/* * ***** 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 "BLI_callbacks.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" #include "RE_engine.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 *ED_view3d_cursor3d_get(Scene *scene, View3D *v3d) { if (v3d && v3d->localvd) return v3d->cursor; else return scene->cursor; } Camera *ED_view3d_camera_data_get(View3D *v3d, RegionView3D *rv3d) { /* establish the camera object, so we can default to view mapping if anything is wrong with it */ if ((rv3d->persp == RV3D_CAMOB) && v3d->camera && (v3d->camera->type == OB_CAMERA)) { return v3d->camera->data; } else { return NULL; } } /* ****************** smooth view operator ****************** */ /* 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; 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(bContext *C, View3D *v3d, ARegion *ar, Object *oldcamera, Object *camera, float *ofs, float *quat, float *dist, float *lens, const int smooth_viewtx) { 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}}; 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); sms.org_view = rv3d->view; } else { sms.org = rv3d->sms->org; sms.org_view = rv3d->sms->org_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 (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.dst.ofs, ofs); if (quat) copy_qt_qt(sms.dst.quat, quat); if (dist) sms.dst.dist = *dist; if (lens) sms.dst.lens = *lens; if (camera) { sms.dst.dist = ED_view3d_offset_distance(camera->obmat, ofs, VIEW3D_DIST_FALLBACK); ED_view3d_from_object(camera, 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->drawtype != OB_RENDER) { bool changed = false; /* zero means no difference */ if (oldcamera != 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 (oldcamera) { sms.src.dist = ED_view3d_offset_distance(oldcamera->obmat, rv3d->ofs, 0.0f); /* this */ ED_view3d_from_object(oldcamera, 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 (quat && !ofs && !dist) { float vec1[3] = {0, 0, 1}, vec2[3] = {0, 0, 1}; float q1[4], q2[4]; invert_qt_qt(q1, sms.dst.quat); invert_qt_qt(q2, sms.src.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) { /* use ortho if we move from an ortho view to an ortho camera */ rv3d->persp = (((rv3d->is_persp == false) && (camera->type == OB_CAMERA) && (((Camera *)camera->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 ficker 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(v3d, rv3d); } 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), const 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; view3d_smooth_view_state_restore(&sms->org, v3d, rv3d); } else { view3d_smooth_view_state_restore(&sms->dst, v3d, rv3d); ED_view3d_camera_lock_sync(v3d, rv3d); } 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_v3_v3v3(rv3d->ofs, sms->src.ofs, sms->dst.ofs, step); interp_qt_qtqt(rv3d->viewquat, sms->src.quat, sms->dst.quat, 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(v3d, rv3d); } if (rv3d->viewlock & RV3D_BOXVIEW) view3d_boxview_copy(CTX_wm_area(C), CTX_wm_region(C)); /* 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(CTX_wm_region(C)); } return OPERATOR_FINISHED; } 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; } /* ****************** change view operators ****************** */ static int view3d_camera_to_view_exec(bContext *C, wmOperator *UNUSED(op)) { View3D *v3d; ARegion *ar; RegionView3D *rv3d; ObjectTfmProtectedChannels obtfm; ED_view3d_context_user_region(C, &v3d, &ar); rv3d = ar->regiondata; 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; ARegion *ar; if (ED_view3d_context_user_region(C, &v3d, &ar)) { RegionView3D *rv3d = ar->regiondata; if (v3d && v3d->camera && v3d->camera->id.lib == NULL) { 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; } /* 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) { Scene *scene = CTX_data_scene(C); View3D *v3d = CTX_wm_view3d(C); /* can be NULL */ Object *camera_ob = v3d ? v3d->camera : scene->camera; float r_co[3]; /* the new location to apply */ if (camera_ob == NULL) { BKE_report(op->reports, RPT_ERROR, "No active camera"); return OPERATOR_CANCELLED; } else if (camera_ob->type != OB_CAMERA) { BKE_report(op->reports, RPT_ERROR, "Object not a camera"); return OPERATOR_CANCELLED; } else if (((Camera *)camera_ob->data)->type == R_ORTHO) { BKE_report(op->reports, RPT_ERROR, "Orthographic cameras not supported"); return