_draw_legacy.c */ /** * Try avoid using these more move out of legacy. */ void ED_view3d_draw_bgpic_test(const struct Scene *scene, struct Depsgraph *depsgraph, struct ARegion *region, struct View3D *v3d, bool do_foreground, bool do_camera_frame); /* view3d_gizmo_preselect_type.cc */ void ED_view3d_gizmo_mesh_preselect_get_active(struct bContext *C, struct wmGizmo *gz, struct Base **r_base, struct BMElem **r_ele); void ED_view3d_gizmo_mesh_preselect_clear(struct wmGizmo *gz); /* space_view3d.cc */ void ED_view3d_buttons_region_layout_ex(const struct bContext *C, struct ARegion *region, const char *category_override); /* view3d_view.c */ /** * See if current UUID is valid, otherwise set a valid UUID to v3d, * Try to keep the same UUID previously used to allow users to quickly toggle back and forth. */ bool ED_view3d_local_collections_set(struct Main *bmain, struct View3D *v3d); void ED_view3d_local_collections_reset(struct bContext *C, bool reset_all); #ifdef WITH_XR_OPENXR void ED_view3d_xr_mirror_update(const struct ScrArea *area, const struct View3D *v3d, bool enable); void ED_view3d_xr_shading_update(struct wmWindowManager *wm, const View3D *v3d, const struct Scene *scene); bool ED_view3d_is_region_xr_mirror_active(const struct wmWindowManager *wm, const struct View3D *v3d, const struct ARegion *region); #endif #ifdef __cplusplus } #endif