/* * ***** 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) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ /** \file DNA_view3d_types.h * \ingroup DNA */ #ifndef __DNA_VIEW3D_TYPES_H__ #define __DNA_VIEW3D_TYPES_H__ struct ViewDepths; struct Object; struct Image; struct SpaceLink; struct BoundBox; struct MovieClip; struct MovieClipUser; struct RenderEngine; struct bGPdata; struct SmoothView3DStore; struct wmTimer; struct Material; struct GPUViewport; #include "DNA_defs.h" #include "DNA_listBase.h" #include "DNA_image_types.h" #include "DNA_movieclip_types.h" #include "DNA_gpu_types.h" /* ******************************** */ /* The near/far thing is a Win EXCEPTION, caused by indirect includes from . * Thus, leave near/far in the code, and undef for windows. */ #ifdef _WIN32 # undef near # undef far #endif typedef struct RegionView3D { float winmat[4][4]; /* GL_PROJECTION matrix */ float viewmat[4][4]; /* GL_MODELVIEW matrix */ float viewinv[4][4]; /* inverse of viewmat */ float persmat[4][4]; /* viewmat*winmat */ float persinv[4][4]; /* inverse of persmat */ float viewcamtexcofac[4]; /* offset/scale for camera glsl texcoords */ /* viewmat/persmat multiplied with object matrix, while drawing and selection */ float viewmatob[4][4]; float persmatob[4][4]; /* user defined clipping planes */ float clip[6][4]; float clip_local[6][4]; /* clip in object space, means we can test for clipping in editmode without first going into worldspace */ struct BoundBox *clipbb; struct RegionView3D *localvd; /* allocated backup of its self while in localview */ struct RenderEngine *render_engine; struct ViewDepths *depths; void *gpuoffscreen; /* animated smooth view */ struct SmoothView3DStore *sms; struct wmTimer *smooth_timer; /* transform manipulator matrix */ float twmat[4][4]; /* min/max dot product on twmat xyz axis. */ float tw_axis_min[3], tw_axis_max[3]; float tw_axis_matrix[3][3]; float gridview; float viewquat[4]; /* view rotation, must be kept normalized */ float dist; /* distance from 'ofs' along -viewinv[2] vector, where result is negative as is 'ofs' */ float camdx, camdy; /* camera view offsets, 1.0 = viewplane moves entire width/height */ float pixsize; /* runtime only */ float ofs[3]; /* view center & orbit pivot, negative of worldspace location, * also matches -viewinv[3][0:3] in ortho mode.*/ float camzoom; /* viewport zoom on the camera frame, see BKE_screen_view3d_zoom_to_fac */ char is_persp; /* check if persp/ortho view, since 'persp' cant be used for this since * it can have cameras assigned as well. (only set in view3d_winmatrix_set) */ char persp; char view; char viewlock; char viewlock_quad; /* options for quadview (store while out of quad view) */ char pad[3]; float ofs_lock[2]; /* normalized offset for locked view: (-1, -1) bottom left, (1, 1) upper right */ short twdrawflag; /* XXX can easily get rid of this (Julian) */ short rflag; /* last view (use when switching out of camera view) */ float lviewquat[4]; short lpersp, lview; /* lpersp can never be set to 'RV3D_CAMOB' */ /* active rotation from NDOF or elsewhere */ float rot_angle; float rot_axis[3]; } RegionView3D; typedef struct View3DCursor { float location[3]; float rotation[4]; char _pad[4]; } View3DCursor; /* 3D Viewport Shading setings */ typedef struct View3DShading { short flag; short color_type; short light; char pad[2]; char studio_light[256]; /* FILE_MAXFILE */ char matcap[256]; /* FILE_MAXFILE */ float shadow_intensity; float single_color[3]; float studiolight_rot_z; float studiolight_background; float object_outline_color[3]; float xray_alpha; float cavity_valley_factor; float cavity_ridge_factor; } View3DShading; /* 3D Viewport Overlay setings */ typedef struct View3DOverlay { int flag; /* Edit mode settings */ int edit_flag; float normals_length; float backwire_opacity; /* Paint mode settings */ int paint_flag; /* Alpha for texture, weight, vertex paint overlay */ float texture_paint_mode_opacity; float vertex_paint_mode_opacity; float weight_paint_mode_opacity; /* Armature edit/pose mode settings */ int arm_flag; float bone_selection_alpha; /* Other settings */ float wireframe_threshold; int pad; } View3DOverlay; /* 3D ViewPort Struct */ typedef struct View3D { struct SpaceLink *next, *prev; ListBase regionbase; /* storage of regions for inactive spaces */ char spacetype; char link_flag; char _pad0[6]; /* End 'SpaceLink' header. */ float viewquat[4] DNA_DEPRECATED; float dist DNA_DEPRECATED; float bundle_size; /* size of bundles in reconstructed data */ char bundle_drawtype; /* display style for bundle */ char pad[3]; unsigned int lay_prev; /* for active layer toggle */ unsigned int lay_used; /* used while drawing */ short persp DNA_DEPRECATED; short view DNA_DEPRECATED; struct Object *camera, *ob_centre; rctf render_border; struct View3D *localvd; /* allocated backup of its self while in localview */ char ob_centre_bone[64]; /* optional string for armature bone to define center, MAXBONENAME */ unsigned int lay; int layact; short ob_centre_cursor; /* optional bool for 3d cursor to define center */ short scenelock, _pad1; short flag, flag2, pad2; float lens, grid; float near, far; float ofs[3] DNA_DEPRECATED; /* XXX deprecated */ View3DCursor cursor; char _pad[4]; short matcap_icon; /* icon id */ short gridlines; short gridsubdiv; /* Number of subdivisions in the grid between each highlighted grid line */ char gridflag; /* transform manipulator info */ char twtype, _pad5, twflag; short flag3; /* drawflags, denoting state */ char zbuf, transp, xray; char multiview_eye; /* multiview current eye - for internal use */ char pad3[4]; /* note, 'fx_settings.dof' is currently _not_ allocated, * instead set (temporarily) from camera */ struct GPUFXSettings fx_settings; void *properties_storage; /* Nkey panel stores stuff here (runtime only!) */ /* XXX deprecated? */ struct bGPdata *gpd DNA_DEPRECATED; /* Grease-Pencil Data (annotation layers) */ /* Stereoscopy settings */ short stereo3d_flag; char stereo3d_camera; char pad4; float stereo3d_convergence_factor; float stereo3d_volume_alpha; float stereo3d_convergence_alpha; /* Display settings */ short drawtype; /* Shading mode (OB_SOLID, OB_TEXTURE, ..) */ short prev_drawtype; /* Runtime, for toggle between rendered viewport. */ int pad5; View3DShading shading; View3DOverlay overlay; } View3D; /* View3D->stereo_flag (short) */ #define V3D_S3D_DISPCAMERAS (1 << 0) #define V3D_S3D_DISPPLANE (1 << 1) #define V3D_S3D_DISPVOLUME (1 << 2) /* View3D->flag (short) */ /*#define V3D_FLAG_DEPRECATED_1 (1 << 0) */ /*UNUSED */ /*#define V3D_FLAG_DEPRECATED_2 (1 << 1) */ /* UNUSED */ #define V3D_HIDE_HELPLINES 4 #define V3D_INVALID_BACKBUF 8 /* #define V3D_FLAG_DEPRECATED_10 (1 << 10) */ /* UNUSED */ #define V3D_SELECT_OUTLINE 2048 #define V3D_ZBUF_SELECT 4096 #define V3D_GLOBAL_STATS 8192 #define V3D_DRAW_CENTERS 32768 /* RegionView3d->persp */ #define RV3D_ORTHO 0 #define RV3D_PERSP 1 #define RV3D_CAMOB 2 /* RegionView3d->rflag */ #define RV3D_CLIPPING 4 #define RV3D_NAVIGATING 8 #define RV3D_GPULIGHT_UPDATE 16 /*#define RV3D_IS_GAME_ENGINE 32 *//* UNUSED */ /** * Disable zbuffer offset, skip calls to #ED_view3d_polygon_offset. * Use when precise surface depth is needed and picking bias isn't, see T45434). */ #define RV3D_ZOFFSET_DISABLED 64 /* RegionView3d->viewlock */ #define RV3D_LOCKED (1 << 0) #define RV3D_BOXVIEW (1 << 1) #define RV3D_BOXCLIP (1 << 2) /* RegionView3d->viewlock_quad */ #define