/* * ***** 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 "DNA_lamp_types.h" #include "MEM_guardedalloc.h" #include "BLI_math.h" #include "BLI_rect.h" #include "BLI_listbase.h" #include "BLI_utildefines.h" #include "BKE_anim.h" #include "BKE_action.h" #include "BKE_camera.h" #include "BKE_context.h" #include "BKE_depsgraph.h" #include "BKE_object.h" #include "BKE_global.h" #include "BKE_main.h" #include "BKE_report.h" #include "BKE_scene.h" #include "BKE_screen.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "GPU_draw.h" #include "WM_api.h" #include "WM_types.h" #include "ED_screen.h" #include "ED_armature.h" #ifdef WITH_GAMEENGINE #include "BL_System.h" #endif #include "RNA_access.h" #include "RNA_define.h" #include "view3d_intern.h" /* own include */ /* 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 bContext *C) { wmWindow *win = CTX_wm_window(C); ARegion *ar = CTX_wm_region(C); view3d_region_operator_needs_opengl(win, ar); } void view3d_region_operator_needs_opengl(wmWindow *win, ARegion *ar) { /* for debugging purpose, context should always be OK */ if ((ar == NULL) || (ar->regiontype != RGN_TYPE_WINDOW)) { printf("view3d_region_operator_needs_opengl error, wrong region\n"); } else { RegionView3D *rv3d = ar->regiondata; wmSubWindowSet(win, ar->swinid); glMatrixMode(GL_PROJECTION); glLoadMatrixf(rv3d->winmat); glMatrixMode(GL_MODELVIEW); glLoadMatrixf(rv3d->viewmat); } } float *give_cursor(Scene *scene, View3D *v3d) { if (v3d && v3d->localvd) return v3d->cursor; else return scene->cursor; } /* ****************** smooth view operator ****************** */ /* This operator is one of the 'timer refresh' ones like animation playback */ struct SmoothView3DStore { float orig_dist, new_dist; float orig_lens, new_lens; float orig_quat[4], new_quat[4]; float orig_ofs[3], new_ofs[3]; int to_camera, orig_view; double time_allowed; }; /* will start timer if appropriate */ /* the arguments are the desired situation */ void view3d_smooth_view(bContext *C, View3D *v3d, ARegion *ar, Object *oldcamera, Object *camera, float *ofs, float *quat, float *dist, float *lens) { wmWindowManager *wm = CTX_wm_manager(C); wmWindow *win = CTX_wm_window(C); ScrArea *sa = CTX_wm_area(C); RegionView3D *rv3d = ar->regiondata; struct SmoothView3DStore sms = {0}; short ok = FALSE; /* initialize sms */ copy_v3_v3(sms.new_ofs, rv3d->ofs); copy_qt_qt(sms.new_quat, rv3d->viewquat); sms.new_dist = rv3d->dist; sms.new_lens = v3d->lens; sms.to_camera = 0; /* 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 (camera == NULL && oldcamera == NULL) { ED_view3d_camera_lock_init(v3d, rv3d); } /* store the options we want to end with */ if (ofs) copy_v3_v3(sms.new_ofs, ofs); if (quat) copy_qt_qt(sms.new_quat, quat); if (dist) sms.new_dist = *dist; if (lens) sms.new_lens = *lens; if (camera) { ED_view3d_from_object(camera, sms.new_ofs, sms.new_quat, &sms.new_dist, &sms.new_lens); sms.to_camera = 1; /* restore view3d values in end */ } if (C && U.smooth_viewtx) { int changed = 0; /* zero means no difference */ if (oldcamera != camera) changed = 1; else if (sms.new_dist != rv3d->dist) changed = 1; else if (sms.new_lens != v3d->lens) changed = 1; else if (!equals_v3v3(sms.new_ofs, rv3d->ofs)) changed = 1; else if (!equals_v4v4(sms.new_quat, rv3d->viewquat)) changed = 1; /* The new view is different from the old one * so animate the view */ if (changed) { /* original values */ if (oldcamera) { sms.orig_dist = rv3d->dist; /* below function does weird stuff with it... */ ED_view3d_from_object(oldcamera, sms.orig_ofs, sms.orig_quat, &sms.orig_dist, &sms.orig_lens); } else { copy_v3_v3(sms.orig_ofs, rv3d->ofs); copy_qt_qt(sms.orig_quat, rv3d->viewquat); sms.orig_dist = rv3d->dist; sms.orig_lens = v3d->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 */ sms.orig_view = rv3d->sms ? rv3d->sms->orig_view : rv3d->view; rv3d->view = RV3D_VIEW_USER; } sms.time_allowed = (double)U.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 (quat && !ofs && !dist) { float vec1[3] = {0, 0, 1}, vec2[3] = {0, 0, 1}; float q1[4], q2[4]; invert_qt_qt(q1, sms.new_quat); invert_qt_qt(q2, sms.orig_quat); mul_qt_v3(q1, vec1); mul_qt_v3(q2, vec2); /* scale the time allowed by the rotation */ sms.time_allowed *= (double)angle_v3v3(vec1, vec2) / M_PI; /* 180deg == 1.0 */ } /* ensure it shows correct */ if (sms.to_camera) rv3d->persp = RV3D_PERSP; rv3d->rflag |= RV3D_NAVIGATING; /* 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 == 0) { copy_v3_v3(rv3d->ofs, sms.new_ofs); copy_qt_qt(rv3d->viewquat, sms.new_quat); rv3d->dist = sms.new_dist; v3d->lens = sms.new_lens; } if (rv3d->viewlock & RV3D_BOXVIEW) view3d_boxview_copy(sa, ar); ED_region_tag_redraw(ar); } } /* only meant for timer usage */ static int view3d_smoothview_invoke(bContext *C, wmOperator *UNUSED(op), wmEvent *event) { View3D *v3d = CTX_wm_view3d(C); RegionView3D *rv3d = CTX_wm_region_view3d(C); struct SmoothView3DStore *sms = rv3d->sms; float step, step_inv; /* escape if not our timer */ if (rv3d->smooth_timer == NULL || rv3d->smooth_timer != event->customdata) return OPERATOR_PASS_THROUGH; 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; copy_v3_v3(rv3d->ofs, sms->orig_ofs); copy_qt_qt(rv3d->viewquat, sms->orig_quat); rv3d->dist = sms->orig_dist; v3d->lens = sms->orig_lens; } else { copy_v3_v3(rv3d->ofs, sms->new_ofs); copy_qt_qt(rv3d->viewquat, sms->new_quat); rv3d->dist = sms->new_dist; v3d->lens = sms->new_lens; ED_view3d_camera_lock_sync(v3d, rv3d); } if ((rv3d->viewlock & RV3D_LOCKED) == 0) { rv3d->view = sms->orig_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_v3_v3v3(rv3d->ofs, sms->orig_ofs, sms->new_ofs, step); interp_qt_qtqt(rv3d->viewquat, sms->orig_quat, sms->new_quat, step); rv3d->dist = sms->new_dist * step + sms->orig_dist * step_inv; v3d->lens = sms->new_lens * step + sms->orig_lens * step_inv; ED_view3d_camera_lock_sync(v3d, rv3d); } if (rv3d->viewlock & RV3D_BOXVIEW) view3d_boxview_copy(CTX_wm_area(C), CTX_wm_region(C)); WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d); return OPERATOR_FINISHED; } void VIEW3D_OT_smoothview(wmOperatorType *ot) { /* identifiers */ ot->name = "Smooth View"; ot->idname = "VIEW3D_OT_smoothview"; ot->description = "The time to animate the change of view (in milliseconds)"; /* api callbacks */ ot->invoke = view3d_smoothview_invoke; ot->poll = ED_operator_view3d_active; } /* ****************** change view operators ****************** */ static int view3d_camera_to_view_exec(bContext *C, wmOperator *UNUSED(op)) { View3D *v3d = CTX_wm_view3d(C); RegionView3D *rv3d = CTX_wm_region_view3d(C); ObjectTfmProtectedChannels obtfm; copy_qt_qt(rv3d->lviewquat, rv3d->viewquat); rv3d->lview = rv3d->view; if (rv3d->persp != RV3D_CAMOB) { rv3d->lpersp = rv3d->persp; } BKE_object_tfm_protected_backup(v3d->camera, &obtfm); ED_view3d_to_object(v3d->camera, rv3d->ofs, rv3d->viewquat, rv3d->dist); BKE_object_tfm_protected_restore(v3d->camera, &obtfm, v3d->camera->protectflag); DAG_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 int view3d_camera_to_view_poll(bContext *C) { View3D *v3d = CTX_wm_view3d(C); if (v3d && v3d->camera && v3d->camera->id.lib == NULL) { RegionView3D *rv3d = CTX_wm_region_view3d(C); if (rv3d && !rv3d->viewlock) { 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; } /* 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 *UNUSED(op)) { Scene *scene = CTX_data_scene(C); View3D *v3d = CTX_wm_view3d(C); Object *camera_ob = v3d->camera; float r_co[3]; /* the new location to apply */ /* this function does all the important stuff */ if (BKE_camera_view_frame_fit_to_scene(scene, v3d, camera_ob, r_co)) { ObjectTfmProtectedChannels obtfm; float obmat_new[4][4]; copy_m4_m4(obmat_new, camera_ob->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 */ DAG_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; } } static int view3d_camera_to_view_selected_poll(bContext *C) { View3D *v3d = CTX_wm_view3d(C); if (v3d && v3d->camera && v3d->camera->id.lib == NULL) { RegionView3D *rv3d = CTX_wm_region_view3d(C); if (rv3d) { if (rv3d->is_persp == FALSE) { CTX_wm_operator_poll_msg_set(C, "Only valid for a perspective camera view"); } else if (!rv3d->viewlock) { return 1; } } } return 0; } 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 = view3d_camera_to_view_selected_poll; /* flags */ ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO; } static int view3d_setobjectascamera_exec(bContext *C, wmOperator *UNUSED(op)) { View3D *v3d; ARegion *ar; RegionView3D *rv3d; Scene *scene = CTX_data_scene(C); Object *ob = CTX_data_active_object(C); /* 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; if (camera_old != ob) /* unlikely but looks like a glitch when set to the same */ view3d_smooth_view(C, v3d, ar, camera_old, v3d->camera, rv3d->ofs, rv3d->viewquat, &rv3d->dist, &v3d->lens); WM_event_add_notifier(C, NC_SCENE | ND_RENDER_OPTIONS | NC_OBJECT | ND_DRAW, CTX_data_scene(C)); } return OPERATOR_FINISHED; } int 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; } /* ********************************** */ void ED_view3d_clipping_calc(BoundBox *bb, float planes[4][4], bglMats *mats, const rcti *rect) { float modelview[4][4]; double xs, ys, p[3]; int val, flip_sign, a; /* near zero floating point values can give issues with gluUnProject * in side view on some implementations */ if (fabs(mats->modelview[0]) < 1e-6) mats->modelview[0] = 0.0; if (fabs(mats->modelview[5]) < 1e-6) mats->modelview[5] = 0.0; /* Set up viewport so that gluUnProject will give correct values */ mats->viewport[0] = 0; mats->viewport[1] = 0; /* four clipping planes and bounding volume */ /* first do the bounding volume */ for (val = 0; val < 4; val++) { xs = (val == 0 || val == 3) ? rect->xmin : rect->xmax; ys = (val == 0 || val == 1) ? rect->ymin : rect->ymax; gluUnProject(xs, ys, 0.0, mats->modelview, mats->projection, mats->viewport, &p[0], &p[1], &p[2]); copy_v3fl_v3db(bb->vec[val], p); gluUnProject(xs, ys, 1.0, mats->modelview, mats->projection, mats->viewport, &p[0], &p[1], &p[2]); copy_v3fl_v3db(bb->vec[4 + val], p); } /* verify if we have negative scale. doing the transform before cross * product flips the sign of the vector compared to doing cross product * before transform then, so we correct for that. */ for (a = 0; a < 16; a++) ((float *)modelview)[a] = mats->modelview[a]; flip_sign = is_negative_m4(modelview); /* then plane equations */ for (val = 0; val < 4; val++) { normal_tri_v3(planes[val], bb->vec[val], bb->vec[val == 3 ? 