/** * $Id: * * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2008 Blender Foundation. * All rights reserved. * * * Contributor(s): Blender Foundation * * ***** END GPL LICENSE BLOCK ***** */ #include #include #include #include #include "DNA_action_types.h" #include "DNA_armature_types.h" #include "DNA_camera_types.h" #include "DNA_lamp_types.h" #include "DNA_object_types.h" #include "DNA_space_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" #include "DNA_userdef_types.h" #include "DNA_view3d_types.h" #include "DNA_world_types.h" #include "MEM_guardedalloc.h" #include "BLI_arithb.h" #include "BLI_blenlib.h" #include "BLI_editVert.h" #include "BLI_rand.h" #include "BKE_anim.h" #include "BKE_action.h" #include "BKE_context.h" #include "BKE_object.h" #include "BKE_global.h" #include "BKE_main.h" #include "BKE_scene.h" #include "BKE_screen.h" #include "BKE_utildefines.h" #include "RE_pipeline.h" // make_stars #include "BIF_gl.h" #include "WM_api.h" #include "WM_types.h" #include "ED_mesh.h" #include "ED_screen.h" #include "ED_view3d.h" #include "UI_interface.h" #include "UI_resources.h" #include "UI_view2d.h" #include "PIL_time.h" /* smoothview */ #include "view3d_intern.h" // own include #define BL_NEAR_CLIP 0.001 /* 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) { ARegion *ar= CTX_wm_region(C); /* for debugging purpose, context should always be OK */ if(ar->regiontype!=RGN_TYPE_WINDOW) printf("view3d_operator_needs_opengl error, wrong region\n"); else { ScrArea *sa= CTX_wm_area(C); View3D *v3d= sa->spacedata.first; wmSubWindowSet(CTX_wm_window(C), ar->swinid); glMatrixMode(GL_PROJECTION); wmLoadMatrix(v3d->winmat); glMatrixMode(GL_MODELVIEW); wmLoadMatrix(v3d->viewmat); } } float *give_cursor(Scene *scene, View3D *v3d) { if(v3d && v3d->localview) return v3d->cursor; else return scene->cursor; } /* ****************** smooth view operator ****************** */ struct SmoothViewStore { 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 smooth_view(bContext *C, Object *oldcamera, Object *camera, float *ofs, float *quat, float *dist, float *lens) { View3D *v3d= (View3D *)CTX_wm_space_data(C); struct SmoothViewStore sms; /* initialize sms */ VECCOPY(sms.new_ofs, v3d->ofs); QUATCOPY(sms.new_quat, v3d->viewquat); sms.new_dist= v3d->dist; sms.new_lens= v3d->lens; sms.to_camera= 0; /* store the options we want to end with */ if(ofs) VECCOPY(sms.new_ofs, ofs); if(quat) QUATCOPY(sms.new_quat, quat); if(dist) sms.new_dist= *dist; if(lens) sms.new_lens= *lens; if (camera) { view_settings_from_ob(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 (sms.new_dist != v3d->dist) changed = 1; if (sms.new_lens != v3d->lens) changed = 1; if ((sms.new_ofs[0]!=v3d->ofs[0]) || (sms.new_ofs[1]!=v3d->ofs[1]) || (sms.new_ofs[2]!=v3d->ofs[2]) ) changed = 1; if ((sms.new_quat[0]!=v3d->viewquat[0]) || (sms.new_quat[1]!=v3d->viewquat[1]) || (sms.new_quat[2]!=v3d->viewquat[2]) || (sms.new_quat[3]!