1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
|
/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2008 Blender Foundation. All rights reserved. */
/** \file
* \ingroup editors
*/
#pragma once
#ifdef __cplusplus
extern "C" {
#endif
/* ********* exports for space_view3d/ module ********** */
struct ARegion;
struct BMEdge;
struct BMElem;
struct BMFace;
struct BMVert;
struct BPoint;
struct Base;
struct BezTriple;
struct BoundBox;
struct Camera;
struct CustomData_MeshMasks;
struct Depsgraph;
struct EditBone;
struct GPUSelectResult;
struct ID;
struct MVert;
struct Main;
struct MetaElem;
struct Nurb;
struct Object;
struct RV3DMatrixStore;
struct RegionView3D;
struct RenderEngineType;
struct Scene;
struct ScrArea;
struct SnapObjectContext;
struct View3D;
struct ViewContext;
struct ViewLayer;
struct bContext;
struct bPoseChannel;
struct bScreen;
struct rctf;
struct rcti;
struct wmGizmo;
struct wmWindow;
struct wmWindowManager;
/* for derivedmesh drawing callbacks, for view3d_select, .... */
typedef struct ViewContext {
struct bContext *C;
struct Main *bmain;
/* Dependency graph is uses for depth drawing, viewport camera matrix access, and also some areas
* are re-using this to access evaluated entities.
*
* Moral of the story: assign to a fully evaluated state. */
struct Depsgraph *depsgraph;
struct Scene *scene;
struct ViewLayer *view_layer;
struct Object *obact;
struct Object *obedit;
struct ARegion *region;
struct View3D *v3d;
struct wmWindow *win;
struct RegionView3D *rv3d;
struct BMEditMesh *em;
int mval[2];
} ViewContext;
typedef struct ViewDepths {
unsigned short w, h;
short x, y; /* only for temp use for sub-rects, added to region->winx/y */
float *depths;
double depth_range[2];
} ViewDepths;
/* Rotate 3D cursor on placement. */
enum eV3DCursorOrient {
V3D_CURSOR_ORIENT_NONE = 0,
V3D_CURSOR_ORIENT_VIEW,
V3D_CURSOR_ORIENT_XFORM,
V3D_CURSOR_ORIENT_GEOM,
};
void ED_view3d_background_color_get(const struct Scene *scene,
const struct View3D *v3d,
float r_color[3]);
bool ED_view3d_has_workbench_in_texture_color(const struct Scene *scene,
const struct Object *ob,
const struct View3D *v3d);
/**
* Cursor position in `r_cursor_co`, result in `r_cursor_co`, `mval` in region coords.
*
* \note cannot use `event->mval` here, called by #object_add().
*/
void ED_view3d_cursor3d_position(struct bContext *C,
const int mval[2],
bool use_depth,
float r_cursor_co[3]);
void ED_view3d_cursor3d_position_rotation(struct bContext *C,
const int mval[2],
bool use_depth,
enum eV3DCursorOrient orientation,
float r_cursor_co[3],
float r_cursor_quat[4]);
void ED_view3d_cursor3d_update(struct bContext *C,
const int mval[2],
bool use_depth,
enum eV3DCursorOrient orientation);
struct Camera *ED_view3d_camera_data_get(struct View3D *v3d, struct RegionView3D *rv3d);
/**
* Calculate the view transformation matrix from RegionView3D input.
* The resulting matrix is equivalent to #RegionView3D.viewinv
* \param mat: The view 4x4 transformation matrix to calculate.
* \param ofs: The view offset, normally from #RegionView3D.ofs.
* \param quat: The view rotation, quaternion normally from #RegionView3D.viewquat.
* \param dist: The view distance from ofs, normally from #RegionView3D.dist.
*/
void ED_view3d_to_m4(float mat[4][4], const float ofs[3], const float quat[4], float dist);
/**
* Set the view transformation from a 4x4 matrix.
*
* \param mat: The view 4x4 transformation matrix to assign.
* \param ofs: The view offset, normally from #RegionView3D.ofs.
* \param quat: The view rotation, quaternion normally from #RegionView3D.viewquat.
* \param dist: The view distance from `ofs`, normally from #RegionView3D.dist.
