/* * ***** 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 blender/editors/space_view3d/view3d_intern.h * \ingroup spview3d */ #ifndef __VIEW3D_INTERN_H__ #define __VIEW3D_INTERN_H__ #include "ED_view3d.h" /* internal exports only */ struct ARegion; struct ARegionType; struct BoundBox; struct DerivedMesh; struct Object; struct SmokeDomainSettings; struct ViewContext; struct bAnimVizSettings; struct bContext; struct bMotionPath; struct bPoseChannel; struct bScreen; struct Mesh; struct wmNDOFMotionData; struct wmOperatorType; struct wmWindowManager; /* drawing flags: */ enum { DRAW_PICKING = (1 << 0), DRAW_CONSTCOLOR = (1 << 1), DRAW_SCENESET = (1 << 2) }; /* draw_mesh_fancy/draw_mesh_textured draw_flags */ enum { DRAW_MODIFIERS_PREVIEW = (1 << 0), DRAW_FACE_SELECT = (1 << 1) }; /* view3d_header.c */ void VIEW3D_OT_layers(struct wmOperatorType *ot); /* view3d_ops.c */ void view3d_operatortypes(void); /* view3d_edit.c */ void VIEW3D_OT_zoom(struct wmOperatorType *ot); void VIEW3D_OT_dolly(struct wmOperatorType *ot); void VIEW3D_OT_zoom_camera_1_to_1(struct wmOperatorType *ot); void VIEW3D_OT_move(struct wmOperatorType *ot); void VIEW3D_OT_rotate(struct wmOperatorType *ot); void VIEW3D_OT_ndof_orbit(struct wmOperatorType *ot); void VIEW3D_OT_ndof_orbit_zoom(struct wmOperatorType *ot); void VIEW3D_OT_ndof_pan(struct wmOperatorType *ot); void VIEW3D_OT_ndof_all(struct wmOperatorType *ot); void VIEW3D_OT_view_all(struct wmOperatorType *ot); void VIEW3D_OT_viewnumpad(struct wmOperatorType *ot); void VIEW3D_OT_view_selected(struct wmOperatorType *ot); void VIEW3D_OT_view_lock_clear(struct wmOperatorType *ot); void VIEW3D_OT_view_lock_to_active(struct wmOperatorType *ot); void VIEW3D_OT_view_center_cursor(struct wmOperatorType *ot); void VIEW3D_OT_view_center_pick(struct wmOperatorType *ot); void VIEW3D_OT_view_center_camera(struct wmOperatorType *ot); void VIEW3D_OT_view_center_lock(struct wmOperatorType *ot); void VIEW3D_OT_view_pan(struct wmOperatorType *ot); void VIEW3D_OT_view_persportho(struct wmOperatorType *ot); void VIEW3D_OT_background_image_add(struct wmOperatorType *ot); void VIEW3D_OT_background_image_remove(struct wmOperatorType *ot); void VIEW3D_OT_view_orbit(struct wmOperatorType *ot); void VIEW3D_OT_clip_border(struct wmOperatorType *ot); void VIEW3D_OT_cursor3d(struct wmOperatorType *ot); void VIEW3D_OT_manipulator(struct wmOperatorType *ot); void VIEW3D_OT_enable_manipulator(struct wmOperatorType *ot); void VIEW3D_OT_render_border(struct wmOperatorType *ot); void VIEW3D_OT_clear_render_border(struct wmOperatorType *ot); void VIEW3D_OT_zoom_border(struct wmOperatorType *ot); void view3d_boxview_copy(ScrArea *sa, ARegion *ar); void ndof_to_quat(const struct wmNDOFMotionData *ndof, float q[4]); float ndof_to_axis_angle(const struct wmNDOFMotionData *ndof, float axis[3]); /* view3d_fly.c */ void view3d_keymap(struct wmKeyConfig *keyconf); void VIEW3D_OT_fly(struct wmOperatorType *ot); /* view3d_ruler.c */ void VIEW3D_OT_ruler(struct wmOperatorType *ot); /* drawanim.c */ void draw_motion_paths_init(View3D *v3d, struct ARegion *ar); void draw_motion_path_instance(Scene *scene, struct Object *ob, struct bPoseChannel *pchan, struct bAnimVizSettings *avs, struct bMotionPath *mpath); void draw_motion_paths_cleanup(View3D *v3d); /* drawobject.c */ void draw_object(Scene *scene, struct ARegion *ar, View3D *v3d, Base *base, const short dflag); bool draw_glsl_material(Scene *scene, struct Object *ob, View3D *v3d, const char dt); void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob, const char dt, int outline); void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob); void drawaxes(float size, char drawtype); void view3d_cached_text_draw_begin(void); void view3d_cached_text_draw_add(const float co[3], const char *str, short xoffs, short flag, const unsigned char col[4]); void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, bool depth_write, float mat[4][4]); enum { V3D_CACHE_TEXT_ZBUF = (1 << 0), V3D_CACHE_TEXT_WORLDSPACE = (1 << 1), V3D_CACHE_TEXT_ASCII = (1 << 2), V3D_CACHE_TEXT_GLOBALSPACE = (1 << 3), V3D_CACHE_TEXT_LOCALCLIP = (1 << 4) }; /* drawarmature.c */ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, const short dt, const short dflag, const unsigned char ob_wire_col[4], const bool is_outline); /* drawmesh.c */ void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob, struct DerivedMesh *dm, const int draw_flags); void