/* * ***** 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 ***** */ /** \file ED_view3d.h * \ingroup editors */ #ifndef __ED_VIEW3D_H__ #define __ED_VIEW3D_H__ /* ********* exports for space_view3d/ module ********** */ struct ARegion; struct BMEdge; struct BMFace; struct BMVert; struct BPoint; struct BezTriple; struct BezTriple; struct BoundBox; struct ImBuf; struct MVert; struct Main; struct Nurb; struct Nurb; struct Object; struct RegionView3D; struct Scene; struct View3D; struct ViewContext; struct bContext; struct bglMats; struct rcti; struct wmOperator; struct wmOperatorType; struct wmWindow; /* for derivedmesh drawing callbacks, for view3d_select, .... */ typedef struct ViewContext { struct Scene *scene; struct Object *obact; struct Object *obedit; struct ARegion *ar; struct View3D *v3d; 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 ar->winx/y */ float *depths; double depth_range[2]; char damaged; } ViewDepths; /* enum for passing to foreach functions to test RV3D_CLIPPING */ typedef enum eV3DClipTest { V3D_CLIP_TEST_OFF = 0, /* clipping is off */ V3D_CLIP_TEST_RV3D_CLIPPING = 1, /* clip single points */ V3D_CLIP_TEST_REGION = 2 /* use for edges to check if both verts are in the view, but not RV3D_CLIPPING */ } eV3DClipTest; float *give_cursor(struct Scene *scene, struct View3D *v3d); int initgrabz(struct RegionView3D *rv3d, float x, float y, float z); /** * 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(struct ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]); /** * 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(struct ARegion *ar, const float mval[2], float 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. * \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(struct ARegion *ar, const float mval[2], float 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 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(struct ARegion *ar, struct View3D *v3d, const float mval[2], 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 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(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float 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(struct RegionView3D *rv3d, const float coord[3], float vec[3]); /** * 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], const float ofs[3], const float quat[4], const 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(float mat[][4], float ofs[3], float quat[4], 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 lamps, normally from View3D.lens. */ void ED_view3d_from_object(struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens); /** * Set the object transformation from RegionView3D members. * \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(struct Object *ob, const float ofs[3], const float quat[4], const float dist); //#if 0 /* UNUSED */ void view3d_unproject(struct bglMats *mats, float out[3], const short x, const short y, const float z); //#endif /* Depth buffer */ void ED_view3d_depth_update(struct ARegion *ar); float ED_view3d_depth_read_cached(struct ViewContext *vc, int x, int y); void ED_view3d_depth_tag_update(struct RegionView3D *rv3d); /* Projection */ #define IS_CLIPPED 12000 void ED_view3d_calc_clipping(struct BoundBox *bb, float planes[4][4], struct bglMats *mats, const struct rcti *rect); void project_short(struct ARegion *ar, const float vec[3], short adr[2]); void project_short_noclip(struct ARegion *ar, const float vec[3], short adr[2]); void project_int(struct ARegion *ar, const float vec[3], int adr[2]); void project_int_noclip(struct ARegion *ar, const float vec[3], int adr[2]); void apply_project_float(float persmat[4][4], int winx, int winy, const float vec[], float adr[2]); void project_float(struct ARegion *ar, const float vec[3], float adr[2]); void project_float_noclip(struct ARegion *ar, const float vec[3], float adr[2]); int ED_view3d_clip_range_get(struct View3D *v3d, struct RegionView3D *rv3d, float *clipsta, float *clipend); int ED_view3d_viewplane_get(struct View3D *v3d, struct RegionView3D *rv3d, int winxi, int winyi, struct rctf *viewplane, float *clipsta, float *clipend); void ED_view3d_ob_project_mat_get(struct RegionView3D *v3d, struct Object *ob, float pmat[4][4]); void ED_view3d_calc_camera_border(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, struct RegionView3D *rv3d, struct rctf *viewborder_r, short no_shift); void ED_view3d_project_float_v2(const struct ARegion *a, const float vec[3], float adr[2], float mat[4][4]); void ED_view3d_project_float_v3(struct ARegion *a, const float vec[3], float adr[3], float mat[4][4]); void ED_view3d_calc_camera_border_size(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, struct