*/
void ED_view3d_from_m4(const float mat[4][4], float ofs[3], float quat[4], const float *dist);
/**
* Set the #RegionView3D members from an objects transformation and optionally lens.
* \param ob: The object to set the view to.
* \param ofs: The view offset to be set, normally from #RegionView3D.ofs.
* \param quat: The view rotation to be set, quaternion normally from #RegionView3D.viewquat.
* \param dist: The view distance from `ofs `to be set, normally from #RegionView3D.dist.
* \param lens: The view lens angle set for cameras and lights, normally from View3D.lens.
*/
void ED_view3d_from_object(
const struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens);
/**
* Set the object transformation from #RegionView3D members.
* \param depsgraph: The depsgraph to get the evaluated object parent
* for the transformation calculation.
* \param ob: The object which has the transformation assigned.
* \param ofs: The view offset, normally from #RegionView3D.ofs.
* \param quat: The view rotation, quaternion normally from #RegionView3D.viewquat.
* \param dist: The view distance from `ofs`, normally from #RegionView3D.dist.
*/
void ED_view3d_to_object(const struct Depsgraph *depsgraph,
struct Object *ob,
const float ofs[3],
const float quat[4],
float dist);
bool ED_view3d_camera_to_view_selected(struct Main *bmain,
struct Depsgraph *depsgraph,
const struct Scene *scene,
struct Object *camera_ob);
/**
* Use to store the last view, before entering camera view.
*/
void ED_view3d_lastview_store(struct RegionView3D *rv3d);
/* Depth buffer */
typedef enum {
/** Redraw viewport without Grease Pencil and Annotations. */
V3D_DEPTH_NO_GPENCIL = 0,
/** Redraw viewport with Grease Pencil and Annotations only. */
V3D_DEPTH_GPENCIL_ONLY,
/** Redraw viewport with active object only. */
V3D_DEPTH_OBJECT_ONLY,
} eV3DDepthOverrideMode;
/**
* Redraw the viewport depth buffer.
*/
void ED_view3d_depth_override(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
struct Object *obact,
eV3DDepthOverrideMode mode,
struct ViewDepths **r_depths);
void ED_view3d_depths_free(ViewDepths *depths);
bool ED_view3d_depth_read_cached(const ViewDepths *vd,
const int mval[2],
int margin,
float *r_depth);
bool ED_view3d_depth_read_cached_normal(const struct ARegion *region,
const ViewDepths *depths,
const int mval[2],
float r_normal[3]);
bool ED_view3d_depth_unproject_v3(const struct ARegion *region,
const int mval[2],
double depth,
float r_location_world[3]);
/* Projection */
#define IS_CLIPPED 12000
/* return values for ED_view3d_project_...() */
typedef enum {
V3D_PROJ_RET_OK = 0,
/** can't avoid this when in perspective mode, (can't avoid) */
V3D_PROJ_RET_CLIP_NEAR = 1,
/** After clip_end. */
V3D_PROJ_RET_CLIP_FAR = 2,
/** so close to zero we can't apply a perspective matrix usefully */
V3D_PROJ_RET_CLIP_ZERO = 3,
/** bounding box clip - RV3D_CLIPPING */
V3D_PROJ_RET_CLIP_BB = 4,
/** outside window bounds */
V3D_PROJ_RET_CLIP_WIN = 5,
/** outside range (mainly for short), (can't avoid) */
V3D_PROJ_RET_OVERFLOW = 6,
} eV3DProjStatus;
/* some clipping tests are optional */
typedef enum {
V3D_PROJ_TEST_NOP = 0,
V3D_PROJ_TEST_CLIP_BB = (1 << 0),
V3D_PROJ_TEST_CLIP_WIN = (1 << 1),
V3D_PROJ_TEST_CLIP_NEAR = (1 << 2),
V3D_PROJ_TEST_CLIP_FAR = (1 << 3),
V3D_PROJ_TEST_CLIP_ZERO = (1 << 4),
/**
* Clip the contents of the data being iterated over.
* Currently this is only used to edges when projecting into screen space.