RV3D_VIEWLOCK_INIT (1 << 7) /* RegionView3d->view */ #define RV3D_VIEW_USER 0 #define RV3D_VIEW_FRONT 1 #define RV3D_VIEW_BACK 2 #define RV3D_VIEW_LEFT 3 #define RV3D_VIEW_RIGHT 4 #define RV3D_VIEW_TOP 5 #define RV3D_VIEW_BOTTOM 6 #define RV3D_VIEW_CAMERA 8 #define RV3D_VIEW_IS_AXIS(view) \ (((view) >= RV3D_VIEW_FRONT) && ((view) <= RV3D_VIEW_BOTTOM)) /* View3d->flag2 (short) */ #define V3D_RENDER_OVERRIDE (1 << 2) #define V3D_SOLID_TEX (1 << 3) #define V3D_SHOW_GPENCIL (1 << 4) #define V3D_LOCK_CAMERA (1 << 5) #define V3D_RENDER_SHADOW (1 << 6) /* This is a runtime only flag that's used to tell draw_mesh_object() that we're doing a shadow pass instead of a regular draw */ #define V3D_SHOW_RECONSTRUCTION (1 << 7) #define V3D_SHOW_CAMERAPATH (1 << 8) #define V3D_SHOW_BUNDLENAME (1 << 9) #define V3D_BACKFACE_CULLING (1 << 10) #define V3D_RENDER_BORDER (1 << 11) #define V3D_SOLID_MATCAP (1 << 12) /* user flag */ #define V3D_SHOW_SOLID_MATCAP (1 << 13) /* runtime flag */ #define V3D_OCCLUDE_WIRE (1 << 14) #define V3D_SHOW_MODE_SHADE_OVERRIDE (1 << 15) /* XXX: DNA deprecated */ /* View3d->flag3 (short) */ #define V3D_SHOW_WORLD (1 << 0) /* View3DShading->light */ enum { V3D_LIGHTING_FLAT = 0, V3D_LIGHTING_STUDIO = 1, V3D_LIGHTING_MATCAP = 2, }; /* View3DShading->flag */ enum { V3D_SHADING_OBJECT_OUTLINE = (1 << 0), V3D_SHADING_XRAY = (1 << 1), V3D_SHADING_SHADOW = (1 << 2), V3D_SHADING_SCENE_LIGHT = (1 << 3), V3D_SHADING_SPECULAR_HIGHLIGHT = (1 << 4), V3D_SHADING_CAVITY = (1 << 5), V3D_SHADING_MATCAP_FLIP_X = (1 << 6), }; /* View3DShading->color_type */ enum { V3D_SHADING_MATERIAL_COLOR = 0, V3D_SHADING_RANDOM_COLOR = 1, V3D_SHADING_SINGLE_COLOR = 2, V3D_SHADING_TEXTURE_COLOR = 3, }; /* View3DOverlay->flag */ enum { V3D_OVERLAY_FACE_ORIENTATION = (1 << 0), V3D_OVERLAY_HIDE_CURSOR = (1 << 1), V3D_OVERLAY_BONE_SELECTION = (1 << 2), V3D_OVERLAY_LOOK_DEV = (1 << 3), V3D_OVERLAY_WIREFRAMES = (1 << 4), V3D_OVERLAY_HIDE_TEXT = (1 << 5), V3D_OVERLAY_HIDE_MOTION_PATHS = (1 << 6), V3D_OVERLAY_ONION_SKINS = (1 << 7), }; /* View3DOverlay->edit_flag */ enum { V3D_OVERLAY_EDIT_VERT_NORMALS = (1 << 0), V3D_OVERLAY_EDIT_LOOP_NORMALS = (1 << 1), V3D_OVERLAY_EDIT_FACE_NORMALS = (1 << 2), V3D_OVERLAY_EDIT_OCCLUDE_WIRE = (1 << 3), V3D_OVERLAY_EDIT_WEIGHT = (1 << 4), }; /* View3DOverlay->arm_flag */ enum { V3D_OVERLAY_ARM_TRANSP_BONES = (1 << 0), }; /* View3DOverlay->paint_flag */ enum { V3D_OVERLAY_PAINT_WIRE = (1 << 0), }; /* View3D->around */ enum { /* center of the bounding box */ V3D_AROUND_CENTER_BOUNDS = 0, /* center from the sum of all points divided by the total */ V3D_AROUND_CENTER_MEAN = 3, /* pivot around the 2D/3D cursor */ V3D_AROUND_CURSOR = 1, /* pivot around each items own origin */ V3D_AROUND_LOCAL_ORIGINS = 2, /* pivot around the active items origin */ V3D_AROUND_ACTIVE = 4, }; /*View3D types (only used in tools, not actually saved)*/ #define V3D_VIEW_STEPLEFT 1 #define V3D_VIEW_STEPRIGHT 2 #define V3D_VIEW_STEPDOWN 3 #define V3D_VIEW_STEPUP 4 #define V3D_VIEW_PANLEFT 5 #define V3D_VIEW_PANRIGHT 6 #define V3D_VIEW_PANDOWN 7 #define V3D_VIEW_PANUP 8 /* View3d->gridflag */ #define V3D_SHOW_FLOOR 1 #define V3D_SHOW_X 2 #define V3D_SHOW_Y 4 #define V3D_SHOW_Z 8 /* Scene.orientation_type */ #define V3D_MANIP_GLOBAL 0 #define V3D_MANIP_LOCAL 1 #define V3D_MANIP_NORMAL 2 #define V3D_MANIP_VIEW 3 #define V3D_MANIP_GIMBAL 4 #define V3D_MANIP_CURSOR 5 #define V3D_MANIP_CUSTOM 1024 /* View3d->twflag (also) */ enum { V3D_MANIPULATOR_DRAW = (1 << 0), }; #define RV3D_CAMZOOM_MIN -30 #define RV3D_CAMZOOM_MAX 600 /* #BKE_screen_view3d_zoom_to_fac() values above */ #define RV3D_CAMZOOM_MIN_FACTOR 0.1657359312880714853f #define RV3D_CAMZOOM_MAX_FACTOR 44.9852813742385702928f #endif