=v3d->viewquat[3]) ) changed = 1; /* The new view is different from the old one * so animate the view */ if (changed) { 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], vec2[3]; VECCOPY(vec1, sms.new_quat); VECCOPY(vec2, sms.orig_quat); Normalize(vec1); Normalize(vec2); /* scale the time allowed by the rotation */ sms.time_allowed *= NormalizedVecAngle2(vec1, vec2)/(M_PI/2); } /* original values */ if (oldcamera) { sms.orig_dist= v3d->dist; // below function does weird stuff with it... view_settings_from_ob(oldcamera, sms.orig_ofs, sms.orig_quat, &sms.orig_dist, &sms.orig_lens); } else { VECCOPY(sms.orig_ofs, v3d->ofs); QUATCOPY(sms.orig_quat, v3d->viewquat); sms.orig_dist= v3d->dist; sms.orig_lens= v3d->lens; } /* grid draw as floor */ sms.orig_view= v3d->view; v3d->view= 0; /* ensure it shows correct */ if(sms.to_camera) v3d->persp= V3D_PERSP; /* keep track of running timer! */ if(v3d->sms==NULL) v3d->sms= MEM_mallocN(sizeof(struct SmoothViewStore), "smoothview v3d"); *v3d->sms= sms; if(v3d->smooth_timer) WM_event_remove_window_timer(CTX_wm_window(C), v3d->smooth_timer); /* TIMER1 is hardcoded in keymap */ v3d->smooth_timer= WM_event_add_window_timer(CTX_wm_window(C), TIMER1, 1.0/30.0); /* max 30 frs/sec */ return; } } /* if we get here nothing happens */ if(sms.to_camera==0) { VECCOPY(v3d->ofs, sms.new_ofs); QUATCOPY(v3d->viewquat, sms.new_quat); v3d->dist = sms.new_dist; v3d->lens = sms.new_lens; } ED_region_tag_redraw(CTX_wm_region(C)); } /* only meant for timer usage */ static int view3d_smoothview_invoke(bContext *C, wmOperator *op, wmEvent *event) { View3D *v3d= (View3D *)CTX_wm_space_data(C); struct SmoothViewStore *sms= v3d->sms; double step, step_inv; /* escape if not our timer */ if(v3d->smooth_timer==NULL || v3d->smooth_timer!=event->customdata) return OPERATOR_PASS_THROUGH; step = (v3d->smooth_timer->duration)/sms->time_allowed; /* end timer */ if(step >= 1.0f) { /* if we went to camera, store the original */ if(sms->to_camera) { v3d->persp= V3D_CAMOB; VECCOPY(v3d->ofs, sms->orig_ofs); QUATCOPY(v3d->viewquat, sms->orig_quat); v3d->dist = sms->orig_dist; v3d->lens = sms->orig_lens; } else { VECCOPY(v3d->ofs, sms->new_ofs); QUATCOPY(v3d->viewquat, sms->new_quat); v3d->dist = sms->new_dist; v3d->lens = sms->new_lens; } v3d->view= sms->orig_view; MEM_freeN(v3d->sms); v3d->sms= NULL; WM_event_remove_window_timer(CTX_wm_window(C), v3d->smooth_timer); v3d->smooth_timer= NULL; } else { int i; /* ease in/out */ if (step < 0.5) step = (float)pow(step*2, 2)/2; else step = (float)1-(pow(2*(1-step),2)/2); step_inv = 1.0-step; for (i=0; i<3; i++) v3d->ofs[i] = sms->new_ofs[i]*step + sms->orig_ofs[i]*step_inv; QuatInterpol(v3d->viewquat, sms->orig_quat, sms->new_quat, step); v3d->dist = sms->new_dist*step + sms->orig_dist*step_inv; v3d->lens = sms->new_lens*step + sms->orig_lens*step_inv; } ED_region_tag_redraw(CTX_wm_region(C)); return OPERATOR_FINISHED; } void VIEW3D_OT_smoothview(wmOperatorType *ot) { /* identifiers */ ot->name= "Smooth View"; ot->idname= "VIEW3D_OT_smoothview"; /* api callbacks */ ot->invoke= view3d_smoothview_invoke; ot->poll= ED_operator_view3d_active; } /* ********************************** */ /* create intersection coordinates in view Z direction at mouse coordinates */ void viewline(ARegion *ar, View3D *v3d, short mval[2], float ray_start[3], float ray_end[3]) { float vec[4]; if(v3d->persp != V3D_ORTHO){ vec[0]= 2.0f * mval[0] / ar->winx - 1; vec[1]= 2.0f * mval[1] / ar->winy - 1; vec[2]= -1.0f; vec[3]= 1.0f; Mat4MulVec4fl(v3d->persinv, vec); VecMulf(vec, 1.0f / vec[3]); VECCOPY(ray_start, v3d->viewinv[3]); VECSUB(vec, vec, ray_start); Normalize(vec); VECADDFAC(ray_start, v3d->viewinv[3], vec, v3d->near); VECADDFAC(ray_end, v3d->viewinv[3], vec, v3d->far); } else { 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; Mat4MulVec4fl(v3d->persinv, vec); VECADDFAC(ray_start, vec, v3d->viewinv[2], 1000.0f); VECADDFAC(ray_end, vec, v3d->viewinv[2], -1000.0f); } } /* create intersection ray in view Z direction at mouse coordinates */ void viewray(ARegion *ar, View3D *v3d, short mval[2], float ray_start[3], float ray_normal[3]) { float ray_end[3]; viewline(ar, v3d, mval, ray_start, ray_end); VecSubf(ray_normal, ray_end, ray_start); Normalize(ray_normal); } void initgrabz(View3D *v3d, float x, float y, float z) { if(v3d==NULL) return; v3d->zfac= v3d->persmat[0][3]*x+ v3d->persmat[1][3]*y+ v3d->persmat[2][3]*z+ v3d->persmat[3][3]; /* if x,y,z is exactly the viewport offset, zfac is 0 and we don't want that * (accounting for near zero values) * */ if (v3d->zfac < 1.e-6f && v3d->zfac > -1.e-6f) v3d->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. */ if (v3d->zfac < 0.0f) v3d->zfac = 1.0f; } void window_to_3d(ARegion *ar, View3D *v3d, float *vec, short mx, short my) { /* always call initgrabz */ float dx, dy; dx= 2.0f*mx*v3d->zfac/ar->winx; dy= 2.0f*my*v3d->zfac/ar->winy; vec[0]= (v3d->persinv[0][0]*dx + v3d->persinv[1][0]*dy); vec[1]= (v3d->persinv[0][1]*dx + v3d->persinv[1][1]*dy); vec[2]= (v3d->persinv[0][2]*dx + v3d->persinv[1][2]*dy); } void view3d_get_object_project_mat(View3D *v3d, Object *ob, float pmat[4][4], float vmat[4][4]) { Mat4MulMat4(vmat, ob->obmat, v3d->viewmat); Mat4MulMat4(pmat, vmat, v3d->winmat); Mat4CpyMat4(vmat, ob->obmat); } /* projectmat brings it to window coords, wmat to rotated world space */ void view3d_project_short_clip(ARegion *ar, View3D *v3d, float *vec, short *adr, float projmat[4][4], float wmat[4][4]) { float fx, fy, vec4[4]; adr[0]= IS_CLIPPED; /* clipplanes in eye space */ if(v3d->flag & V3D_CLIPPING) { VECCOPY(vec4, vec); Mat4MulVecfl(wmat, vec4); if(view3d_test_clipping(v3d, vec4)) return; } VECCOPY(vec4, vec); vec4[3]= 1.0; Mat4MulVec4fl(projmat, vec4); /* clipplanes in window space */ if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */ fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]); if( fx>0 && fxwinx) { fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]); if(fy>0.0 && fy< (float)ar->winy) { adr[0]= (short)floor(fx); adr[1]= (short)floor(fy); } } } } void view3d_project_short_noclip(ARegion *ar, float *vec, short *adr, float mat[4][4]) { float fx, fy, vec4[4]; adr[0]= IS_CLIPPED; VECCOPY(vec4, vec); vec4[3]= 