*
* Clamp the edge within the viewport limits defined by
* #V3D_PROJ_TEST_CLIP_WIN, #V3D_PROJ_TEST_CLIP_NEAR & #V3D_PROJ_TEST_CLIP_FAR.
* This resolves the problem of a visible edge having one of it's vertices
* behind the viewport. See: T32214.
*
* This is not default behavior as it may be important for the screen-space location
* of an edges vertex to represent that vertices location (instead of a location along the edge).
*
* \note Perspective views should enable #V3D_PROJ_TEST_CLIP_WIN along with
* #V3D_PROJ_TEST_CLIP_NEAR as the near-plane-clipped location of a point
* may become very large (even infinite) when projected into screen-space.
* Unless that point happens to coincide with the camera's point of view.
*
* Use #V3D_PROJ_TEST_CLIP_CONTENT_DEFAULT instead of #V3D_PROJ_TEST_CLIP_CONTENT,
* to avoid accidentally enabling near clipping without clipping by window bounds.
*/
V3D_PROJ_TEST_CLIP_CONTENT = (1 << 5),
} eV3DProjTest;
#define V3D_PROJ_TEST_CLIP_DEFAULT \
(V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR)
#define V3D_PROJ_TEST_ALL \
(V3D_PROJ_TEST_CLIP_DEFAULT | V3D_PROJ_TEST_CLIP_FAR | V3D_PROJ_TEST_CLIP_ZERO | \
V3D_PROJ_TEST_CLIP_CONTENT)
#define V3D_PROJ_TEST_CLIP_CONTENT_DEFAULT \
(V3D_PROJ_TEST_CLIP_CONTENT | V3D_PROJ_TEST_CLIP_NEAR | V3D_PROJ_TEST_CLIP_FAR | \
V3D_PROJ_TEST_CLIP_WIN)
/* view3d_snap.c */
bool ED_view3d_snap_selected_to_location(struct bContext *C,
const float snap_target_global[3],
int pivot_point);
/* view3d_cursor_snap.c */
#define USE_SNAP_DETECT_FROM_KEYMAP_HACK
typedef enum {
V3D_SNAPCURSOR_TOGGLE_ALWAYS_TRUE = 1 << 0,
V3D_SNAPCURSOR_OCCLUSION_ALWAYS_TRUE = 1 << 1,
V3D_SNAPCURSOR_OCCLUSION_ALWAYS_FALSE = 1 << 2, /* TODO. */
V3D_SNAPCURSOR_SNAP_ONLY_ACTIVE = 1 << 3,
V3D_SNAPCURSOR_SNAP_EDIT_GEOM_FINAL = 1 << 4,
V3D_SNAPCURSOR_SNAP_EDIT_GEOM_CAGE = 1 << 5,
} eV3DSnapCursor;
typedef enum {
V3D_PLACE_DEPTH_SURFACE = 0,
V3D_PLACE_DEPTH_CURSOR_PLANE = 1,
V3D_PLACE_DEPTH_CURSOR_VIEW = 2,
} eV3DPlaceDepth;
typedef enum {
V3D_PLACE_ORIENT_SURFACE = 0,
V3D_PLACE_ORIENT_DEFAULT = 1,
} eV3DPlaceOrient;
typedef struct V3DSnapCursorData {
short snap_elem;
float loc[3];
float nor[3];
float obmat[4][4];
int elem_index[3];
float plane_omat[3][3];
bool is_snap_invert;
/** Enabled when snap is activated, even if it didn't find anything. */
bool is_enabled;
} V3DSnapCursorData;
typedef struct V3DSnapCursorState {
/* Setup. */
eV3DSnapCursor flag;
eV3DPlaceDepth plane_depth;
eV3DPlaceOrient plane_orient;
uchar color_line[4];
uchar color_point[4];
uchar color_box[4];
struct wmGizmoGroupType *gzgrp_type; /* Force cursor to be drawn only when gizmo is available. */
float *prevpoint;
float box_dimensions[3];
short snap_elem_force; /* If zero, use scene settings. */
short plane_axis;
bool use_plane_axis_auto;
bool draw_point;
bool draw_plane;
bool draw_box;
} V3DSnapCursorState;
