/* * 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. */ /** \file * \ingroup editors */ #ifndef __ED_VIEW3D_H__ #define __ED_VIEW3D_H__ /* ********* 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 GPUFX; struct GPUFXSettings; struct GPUOffScreen; struct GPUViewport; struct ID; struct ImBuf; struct MVert; struct Main; struct MetaElem; struct Nurb; struct Object; struct RV3DMatrixStore; struct RegionView3D; struct RenderEngineType; struct Scene; struct ScrArea; struct View3D; struct View3DShading; struct ViewContext; struct ViewLayer; struct WorkSpace; struct bContext; struct bPoseChannel; struct bScreen; struct rctf; struct rcti; struct wmGizmo; struct wmOperator; struct wmOperatorType; struct wmWindow; struct wmWindowManager; enum eGPUFXFlags; /* 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 *ar; 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 ar->winx/y */ float *depths; double depth_range[2]; bool damaged; } 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]); void ED_view3d_cursor3d_position(struct bContext *C, const int mval[2], const bool use_depth, float cursor_co[3]); void ED_view3d_cursor3d_position_rotation(struct bContext *C, const int mval[2], const bool use_depth, enum eV3DCursorOrient orientation, float cursor_co[3], float cursor_quat[4]); void ED_view3d_cursor3d_update(struct bContext *C, const int mval[2], const bool use_depth, enum eV3DCursorOrient orientation); struct Camera *ED_view3d_camera_data_get(struct View3D *v3d, struct RegionView3D *rv3d); void ED_view3d_to_m4(float mat[4][4], const float ofs[3], const float quat[4], const float dist); void ED_view3d_from_m4(const float mat[4][4], float ofs[3], float quat[4], float *dist); void ED_view3d_from_object( const struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens); void ED_view3d_to_object(const struct Depsgraph *depsgraph, struct Object *ob, const float ofs[3], const float quat[4], const float dist); void ED_view3d_lastview_store(struct RegionView3D *rv3d); /* Depth buffer */ void ED_view3d_depth_update(struct ARegion *ar); float ED_view3d_depth_read_cached(const struct ViewContext *vc, const int mval[2]); bool ED_view3d_depth_read_cached_normal(const ViewContext *vc, const int mval[2], float r_normal[3]); bool ED_view3d_depth_unproject(const struct ARegion *ar, const int mval[2], const double depth, float r_location_world[3]); void ED_view3d_depth_tag_update(struct RegionView3D *rv3d); /* 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, /** so close to zero we can't apply a perspective matrix usefully */ V3D_PROJ_RET_CLIP_ZERO = 2, /** bounding box clip - RV3D_CLIPPING */ V3D_PROJ_RET_CLIP_BB = 3, /** outside window bounds */ V3D_PROJ_RET_CLIP_WIN = 4, /** outside range (mainly for short), (can't avoid) */ V3D_PROJ_RET_OVERFLOW = 5, } eV3DProjStatus; /* 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_ZERO = (1 << 3), } eV3DProjTest; #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_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR | \ V3D_PROJ_TEST_CLIP_ZERO) /* view3d_iterators.c */ /* foreach iterators */ void meshobject_foreachScreenVert( struct ViewContext *vc, void (*func)(void *userData, struct MVert *eve, const float screen_co[2], int index), void *userData, const 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, const 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, const eV3DProjTest clip_flag); 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, const 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, const eV3DProjTest clip_flag); void nurbs_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt, int beztindex, const float screen_co[2]), void *userData, const eV3DProjTest clip_flag); void mball_foreachScreenElem(struct ViewContext *vc, void (*func)(void *userData, struct MetaElem *ml, const float screen_co[2]), void *userData, const eV3DProjTest clip_flag); void lattice_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct BPoint *bp, const float screen_co[2]), void *userData, const eV3DProjTest clip_flag); 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, const eV3DProjTest clip_flag); 