1.0; Mat4MulVec4fl(mat, vec4); if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */ fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]); if( fx>-32700 && fx<32700) { fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]); if(fy>-32700.0 && fy<32700.0) { adr[0]= (short)floor(fx); adr[1]= (short)floor(fy); } } } } void view3d_project_float(ARegion *ar, float *vec, float *adr, float mat[4][4]) { float vec4[4]; adr[0]= IS_CLIPPED; VECCOPY(vec4, vec); vec4[3]= 1.0; Mat4MulVec4fl(mat, vec4); if( vec4[3]>FLT_EPSILON ) { adr[0] = (float)(ar->winx/2.0f)+(ar->winx/2.0f)*vec4[0]/vec4[3]; adr[1] = (float)(ar->winy/2.0f)+(ar->winy/2.0f)*vec4[1]/vec4[3]; } else { adr[0] = adr[1] = 0.0f; } } int boundbox_clip(View3D *v3d, 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; Mat4MulMat4(mat, obmat, v3d->persmat); for(a=0; a<8; a++) { VECCOPY(vec, bb->vec[a]); vec[3]= 1.0; Mat4MulVec4fl(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; } void project_short(ARegion *ar, View3D *v3d, float *vec, short *adr) /* clips */ { float fx, fy, vec4[4]; adr[0]= IS_CLIPPED; if(v3d->flag & V3D_CLIPPING) { if(view3d_test_clipping(v3d, vec)) return; } VECCOPY(vec4, vec); vec4[3]= 1.0; Mat4MulVec4fl(v3d->persmat, vec4); if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */ fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]); if( fx>0 && fxwinx) { fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]); if(fy>0.0 && fy< (float)ar->winy) { adr[0]= (short)floor(fx); adr[1]= (short)floor(fy); } } } } void project_int(ARegion *ar, View3D *v3d, float *vec, int *adr) { float fx, fy, vec4[4]; adr[0]= (int)2140000000.0f; VECCOPY(vec4, vec); vec4[3]= 1.0; Mat4MulVec4fl(v3d->persmat, vec4); if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */ fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]); if( fx>-2140000000.0f && fx<2140000000.0f) { fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]); if(fy>-2140000000.0f && fy<2140000000.0f) { adr[0]= (int)floor(fx); adr[1]= (int)floor(fy); } } } } void project_int_noclip(ARegion *ar, View3D *v3d, float *vec, int *adr) { float fx, fy, vec4[4]; VECCOPY(vec4, vec); vec4[3]= 1.0; Mat4MulVec4fl(v3d->persmat, vec4); if( fabs(vec4[3]) > BL_NEAR_CLIP ) { fx = (ar->winx/2)*(1 + vec4[0]/vec4[3]); fy = (ar->winy/2)*(1 + vec4[1]/vec4[3]); adr[0] = (int)floor(fx); adr[1] = (int)floor(fy); } else { adr[0] = ar->winx / 2; adr[1] = ar->winy / 2; } } void project_short_noclip(ARegion *ar, View3D *v3d, float *vec, short *adr) { float fx, fy, vec4[4]; adr[0]= IS_CLIPPED; VECCOPY(vec4, vec); vec4[3]= 1.0; Mat4MulVec4fl(v3d->persmat, vec4); if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */ fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]); if( fx>-32700 && fx<32700) { fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]); if(fy>-32700.0 && fy<32700.0) { adr[0]= (short)floor(fx); adr[1]= (short)floor(fy); } } } } void project_float(ARegion *ar, View3D *v3d, float *vec, float *adr) { float vec4[4]; adr[0]= IS_CLIPPED; VECCOPY(vec4, vec); vec4[3]= 1.0; Mat4MulVec4fl(v3d->persmat, vec4); if( vec4[3]>BL_NEAR_CLIP ) { adr[0] = (float)(ar->winx/2.0)+(ar->winx/2.0)*vec4[0]/vec4[3]; adr[1] = (float)(ar->winy/2.0)+(ar->winy/2.0)*vec4[1]/vec4[3]; } } void project_float_noclip(ARegion *ar, View3D *v3d, float *vec, float *adr) { float vec4[4]; VECCOPY(vec4, vec); vec4[3]= 1.0; Mat4MulVec4fl(v3d->persmat, vec4); if( fabs(vec4[3]) > BL_NEAR_CLIP ) { adr[0] = (float)(ar->winx/2.0)+(ar->winx/2.0)*vec4[0]/vec4[3]; adr[1] = (float)(ar->winy/2.0)+(ar->winy/2.0)*vec4[1]/vec4[3]; } else { adr[0] = ar->winx / 2.0f; adr[1] = ar->winy / 2.0f; } } /* also exposed in previewrender.c */ int get_view3d_viewplane(View3D *v3d, int winxi, int winyi, rctf *viewplane, float *clipsta, float *clipend, float *pixsize) { Camera *cam=NULL; float lens, fac, x1, y1, x2, y2; float winx= (float)winxi, winy= (float)winyi; int orth= 0; lens= v3d->lens; *clipsta= v3d->near; *clipend= v3d->far; if(v3d->persp==V3D_CAMOB) { if(v3d->camera) { if(v3d->camera->type==OB_LAMP ) { Lamp *la; la= v3d->camera->data; fac= cos( M_PI*la->spotsize/360.0); x1= saacos(fac); lens= 16.0*fac/sin(x1); *clipsta= la->clipsta; *clipend= la->clipend; } else if(v3d->camera->type==OB_CAMERA) { cam= v3d->camera->data; lens= cam->lens; *clipsta= cam->clipsta; *clipend= cam->clipend; } } } if(v3d->persp==V3D_ORTHO) { if(winx>winy) x1= -v3d->dist; else x1= -winx*v3d->dist/winy; x2= -x1; if(winx>winy) y1= -winy*v3d->dist/winx; else y1= -v3d->dist; y2= -y1; *clipend *= 0.5; // otherwise too extreme low zbuffer quality *clipsta= - *clipend; orth= 1; } else { /* fac for zoom, also used for camdx */ if(v3d->persp==V3D_CAMOB) { fac= (1.41421+( (float)v3d->camzoom )/50.0); fac*= fac; } else fac= 2.0; /* viewplane size depends... */ if(cam && cam->type==CAM_ORTHO) { /* ortho_scale == 1 means exact 1 to 1 mapping */ float dfac= 2.0*cam->ortho_scale/fac; if(winx>winy) x1= -dfac; else x1= -winx*dfac/winy; x2= -x1; if(winx>winy) y1= -winy*dfac/winx; else y1= -dfac; y2= -y1; orth= 1; } else { float dfac; if(winx>winy) dfac= 64.0/(fac*winx*lens); else dfac= 64.0/(fac*winy*lens); x1= - *clipsta * winx*dfac; x2= -x1; y1= - *clipsta * winy*dfac; y2= -y1; orth= 0; } /* cam view offset */ if(cam) { float dx= 0.5*fac*v3d->camdx*(x2-x1); float dy= 0.5*fac*v3d->camdy*(y2-y1); x1+= dx; x2+= dx; y1+= dy; y2+= dy; } } if(pixsize) { float viewfac; if(orth) { viewfac= (winx >= winy)? winx: winy; *pixsize= 1.0f/viewfac; } else { viewfac= (((winx >= winy)? winx: winy)*lens)/32.0; *pixsize= *clipsta/viewfac; } } viewplane->xmin= x1; viewplane->ymin= y1; viewplane->xmax= x2; viewplane->ymax= y2; return orth; } /* important to not set windows active in here, can be renderwin for example */ void setwinmatrixview3d(View3D *v3d, int winx, int winy, rctf *rect) /* rect: for picking */ { rctf viewplane; float clipsta, clipend, x1, y1, x2, y2; int orth; orth= get_view3d_viewplane(v3d, winx, winy, &viewplane, &clipsta, &clipend, NULL); // printf("%d %d %f %f %f %f %f %f\n", winx, winy, viewplane.xmin, viewplane.ymin, viewplane.xmax, viewplane.ymax, clipsta, clipend); x1= viewplane.xmin; y1= viewplane.ymin; x2= viewplane.xmax; y2= viewplane.ymax; if(rect) { /* picking */ rect->xmin/= (float)winx; rect->xmin= x1+rect->xmin*(x2-x1); rect->ymin/= (float)winy; rect->ymin= y1+rect->ymin*(y2-y1); rect->xmax/= (float)winx; rect->xmax= x1+rect->xmax*(x2-x1); rect->ymax/= (float)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); } /* not sure what this was for? (ton) */ glMatrixMode(GL_PROJECTION); wmGetMatrix(v3d->winmat); glMatrixMode(GL_MODELVIEW); } /* Gets the lens and clipping values from a camera of lamp type object */ static void object_lens_clip_settings(Object *ob, float *lens, float *clipsta, float *clipend) { if (!ob) return; if(ob->type==OB_LAMP ) { Lamp *la = ob->data; if (lens) { float x1, fac; fac= cos( M_PI*la->spotsize/360.0); x1= saacos(fac); *lens= 16.0*fac/sin(x1); } if (clipsta) *clipsta= la->clipsta; if (clipend) *clipend= la->clipend; } else if(ob->type==OB_CAMERA) { Camera *cam= ob->data; if (lens) *lens= cam->lens; if (clipsta) *clipsta= cam->clipsta; if (clipend) *clipend= cam->clipend; } else { if (lens) *lens= 35.0f; } } /* Gets the view trasnformation from a camera * currently dosnt take camzoom into account * * The dist is not modified for this function, if NULL its assimed zero * */ void view_settings_from_ob(Object *ob, float *ofs, float *quat, float *dist, float *lens) { float bmat[4][4]; float imat[4][4]; float tmat[3][3]; if (!ob) return; /* Offset */ if (ofs) { where_is_object(ob); VECCOPY(ofs, ob->obmat[3]); VecMulf(ofs, -1.0f); /*flip the vector*/ } /* Quat */ if (quat) { Mat4CpyMat4(bmat, ob->obmat); Mat4Ortho(bmat); Mat4Invert(imat, bmat); Mat3CpyMat4(tmat, imat); Mat3ToQuat(tmat, quat); } if (dist) { float vec[3]; Mat3CpyMat4(tmat, ob->obmat); vec[0]= vec[1] = 0.0; vec[2]= -(*dist); Mat3MulVecfl(tmat, vec); VecSubf(ofs, ofs, vec); } /* Lens */ if (lens) object_lens_clip_settings(ob, lens, NULL, NULL); } void obmat_to_viewmat(View3D *v3d, Object *ob, short smooth) { float bmat[4][4]; float tmat[3][3]; v3d->view= 0; /* dont show the grid */ Mat4CpyMat4(bmat, ob->obmat); Mat4Ortho(bmat); Mat4Invert(v3d->viewmat, bmat); /* view quat calculation, needed for add object */ Mat3CpyMat4(tmat, v3d->viewmat); if (smooth) { float new_quat[4]; if (v3d->persp==V3D_CAMOB && v3d->camera) { /* were from a camera view */ float orig_ofs[3]; float orig_dist= v3d->dist; float orig_lens= v3d->lens; VECCOPY(orig_ofs, v3d->ofs); /* Switch from camera view */ Mat3ToQuat(tmat, new_quat); v3d->persp=V3D_PERSP; v3d->dist= 0.0; view_settings_from_ob(v3d->camera, v3d->ofs, NULL, NULL, &v3d->lens); smooth_view(NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); // XXX v3d->persp=V3D_CAMOB; /* just to be polite, not needed */ } else { Mat3ToQuat(tmat, new_quat); smooth_view(NULL, NULL, NULL, NULL, new_quat, NULL, NULL); // XXX } } else { Mat3ToQuat(tmat, v3d->viewquat); } } /* dont set windows active in in here, is used by renderwin too */ void setviewmatrixview3d(View3D *v3d) { if(v3d->persp==V3D_CAMOB) { /* obs/camera */ if(v3d->camera) { where_is_object(v3d->camera); obmat_to_viewmat(v3d, v3d->camera, 