/* * ***** 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_view.c * \ingroup spview3d */ #include "DNA_camera_types.h" #include "DNA_scene_types.h" #include "DNA_object_types.h" #include "MEM_guardedalloc.h" #include "BLI_math.h" #include "BLI_rect.h" #include "BLI_utildefines.h" #include "BKE_action.h" #include "BKE_camera.h" #include "BKE_context.h" #include "BKE_object.h" #include "BKE_global.h" #include "BKE_main.h" #include "BKE_report.h" #include "BKE_scene.h" #include "DEG_depsgraph.h" #include "DEG_depsgraph_query.h" #include "UI_resources.h" #include "GPU_glew.h" #include "GPU_select.h" #include "GPU_matrix.h" #include "GPU_state.h" #include "WM_api.h" #include "WM_types.h" #include "ED_screen.h" #include "DRW_engine.h" #include "view3d_intern.h" /* own include */ /* -------------------------------------------------------------------- */ /** \name Smooth View Operator & Utilities * * Use for view transitions to have smooth (animated) transitions. * \{ */ /* This operator is one of the 'timer refresh' ones like animation playback */ struct SmoothView3DState { float dist; float lens; float quat[4]; float ofs[3]; }; struct SmoothView3DStore { /* source*/ struct SmoothView3DState src; /* source */ struct SmoothView3DState dst; /* destination */ struct SmoothView3DState org; /* original */ bool to_camera; bool use_dyn_ofs; float dyn_ofs[3]; /* When smooth-view is enabled, store the 'rv3d->view' here, * assign back when the view motion is completed. */ char org_view; double time_allowed; }; static void view3d_smooth_view_state_backup(struct SmoothView3DState *sms_state, const View3D *v3d, const RegionView3D *rv3d) { copy_v3_v3(sms_state->ofs, rv3d->ofs); copy_qt_qt(sms_state->quat, rv3d->viewquat); sms_state->dist = rv3d->dist; sms_state->lens = v3d->lens; } static void view3d_smooth_view_state_restore(const struct SmoothView3DState *sms_state, View3D *v3d, RegionView3D *rv3d) { copy_v3_v3(rv3d->ofs, sms_state->ofs); copy_qt_qt(rv3d->viewquat, sms_state->quat); rv3d->dist = sms_state->dist; v3d->lens = sms_state->lens; } /* will start timer if appropriate */ /* the arguments are the desired situation */ void ED_view3d_smooth_view_ex( /* avoid passing in the context */ const Depsgraph *depsgraph, wmWindowManager *wm, wmWindow *win, ScrArea *sa, View3D *v3d, ARegion *ar, const int smooth_viewtx, const V3D_SmoothParams *sview) { RegionView3D *rv3d = ar->regiondata; struct SmoothView3DStore sms = {{0}}; bool ok = false; /* initialize sms */ view3d_smooth_view_state_backup(&sms.dst, v3d, rv3d); view3d_smooth_view_state_backup(&sms.src, v3d, rv3d); /* if smoothview runs multiple times... */ if (rv3d->sms == NULL) { view3d_smooth_view_state_backup(&sms.org, v3d, rv3d); } else { sms.org = rv3d->sms->org; } sms.org_view = rv3d->view; /* sms.to_camera = false; */ /* initizlized to zero anyway */ /* note on camera locking, this is a little confusing but works ok. * we may be changing the view 'as if' there is no active camera, but in fact * there is an active camera which is locked to the view. * * In the case where smooth view is moving _to_ a camera we don't want that * camera to be moved or changed, so only when the camera is not being set should * we allow camera option locking to initialize the view settings from the camera. */ if (sview->camera == NULL && sview->camera_old == NULL) { ED_view3d_camera_lock_init(depsgraph, v3d, rv3d); } /* store the options we want to end with */ if (sview->ofs) copy_v3_v3(sms.dst.ofs, sview->ofs); if (sview->quat) copy_qt_qt(sms.dst.quat, sview->quat); if (sview->dist) sms.dst.dist = *sview->dist; if (sview->lens) sms.dst.lens = *sview->lens; if (sview->dyn_ofs) { BLI_assert(sview->ofs == NULL); BLI_assert(sview->quat != NULL); copy_v3_v3(sms.dyn_ofs, sview->dyn_ofs); sms.use_dyn_ofs = true; /* calculate the final destination offset */ view3d_orbit_apply_dyn_ofs(sms.dst.ofs, sms.src.ofs, sms.src.quat, sms.dst.quat, sms.dyn_ofs); } if (sview->camera) { Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, sview->camera); sms.dst.dist = ED_view3d_offset_distance(ob_camera_eval->obmat, sview->ofs, VIEW3D_DIST_FALLBACK); ED_view3d_from_object(ob_camera_eval, sms.dst.ofs, sms.dst.quat, &sms.dst.dist, &sms.dst.lens); sms.to_camera = true; /* restore view3d values in end */ } /* skip smooth viewing for render engine draw */ if (smooth_viewtx && v3d->shading.type != OB_RENDER) { bool changed = false; /* zero means no difference */ if (sview->camera_old != sview->camera) changed = true; else if (sms.dst.dist != rv3d->dist) changed = true; else if (sms.dst.lens != v3d->lens) changed = true; else if (!equals_v3v3(sms.dst.ofs, rv3d->ofs)) changed = true; else if (!equals_v4v4(sms.dst.quat, rv3d->viewquat)) changed = true; /* The new view is different from the old one * so animate the view */ if (changed) { /* original values */ if (sview->camera_old) { Object *ob_camera_old_eval = DEG_get_evaluated_object(depsgraph, sview->camera_old); sms.src.dist = ED_view3d_offset_distance(ob_camera_old_eval->obmat, rv3d->ofs, 0.0f); /* this */ ED_view3d_from_object(ob_camera_old_eval, sms.src.ofs, sms.src.quat, &sms.src.dist, &sms.src.lens); } /* grid draw as floor */ if ((rv3d->viewlock & RV3D_LOCKED) == 0) { /* use existing if exists, means multiple calls to smooth view wont loose the original 'view' setting */ rv3d->view = RV3D_VIEW_USER; } sms.time_allowed = (double)smooth_viewtx / 1000.0; /* if this is view rotation only * we can decrease the time allowed by * the angle between quats * this means small rotations wont lag */ if (sview->quat && !sview->ofs && !sview->dist) { /* scale the time allowed by the rotation */ sms.time_allowed *= (double)fabsf(angle_signed_normalized_qtqt(sms.dst.quat, sms.src.quat)) / M_PI; /* 180deg == 1.0 */ } /* ensure it shows correct */ if (sms.to_camera) { /* use ortho if we move from an ortho view to an ortho camera */ Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, sview->camera); rv3d->persp = (((rv3d->is_persp == false) && (ob_camera_eval->type == OB_CAMERA) && (((Camera *)ob_camera_eval->data)->type == CAM_ORTHO)) ? RV3D_ORTHO : RV3D_PERSP); } rv3d->rflag |= RV3D_NAVIGATING; /* not essential but in some cases the caller will tag the area for redraw, * and in that case we can get a flicker of the 'org' user view but we want to see 'src' */ view3d_smooth_view_state_restore(&sms.src, v3d, rv3d); /* keep track of running timer! */ if (rv3d->sms == NULL) { rv3d->sms = MEM_mallocN(sizeof(struct SmoothView3DStore), "smoothview v3d"); } *rv3d->sms = sms; if (rv3d->smooth_timer) { WM_event_remove_timer(wm, win, rv3d->smooth_timer); } /* TIMER1 is hardcoded in keymap */ rv3d->smooth_timer = WM_event_add_timer(wm, win, TIMER1, 1.0 / 100.0); /* max 30 frs/sec */ ok = true; } } /* if we get here nothing happens */ if (ok == false) { if (sms.to_camera == false) { copy_v3_v3(rv3d->ofs, sms.dst.ofs); copy_qt_qt(rv3d->viewquat, sms.dst.quat); rv3d->dist = sms.dst.dist; v3d->lens = sms.dst.lens; ED_view3d_camera_lock_sync(depsgraph, v3d, rv3d); } if (rv3d->viewlock & RV3D_BOXVIEW) { view3d_boxview_copy(sa, ar); } ED_region_tag_redraw(ar); } } void