void ED_view3d_cursor_snap_state_default_set(V3DSnapCursorState *state);
V3DSnapCursorState *ED_view3d_cursor_snap_state_get(void);
V3DSnapCursorState *ED_view3d_cursor_snap_active(void);
void ED_view3d_cursor_snap_deactive(V3DSnapCursorState *state);
void ED_view3d_cursor_snap_prevpoint_set(V3DSnapCursorState *state, const float prev_point[3]);
V3DSnapCursorData *ED_view3d_cursor_snap_data_get(V3DSnapCursorState *state,
const struct bContext *C,
int x,
int y);
struct SnapObjectContext *ED_view3d_cursor_snap_context_ensure(struct Scene *scene);
void ED_view3d_cursor_snap_draw_util(struct RegionView3D *rv3d,
const float loc_prev[3],
const float loc_curr[3],
const float normal[3],
const uchar color_line[4],
const uchar color_point[4],
short snap_elem_type);
/* view3d_iterators.c */
/* foreach iterators */
void meshobject_foreachScreenVert(
struct ViewContext *vc,
void (*func)(void *userData, struct MVert *eve, const float screen_co[2], int index),
void *userData,
eV3DProjTest clip_flag);
void mesh_foreachScreenVert(
struct ViewContext *vc,
void (*func)(void *userData, struct BMVert *eve, const float screen_co[2], int index),
void *userData,
eV3DProjTest clip_flag);
void mesh_foreachScreenEdge(struct ViewContext *vc,
void (*func)(void *userData,
struct BMEdge *eed,
const float screen_co_a[2],
const float screen_co_b[2],
int index),
void *userData,
eV3DProjTest clip_flag);
/**
* A version of #mesh_foreachScreenEdge that clips the segment when
* there is a clipping bounding box.
*/
void mesh_foreachScreenEdge_clip_bb_segment(struct ViewContext *vc,
void (*func)(void *userData,
struct BMEdge *eed,
const float screen_co_a[2],
const float screen_co_b[2],
int index),
void *userData,
eV3DProjTest clip_flag);
void mesh_foreachScreenFace(
struct ViewContext *vc,
void (*func)(void *userData, struct BMFace *efa, const float screen_co[2], int index),
void *userData,
eV3DProjTest clip_flag);
void nurbs_foreachScreenVert(struct ViewContext *vc,
void (*func)(void *userData,
struct Nurb *nu,
struct BPoint *bp,
struct BezTriple *bezt,
int beztindex,
bool handle_visible,
const float screen_co[2]),
void *userData,
eV3DProjTest clip_flag);
/**
* #ED_view3d_init_mats_rv3d must be called first.
*/
void mball_foreachScreenElem(struct ViewContext *vc,
void (*func)(void *userData,
struct MetaElem *ml,
const float screen_co[2]),
void *userData,
eV3DProjTest clip_flag);
void lattice_foreachScreenVert(struct ViewContext *vc,
void (*func)(void *userData,
struct BPoint *bp,
const float screen_co[2]),
void *userData,
eV3DProjTest clip_flag);
/**
* #ED_view3d_init_mats_rv3d must be called first.
*/
void armature_foreachScreenBone(struct ViewContext *vc,
void (*func)(void *userData,
struct EditBone *ebone,
const float screen_co_a[2],
const float screen_co_b[2]),
void *userData,
eV3DProjTest clip_flag);
/**
* ED_view3d_init_mats_rv3d must be called first.