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, const eV3DProjTest clip_flag); /* *** end iterators *** */ /* view3d_project.c */ void ED_view3d_project_float_v2_m4(const struct ARegion *ar, const float co[3], float r_co[2], float mat[4][4]); void ED_view3d_project_float_v3_m4(const struct ARegion *ar, const float co[3], float r_co[3], float mat[4][4]); eV3DProjStatus ED_view3d_project_base(const struct ARegion *ar, struct Base *base); /* *** short *** */ eV3DProjStatus ED_view3d_project_short_ex(const struct ARegion *ar, float perspmat[4][4], const bool is_local, const float co[3], short r_co[2], const eV3DProjTest flag); eV3DProjStatus ED_view3d_project_short_global(const struct ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag); eV3DProjStatus ED_view3d_project_short_object(const struct ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag); /* *** int *** */ eV3DProjStatus ED_view3d_project_int_ex(const struct ARegion *ar, float perspmat[4][4], const bool is_local, const float co[3], int r_co[2], const eV3DProjTest flag); eV3DProjStatus ED_view3d_project_int_global(const struct ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag); eV3DProjStatus ED_view3d_project_int_object(const struct ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag); /* *** float *** */ eV3DProjStatus ED_view3d_project_float_ex(const struct ARegion *ar, float perspmat[4][4], const bool is_local, const float co[3], float r_co[2], const eV3DProjTest flag); eV3DProjStatus ED_view3d_project_float_global(const struct ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag); eV3DProjStatus ED_view3d_project_float_object(const struct ARegion *ar, const float co[3], float r_co[2], const 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]); float ED_view3d_calc_zfac(const struct RegionView3D *rv3d, const float co[3], bool *r_flip); bool ED_view3d_clip_segment(const struct RegionView3D *rv3d, float ray_start[3], float ray_end[3]); bool ED_view3d_win_to_ray_clipped(struct Depsgraph *depsgraph, const struct ARegion *ar, const struct View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3], const bool do_clip); bool ED_view3d_win_to_ray_clipped_ex(struct Depsgraph *depsgraph, const struct ARegion *ar, 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); void ED_view3d_win_to_ray(const struct ARegion *ar, const float mval[2], float r_ray_start[3], float r_ray_normal[3]); void ED_view3d_global_to_vector(const struct RegionView3D *rv3d, const float coord[3], float vec[3]); void ED_view3d_win_to_3d(const struct View3D *v3d, const struct ARegion *ar, 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 *ar, const float depth_pt[3], const int mval[2], float r_out[3]); bool ED_view3d_win_to_3d_on_plane(const struct ARegion *ar, const float plane[4], const float mval[2], const bool do_clip, float r_out[3]); bool ED_view3d_win_to_3d_on_plane_int(const struct ARegion *ar, const float plane[4], const int mval[2], const bool do_clip, float r_out[3]); void ED_view3d_win_to_delta(const struct ARegion *ar, const float mval[2], float out[3], const float zfac); void ED_view3d_win_to_origin(const struct ARegion *ar, const float mval[2], float out[3]); void ED_view3d_win_to_vector(const struct ARegion *ar, const float mval[2], float out[3]); bool ED_view3d_win_to_segment_clipped(struct Depsgraph *depsgraph, const struct ARegion *ar, struct View3D *v3d, const float mval[2], float r_ray_start[3], float r_ray_end[3], const bool do_clip); void ED_view3d_ob_project_mat_get(const struct RegionView3D *v3d, struct Object *ob, float pmat[4][4]); void ED_view3d_ob_project_mat_get_from_obmat(const struct RegionView3D *rv3d, float obmat[4][4], float pmat[4][4]); void ED_view3d_project(const struct ARegion *ar, const float world[3], float region[3]); bool ED_view3d_unproject( const struct ARegion *ar, 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]); bool ED_view3d_clip_range_get(struct Depsgraph *depsgraph, const struct View3D *v3d, const struct RegionView3D *rv3d, float *r_clipsta, float *r_clipend, const 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); void ED_view3d_polygon_offset(const struct