ED_view3d_smooth_view( bContext *C, View3D *v3d, ARegion *ar, const int smooth_viewtx, const struct V3D_SmoothParams *sview) { const Depsgraph *depsgraph = CTX_data_depsgraph(C); wmWindowManager *wm = CTX_wm_manager(C); wmWindow *win = CTX_wm_window(C); ScrArea *sa = CTX_wm_area(C); ED_view3d_smooth_view_ex( depsgraph, wm, win, sa, v3d, ar, smooth_viewtx, sview); } /* only meant for timer usage */ static void view3d_smoothview_apply(bContext *C, View3D *v3d, ARegion *ar, bool sync_boxview) { const Depsgraph *depsgraph = CTX_data_depsgraph(C); RegionView3D *rv3d = ar->regiondata; struct SmoothView3DStore *sms = rv3d->sms; float step, step_inv; if (sms->time_allowed != 0.0) step = (float)((rv3d->smooth_timer->duration) / sms->time_allowed); else step = 1.0f; /* end timer */ if (step >= 1.0f) { /* if we went to camera, store the original */ if (sms->to_camera) { rv3d->persp = RV3D_CAMOB; view3d_smooth_view_state_restore(&sms->org, v3d, rv3d); } else { view3d_smooth_view_state_restore(&sms->dst, v3d, rv3d); ED_view3d_camera_lock_sync(depsgraph, v3d, rv3d); ED_view3d_camera_lock_autokey(v3d, rv3d, C, true, true); } if ((rv3d->viewlock & RV3D_LOCKED) == 0) { rv3d->view = sms->org_view; } MEM_freeN(rv3d->sms); rv3d->sms = NULL; WM_event_remove_timer(CTX_wm_manager(C), CTX_wm_window(C), rv3d->smooth_timer); rv3d->smooth_timer = NULL; rv3d->rflag &= ~RV3D_NAVIGATING; } else { /* ease in/out */ step = (3.0f * step * step - 2.0f * step * step * step); step_inv = 1.0f - step; interp_qt_qtqt(rv3d->viewquat, sms->src.quat, sms->dst.quat, step); if (sms->use_dyn_ofs) { view3d_orbit_apply_dyn_ofs(rv3d->ofs, sms->src.ofs, sms->src.quat, rv3d->viewquat, sms->dyn_ofs); } else { interp_v3_v3v3(rv3d->ofs, sms->src.ofs, sms->dst.ofs, step); } rv3d->dist = sms->dst.dist * step + sms->src.dist * step_inv; v3d->lens = sms->dst.lens * step + sms->src.lens * step_inv; ED_view3d_camera_lock_sync(depsgraph, v3d, rv3d); if (ED_screen_animation_playing(CTX_wm_manager(C))) { ED_view3d_camera_lock_autokey(v3d, rv3d, C, true, true); } /* Event handling won't know if a UI item has been moved under the pointer. */ WM_event_add_mousemove(C); } if (sync_boxview && (rv3d->viewlock & RV3D_BOXVIEW)) { view3d_boxview_copy(CTX_wm_area(C), ar); } /* note: this doesn't work right because the v3d->lens is now used in ortho mode r51636, * when switching camera in quad-view the other ortho views would zoom & reset. * * For now only redraw all regions when smoothview finishes. */ if (step >= 1.0f) { WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d); } else { ED_region_tag_redraw(ar); } } static int view3d_smoothview_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *event) { View3D *v3d = CTX_wm_view3d(C); ARegion *ar = CTX_wm_region(C); RegionView3D *rv3d = ar->regiondata; /* escape if not our timer */ if (rv3d->smooth_timer == NULL || rv3d->smooth_timer != event->customdata) { return OPERATOR_PASS_THROUGH; } view3d_smoothview_apply(C, v3d, ar, true); return OPERATOR_FINISHED; } /** * Apply the smoothview immediately, use when we need to start a new view operation. * (so we don't end up half-applying a view operation when pressing keys quickly). */ void ED_view3d_smooth_view_force_finish( bContext *C, View3D *v3d, ARegion *ar) { RegionView3D *rv3d = ar->regiondata; if (rv3d && rv3d->sms) { rv3d->sms->time_allowed = 0.0; /* force finishing */ view3d_smoothview_apply(C, v3d, ar, false); /* force update of view matrix so tools that run immediately after * can use them without redrawing first */ Depsgraph *depsgraph = CTX_data_depsgraph(C); Scene *scene = CTX_data_scene(C); ED_view3d_update_viewmat(depsgraph, scene, v3d, ar, NULL, NULL, NULL); } } void VIEW3D_OT_smoothview(wmOperatorType *ot) { /* identifiers */ ot->name = "Smooth View"; ot->description = ""; ot->idname = "VIEW3D_OT_smoothview"; /* api callbacks */ ot->invoke = view3d_smoothview_invoke; /* flags */ ot->flag = OPTYPE_INTERNAL; ot->poll = ED_operator_view3d_active; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Camera to View Operator * \{ */ static int view3d_camera_to_view_exec(bContext *C, wmOperator *UNUSED(op)) { const Depsgraph *depsgraph = CTX_data_depsgraph(C); View3D *v3d; ARegion *ar; RegionView3D *rv3d; ObjectTfmProtectedChannels obtfm; ED_view3d_context_user_region(C, &v3d, &ar); rv3d = ar->regiondata; ED_view3d_lastview_store(rv3d); BKE_object_tfm_protected_backup(v3d->camera, &obtfm); ED_view3d_to_object(depsgraph, v3d->camera, rv3d->ofs, rv3d->viewquat, rv3d->dist); BKE_object_tfm_protected_restore(v3d->camera, &obtfm, v3d->camera->protectflag); DEG_id_tag_update(&v3d->camera->id, OB_RECALC_OB); rv3d->persp = RV3D_CAMOB; WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, v3d->camera); return OPERATOR_FINISHED; } static bool view3d_camera_to_view_poll(bContext *C) { View3D *v3d; ARegion *ar; if (ED_view3d_context_user_region(C, &v3d, &ar)) { RegionView3D *rv3d = ar->regiondata; if (v3d && v3d->camera && !ID_IS_LINKED(v3d->camera)) { if (rv3d && (rv3d->viewlock & RV3D_LOCKED) == 0) { if (rv3d->persp != RV3D_CAMOB) { return 1; } } } } return 0; } void VIEW3D_OT_camera_to_view(wmOperatorType *ot) { /* identifiers */ ot->name = "Align Camera To View"; ot->description = "Set camera view to active view"; ot->idname = "VIEW3D_OT_camera_to_view"; /* api callbacks */ ot->exec = view3d_camera_to_view_exec; ot->poll = view3d_camera_to_view_poll; /* flags */ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Camera Fit Frame to Selected Operator * \{ */ /* unlike VIEW3D_OT_view_selected this is for framing a render and not * meant to take into account vertex/bone selection for eg. */ static int view3d_camera_to_view_selected_exec(bContext *C, wmOperator *op) { Depsgraph *depsgraph = CTX_data_depsgraph(C); Scene *scene = CTX_data_scene(C); View3D *v3d = CTX_wm_view3d(C); /* can be NULL */ Object *camera_ob = v3d ? v3d->camera : scene->camera; Object *camera_ob_eval = DEG_get_evaluated_object(depsgraph, camera_ob); float r_co[3]; /* the new location to apply */ float r_scale; /* only for ortho cameras */ if (camera_ob_eval == NULL) { BKE_report(op->reports, RPT_ERROR, "No active camera"); return OPERATOR_CANCELLED; } /* this function does all the important stuff */ if (BKE_camera_view_frame_fit_to_scene(depsgraph, scene, camera_ob_eval, r_co, &r_scale)) { ObjectTfmProtectedChannels obtfm; float obmat_new[4][4]; if ((camera_ob_eval->type == OB_CAMERA) && (((Camera *)camera_ob_eval->data)->type == CAM_ORTHO)) { ((Camera *)camera_ob->data)->ortho_scale = r_scale; } copy_m4_m4(obmat_new, camera_ob_eval->obmat); copy_v3_v3(obmat_new[3], r_co); /* only touch location */ BKE_object_tfm_protected_backup(camera_ob, &obtfm); BKE_object_apply_mat4(camera_ob, obmat_new, true, true); BKE_object_tfm_protected_restore(camera_ob, &obtfm, OB_LOCK_SCALE | OB_LOCK_ROT4D); /* notifiers */ DEG_id_tag_update(&camera_ob->id, OB_RECALC_OB); WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, camera_ob); return OPERATOR_FINISHED; } else { return OPERATOR_CANCELLED; } } void VIEW3D_OT_camera_to_view_selected(wmOperatorType *ot) { /* identifiers */ ot->name = "Camera Fit Frame to Selected"; ot->description = "Move the camera so selected objects are framed"; ot->idname = "VIEW3D_OT_camera_to_view_selected"; /* api callbacks */ ot->exec = view3d_camera_to_view_selected_exec; ot->poll = ED_operator_scene_editable; /* flags */ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Object as Camera Operator * \{ */ static void sync_viewport_camera_smoothview(bContext *C, View3D *v3d, Object *ob, const int smooth_viewtx) { Main *bmain = CTX_data_main(C); for (bScreen *screen = bmain->screen.first; screen != NULL; screen = screen->id.next) { for (ScrArea *area = screen->areabase.first; area != NULL; area = area->next) { for (SpaceLink *space_link = area->spacedata.first; space_link != NULL; space_link = space_link->next) { if (space_link->spacetype == SPACE_VIEW3D) { View3D *other_v3d = (View3D *)space_link; if (other_v3d == v3d) { continue; } if (other_v3d->camera == ob) { continue; } if (v3d->scenelock) { ListBase *lb = (space_link == area->spacedata.first) ? &area->regionbase : &space_link->regionbase; for (ARegion *other_ar = lb->first; other_ar != NULL; other_ar = other_ar->next) { if (other_ar->regiontype == RGN_TYPE_WINDOW) { if (other_ar->regiondata) { RegionView3D *other_rv3d = other_ar->regiondata; if (other_rv3d->persp == RV3D_CAMOB) { Object *other_camera_old = other_v3d->camera; other_v3d->camera = ob; ED_view3d_lastview_store(other_rv3d); ED_view3d_smooth_view( C, other_v3d, other_ar, smooth_viewtx, &(const V3D_SmoothParams) { .camera_old = other_camera_old, .camera = other_v3d->camera, .ofs = other_rv3d->ofs, .quat = other_rv3d->viewquat, .dist = &other_rv3d->dist, .lens = &other_v3d->lens}); } else { other_v3d->camera = ob; } } } } } } } } } } static int view3d_setobjectascamera_exec(bContext *C, wmOperator *op) { View3D *v3d; ARegion *ar; RegionView3D *rv3d; Scene *scene = CTX_data_scene(C); Object *ob = CTX_data_active_object(C); const int smooth_viewtx = WM_operator_smooth_viewtx_get(op); /* no NULL check is needed, poll checks */ ED_view3d_context_user_region(C, &v3d, &ar); rv3d = ar->regiondata; if (ob) { Object *camera_old = (rv3d->persp == RV3D_CAMOB) ? V3D_CAMERA_SCENE(scene, v3d) : NULL; rv3d->persp = RV3D_CAMOB; v3d->camera = ob; if (v3d->scenelock) scene->camera = ob; /* unlikely but looks like a glitch when set to the same */ if (camera_old != ob) { ED_view3d_lastview_store(rv3d); ED_view3d_smooth_view( C, v3d, ar, smooth_viewtx, &(const V3D_SmoothParams) { .camera_old = camera_old, .camera = v3d->camera, .ofs = rv3d->ofs, .quat = rv3d->viewquat, .dist = &rv3d->dist, .lens = &v3d->lens}); } if (v3d->scenelock) { sync_viewport_camera_smoothview(C, v3d, ob, smooth_viewtx); WM_event_add_notifier(C, NC_SCENE, scene); } WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, scene); } return OPERATOR_FINISHED; } bool ED_operator_rv3d_user_region_poll(bContext *C) { View3D *v3d_dummy; ARegion *ar_dummy; return ED_view3d_context_user_region(C, &v3d_dummy, &ar_dummy); } void VIEW3D_OT_object_as_camera(wmOperatorType *ot) { /* identifiers */ ot->name = "Set Active Object as Camera"; ot->description = "Set the active object as the active camera for this view or scene"; ot->idname = "VIEW3D_OT_object_as_camera"; /* api callbacks */ ot->exec = view3d_setobjectascamera_exec; ot->poll = ED_operator_rv3d_user_region_poll; /* flags */ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; } /** \} */ /* -------------------------------------------------------------------- */ /** \name Window and View Matrix