0 : val + 1], bb->vec[val + 4]); if (flip_sign) negate_v3(planes[val]); planes[val][3] = -planes[val][0] * bb->vec[val][0] - planes[val][1] * bb->vec[val][1] - planes[val][2] * bb->vec[val][2]; } } /** * 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(ARegion *ar, View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3]) { RegionView3D *rv3d = ar->regiondata; if (rv3d->is_persp) { float vec[3]; ED_view3d_win_to_vector(ar, mval, vec); copy_v3_v3(ray_start, rv3d->viewinv[3]); madd_v3_v3v3fl(ray_start, rv3d->viewinv[3], vec, v3d->near); madd_v3_v3v3fl(ray_end, rv3d->viewinv[3], vec, v3d->far); } else { float vec[4]; vec[0] = 2.0f * mval[0] / ar->winx - 1; vec[1] = 2.0f * mval[1] / ar->winy - 1; vec[2] = 0.0f; vec[3] = 1.0f; mul_m4_v4(rv3d->persinv, vec); madd_v3_v3v3fl(ray_start, vec, rv3d->viewinv[2], 1000.0f); madd_v3_v3v3fl(ray_end, vec, rv3d->viewinv[2], -1000.0f); } /* clipping */ if (rv3d->rflag & RV3D_CLIPPING) { int a; for (a = 0; a < 4; a++) { clip_line_plane(ray_start, ray_end, rv3d->clip[a]); } } } /** * 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(ARegion *ar, View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3]) { float ray_end[3]; ED_view3d_win_to_segment_clip(ar, v3d, mval, ray_start, ray_end); sub_v3_v3v3(ray_normal, ray_end, ray_start); normalize_v3(ray_normal); } /** * 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(RegionView3D *rv3d, const float coord[3], float vec[3]) { if (rv3d->is_persp) { float p1[4], p2[4]; copy_v3_v3(p1, coord); p1[3] = 1.0f; copy_v3_v3(p2, p1); p2[3] = 1.0f; mul_m4_v4(rv3d->viewmat, p2); mul_v3_fl(p2, 2.0f); mul_m4_v4(rv3d->viewinv, p2); sub_v3_v3v3(vec, p1, p2); } else { copy_v3_v3(vec, rv3d->viewinv[2]); } normalize_v3(vec); } int initgrabz(RegionView3D *rv3d, float x, float y, float z) { int flip = FALSE; if (rv3d == NULL) return flip; rv3d->zfac = rv3d->persmat[0][3] * x + rv3d->persmat[1][3] * y + rv3d->persmat[2][3] * z + rv3d->persmat[3][3]; if (rv3d->zfac < 0.0f) flip = TRUE; /* if x,y,z is exactly the viewport offset, zfac is 0 and we don't want that * (accounting for near zero values) */ if (rv3d->zfac < 1.e-6f && rv3d->zfac > -1.e-6f) rv3d->zfac = 1.0f; /* Negative zfac means x, y, z was behind the camera (in perspective). * This gives flipped directions, so revert back to ok default case. */ /* NOTE: I've changed this to flip zfac to be positive again for now so that GPencil draws ok * Aligorith, 2009Aug31 */ //if (rv3d->zfac < 0.0f) rv3d->zfac = 1.0f; if (rv3d->zfac < 0.0f) rv3d->zfac = -rv3d->zfac; return flip; } /** * 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(ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]) { RegionView3D *rv3d = ar->regiondata; float line_sta[3]; float line_end[3]; if (rv3d->is_persp) { float mousevec[3]; copy_v3_v3(line_sta, rv3d->viewinv[3]); ED_view3d_win_to_vector(ar, mval, mousevec); add_v3_v3v3(line_end, line_sta, mousevec); if (isect_line_plane_v3(out, line_sta, line_end, depth_pt, rv3d->viewinv[2], TRUE) == 0) { /* highly unlikely to ever happen, mouse vec paralelle with view plane */ zero_v3(out); } } else { const float dx = (2.0f * mval[0] / (float)ar->winx) - 1.0f; const float dy = (2.0f * mval[1] / (float)ar->winy) - 1.0f; line_sta[0] = (rv3d->persinv[0][0] * dx) + (rv3d->persinv[1][0] * dy) + rv3d->viewinv[3][0]; line_sta[1] = (rv3d->persinv[0][1] * dx) + (rv3d->persinv[1][1] * dy) + rv3d->viewinv[3][1]; line_sta[2] = (rv3d->persinv[0][2] * dx) + (rv3d->persinv[1][2] * dy) + rv3d->viewinv[3][2]; add_v3_v3v3(line_end, line_sta, rv3d->viewinv[2]); closest_to_line_v3(out, depth_pt, line_sta, line_end); } } /** * 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(ARegion *ar, const float mval[2], float out[3]) { RegionView3D *rv3d = ar->regiondata; float dx, dy; dx = 2.0f * mval[0] * rv3d->zfac / ar->winx; dy = 2.0f * mval[1] * rv3d->zfac / ar->winy; out[0] = (rv3d->persinv[0][0] * dx + rv3d->persinv[1][0] * dy); out[1] = (rv3d->persinv[0][1] * dx + rv3d->persinv[1][1] * dy); out[2] = (rv3d->persinv[0][2] * dx + rv3d->persinv[1][2] * dy); } /** * 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 initgrabz * for perspective view, get the vector direction to * the mouse cursor as a normalized 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(ARegion *ar, const float mval[2], float out[3]) { RegionView3D *rv3d = ar->regiondata; if (rv3d->is_persp) { out[0] = 2.0f * (mval[0] / ar->winx) - 1.0f; out[1] = 2.0f * (mval[1] / ar->winy) - 1.0f; out[2] = -0.5f; mul_project_m4_v3(rv3d->persinv, out); sub_v3_v3(out, rv3d->viewinv[3]); } else { copy_v3_v3(out, rv3d->viewinv[2]); } normalize_v3(out); } float ED_view3d_depth_read_cached(ViewContext *vc, int x, int y) { ViewDepths *vd = vc->rv3d->depths; x -= vc->ar->winrct.xmin; y -= vc->ar->winrct.ymin; if (vd && vd->depths && x > 0 && y > 0 && x < vd->w && y < vd->h) return vd->depths[y * vd->w + x]; else return 1; } void ED_view3d_depth_tag_update(RegionView3D *rv3d) { if (rv3d->depths) rv3d->depths->damaged = 1; } void ED_view3d_ob_project_mat_get(RegionView3D *rv3d, Object *ob, float pmat[4][4]) { float vmat[4][4]; mult_m4_m4m4(vmat, rv3d->viewmat, ob->obmat); mult_m4_m4m4(pmat, rv3d->winmat, vmat); } /* Uses window coordinates (x,y) and depth component z to find a point in * modelspace */ void ED_view3d_unproject(bglMats *mats, float out[3], const float x, const float y, const float z) { double ux, uy, uz; gluUnProject(x, y, z, mats->modelview, mats->projection, (GLint *)mats->viewport, &ux, &uy, &uz); out[0] = ux; out[1] = uy; out[2] = uz; } /* use #ED_view3d_ob_project_mat_get to get projecting mat */ void ED_view3d_project_float_v2_m4(const ARegion *ar, const float co[3], float r_co[2], float mat[4][4]) { float vec4[4]; copy_v3_v3(vec4, co); vec4[3] = 1.0; /* r_co[0] = IS_CLIPPED; */ /* always overwritten */ mul_m4_v4(mat, vec4); if (vec4[3] > FLT_EPSILON) { r_co[0] = (float)(ar->winx / 2.0f) + (ar->winx / 2.0f) * vec4[0] / vec4[3]; r_co[1] = (float)(ar->winy / 2.0f) + (ar->winy / 2.0f) * vec4[1] / vec4[3]; } else { zero_v2(r_co); } } /* use #ED_view3d_ob_project_mat_get to get projecting mat */ void ED_view3d_project_float_v3_m4(ARegion *ar, const float vec[3], float r_co[3], float mat[4][4]) { float vec4[4]; copy_v3_v3(vec4, vec); vec4[3] = 1.0; /* r_co[0] = IS_CLIPPED; */ /* always overwritten */ mul_m4_v4(mat, vec4); if (vec4[3] > FLT_EPSILON) { r_co[0] = (float)(ar->winx / 2.0f) + (ar->winx / 2.0f) * vec4[0] / vec4[3]; r_co[1] = (float)(ar->winy / 2.0f) + (ar->winy / 2.0f) * vec4[1] / vec4[3]; r_co[2] = vec4[2] / vec4[3]; } else { zero_v3(r_co); } } eV3DProjStatus ED_view3d_project_base(struct ARegion *ar, struct Base *base) { eV3DProjStatus ret = ED_view3d_project_short_global(ar, base->object->obmat[3], &base->sx, V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN); if (ret != V3D_PROJ_RET_OK) { base->sx = IS_CLIPPED; base->sy = 0; } return ret; } int ED_view3d_boundbox_clip(RegionView3D *rv3d, float obmat[][4], BoundBox *bb) { /* return 1: draw */ float mat[4][4]; float vec[4], min, max; int a, flag = -1, fl; if (bb == NULL) return 1; if (bb->flag & OB_BB_DISABLED) return 1; mult_m4_m4m4(mat, rv3d->persmat, obmat); for (a = 0; a < 8; a++) { copy_v3_v3(vec, bb->vec[a]); vec[3] = 1.0; mul_m4_v4(mat, vec); max = vec[3]; min = -vec[3]; fl = 0; if (vec[0] < min) fl += 1; if (vec[0] > max) fl += 2; if (vec[1] < min) fl += 4; if (vec[1] > max) fl += 8; if (vec[2] < min) fl += 16; if (vec[2] > max) fl += 32; flag &= fl; if (flag == 0) return 1; } return 0; } /* perspmat is typically... * - 'rv3d->perspmat', is_local == FALSE * - 'rv3d->perspmatob', is_local == TRUE */ static eV3DProjStatus ed_view3d_project__internal(ARegion *ar, float perspmat[4][4], const int is_local, /* normally hidden */ const float co[3], float r_co[2], eV3DProjTest flag) { float fx, fy, vec4[4]; if (flag & V3D_PROJ_TEST_CLIP_BB) { RegionView3D *rv3d = ar->regiondata; if (rv3d->rflag & RV3D_CLIPPING) { if (ED_view3d_clipping_test(rv3d, co, is_local)) { return V3D_PROJ_RET_CLIP_BB; } } } copy_v3_v3(vec4, co); vec4[3] = 1.0; mul_m4_v4(perspmat, vec4); if (vec4[3] > (float)BL_NEAR_CLIP) { fx = ((float)ar->winx / 2.0f) * (1.0f + vec4[0] / vec4[3]); if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fx > 0 && fx < ar->winx)) { fy = ((float)ar->winy / 2.0f) * (1.0f + vec4[1] / vec4[3]); if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fy > 0.0f && fy < (float)ar->winy)) { r_co[0] = (short)floor(fx); r_co[1] = (short)floor(fy); } else { return V3D_PROJ_RET_CLIP_WIN; } } else { return V3D_PROJ_RET_CLIP_WIN; } } else { return V3D_PROJ_RET_CLIP_NEAR; } return V3D_PROJ_RET_OK; } eV3DProjStatus ED_view3d_project_short_ex(ARegion *ar, float perspmat[4][4], const int is_local, const float co[3], short r_co[2], eV3DProjTest flag) { float tvec[2]; eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag); if (ret == V3D_PROJ_RET_OK) { if ((tvec[0] > -32700.0 && tvec[0] < 32700.0f) && (tvec[1] > -32700.0 && tvec[1] < 32700.0f)) { r_co[0] = (short)floor(tvec[0]); r_co[1] = (short)floor(tvec[1]); } else { ret = V3D_PROJ_RET_OVERFLOW; } } return ret; } eV3DProjStatus ED_view3d_project_int_ex(ARegion *ar, float perspmat[4][4], const int is_local, const float co[3], int r_co[2], eV3DProjTest flag) { float tvec[2]; eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag); if (ret == V3D_PROJ_RET_OK) { if ((tvec[0] > -2140000000.0 && tvec[0] < 2140000000.0f) && (tvec[1] > -2140000000.0 && tvec[1] < 2140000000.0f)) { r_co[0] = (int)floor(tvec[0]); r_co[1] = (int)floor(tvec[1]); } else { ret = V3D_PROJ_RET_OVERFLOW; } } return ret; } eV3DProjStatus ED_view3d_project_float_ex(ARegion *ar, float perspmat[4][4], const int is_local, const float co[3], float r_co[2], eV3DProjTest flag) { float tvec[2]; eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag); if (ret == V3D_PROJ_RET_OK) { if (finite(tvec[0]) && finite(tvec[1])) { copy_v2_v2(r_co, tvec); } else { ret = V3D_PROJ_RET_OVERFLOW; } } return ret; } /* --- short --- */ eV3DProjStatus ED_view3d_project_short_global(ARegion *ar, const float co[3], short r_co[2], eV3DProjTest flag) { RegionView3D *rv3d = ar->regiondata; return ED_view3d_project_short_ex(ar, rv3d->persmat, FALSE, co, r_co, flag); } /* object space, use ED_view3d_init_mats_rv3d before calling */ eV3DProjStatus ED_view3d_project_short_object(ARegion *ar, const float co[3], short r_co[2], eV3DProjTest flag) { RegionView3D *rv3d = ar->regiondata; return ED_view3d_project_short_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag); } /* --- int --- */ eV3DProjStatus ED_view3d_project_int_global(ARegion *ar, const float co[3], int r_co[2], eV3DProjTest flag) { RegionView3D *rv3d = ar->regiondata; return ED_view3d_project_int_ex(ar, rv3d->persmat, FALSE, co, r_co, flag); } /* object space, use ED_view3d_init_mats_rv3d before calling */ eV3DProjStatus ED_view3d_project_int_object(ARegion *ar, const float co[3], int r_co[2], eV3DProjTest flag) { RegionView3D *rv3d = ar->regiondata; return ED_view3d_project_int_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag); } /* --- float --- */ eV3DProjStatus ED_view3d_project_float_global(ARegion *ar, const float co[3], float r_co[2], eV3DProjTest flag) { RegionView3D *rv3d = ar->regiondata; return ED_view3d_project_float_ex(ar, rv3d->persmat, FALSE, co, r_co, flag); } /* object space, use ED_view3d_init_mats_rv3d before calling */ eV3DProjStatus ED_view3d_project_float_object(ARegion *ar, const float co[3], float r_co[2], eV3DProjTest flag) { RegionView3D *rv3d = ar->regiondata; return