*/
void pose_foreachScreenBone(struct ViewContext *vc,
void (*func)(void *userData,
struct bPoseChannel *pchan,
const float screen_co_a[2],
const float screen_co_b[2]),
void *userData,
eV3DProjTest clip_flag);
/* *** end iterators *** */
/* view3d_project.c */
/**
* \note use #ED_view3d_ob_project_mat_get to get the projection matrix
*/
void ED_view3d_project_float_v2_m4(const struct ARegion *region,
const float co[3],
float r_co[2],
float mat[4][4]);
/**
* \note use #ED_view3d_ob_project_mat_get to get projecting mat
*/
void ED_view3d_project_float_v3_m4(const struct ARegion *region,
const float co[3],
float r_co[3],
float mat[4][4]);
eV3DProjStatus ED_view3d_project_base(const struct ARegion *region, struct Base *base);
/* *** short *** */
eV3DProjStatus ED_view3d_project_short_ex(const struct ARegion *region,
float perspmat[4][4],
bool is_local,
const float co[3],
short r_co[2],
eV3DProjTest flag);
/* --- short --- */
eV3DProjStatus ED_view3d_project_short_global(const struct ARegion *region,
const float co[3],
short r_co[2],
eV3DProjTest flag);
/* object space, use ED_view3d_init_mats_rv3d before calling */
eV3DProjStatus ED_view3d_project_short_object(const struct ARegion *region,
const float co[3],
short r_co[2],
eV3DProjTest flag);
/* *** int *** */
eV3DProjStatus ED_view3d_project_int_ex(const struct ARegion *region,
float perspmat[4][4],
bool is_local,
const float co[3],
int r_co[2],
eV3DProjTest flag);
/* --- int --- */
eV3DProjStatus ED_view3d_project_int_global(const struct ARegion *region,
const float co[3],
int r_co[2],
eV3DProjTest flag);
/* object space, use ED_view3d_init_mats_rv3d before calling */
eV3DProjStatus ED_view3d_project_int_object(const struct ARegion *region,
const float co[3],
int r_co[2],
eV3DProjTest flag);
/* *** float *** */
eV3DProjStatus ED_view3d_project_float_ex(const struct ARegion *region,
float perspmat[4][4],
bool is_local,
const float co[3],
float r_co[2],
eV3DProjTest flag);
/* --- float --- */
eV3DProjStatus ED_view3d_project_float_global(const struct ARegion *region,
const float co[3],
float r_co[2],
eV3DProjTest flag);
/**
* Object space, use #ED_view3d_init_mats_rv3d before calling.
*/
eV3DProjStatus ED_view3d_project_float_object(const struct ARegion *region,
const float co[3],
float r_co[2],
eV3DProjTest flag);
float ED_view3d_pixel_size(const struct RegionView3D *rv3d, const float co[3]);
float ED_view3d_pixel_size_no_ui_scale(const struct RegionView3D *rv3d, const float co[3]);
/**
* Calculate a depth value from \a co, use with #ED_view3d_win_to_delta
*/
float ED_view3d_calc_zfac(const struct RegionView3D *rv3d, const float co[3], bool *r_flip);
/**
* Calculate a depth value from `co` (result should only be used for comparison).
*/
float ED_view3d_calc_depth_for_comparison(const struct RegionView3D *rv3d, const float co[3]);
bool ED_view3d_clip_segment(const struct RegionView3D *rv3d, float ray_start[3], float ray_end[3]);
/**
* 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 region: 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 r_ray_start: The world-space point where the ray intersects the window plane.
* \param r_ray_normal: The normalized world-space direction of towards mval.
* \param do_clip_planes: Optionally clip the start of the ray by the view clipping planes.
* \return success, false if the ray is totally clipped.
*/
bool ED_view3d_win_to_ray_clipped(struct Depsgraph *depsgraph,
const struct ARegion *region,
const struct View3D *v3d,
const float mval[2],
float r_ray_start[3],
float r_ray_normal[3],
bool do_clip_planes);
/**
* 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.
* This version also returns the ray_co point of the ray on window plane, useful to fix precision
* issues especially with orthographic view, where default ray_start is set rather far away.
* \param region: 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 r_ray_co: The world-space point where the ray intersects the window plane.
* \param r_ray_normal: The normalized world-space direction of towards mval.
* \param r_ray_start: The world-space starting point of the ray.
* \param do_clip_planes: Optionally clip the start of the ray by the view clipping planes.
* \return success, false if the ray is totally clipped.
*/
bool ED_view3d_win_to_ray_clipped_ex(struct Depsgraph *depsgraph,
const struct ARegion *region,
const struct View3D *v3d,
const float mval[2],
float r_ray_co[3],
float r_ray_normal[3],
float r_ray_start[3],
bool do_clip_planes);
/**
* 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`.
* \param region: The region (used for the window width and height).