Calculation * \{ */ /** * \param rect optional for picking (can be NULL). */ void view3d_winmatrix_set(Depsgraph *depsgraph, ARegion *ar, const View3D *v3d, const rcti *rect) { RegionView3D *rv3d = ar->regiondata; rctf viewplane; float clipsta, clipend; bool is_ortho; is_ortho = ED_view3d_viewplane_get(depsgraph, v3d, rv3d, ar->winx, ar->winy, &viewplane, &clipsta, &clipend, NULL); rv3d->is_persp = !is_ortho; #if 0 printf("%s: %d %d %f %f %f %f %f %f\n", __func__, winx, winy, viewplane.xmin, viewplane.ymin, viewplane.xmax, viewplane.ymax, clipsta, clipend); #endif if (rect) { /* picking */ rctf r; r.xmin = viewplane.xmin + (BLI_rctf_size_x(&viewplane) * (rect->xmin / (float)ar->winx)); r.ymin = viewplane.ymin + (BLI_rctf_size_y(&viewplane) * (rect->ymin / (float)ar->winy)); r.xmax = viewplane.xmin + (BLI_rctf_size_x(&viewplane) * (rect->xmax / (float)ar->winx)); r.ymax = viewplane.ymin + (BLI_rctf_size_y(&viewplane) * (rect->ymax / (float)ar->winy)); viewplane = r; } if (is_ortho) { GPU_matrix_ortho_set(viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend); } else { GPU_matrix_frustum_set(viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend); } /* update matrix in 3d view region */ GPU_matrix_projection_get(rv3d->winmat); } static void obmat_to_viewmat(RegionView3D *rv3d, Object *ob) { float bmat[4][4]; rv3d->view = RV3D_VIEW_USER; /* don't show the grid */ normalize_m4_m4(bmat, ob->obmat); invert_m4_m4(rv3d->viewmat, bmat); /* view quat calculation, needed for add object */ mat4_normalized_to_quat(rv3d->viewquat, rv3d->viewmat); } /** * Sets #RegionView3D.viewmat * * \param depsgraph: Depsgraph. * \param scene: Scene for camera and cursor location. * \param v3d: View 3D space data. * \param rv3d: 3D region which stores the final matrices. * \param rect_scale: Optional 2D scale argument, * Use when displaying a sub-region, eg: when #view3d_winmatrix_set takes a 'rect' argument. * * \note don't set windows active in here, is used by renderwin too. */ void view3d_viewmatrix_set( Depsgraph *depsgraph, Scene *scene, const View3D *v3d, RegionView3D *rv3d, const float rect_scale[2]) { if (rv3d->persp == RV3D_CAMOB) { /* obs/camera */ if (v3d->camera) { Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera); BKE_object_where_is_calc(depsgraph, scene, ob_camera_eval); obmat_to_viewmat(rv3d, ob_camera_eval); } else { quat_to_mat4(rv3d->viewmat, rv3d->viewquat); rv3d->viewmat[3][2] -= rv3d->dist; } } else { bool use_lock_ofs = false; /* should be moved to better initialize later on XXX */ if (rv3d->viewlock & RV3D_LOCKED) ED_view3d_lock(rv3d); quat_to_mat4(rv3d->viewmat, rv3d->viewquat); if (rv3d->persp == RV3D_PERSP) rv3d->viewmat[3][2] -= rv3d->dist; if (v3d->ob_centre) { Object *ob_eval = DEG_get_evaluated_object(depsgraph, v3d->ob_centre); float vec[3]; copy_v3_v3(vec, ob_eval->obmat[3]); if (ob_eval->type == OB_ARMATURE && v3d->ob_centre_bone[0]) { bPoseChannel *pchan = BKE_pose_channel_find_name(ob_eval->pose, v3d->ob_centre_bone); if (pchan) { copy_v3_v3(vec, pchan->pose_mat[3]); mul_m4_v3(ob_eval->obmat, vec); } } translate_m4(rv3d->viewmat, -vec[0], -vec[1], -vec[2]); use_lock_ofs = true; } else if (v3d->ob_centre_cursor) { float vec[3]; copy_v3_v3(vec, ED_view3d_cursor3d_get(scene, (View3D *)v3d)->location); translate_m4(rv3d->viewmat, -vec[0], -vec[1], -vec[2]); use_lock_ofs = true; } else { translate_m4(rv3d->viewmat, rv3d->ofs[0], rv3d->ofs[1], rv3d->ofs[2]); } /* lock offset */ if (use_lock_ofs) { float persmat[4][4], persinv[4][4]; float vec[3]; /* we could calculate