OPERATOR_CANCELLED; } /* 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; } } 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; } 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; if (camera_old != ob) { /* unlikely but looks like a glitch when set to the same */ ED_view3d_smooth_view(C, v3d, ar, camera_old, v3d->camera, rv3d->ofs, rv3d->viewquat, &rv3d->dist, &v3d->lens, smooth_viewtx); } 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] = -dot_v3v3(planes[val], bb->vec[val]); } } bool ED_view3d_boundbox_clip(RegionView3D *rv3d, float obmat[4][4], const BoundBox *bb) { /* return 1: draw */ float mat[4][4]; float vec[4], min, max; int a, flag = -1, fl; if (bb == NULL) return true; if (bb->flag & BOUNDBOX_DISABLED) return true; mul_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 true; } return false; } 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 = true; } /* copies logic of get_view3d_viewplane(), keep in sync */ bool ED_view3d_clip_range_get(View3D *v3d, RegionView3D *rv3d, float *r_clipsta, float *r_clipend, const bool use_ortho_factor) { CameraParams params; BKE_camera_params_init(¶ms); BKE_camera_params_from_view3d(¶ms, v3d, rv3d); if (use_ortho_factor && params.is_ortho) { const float fac = 2.0f / (params.clipend - params.clipsta); params.clipsta *= fac; params.clipend *= fac; } if (r_clipsta) *r_clipsta = params.clipsta; if (r_clipend) *r_clipend = params.clipend; return params.is_ortho; } /* also exposed in previewrender.c */ bool ED_view3d_viewplane_get(View3D *v3d, RegionView3D *rv3d, int winx, int winy, rctf *r_viewplane, float *r_clipsta, float *r_clipend, float *r_pixsize) { 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 (r_viewplane) *r_viewplane = params.viewplane; if (r_clipsta) *r_clipsta = params.clipsta; if (r_clipend) *r_clipend = params.clipend; if (r_pixsize) *r_pixsize = params.viewdx; return params.is_ortho; } /** * Use instead of: ``bglPolygonOffset(rv3d->dist, ...)`` see bug [#37727] */ void ED_view3d_polygon_offset(const RegionView3D *rv3d, const float dist) { float viewdist = rv3d->dist; /* special exception for ortho camera (viewdist isnt used for perspective cameras) */ if (dist != 0.0f) { if (rv3d->persp == RV3D_CAMOB) { if (rv3d->is_persp == false) { viewdist = 1.0f / max_ff(fabsf(rv3d->winmat[0][0]), fabsf(rv3d->winmat[1][1])); } } } bglPolygonOffset(viewdist, dist); } /*! * \param rect for picking, NULL not to use. */ void setwinmatrixview3d(ARegion *ar, View3D *v3d, rctf *rect) { RegionView3D *rv3d = ar->regiondata; rctf viewplane; float clipsta, clipend, x1, y1, x2, y2; bool is_ortho; is_ortho = ED_view3d_viewplane_get(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 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 (is_ortho) 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 (is_ortho) 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(RegionView3D *rv3d, Object *ob) { 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); mat3_to_quat(rv3d->viewquat, tmat); } bool ED_view3d_quat_from_axis_view(const char view, float quat[4]) { /* quat values are all unit length */ switch (view) { case RV3D_VIEW_BOTTOM: copy_v4_fl4(quat, 0.0, -1.0, 0.0, 0.0); break; case RV3D_VIEW_BACK: copy_v4_fl4(quat, 0.0, 0.0, -M_SQRT1_2, -M_SQRT1_2); break; case RV3D_VIEW_LEFT: copy_v4_fl4(quat, 0.5, -0.5, 0.5, 0.5); break; case RV3D_VIEW_TOP: copy_v4_fl4(quat, 1.0, 0.0, 0.0, 0.0); break; case RV3D_VIEW_FRONT: copy_v4_fl4(quat, M_SQRT1_2, -M_SQRT1_2, 0.0, 0.0); break; case RV3D_VIEW_RIGHT: copy_v4_fl4(quat, 0.5, -0.5, -0.5, -0.5); break; default: return false; } return true; } char ED_view3d_lock_view_from_index(int index) { switch (index) { case 0: return RV3D_VIEW_FRONT; case 1: return RV3D_VIEW_TOP; case 2: return RV3D_VIEW_RIGHT; default: return RV3D_VIEW_USER; } } bool ED_view3d_lock(RegionView3D *rv3d) { return ED_view3d_quat_from_axis_view(rv3d->view, rv3d->viewquat); } /* 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(rv3d, v3d->camera); } 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 = 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]); use_lock_ofs = true; } else if (v3d->ob_centre_cursor) { float vec[3]; copy_v3_v3(vec, ED_view3d_cursor3d_get(scene, v3d)); 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; mul_mat3_m4_v3(persinv, vec); translate_m4(rv3d->viewmat, vec[0], vec[1], vec[2]); } /* end