0); } else { QuatToMat4(v3d->viewquat, v3d->viewmat); v3d->viewmat[3][2]-= v3d->dist; } } else { QuatToMat4(v3d->viewquat, v3d->viewmat); if(v3d->persp==V3D_PERSP) v3d->viewmat[3][2]-= v3d->dist; if(v3d->ob_centre) { Object *ob= v3d->ob_centre; float vec[3]; VECCOPY(vec, ob->obmat[3]); if(ob->type==OB_ARMATURE && v3d->ob_centre_bone[0]) { bPoseChannel *pchan= get_pose_channel(ob->pose, v3d->ob_centre_bone); if(pchan) { VECCOPY(vec, pchan->pose_mat[3]); Mat4MulVecfl(ob->obmat, vec); } } i_translate(-vec[0], -vec[1], -vec[2], v3d->viewmat); } else i_translate(v3d->ofs[0], v3d->ofs[1], v3d->ofs[2], v3d->viewmat); } } void setcameratoview3d(View3D *v3d) { Object *ob; float dvec[3]; ob= v3d->camera; dvec[0]= v3d->dist*v3d->viewinv[2][0]; dvec[1]= v3d->dist*v3d->viewinv[2][1]; dvec[2]= v3d->dist*v3d->viewinv[2][2]; VECCOPY(ob->loc, dvec); VecSubf(ob->loc, ob->loc, v3d->ofs); v3d->viewquat[0]= -v3d->viewquat[0]; /* */ /*if (ob->transflag & OB_QUAT) { QUATCOPY(ob->quat, v3d->viewquat); } else {*/ QuatToEul(v3d->viewquat, ob->rot); /*}*/ v3d->viewquat[0]= -v3d->viewquat[0]; } /* 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; 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->xmin+12; } else { rect.xmin= input->xmin; rect.xmax= input->xmax; rect.ymin= input->ymin; rect.ymax= input->ymax; } setwinmatrixview3d(v3d, ar->winx, ar->winy, &rect); Mat4MulMat4(v3d->persmat, v3d->viewmat, v3d->winmat); if(v3d->drawtype > OB_WIRE) { v3d->zbuf= TRUE; glEnable(GL_DEPTH_TEST); } if(v3d->flag & V3D_CLIPPING) view3d_set_clipping(v3d); 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)) { 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); for(dob= lb->first; dob; dob= dob->next) { tbase.object= dob->ob; Mat4CpyMat4(dob->ob->obmat, dob->mat); draw_object(scene, ar, v3d, &tbase, DRAW_PICKING|DRAW_CONSTCOLOR); Mat4CpyMat4(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(v3d, ar->winx, ar->winy, NULL); Mat4MulMat4(v3d->persmat, v3d->viewmat, v3d->winmat); if(v3d->drawtype > OB_WIRE) { v3d->zbuf= 0; glDisable(GL_DEPTH_TEST); } // XXX persp(PERSP_WIN); if(v3d->flag & V3D_CLIPPING) view3d_clr_clipping(); if(hits<0) printf("Too many objects in select buffer\n"); // XXX make error message return hits; } // XXX solve: localview on region level? no.... layers are area, so all regions in area have to be set static unsigned int free_localbit(void) { 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= G.main->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; } void initlocalview(Scene *scene, ARegion *ar, View3D *v3d) { Base *base; float size = 0.0, min[3], max[3], afm[3]; unsigned int locallay; int ok=0; if(v3d->localvd) return; INIT_MINMAX(min, max); locallay= free_localbit(); if(locallay==0) { printf("Sorry, no more than 8 localviews\n"); // XXX error ok= 0; } else { if(scene->obedit) { minmax_object(scene->obedit, min, max); ok= 1; BASACT->lay |= locallay; scene->obedit->lay= BASACT->lay; } else { base= FIRSTBASE; while(base) { if(TESTBASE(v3d, base)) { minmax_object(base->object, min, max); base->lay |= locallay; base->object->lay= base->lay; ok= 1; } base= base->next; } } afm[0]= (max[0]-min[0]); afm[1]= (max[1]-min[1]); afm[2]= (max[2]-min[2]); size= 0.7*MAX3(afm[0], afm[1], afm[2]); if(size<=0.01) size= 0.01; } if(ok) { v3d->localvd= MEM_mallocN(sizeof(View3D), "localview"); memcpy(v3d->localvd, v3d, sizeof(View3D)); v3d->ofs[0]= -(min[0]+max[0])/2.0; v3d->ofs[1]= -(min[1]+max[1])/2.0; v3d->ofs[2]= -(min[2]+max[2])/2.0; v3d->dist= size; // correction for window aspect ratio if(ar->winy>2 && ar->winx>2) { size= (float)ar->winx/(float)ar->winy; if(size<1.0) size= 1.0/size; v3d->dist*= size; } if (v3d->persp==V3D_CAMOB) v3d->persp= V3D_PERSP; if (v3d->near> 0.1) v3d->near= 0.1; v3d->cursor[0]= -v3d->ofs[0]; v3d->cursor[1]= -v3d->ofs[1]; v3d->cursor[2]= -v3d->ofs[2]; v3d->lay= locallay; // XXX countall(); // XXX scrarea_queue_winredraw(curarea); } else { /* clear flags */ base= FIRSTBASE; while(base) { 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; } base= base->next; } // XXX scrarea_queue_headredraw(curarea); v3d->localview= 0; } // XXX BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT); } void restore_localviewdata(View3D *vd) { if(vd->localvd==0) return; VECCOPY(vd->ofs, vd->localvd->ofs); vd->dist= vd->localvd->dist; vd->persp= vd->localvd->persp; vd->view= vd->localvd->view; vd->near= vd->localvd->near; vd->far= vd->localvd->far; vd->lay= vd->localvd->lay; vd->layact= vd->localvd->layact; vd->drawtype= vd->localvd->drawtype; vd->camera= vd->localvd->camera; QUATCOPY(vd->viewquat, vd->localvd->viewquat); } void endlocalview(Scene *scene, ScrArea *sa) { View3D *v3d; struct Base *base; unsigned int locallay; if(sa->spacetype!=SPACE_VIEW3D) return; v3d= sa->spacedata.first; if(v3d->localvd) { locallay= v3d->lay & 0xFF000000; restore_localviewdata(v3d); MEM_freeN(v3d->localvd); v3d->localvd= 0; v3d->localview= 0; /* for when in other window the layers have changed */ if(v3d->scenelock) v3d->lay= scene->lay; base= FIRSTBASE; while(base) { 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; } base= base->next; } // XXX countall(); // XXX allqueue(REDRAWVIEW3D, 0); /* because of select */ // XXX allqueue(REDRAWOOPS, 0); /* because of select */ // XXX BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT); } } void view3d_align_axis_to_vector(View3D *v3d, 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; VECCOPY(norm, vec); Normalize(norm); angle= (float)acos(Inpf(alignaxis, norm)); Crossf(axis, alignaxis, norm); VecRotToQuat(axis, -angle, new_quat); v3d->view= 0; if (v3d->persp==V3D_CAMOB && v3d->camera) { /* switch out of camera view */ float orig_ofs[3]; float orig_dist= v3d->dist; float orig_lens= v3d->lens; VECCOPY(orig_ofs, v3d->ofs); v3d->persp= V3D_PERSP; v3d->dist= 0.0; view_settings_from_ob(v3d->camera, v3d->ofs, NULL, NULL, &v3d->lens); smooth_view(NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); // XXX } else { if (v3d->persp==V3D_CAMOB) v3d->persp= V3D_PERSP; /* switch out of camera mode */ smooth_view(NULL, NULL, NULL, NULL, new_quat, NULL, NULL); // XXX } }