the real persmat/persinv here * but it would be unreliable so better to later */ mul_m4_m4m4(persmat, rv3d->winmat, rv3d->viewmat); invert_m4_m4(persinv, persmat); mul_v2_v2fl(vec, rv3d->ofs_lock, rv3d->is_persp ? rv3d->dist : 1.0f); vec[2] = 0.0f; if (rect_scale) { /* Since 'RegionView3D.winmat' has been calculated and this function doesn't take the 'ARegion' * we don't know about the region size. * Use 'rect_scale' when drawing a sub-region to apply 2D offset, * scaled by the difference between the sub-region and the region size. */ vec[0] /= rect_scale[0]; vec[1] /= rect_scale[1]; } mul_mat3_m4_v3(persinv, vec); translate_m4(rv3d->viewmat, vec[0], vec[1], vec[2]); } /* end lock offset */ } } /** \} */ /* -------------------------------------------------------------------- */ /** \name OpenGL Select Utilities * \{ */ /** * 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) { GPU_select_cache_begin(); } void view3d_opengl_select_cache_end(void) { GPU_select_cache_end(); } #ifndef WITH_OPENGL_LEGACY struct DrawSelectLoopUserData { uint pass; uint hits; uint *buffer; uint buffer_len; const rcti *rect; char gpu_select_mode; }; static bool drw_select_loop_pass(eDRWSelectStage stage, void *user_data) { bool continue_pass = false; struct DrawSelectLoopUserData *data = user_data; if (stage == DRW_SELECT_PASS_PRE) { GPU_select_begin(data->buffer, data->buffer_len, data->rect, data->gpu_select_mode, data->hits); /* always run POST after PRE. */ continue_pass = true; } else if (stage == DRW_SELECT_PASS_POST) { int hits = GPU_select_end(); if (data->pass == 0) { /* quirk of GPU_select_end, only take hits value from first call. */ data->hits = hits; } if (data->gpu_select_mode == GPU_SELECT_NEAREST_FIRST_PASS) { data->gpu_select_mode = GPU_SELECT_NEAREST_SECOND_PASS; continue_pass = (hits > 0); } data->pass += 1; } else { BLI_assert(0); } return continue_pass; } #endif /* WITH_OPENGL_LEGACY */ /** Implement #VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK. */ static bool drw_select_filter_object_mode_lock(Object *ob, void *user_data) { const Object *obact = user_data; return BKE_object_is_mode_compat(ob, obact->mode); } /** * \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( ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const rcti *input, eV3DSelectMode select_mode, eV3DSelectObjectFilter select_filter) { struct bThemeState theme_state; Depsgraph *depsgraph = vc->depsgraph; Scene *scene = vc->scene; View3D *v3d = vc->v3d; ARegion *ar = vc->ar; rcti rect; int hits; const bool use_obedit_skip = (OBEDIT_FROM_VIEW_LAYER(vc->view_layer) != NULL) && (vc->obedit == NULL); const bool is_pick_select = (U.gpu_select_pick_deph != 0); const bool do_passes = ( (is_pick_select == false) && (select_mode == VIEW3D_SELECT_PICK_NEAREST) && GPU_select_query_check_active()); const bool use_nearest = (is_pick_select && select_mode == VIEW3D_SELECT_PICK_NEAREST); char gpu_select_mode; /* case not a border select */ if (input->xmin == input->xmax) { /* seems to be default value for bones only now */ BLI_rcti_init_pt_radius(&rect, (const int[2]){input->xmin, input->ymin}, 12); } else { rect = *input; } if (is_pick_select) { if (is_pick_select && select_mode == VIEW3D_SELECT_PICK_NEAREST) { gpu_select_mode = GPU_SELECT_PICK_NEAREST; } else if (is_pick_select && select_mode == VIEW3D_SELECT_PICK_ALL) { gpu_select_mode = GPU_SELECT_PICK_ALL; } else { gpu_select_mode = GPU_SELECT_ALL; } } else { if (do_passes) { gpu_select_mode = GPU_SELECT_NEAREST_FIRST_PASS; } else { gpu_select_mode = GPU_SELECT_ALL; } } struct { DRW_ObjectFilterFn fn; void *user_data; } object_filter = {NULL, NULL}; switch (select_filter) { case VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK: { Object *obact = OBACT(vc->view_layer); if (obact && obact->mode != OB_MODE_OBJECT) { object_filter.fn = drw_select_filter_object_mode_lock; object_filter.user_data = obact; } break; } case VIEW3D_SELECT_FILTER_NOP: break; } /* Tools may request depth outside of regular drawing code. */ UI_Theme_Store(&theme_state); UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW); /* Re-use cache (rect must be smaller then the cached) * other context is assumed to be unchanged */ if (GPU_select_is_cached()) { GPU_select_begin(buffer, bufsize, &rect, gpu_select_mode, 0); GPU_select_cache_load_id(); hits = GPU_select_end(); goto finally; } #ifndef WITH_OPENGL_LEGACY /* All of the queries need to be perform on the drawing context. */ DRW_opengl_context_enable(); #endif G.f |= G_PICKSEL; /* Important we use the 'viewmat' and don't re-calculate since * the object & bone view locking takes 'rect' into account, see: T51629. */ ED_view3d_draw_setup_view(vc->win, depsgraph, scene, ar, v3d, vc->rv3d->viewmat, NULL, &rect); if (v3d->shading.type > OB_WIRE) { GPU_depth_test(true); } if (vc->rv3d->rflag & RV3D_CLIPPING) ED_view3d_clipping_set(vc->rv3d); #ifdef WITH_OPENGL_LEGACY if (IS_VIEWPORT_LEGACY(vc->v3d)) { GPU_select_begin(buffer, bufsize, &rect, gpu_select_mode, 0); ED_view3d_draw_select_loop(vc, scene, sl, v3d, ar, use_obedit_skip, use_nearest); hits = GPU_select_end(); if (do_passes && (hits > 0)) { GPU_select_begin(buffer, bufsize, &rect, GPU_SELECT_NEAREST_SECOND_PASS, hits); ED_view3d_draw_select_loop(vc, scene, sl, v3d, ar, use_obedit_skip, use_nearest); GPU_select_end(); } } else #else { /* We need to call "GPU_select_*" API's inside DRW_draw_select_loop * because the OpenGL context created & destroyed inside this function. */ struct DrawSelectLoopUserData drw_select_loop_user_data = { .pass = 0, .hits = 0, .buffer = buffer, .buffer_len = bufsize, .rect = &rect, .gpu_select_mode = gpu_select_mode, }; DRW_draw_select_loop( depsgraph, ar, v3d, use_obedit_skip, use_nearest, &rect, drw_select_loop_pass, &drw_select_loop_user_data, object_filter.fn, object_filter.user_data); hits = drw_select_loop_user_data.hits; } #endif /* WITH_OPENGL_LEGACY */ G.f &= ~G_PICKSEL; ED_view3d_draw_setup_view(vc->win, depsgraph, scene, ar, v3d, vc->rv3d->viewmat, NULL, NULL); if (v3d->shading.type > OB_WIRE) { GPU_depth_test(false); } if (vc->rv3d->rflag & RV3D_CLIPPING) ED_view3d_clipping_disable(); #ifndef WITH_OPENGL_LEGACY DRW_opengl_context_disable(); #endif finally: if (hits < 0) printf("Too many objects in select buffer\n"); /* XXX make error message */ UI_Theme_Restore(&theme_state); return hits; } /** \} */ /* -------------------------------------------------------------------- */ /** \name View Layer Utilities * \{ */ int ED_view3d_view_layer_set(int lay, const bool *values, int *active) { int i, tot = 0; /* ensure we always have some layer selected */ for (i = 0; i < 20; i++) if (values[i]) tot++; if (tot == 0) return lay; for (i = 0; i < 20; i++) { if (active) { /* if this value has just been switched on, make that layer active */ if (values[i] && (lay & (1 << i)) == 0) { *active = (1 << i); } } if (values[i]) lay |= (1 << i); else lay &= ~(1 << i); } /* ensure always an active layer */ if (active && (lay & *active) == 0) { for (i = 0; i < 20; i++) { if (lay & (1 << i)) { *active = 1 << i; break; } } } return lay; } /** \} */