RegionView3D *rv3d, float size_r[2]); /* drawobject.c iterators */ void mesh_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct BMVert *eve, int x, int y, int index), void *userData, eV3DClipTest clipVerts); void mesh_foreachScreenEdge(struct ViewContext *vc, void (*func)(void *userData, struct BMEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, eV3DClipTest clipVerts); void mesh_foreachScreenFace(struct ViewContext *vc, void (*func)(void *userData, struct BMFace *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_clipping_local(struct RegionView3D *rv3d, float mat[][4]); int ED_view3d_clipping_test(struct RegionView3D *rv3d, const float vec[3], const int is_local); void ED_view3d_clipping_set(struct RegionView3D *rv3d); void ED_view3d_clipping_enable(void); void ED_view3d_clipping_disable(void); float ED_view3d_pixel_size(struct RegionView3D *rv3d, const float co[3]); void drawcircball(int mode, const float cent[3], 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, const int 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 ED_view3d_autodist(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, const int mval[2], float mouse_worldloc[3]); /* only draw so ED_view3d_autodist_simple can be called many times after */ int ED_view3d_autodist_init(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, int mode); int ED_view3d_autodist_simple(struct ARegion *ar, const int mval[2], float mouse_worldloc[3], int margin, float *force_depth); int ED_view3d_autodist_depth(struct ARegion *ar, const int mval[2], int margin, float *depth); int ED_view3d_autodist_depth_seg(struct ARegion *ar, const int mval_sta[2], const int mval_end[2], 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_region_operator_needs_opengl(struct wmWindow *win, struct ARegion *ar); int view3d_get_view_aligned_coordinate(struct ViewContext *vc, float fp[3], const int mval[2], const short do_fallback); void view3d_get_transformation(const struct ARegion *ar, struct RegionView3D *rv3d, struct Object *ob, struct bglMats *mats); /* XXX should move to BLI_math */ int edge_inside_circle(short centx, short centy, short rad, short x1, short y1, short x2, short y2); int lasso_inside(int mcords[][2], short moves, int sx, int sy); int lasso_inside_edge(int 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); int ED_view3d_context_user_region(struct bContext *C, struct View3D **v3d_r, struct ARegion **ar_r); int ED_operator_rv3d_user_region_poll(struct bContext *C); void ED_view3d_init_mats_rv3d(struct Object *ob, struct RegionView3D *rv3d); void ED_view3d_init_mats_rv3d_gl(struct Object *ob, struct RegionView3D *rv3d); int ED_view3d_scene_layer_set(int lay, const int *values, int *active); 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], int draw_background); struct ImBuf *ED_view3d_draw_offscreen_imbuf(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int sizex, int sizey, unsigned int flag, int draw_background, char err_out[256]); struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(struct Scene *scene, struct Object *camera, int width, int height, unsigned int flag, int drawtype, int draw_background, char err_out[256]); struct Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]); void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, short do_clip); void ED_view3d_update_viewmat(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, float viewmat[][4], float winmat[][4]); int ED_view3d_lock(struct RegionView3D *rv3d); uint64_t ED_view3d_datamask(struct Scene *scene, struct View3D *v3d); uint64_t ED_view3d_screen_datamask(struct bScreen *screen); uint64_t ED_view3d_object_datamask(struct Scene *scene); /* camera lock functions */ int ED_view3d_camera_lock_check(struct View3D *v3d, struct RegionView3D *rv3d); /* copy the camera to the view before starting a view transformation */ void ED_view3d_camera_lock_init(struct View3D *v3d, struct RegionView3D *rv3d); /* copy the view to the camera, return TRUE if */ int ED_view3d_camera_lock_sync(struct View3D *v3d, struct RegionView3D *rv3d); struct BGpic *ED_view3D_background_image_new(struct View3D *v3d); void ED_view3D_background_image_remove(struct View3D *v3d, struct BGpic *bgpic); void ED_view3D_background_image_clear(struct View3D *v3d); /* view matrix properties utilities */ /* unused */ #if 0 void ED_view3d_operator_properties_viewmat(struct wmOperatorType *ot); void ED_view3d_operator_properties_viewmat_set(struct bContext *C, struct wmOperator *op); void ED_view3d_operator_properties_viewmat_get(struct wmOperator *op, int *winx, int *winy, float persmat[4][4]); #endif #endif /* __ED_VIEW3D_H__ */