ED_view3d_project_float_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag); } /* copies logic of get_view3d_viewplane(), keep in sync */ int ED_view3d_clip_range_get(View3D *v3d, RegionView3D *rv3d, float *clipsta, float *clipend) { CameraParams params; BKE_camera_params_init(¶ms); BKE_camera_params_from_view3d(¶ms, v3d, rv3d); if (clipsta) *clipsta = params.clipsta; if (clipend) *clipend = params.clipend; return params.is_ortho; } /* also exposed in previewrender.c */ int ED_view3d_viewplane_get(View3D *v3d, RegionView3D *rv3d, int winx, int winy, rctf *viewplane, float *clipsta, float *clipend) { CameraParams params; BKE_camera_params_init(¶ms); BKE_camera_params_from_view3d(¶ms, v3d, rv3d); BKE_camera_params_compute_viewplane(¶ms, winx, winy, 1.0f, 1.0f); if (viewplane) *viewplane = params.viewplane; if (clipsta) *clipsta = params.clipsta; if (clipend) *clipend = params.clipend; return params.is_ortho; } void setwinmatrixview3d(ARegion *ar, View3D *v3d, rctf *rect) /* rect: for picking */ { RegionView3D *rv3d = ar->regiondata; rctf viewplane; float clipsta, clipend, x1, y1, x2, y2; int orth; orth = ED_view3d_viewplane_get(v3d, rv3d, ar->winx, ar->winy, &viewplane, &clipsta, &clipend); rv3d->is_persp = !orth; #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 x1 = viewplane.xmin; y1 = viewplane.ymin; x2 = viewplane.xmax; y2 = viewplane.ymax; if (rect) { /* picking */ rect->xmin /= (float)ar->winx; rect->xmin = x1 + rect->xmin * (x2 - x1); rect->ymin /= (float)ar->winy; rect->ymin = y1 + rect->ymin * (y2 - y1); rect->xmax /= (float)ar->winx; rect->xmax = x1 + rect->xmax * (x2 - x1); rect->ymax /= (float)ar->winy; rect->ymax = y1 + rect->ymax * (y2 - y1); if (orth) wmOrtho(rect->xmin, rect->xmax, rect->ymin, rect->ymax, -clipend, clipend); else wmFrustum(rect->xmin, rect->xmax, rect->ymin, rect->ymax, clipsta, clipend); } else { if (orth) wmOrtho(x1, x2, y1, y2, clipsta, clipend); else wmFrustum(x1, x2, y1, y2, clipsta, clipend); } /* update matrix in 3d view region */ glGetFloatv(GL_PROJECTION_MATRIX, (float *)rv3d->winmat); } static void obmat_to_viewmat(View3D *v3d, RegionView3D *rv3d, Object *ob, short smooth) { float bmat[4][4]; float tmat[3][3]; rv3d->view = RV3D_VIEW_USER; /* don't show the grid */ copy_m4_m4(bmat, ob->obmat); normalize_m4(bmat); invert_m4_m4(rv3d->viewmat, bmat); /* view quat calculation, needed for add object */ copy_m3_m4(tmat, rv3d->viewmat); if (smooth) { float new_quat[4]; if (rv3d->persp == RV3D_CAMOB && v3d->camera) { /* were from a camera view */ float orig_ofs[3]; float orig_dist = rv3d->dist; float orig_lens = v3d->lens; copy_v3_v3(orig_ofs, rv3d->ofs); /* Switch from camera view */ mat3_to_quat(new_quat, tmat); rv3d->persp = RV3D_PERSP; rv3d->dist = 0.0; ED_view3d_from_object(v3d->camera, rv3d->ofs, NULL, NULL, &v3d->lens); view3d_smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); /* XXX */ rv3d->persp = RV3D_CAMOB; /* just to be polite, not needed */ } else { mat3_to_quat(new_quat, tmat); view3d_smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); /* XXX */ } } else { mat3_to_quat(rv3d->viewquat, tmat); } } #define QUATSET(a, b, c, d, e) { a[0] = b; a[1] = c; a[2] = d; a[3] = e; } (void)0 int ED_view3d_lock(RegionView3D *rv3d) { switch (rv3d->view) { case RV3D_VIEW_BOTTOM: QUATSET(rv3d->viewquat, 0.0, -1.0, 0.0, 0.0); break; case RV3D_VIEW_BACK: QUATSET(rv3d->viewquat, 0.0, 0.0, -M_SQRT1_2, -M_SQRT1_2); break; case RV3D_VIEW_LEFT: QUATSET(rv3d->viewquat, 0.5, -0.5, 0.5, 0.5); break; case RV3D_VIEW_TOP: QUATSET(rv3d->viewquat, 1.0, 0.0, 0.0, 0.0); break; case RV3D_VIEW_FRONT: QUATSET(rv3d->viewquat, M_SQRT1_2, -M_SQRT1_2, 0.0, 0.0); break; case RV3D_VIEW_RIGHT: QUATSET(rv3d->viewquat, 0.5, -0.5, -0.5, -0.5); break; default: return FALSE; } return TRUE; } /* don't set windows active in here, is used by renderwin too */ void setviewmatrixview3d(Scene *scene, View3D *v3d, RegionView3D *rv3d) { if (rv3d->persp == RV3D_CAMOB) { /* obs/camera */ if (v3d->camera) { BKE_object_where_is_calc(scene, v3d->camera); obmat_to_viewmat(v3d, rv3d, v3d->camera, 0); } else { quat_to_mat4(rv3d->viewmat, rv3d->viewquat); rv3d->viewmat[3][2] -= rv3d->dist; } } else { /* should be moved to better initialize later on XXX */ if (rv3d->viewlock) 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 = v3d->ob_centre; float vec[3]; copy_v3_v3(vec, ob->obmat[3]); if (ob->type == OB_ARMATURE && v3d->ob_centre_bone[0]) { bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, v3d->ob_centre_bone); if (pchan) { copy_v3_v3(vec, pchan->pose_mat[3]); mul_m4_v3(ob->obmat, vec); } } translate_m4(rv3d->viewmat, -vec[0], -vec[1], -vec[2]); } else if (v3d->ob_centre_cursor) { float vec[3]; copy_v3_v3(vec, give_cursor(scene, v3d)); translate_m4(rv3d->viewmat, -vec[0], -vec[1], -vec[2]); } else translate_m4(rv3d->viewmat, rv3d->ofs[0], rv3d->ofs[1], rv3d->ofs[2]); } } /* IGLuint-> GLuint */ /* 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 */ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int bufsize, rcti *input) { Scene *scene = vc->scene; View3D *v3d = vc->v3d; ARegion *ar = vc->ar; rctf rect; short code, hits; char dt, dtx; G.f |= G_PICKSEL; /* case not a border select */ if (input->xmin == input->xmax) { rect.xmin = input->xmin - 12; /* seems to be default value for bones only now */ rect.xmax = input->xmin + 12; rect.ymin = input->ymin - 12; rect.ymax = input->ymin + 12; } else { BLI_rctf_rcti_copy(&rect, input); } setwinmatrixview3d(ar, v3d, &rect); mult_m4_m4m4(vc->rv3d->persmat, vc->rv3d->winmat, vc->rv3d->viewmat); if (v3d->drawtype > OB_WIRE) { v3d->zbuf = TRUE; glEnable(GL_DEPTH_TEST); } if (vc->rv3d->rflag & RV3D_CLIPPING) ED_view3d_clipping_set(vc->rv3d); glSelectBuffer(bufsize, (GLuint *)buffer); glRenderMode(GL_SELECT); glInitNames(); /* these two calls whatfor? It doesnt work otherwise */ glPushName(-1); code = 1; if (vc->obedit && vc->obedit->type == OB_MBALL) { draw_object(scene, ar, v3d, BASACT, DRAW_PICKING | DRAW_CONSTCOLOR); } else if ((vc->obedit && vc->obedit->type == OB_ARMATURE)) { /* if not drawing sketch, draw bones */ if (!BDR_drawSketchNames(vc)) { draw_object(scene, ar, v3d, BASACT, DRAW_PICKING | DRAW_CONSTCOLOR); } } else { Base *base; v3d->xray = TRUE; /* otherwise it postpones drawing */ for (base = scene->base.first; base; base = base->next) { if (base->lay & v3d->lay) { if (base->object->restrictflag & OB_RESTRICT_SELECT) base->selcol = 0; else { base->selcol = code; glLoadName(code); draw_object(scene, ar, v3d, base, DRAW_PICKING | DRAW_CONSTCOLOR); /* we draw group-duplicators for selection too */ if ((base->object->transflag & OB_DUPLI) && base->object->dup_group) { ListBase *lb; DupliObject *dob; Base tbase; tbase.flag = OB_FROMDUPLI; lb = object_duplilist(scene, base->object, FALSE); for (dob = lb->first; dob; dob = dob->next) { tbase.object = dob->ob; copy_m4_m4(dob->ob->obmat, dob->mat); /* extra service: draw the duplicator in drawtype of parent */ /* MIN2 for the drawtype to allow bounding box objects in groups for lods */ dt = tbase.object->dt; tbase.object->dt = MIN2(tbase.object->dt, base->object->dt); dtx = tbase.object->dtx; tbase.object->dtx = base->object->dtx; draw_object(scene, ar, v3d, &tbase, DRAW_PICKING | DRAW_CONSTCOLOR); tbase.object->dt = dt; tbase.object->dtx = dtx; copy_m4_m4(dob->ob->obmat, dob->omat); } free_object_duplilist(lb); } code++; } } } v3d->xray = FALSE; /* restore */ } glPopName(); /* see above (pushname) */ hits = glRenderMode(GL_RENDER); G.f &= ~G_PICKSEL; setwinmatrixview3d(ar, v3d, NULL); mult_m4_m4m4(vc->rv3d->persmat, vc->rv3d->winmat, vc->rv3d->viewmat); if (v3d->drawtype > OB_WIRE) { v3d->zbuf = 0; glDisable(GL_DEPTH_TEST); } // XXX persp(PERSP_WIN); if (vc->rv3d->rflag & RV3D_CLIPPING) ED_view3d_clipping_disable(); if (hits < 0) printf("Too many objects in select buffer\n"); /* XXX make error message */ return hits; } /* ********************** local view operator ******************** */ static unsigned int free_localbit(Main *bmain) { unsigned int lay; ScrArea *sa; bScreen *sc; lay = 0; /* sometimes we loose a localview: when an area is closed */ /* check all areas: which localviews are in use? */ for (sc = bmain->screen.first; sc; sc = sc->id.next) { for (sa = sc->areabase.first; sa; sa = sa->next) { SpaceLink *sl = sa->spacedata.first; for (; sl; sl = sl->next) { if (sl->spacetype == SPACE_VIEW3D) { View3D *v3d = (View3D *) sl; lay |= v3d->lay; } } } } if ((lay & 0x01000000) == 0) return 0x01000000; if ((lay & 0x02000000) == 0) return 0x02000000; if ((lay & 0x04000000) == 0) return 0x04000000; if ((lay & 0x08000000) == 0) return 0x08000000; if ((lay & 0x10000000) == 0) return 0x10000000; if ((lay & 0x20000000) == 0) return 0x20000000; if ((lay & 0x40000000) == 0) return 0x40000000; if ((lay & 0x80000000) == 0) return 0x80000000; return 0; } int ED_view3d_scene_layer_set(int lay, const int *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; } static int view3d_localview_init(Main *bmain, Scene *scene, ScrArea *sa, ReportList *reports) { View3D *v3d = sa->spacedata.first; Base *base; float size = 0.0, min[3], max[3], box[3]; unsigned int locallay; int ok = FALSE; if (v3d->localvd) { return ok; } INIT_MINMAX(min, max); locallay = free_localbit(bmain); if (locallay == 0) { BKE_reportf(reports, RPT_ERROR, "No more than 8 localviews"); ok = FALSE; } else { if (scene->obedit) { BKE_object_minmax(scene->obedit, min, max, FALSE); ok = TRUE; BASACT->lay |= locallay; scene->obedit->lay = BASACT->lay; } else { for (base = FIRSTBASE; base; base = base->next) { if (TESTBASE(v3d, base)) { BKE_object_minmax(base->object, min, max, FALSE); base->lay |= locallay; base->object->lay = base->lay; ok = TRUE; } } } box[0] = (max[0] - min[0]); box[1] = (max[1] - min[1]); box[2] = (max[2] - min[2]); size = MAX3(box[0], box[1], box[2]); if (size <= 0.01f) size = 0.01f; } if (ok == TRUE) { ARegion *ar; v3d->localvd = MEM_mallocN(sizeof(View3D), "localview"); memcpy(v3d->localvd, v3d, sizeof(View3D)); for (ar = sa->regionbase.first; ar; ar = ar->next) { if (ar->regiontype == RGN_TYPE_WINDOW) { RegionView3D *rv3d = ar->regiondata; rv3d->localvd = MEM_mallocN(sizeof(RegionView3D), "localview region"); memcpy(rv3d->localvd, rv3d, sizeof(RegionView3D)); rv3d->ofs[0] = -(min[0] + max[0]) / 2.0f; rv3d->ofs[1] = -(min[1] + max[1]) / 2.0f; rv3d->ofs[2] = -(min[2] + max[2]) / 2.0f; rv3d->dist = size; /* perspective should be a bit farther away to look nice */ if (rv3d->persp == RV3D_ORTHO) rv3d->dist *= 0.7f; /* correction for window aspect ratio */ if (ar->winy > 2 && ar->winx > 2) { float asp = (float)ar->winx / (float)ar->winy; if (asp < 1.0f) asp = 1.0f / asp; rv3d->dist *= asp; } if (rv3d->persp == RV3D_CAMOB) rv3d->persp = RV3D_PERSP; v3d->cursor[0] = -rv3d->ofs[0]; v3d->cursor[1] = -rv3d->ofs[1]; v3d->cursor[2] = -rv3d->ofs[2]; } } v3d->lay = locallay; } else { /* clear flags */ for (base = FIRSTBASE; base; base = base->next) { if (base->lay & locallay) { base->lay -= locallay; if (base->lay == 