draw_mesh_face_select(struct RegionView3D *rv3d, struct Mesh *me, struct DerivedMesh *dm); void draw_mesh_paint_weight_faces(struct DerivedMesh *dm, const bool do_light, void *facemask_cb, void *user_data); void draw_mesh_paint_weight_edges(RegionView3D *rv3d, struct DerivedMesh *dm, const bool use_depth, void *edgemask_cb, void *user_data); void draw_mesh_paint(View3D *v3d, RegionView3D *rv3d, struct Object *ob, struct DerivedMesh *dm, const int draw_flags); /* view3d_draw.c */ void view3d_main_area_draw(const struct bContext *C, struct ARegion *ar); void draw_depth(Scene *scene, struct ARegion *ar, View3D *v3d, int (*func)(void *), bool alphaoverride); void draw_depth_gpencil(Scene *scene, ARegion *ar, View3D *v3d); void ED_view3d_after_add(ListBase *lb, Base *base, const short dflag); void circf(float x, float y, float rad); void circ(float x, float y, float rad); void view3d_update_depths_rect(struct ARegion *ar, struct ViewDepths *d, struct rcti *rect); float view3d_depth_near(struct ViewDepths *d); /* view3d_select.c */ void VIEW3D_OT_select(struct wmOperatorType *ot); void VIEW3D_OT_select_circle(struct wmOperatorType *ot); void VIEW3D_OT_select_border(struct wmOperatorType *ot); void VIEW3D_OT_select_lasso(struct wmOperatorType *ot); void VIEW3D_OT_select_menu(struct wmOperatorType *ot); void VIEW3D_OT_smoothview(struct wmOperatorType *ot); void VIEW3D_OT_camera_to_view(struct wmOperatorType *ot); void VIEW3D_OT_camera_to_view_selected(struct wmOperatorType *ot); void VIEW3D_OT_object_as_camera(struct wmOperatorType *ot); void VIEW3D_OT_localview(struct wmOperatorType *ot); void VIEW3D_OT_game_start(struct wmOperatorType *ot); bool ED_view3d_boundbox_clip(RegionView3D *rv3d, float obmat[4][4], const struct BoundBox *bb); void view3d_smooth_view(struct bContext *C, struct View3D *v3d, struct ARegion *ar, struct Object *, struct Object *, float *ofs, float *quat, float *dist, float *lens); void setwinmatrixview3d(ARegion *ar, View3D *v3d, rctf *rect); void setviewmatrixview3d(Scene *scene, View3D *v3d, RegionView3D *rv3d); void fly_modal_keymap(struct wmKeyConfig *keyconf); void viewrotate_modal_keymap(struct wmKeyConfig *keyconf); void viewmove_modal_keymap(struct wmKeyConfig *keyconf); void viewzoom_modal_keymap(struct wmKeyConfig *keyconf); void viewdolly_modal_keymap(struct wmKeyConfig *keyconf); /* view3d_buttons.c */ void VIEW3D_OT_properties(struct wmOperatorType *ot); void view3d_buttons_register(struct ARegionType *art); /* view3d_toolbar.c */ void VIEW3D_OT_toolshelf(struct wmOperatorType *ot); void view3d_toolshelf_register(struct ARegionType *art); void view3d_tool_props_register(struct ARegionType *art); /* view3d_snap.c */ bool ED_view3d_minmax_verts(struct Object *obedit, float min[3], float max[3]); void VIEW3D_OT_snap_selected_to_grid(struct wmOperatorType *ot); void VIEW3D_OT_snap_selected_to_cursor(struct wmOperatorType *ot); void VIEW3D_OT_snap_cursor_to_grid(struct wmOperatorType *ot); void VIEW3D_OT_snap_cursor_to_center(struct wmOperatorType *ot); void VIEW3D_OT_snap_cursor_to_selected(struct wmOperatorType *ot); void VIEW3D_OT_snap_cursor_to_active(struct wmOperatorType *ot); /* space_view3d.c */ ARegion *view3d_has_buttons_region(ScrArea *sa); ARegion *view3d_has_tools_region(ScrArea *sa); extern const char *view3d_context_dir[]; /* doc access */ /* draw_volume.c */ void draw_smoke_volume(struct SmokeDomainSettings *sds, struct Object *ob, struct GPUTexture *tex, float min[3], float max[3], int res[3], float dx, float base_scale, float viewnormal[3], struct GPUTexture *tex_shadow, struct GPUTexture *tex_flame); //#define SMOKE_DEBUG_VELOCITY //#define SMOKE_DEBUG_HEAT #ifdef SMOKE_DEBUG_VELOCITY void draw_smoke_velocity(struct SmokeDomainSettings *domain, struct Object *ob); #endif #ifdef SMOKE_DEBUG_HEAT void draw_smoke_heat(struct SmokeDomainSettings *domain, struct Object *ob); #endif /* workaround for trivial but noticeable camera bug caused by imprecision * between view border calculation in 2D/3D space, workaround for bug [#28037]. * without this deifne we get the old behavior which is to try and align them * both which _mostly_ works fine, but when the camera moves beyond ~1000 in * any direction it starts to fail */ #define VIEW3D_CAMERA_BORDER_HACK #ifdef VIEW3D_CAMERA_BORDER_HACK extern unsigned char view3d_camera_border_hack_col[3]; extern bool view3d_camera_border_hack_test; #endif #endif /* __VIEW3D_INTERN_H__ */