* \param mval: The area relative 2d location (such as `event->mval`, converted into float[2]).
* \param r_ray_start: The world-space point where the ray intersects the window plane.
* \param r_ray_normal: The normalized world-space direction of towards mval.
*
* \note Ignores view near/far clipping,
* to take this into account use #ED_view3d_win_to_ray_clipped.
*/
void ED_view3d_win_to_ray(const struct ARegion *region,
const float mval[2],
float r_ray_start[3],
float r_ray_normal[3]);
/**
* 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(const struct RegionView3D *rv3d,
const float coord[3],
float vec[3]);
/**
* Calculate a 3d location from 2d window coordinates.
* \param region: 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 r_out: The resulting world-space location.
*/
void ED_view3d_win_to_3d(const struct View3D *v3d,
const struct ARegion *region,
const float depth_pt[3],
const float mval[2],
float r_out[3]);
void ED_view3d_win_to_3d_int(const struct View3D *v3d,
const struct ARegion *region,
const float depth_pt[3],
const int mval[2],
float r_out[3]);
bool ED_view3d_win_to_3d_on_plane(const struct ARegion *region,
const float plane[4],
const float mval[2],
bool do_clip,
float r_out[3]);
/**
* A wrapper for #ED_view3d_win_to_3d_on_plane that projects onto \a plane_fallback
* then maps this back to \a plane.
*
* This is intended to be used when \a plane is orthogonal to the views Z axis where
* projecting the \a mval doesn't work well (or fail completely when exactly aligned).
*/
bool ED_view3d_win_to_3d_on_plane_with_fallback(const struct ARegion *region,
const float plane[4],
const float mval[2],
bool do_clip,
const float plane_fallback[4],
float r_out[3]);
bool ED_view3d_win_to_3d_on_plane_int(const struct ARegion *region,
const float plane[4],
const int mval[2],
bool do_clip,
float r_out[3]);
/**
* Calculate a 3d difference vector from 2d window offset.
* note that #ED_view3d_calc_zfac() must be called first to determine
* the depth used to calculate the delta.
* \param region: 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(const struct ARegion *region,
const float mval[2],
float out[3],
float zfac);
/**
* Calculate a 3d origin from 2d window coordinates.
* \note Orthographic views have a less obvious origin,
* Since far clip can be a very large value resulting in numeric precision issues,
* the origin in this case is close to zero coordinate.
*
* \param region: 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_origin(const struct ARegion *region, const float mval[2], float out[3]);
/**
* 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 ED_view3d_calc_zfac
* for perspective view, get the vector direction to
* the mouse cursor as a normalized vector.
*
* \param region: 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(const struct ARegion *region, const float mval[2], float out[3]);
/**
* 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 region: 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 r_ray_start: The world-space starting point of the segment.
* \param r_ray_end: The world-space end point of the segment.
* \param do_clip_planes: Optionally clip the ray by the view clipping planes.
* \return success, false if the segment is totally clipped.
*/
bool ED_view3d_win_to_segment_clipped(struct Depsgraph *depsgraph,
const struct ARegion *region,
struct View3D *v3d,
const float mval[2],
float r_ray_start[3],
float r_ray_end[3],
bool do_clip_planes);
void ED_view3d_ob_project_mat_get(const struct RegionView3D *v3d,
const struct Object *ob,
float r_pmat[4][4]);
void ED_view3d_ob_project_mat_get_from_obmat(const struct RegionView3D *rv3d,
const float obmat[4][4],
float r_pmat[4][4]);
/**
* Convert between region relative coordinates (x,y) and depth component z and
* a point in world space.
*/
void ED_view3d_project_v3(const struct ARegion *region,
const float world[3],
float r_region_co[3]);
void ED_view3d_project_v2(const struct ARegion *region,
const float world[3],
float r_region_co[2]);
bool ED_view3d_unproject_v3(
const struct ARegion *region, float regionx, float regiony, float regionz, float world[3]);
/* end */
void ED_view3d_dist_range_get(const struct View3D *v3d, float r_dist_range[2]);
/**
* \note copies logic of #ED_view3d_viewplane_get(), keep in sync.