lock offset */ } } /** * \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. */ 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; short dtx; const bool use_obedit_skip = (scene->obedit != NULL) && (vc->obedit == NULL); 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); mul_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) || (use_obedit_skip && (scene->obedit->data == base->object->data))) { base->selcol = 0; } else { base->selcol = code; glLoadName(code); draw_object(scene, ar, v3d, base, DRAW_PICKING | DRAW_CONSTCOLOR); /* we draw duplicators for selection too */ if ((base->object->transflag & OB_DUPLI)) { ListBase *lb; DupliObject *dob; Base tbase; tbase.flag = OB_FROMDUPLI; lb = object_duplilist(G.main->eval_ctx, scene, base->object); for (dob = lb->first; dob; dob = dob->next) { float omat[4][4]; tbase.object = dob->ob; copy_m4_m4(omat, dob->ob->obmat); 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, 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); mul_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 bool view3d_localview_init(Main *bmain, Scene *scene, ScrArea *sa, ReportList *reports) { View3D *v3d = sa->spacedata.first; Base *base; float min[3], max[3], box[3]; float size = 0.0f, size_persp = 0.0f, size_ortho = 0.0f; unsigned int locallay; bool ok = false; if (v3d->localvd) { return ok; } INIT_MINMAX(min, max); locallay = free_localbit(bmain); if (locallay == 0) { BKE_report(reports, RPT_ERROR, "No more than 8 local views"); 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; } } } sub_v3_v3v3(box, max, min); size = max_fff(box[0], box[1], box[2]); /* do not zoom closer than the near clipping plane */ size = max_ff(size, v3d->near * 1.5f); /* perspective size (we always switch out of camera view so no need to use its lens size) */ size_persp = ED_view3d_radius_to_persp_dist(focallength_to_fov(v3d->lens, DEFAULT_SENSOR_WIDTH), size / 2.0f) * VIEW3D_MARGIN; size_ortho = ED_view3d_radius_to_ortho_dist(v3d->lens, size / 2.0f) * VIEW3D_MARGIN; } 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)); mid_v3_v3v3(v3d->cursor, min, max); negate_v3_v3(rv3d->ofs, v3d->cursor); if (rv3d->persp == RV3D_CAMOB) { rv3d->persp = RV3D_PERSP; } /* perspective should be a bit farther away to look nice */ if (rv3d->persp != RV3D_ORTHO) { rv3d->dist = size_persp; } else { rv3d->dist = size_ortho; } /* 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; } } } 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(Main *bmain, 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; } } ED_view3d_shade_update(bmain, v3d, sa); } } } static bool 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(bmain, 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); bool changed; if (v3d->localvd) { changed = view3d_localview_exit(bmain, scene, sa); } else { changed = view3d_localview_init(bmain, scene, sa, op->reports); } if (changed) { 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; BLI_listbase_clear(&win->queue); //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; } bool 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 false; for (ar = sa->regionbase.first; ar; ar = ar->next) if (ar->regiontype == RGN_TYPE_WINDOW) break; if (!ar) return false; /* bad context switch .. */ CTX_wm_area_set(C, sa); CTX_wm_region_set(C, ar); return true; } static int game_engine_exec(bContext *C, wmOperator *op) { #ifdef WITH_GAMEENGINE Scene *startscene = CTX_data_scene(C); Main *bmain = CTX_data_main(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); BLI_callback_exec(bmain, &startscene->id, BLI_CB_EVT_GAME_PRE); 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->eval_ctx, bmain, scene, scene->lay); BLI_callback_exec(bmain, &startscene->id, BLI_CB_EVT_GAME_POST); 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; } /* ************************************** */ float ED_view3d_pixel_size(RegionView3D *rv3d, const float co[3]) { return mul_project_m4_v3_zfac(rv3d->persmat, co) * rv3d->pixsize * U.pixelsize; } float ED_view3d_radius_to_persp_dist(const float angle, const float radius) { return (radius / 2.0f) * fabsf(1.0f / cosf((((float)M_PI) - angle) / 2.0f)); } float ED_view3d_radius_to_ortho_dist(const float lens, const float radius) { return radius / (DEFAULT_SENSOR_WIDTH / lens); } /* 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