0) base->lay = v3d->layact; if (base->object != scene->obedit) base->flag |= SELECT; base->object->lay = base->lay; } } } return ok; } static void restore_localviewdata(ScrArea *sa, int free) { ARegion *ar; View3D *v3d = sa->spacedata.first; if (v3d->localvd == NULL) return; v3d->near = v3d->localvd->near; v3d->far = v3d->localvd->far; v3d->lay = v3d->localvd->lay; v3d->layact = v3d->localvd->layact; v3d->drawtype = v3d->localvd->drawtype; v3d->camera = v3d->localvd->camera; if (free) { MEM_freeN(v3d->localvd); v3d->localvd = NULL; } for (ar = sa->regionbase.first; ar; ar = ar->next) { if (ar->regiontype == RGN_TYPE_WINDOW) { RegionView3D *rv3d = ar->regiondata; if (rv3d->localvd) { rv3d->dist = rv3d->localvd->dist; copy_v3_v3(rv3d->ofs, rv3d->localvd->ofs); copy_qt_qt(rv3d->viewquat, rv3d->localvd->viewquat); rv3d->view = rv3d->localvd->view; rv3d->persp = rv3d->localvd->persp; rv3d->camzoom = rv3d->localvd->camzoom; if (free) { MEM_freeN(rv3d->localvd); rv3d->localvd = NULL; } } } } } static int view3d_localview_exit(Main *bmain, Scene *scene, ScrArea *sa) { View3D *v3d = sa->spacedata.first; struct Base *base; unsigned int locallay; if (v3d->localvd) { locallay = v3d->lay & 0xFF000000; restore_localviewdata(sa, 1); /* 1 = free */ /* for when in other window the layers have changed */ if (v3d->scenelock) v3d->lay = scene->lay; for (base = FIRSTBASE; base; base = base->next) { if (base->lay & locallay) { base->lay -= locallay; if (base->lay == 0) base->lay = v3d->layact; if (base->object != scene->obedit) { base->flag |= SELECT; base->object->flag |= SELECT; } base->object->lay = base->lay; } } DAG_on_visible_update(bmain, FALSE); return TRUE; } else { return FALSE; } } static int localview_exec(bContext *C, wmOperator *op) { Main *bmain = CTX_data_main(C); Scene *scene = CTX_data_scene(C); ScrArea *sa = CTX_wm_area(C); View3D *v3d = CTX_wm_view3d(C); int change; if (v3d->localvd) { change = view3d_localview_exit(bmain, scene, sa); } else { change = view3d_localview_init(bmain, scene, sa, op->reports); } if (change) { DAG_id_type_tag(bmain, ID_OB); ED_area_tag_redraw(CTX_wm_area(C)); return OPERATOR_FINISHED; } else { return OPERATOR_CANCELLED; } } void VIEW3D_OT_localview(wmOperatorType *ot) { /* identifiers */ ot->name = "Local View"; ot->description = "Toggle display of selected object(s) separately and centered in view"; ot->idname = "VIEW3D_OT_localview"; /* api callbacks */ ot->exec = localview_exec; ot->flag = OPTYPE_UNDO; /* localview changes object layer bitflags */ ot->poll = ED_operator_view3d_active; } #ifdef WITH_GAMEENGINE static ListBase queue_back; static void SaveState(bContext *C, wmWindow *win) { Object *obact = CTX_data_active_object(C); glPushAttrib(GL_ALL_ATTRIB_BITS); if (obact && obact->mode & OB_MODE_TEXTURE_PAINT) GPU_paint_set_mipmap(1); queue_back = win->queue; win->queue.first = win->queue.last = NULL; //XXX waitcursor(1); } static void RestoreState(bContext *C, wmWindow *win) { Object *obact = CTX_data_active_object(C); if (obact && obact->mode & OB_MODE_TEXTURE_PAINT) GPU_paint_set_mipmap(0); //XXX curarea->win_swap = 0; //XXX curarea->head_swap=0; //XXX allqueue(REDRAWVIEW3D, 1); //XXX allqueue(REDRAWBUTSALL, 0); //XXX reset_slowparents(); //XXX waitcursor(0); //XXX G.qual= 0; if (win) /* check because closing win can set to NULL */ win->queue = queue_back; GPU_state_init(); GPU_set_tpage(NULL, 0, 0); glPopAttrib(); } /* was space_set_commmandline_options in 2.4x */ static void game_set_commmandline_options(GameData *gm) { SYS_SystemHandle syshandle; int test; if ((syshandle = SYS_GetSystem())) { /* User defined settings */ test = (U.gameflags & USER_DISABLE_MIPMAP); GPU_set_mipmap(!test); SYS_WriteCommandLineInt(syshandle, "nomipmap", test); /* File specific settings: */ /* Only test the first one. These two are switched * simultaneously. */ test = (gm->flag & GAME_SHOW_FRAMERATE); SYS_WriteCommandLineInt(syshandle, "show_framerate", test); SYS_WriteCommandLineInt(syshandle, "show_profile", test); test = (gm->flag & GAME_SHOW_DEBUG_PROPS); SYS_WriteCommandLineInt(syshandle, "show_properties", test); test = (gm->flag & GAME_SHOW_PHYSICS); SYS_WriteCommandLineInt(syshandle, "show_physics", test); test = (gm->flag & GAME_ENABLE_ALL_FRAMES); SYS_WriteCommandLineInt(syshandle, "fixedtime", test); test = (gm->flag & GAME_ENABLE_ANIMATION_RECORD); SYS_WriteCommandLineInt(syshandle, "animation_record", test); test = (gm->flag & GAME_IGNORE_DEPRECATION_WARNINGS); SYS_WriteCommandLineInt(syshandle, "ignore_deprecation_warnings", test); test = (gm->matmode == GAME_MAT_MULTITEX); SYS_WriteCommandLineInt(syshandle, "blender_material", test); test = (gm->matmode == GAME_MAT_GLSL); SYS_WriteCommandLineInt(syshandle, "blender_glsl_material", test); test = (gm->flag & GAME_DISPLAY_LISTS); SYS_WriteCommandLineInt(syshandle, "displaylists", test); } } #endif /* WITH_GAMEENGINE */ static int game_engine_poll(bContext *C) { /* we need a context and area to launch BGE * it's a temporary solution to avoid crash at load time * if we try to auto run the BGE. Ideally we want the * context to be set as soon as we load the file. */ if (CTX_wm_window(C) == NULL) return 0; if (CTX_wm_screen(C) == NULL) return 0; if (CTX_wm_area(C) == NULL) return 0; if (CTX_data_mode_enum(C) != CTX_MODE_OBJECT) return 0; return 1; } int ED_view3d_context_activate(bContext *C) { bScreen *sc = CTX_wm_screen(C); ScrArea *sa = CTX_wm_area(C); ARegion *ar; /* sa can be NULL when called from python */ if (sa == NULL || sa->spacetype != SPACE_VIEW3D) for (sa = sc->areabase.first; sa; sa = sa->next) if (sa->spacetype == SPACE_VIEW3D) break; if (!sa) return 0; for (ar = sa->regionbase.first; ar; ar = ar->next) if (ar->regiontype == RGN_TYPE_WINDOW) break; if (!ar) return 0; /* bad context switch .. */ CTX_wm_area_set(C, sa); CTX_wm_region_set(C, ar); return 1; } static int game_engine_exec(bContext *C, wmOperator *op) { #ifdef WITH_GAMEENGINE Scene *startscene = CTX_data_scene(C); ScrArea /* *sa, */ /* UNUSED */ *prevsa = CTX_wm_area(C); ARegion *ar, *prevar = CTX_wm_region(C); wmWindow *prevwin = CTX_wm_window(C); RegionView3D *rv3d; rcti cam_frame; (void)op; /* unused */ /* bad context switch .. */ if (!ED_view3d_context_activate(C)) return OPERATOR_CANCELLED; /* redraw to hide any menus/popups, we don't go back to * the window manager until after this operator exits */ WM_redraw_windows(C); rv3d = CTX_wm_region_view3d(C); /* sa= CTX_wm_area(C); */ /* UNUSED */ ar = CTX_wm_region(C); view3d_operator_needs_opengl(C); game_set_commmandline_options(&startscene->gm); if ((rv3d->persp == RV3D_CAMOB) && (startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) && (startscene->gm.stereoflag != STEREO_DOME)) { /* Letterbox */ rctf cam_framef; ED_view3d_calc_camera_border(startscene, ar, CTX_wm_view3d(C), rv3d, &cam_framef, FALSE); cam_frame.xmin = cam_framef.xmin + ar->winrct.xmin; cam_frame.xmax = cam_framef.xmax + ar->winrct.xmin; cam_frame.ymin = cam_framef.ymin + ar->winrct.ymin; cam_frame.ymax = cam_framef.ymax + ar->winrct.ymin; BLI_rcti_isect(&ar->winrct, &cam_frame, &cam_frame); } else { cam_frame.xmin = ar->winrct.xmin; cam_frame.xmax = ar->winrct.xmax; cam_frame.ymin = ar->winrct.ymin; cam_frame.ymax = ar->winrct.ymax; } SaveState(C, prevwin); StartKetsjiShell(C, ar, &cam_frame, 1); /* window wasnt closed while the BGE was running */ if (BLI_findindex(&CTX_wm_manager(C)->windows, prevwin) == -1) { prevwin = NULL; CTX_wm_window_set(C, NULL); } ED_area_tag_redraw(CTX_wm_area(C)); if (prevwin) { /* restore context, in case it changed in the meantime, for * example by working in another window or closing it */ CTX_wm_region_set(C, prevar); CTX_wm_window_set(C, prevwin); CTX_wm_area_set(C, prevsa); } RestoreState(C, prevwin); //XXX restore_all_scene_cfra(scene_cfra_store); BKE_scene_set_background(CTX_data_main(C), startscene); //XXX BKE_scene_update_for_newframe(bmain, scene, scene->lay); return OPERATOR_FINISHED; #else (void)C; /* unused */ BKE_report(op->reports, RPT_ERROR, "Game engine is disabled in this build"); return OPERATOR_CANCELLED; #endif } void VIEW3D_OT_game_start(wmOperatorType *ot) { /* identifiers */ ot->name = "Start Game Engine"; ot->description = "Start game engine"; ot->idname = "VIEW3D_OT_game_start"; /* api callbacks */ ot->exec = game_engine_exec; ot->poll = game_engine_poll; } /* ************************************** */ static void UNUSED_FUNCTION(view3d_align_axis_to_vector)(View3D *v3d, RegionView3D *rv3d, int axisidx, float vec[3]) { float alignaxis[3] = {0.0, 0.0, 0.0}; float norm[3], axis[3], angle, new_quat[4]; if (axisidx > 0) alignaxis[axisidx - 1] = 1.0; else alignaxis[-axisidx - 1] = -1.0; normalize_v3_v3(norm, vec); angle = (float)acos(dot_v3v3(alignaxis, norm)); cross_v3_v3v3(axis, alignaxis, norm); axis_angle_to_quat(new_quat, axis, -angle); rv3d->view = RV3D_VIEW_USER; if (rv3d->persp == RV3D_CAMOB && v3d->camera) { /* switch out of camera view */ float orig_ofs[3]; float orig_dist = rv3d->dist; float orig_lens = v3d->lens; copy_v3_v3(orig_ofs, rv3d->ofs); rv3d->persp = RV3D_PERSP; rv3d->dist = 0.0; ED_view3d_from_object(v3d->camera, rv3d->ofs, NULL, NULL, &v3d->lens); view3d_smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); /* XXX */ } else { if (rv3d->persp == RV3D_CAMOB) rv3d->persp = RV3D_PERSP; /* switch out of camera mode */ view3d_smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); /* XXX */ } } float ED_view3d_pixel_size(struct RegionView3D *rv3d, const float co[3]) { return (rv3d->persmat[3][3] + ( rv3d->persmat[0][3] * co[0] + rv3d->persmat[1][3] * co[1] + rv3d->persmat[2][3] * co[2]) ) * rv3d->pixsize; } /* view matrix properties utilities */ /* unused */ #if 0 void ED_view3d_operator_properties_viewmat(wmOperatorType *ot) { PropertyRNA *prop; prop = RNA_def_int(ot->srna, "region_width", 0, 0, INT_MAX, "Region Width", "", 0, INT_MAX); RNA_def_property_flag(prop, PROP_HIDDEN); prop = RNA_def_int(ot->srna, "region_height", 0, 0, INT_MAX, "Region height", "", 0, INT_MAX); RNA_def_property_flag(prop, PROP_HIDDEN); prop = RNA_def_float_matrix(ot->srna, "perspective_matrix", 4, 4, NULL, 0.0f, 0.0f, "", "Perspective Matrix", 0.0f, 0.0f); RNA_def_property_flag(prop, PROP_HIDDEN); } void ED_view3d_operator_properties_viewmat_set(bContext *C, wmOperator *op) { ARegion *ar = CTX_wm_region(C); RegionView3D *rv3d = ED_view3d_context_rv3d(C); if (!RNA_struct_property_is_set(op->ptr, "region_width")) RNA_int_set(op->ptr, "region_width", ar->winx); if (!RNA_struct_property_is_set(op->ptr, "region_height")) RNA_int_set(op->ptr, "region_height", ar->winy); if (!RNA_struct_property_is_set(op->ptr, "perspective_matrix")) RNA_float_set_array(op->ptr, "perspective_matrix", (float *)rv3d->persmat); } void ED_view3d_operator_properties_viewmat_get(wmOperator *op, int *winx, int *winy, float persmat[4][4]) { *winx = RNA_int_get(op->ptr, "region_width"); *winy = RNA_int_get(op->ptr, "region_height"); RNA_float_get_array(op->ptr, "perspective_matrix", (float *)persmat); } #endif