RegionView3D *rv3d, const float dist); void ED_view3d_calc_camera_border(const struct Scene *scene, struct Depsgraph *depsgraph, const struct ARegion *ar, const struct View3D *v3d, const struct RegionView3D *rv3d, struct rctf *r_viewborder, const bool no_shift); void ED_view3d_calc_camera_border_size(const struct Scene *scene, struct Depsgraph *depsgraph, const struct ARegion *ar, 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 *ar, struct rcti *rect); void ED_view3d_clipping_calc_from_boundbox(float clip[6][4], const struct BoundBox *clipbb, const bool is_flip); void ED_view3d_clipping_calc(struct BoundBox *bb, float planes[4][4], const struct ARegion *ar, const struct Object *ob, const struct rcti *rect); void ED_view3d_clipping_local(struct RegionView3D *rv3d, float mat[4][4]); bool ED_view3d_clipping_test(const struct RegionView3D *rv3d, const float co[3], const bool 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_radius_to_dist_persp(const float angle, const float radius); float ED_view3d_radius_to_dist_ortho(const float lens, const float radius); float ED_view3d_radius_to_dist(const struct View3D *v3d, const struct ARegion *ar, const struct Depsgraph *depsgraph, const char persp, const bool use_aspect, const float radius); void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], unsigned pos); /* backbuffer select and draw support */ void ED_view3d_backbuf_depth_validate(struct ViewContext *vc); int ED_view3d_backbuf_sample_size_clamp(struct ARegion *ar, const float dist); void ED_view3d_select_id_validate(struct ViewContext *vc); uint *ED_view3d_select_id_read(int xmin, int ymin, int xmax, int ymax, uint *r_buf_len); uint *ED_view3d_select_id_read_rect(const struct rcti *rect, uint *r_buf_len); bool ED_view3d_autodist(struct Depsgraph *depsgraph, struct ARegion *ar, struct View3D *v3d, const int mval[2], float mouse_worldloc[3], const bool alphaoverride, const float fallback_depth_pt[3]); /* only draw so ED_view3d_autodist_simple can be called many times after */ void ED_view3d_autodist_init(struct Depsgraph *depsgraph, struct ARegion *ar, struct View3D *v3d, int mode); bool ED_view3d_autodist_simple(struct ARegion *ar, const int mval[2], float mouse_worldloc[3], int margin, float *force_depth); bool ED_view3d_autodist_depth(struct ARegion *ar, const int mval[2], int margin, float *depth); bool ED_view3d_autodist_depth_seg( struct ARegion *ar, const int mval_sta[2], const int mval_end[2], int margin, float *depth); /* select */ #define MAXPICKELEMS 2500 #define MAXPICKBUF (4 * MAXPICKELEMS) 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); void view3d_opengl_select_cache_begin(void); void view3d_opengl_select_cache_end(void); int view3d_opengl_select(struct ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const struct rcti *input, eV3DSelectMode select_mode, eV3DSelectObjectFilter select_filter); /* view3d_select.c */ float ED_view3d_select_dist_px(void); void ED_view3d_viewcontext_init(struct bContext *C, struct ViewContext *vc); void ED_view3d_viewcontext_init_object(struct ViewContext *vc, struct Object *obact); void view3d_operator_needs_opengl(const struct bContext *C); void view3d_region_operator_needs_opengl(struct wmWindow *win, struct ARegion *ar); /* 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); bool ED_view3d_context_user_region(struct bContext *C, struct View3D **r_v3d, struct ARegion **r_ar); bool 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); #ifdef DEBUG 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], const int facemap); struct RenderEngineType *ED_view3d_engine_type(struct Scene *scene, int drawtype); bool ED_view3d_context_activate(struct bContext *C); void ED_view3d_draw_offscreen(struct Depsgraph *depsgraph, struct Scene *scene, int drawtype, struct View3D *v3d, struct ARegion *ar, int winx, int winy, float viewmat[4][4], float winmat[4][4], bool do_sky, bool is_persp, const char *viewname, const bool do_color_management, struct GPUOffScreen *ofs, struct GPUViewport *viewport); void ED_view3d_draw_offscreen_simple(struct Depsgraph *depsgraph, struct Scene *scene, struct View3DShading *shading_override, int drawtype, int winx, int winy, unsigned int draw_flags, float viewmat[4][4], float winmat[4][4], float clip_start, float clip_end, float lens, bool do_sky, bool is_persp, const char *viewname, const bool do_color_management, struct GPUOffScreen *ofs, struct GPUViewport *viewport); void ED_view3d_draw_setup_view(struct wmWindow *win, struct Depsgraph *depsgraph, struct Scene *scene, struct ARegion *ar, struct View3D *v3d, float viewmat[4][4], float winmat[4][4], const struct rcti *rect); struct ImBuf *ED_view3d_draw_offscreen_imbuf(struct Depsgraph *depsgraph, struct Scene *scene, int drawtype, struct View3D *v3d, struct ARegion *ar, int sizex, int sizey, unsigned int flag, int alpha_mode, int samples, const char *viewname, struct GPUOffScreen *ofs, char err_out[256]); struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(struct Depsgraph *depsgraph, struct Scene *scene, struct View3DShading *shading_override, int drawtype, struct Object *camera, int width, int height, unsigned int flag, unsigned int draw_flags, int alpha_mode, int samples, const char *viewname, struct GPUOffScreen *ofs, char err_out[256]); 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]); bool ED_view3d_is_object_under_cursor(struct bContext *C, const int mval[2]); void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, bool do_clip); void ED_view3d_update_viewmat(struct Depsgraph *depsgraph, struct Scene *scene, struct View3D *v3d, struct ARegion *ar, float viewmat[4][4], float winmat[4][4], const struct rcti *rect, bool offscreen); bool ED_view3d_quat_from_axis_view(const char view, float quat[4]); char ED_view3d_quat_to_axis_view(const float quat[4], const float epsilon); 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); 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); void ED_view3d_persp_switch_from_camera(const struct Depsgraph *depsgraph, struct View3D *v3d, struct RegionView3D *rv3d, const char persp); bool ED_view3d_persp_ensure(const struct Depsgraph *depsgraph, struct View3D *v3d, struct ARegion *ar); /* camera lock functions */ 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 */ void ED_view3d_camera_lock_init_ex(const struct Depsgraph *depsgraph, struct View3D *v3d, struct RegionView3D *rv3d, const 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 */ bool ED_view3d_camera_lock_sync(const struct Depsgraph *depsgraph, struct View3D *v3d, struct RegionView3D *rv3d); bool ED_view3d_camera_autokey(struct Scene *scene, struct ID *id_key, struct bContext *C, const bool do_rotate, const bool do_translate); bool ED_view3d_camera_lock_autokey(struct View3D *v3d, struct RegionView3D *rv3d, struct bContext *C, const bool do_rotate, const bool do_translate); void ED_view3d_lock_clear(struct View3D *v3d); #define VIEW3D_MARGIN 1.4f #define VIEW3D_DIST_FALLBACK 1.0f float ED_view3d_offset_distance(float mat[4][4], const float ofs[3], const float dist_fallback); void ED_view3d_distance_set(struct RegionView3D *rv3d, const float dist); float ED_scene_grid_scale(struct Scene *scene, const char **grid_unit); float ED_view3d_grid_scale(struct Scene *scene, struct View3D *v3d, const char **grid_unit); float ED_view3d_grid_view_scale(struct Scene *scene, struct View3D *v3d, struct RegionView3D *rv3d, const char **grid_unit); void ED_scene_draw_fps(struct Scene *scene, int xoffset, int *yoffset); /* 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 /* render */ void ED_view3d_stop_render_preview(struct wmWindowManager *wm, struct ARegion *ar); void ED_view3d_shade_update(struct Main *bmain, struct View3D *v3d, struct ScrArea *sa); #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(struct Scene *scene, struct Depsgraph *depsgraph, struct ARegion *ar, struct View3D *v3d, const bool do_foreground, const bool do_camera_frame); /* view3d_gizmo_preselect_type.c */ void ED_view3d_gizmo_mesh_preselect_get_active(struct bContext *C, struct wmGizmo *gz, struct Base **r_base, struct BMElem **r_ele); /* space_view3d.c */ void ED_view3d_buttons_region_layout_ex(const struct bContext *C, struct ARegion *ar, const char *category_override); #endif /* __ED_VIEW3D_H__ */