*/
bool ED_view3d_clip_range_get(struct Depsgraph *depsgraph,
const struct View3D *v3d,
const struct RegionView3D *rv3d,
float *r_clipsta,
float *r_clipend,
bool use_ortho_factor);
bool ED_view3d_viewplane_get(struct Depsgraph *depsgraph,
const struct View3D *v3d,
const struct RegionView3D *rv3d,
int winxi,
int winyi,
struct rctf *r_viewplane,
float *r_clipsta,
float *r_clipend,
float *r_pixsize);
/**
* Use instead of: `GPU_polygon_offset(rv3d->dist, ...)` see bug T37727.
*/
void ED_view3d_polygon_offset(const struct RegionView3D *rv3d, float dist);
void ED_view3d_calc_camera_border(const struct Scene *scene,
struct Depsgraph *depsgraph,
const struct ARegion *region,
const struct View3D *v3d,
const struct RegionView3D *rv3d,
struct rctf *r_viewborder,
bool no_shift);
void ED_view3d_calc_camera_border_size(const struct Scene *scene,
struct Depsgraph *depsgraph,
const struct ARegion *region,
const struct View3D *v3d,
const struct RegionView3D *rv3d,
float r_size[2]);
bool ED_view3d_calc_render_border(const struct Scene *scene,
struct Depsgraph *depsgraph,
struct View3D *v3d,
struct ARegion *region,
struct rcti *rect);
void ED_view3d_clipping_calc_from_boundbox(float clip[4][4],
const struct BoundBox *clipbb,
bool is_flip);
void ED_view3d_clipping_calc(struct BoundBox *bb,
float planes[4][4],
const struct ARegion *region,
const struct Object *ob,
const struct rcti *rect);
/**
* Clamp min/max by the viewport clipping.
*
* \note This is an approximation, with the limitation that the bounding box from the (mix, max)
* calculation might not have any geometry inside the clipped region.
* Performing a clipping test on each vertex would work well enough for most cases,
* although it's not perfect either as edges/faces may intersect the clipping without having any
* of their vertices inside it.
* A more accurate result would be quite involved.
*
* \return True when the arguments were clamped.
*/
bool ED_view3d_clipping_clamp_minmax(const struct RegionView3D *rv3d, float min[3], float max[3]);
void ED_view3d_clipping_local(struct RegionView3D *rv3d, const float mat[4][4]);
/**
* Return true when `co` is hidden by the 3D views clipping planes.
*
* \param is_local: When true use local (object-space) #ED_view3d_clipping_local must run first,
* then all comparisons can be done in local-space.
* \return True when `co` is outside all clipping planes.
*
* \note Callers should check #RV3D_CLIPPING_ENABLED first.
*/
bool ED_view3d_clipping_test(const struct RegionView3D *rv3d, const float co[3], bool is_local);
float ED_view3d_radius_to_dist_persp(float angle, float radius);
float ED_view3d_radius_to_dist_ortho(float lens, float radius);
/**
* Return a new #RegionView3D.dist value to fit the \a radius.
*
* \note Depth isn't taken into account, this will fit a flat plane exactly,
* but points towards the view (with a perspective projection),
* may be within the radius but outside the view. eg:
*
* <pre>
* +
* pt --> + /^ radius
* / |
* / |
* view + +
* \ |
* \ |
* \|
* +
* </pre>
*
* \param region: Can be NULL if \a use_aspect is false.
* \param persp: Allow the caller to tell what kind of perspective to use (ortho/view/camera)
* \param use_aspect: Increase the distance to account for non 1:1 view aspect.
* \param radius: The radius will be fitted exactly,
* typically pre-scaled by a margin (#VIEW3D_MARGIN).
*/
float ED_view3d_radius_to_dist(const struct View3D *v3d,
const struct ARegion *region,
const struct Depsgraph *depsgraph,
char persp,
bool use_aspect,
float radius);
/**
* Back-buffer select and draw support.
*/
void ED_view3d_backbuf_depth_validate(struct ViewContext *vc);
/**
* allow for small values [0.5 - 2.5],
* and large values, FLT_MAX by clamping by the area size
*/
int ED_view3d_backbuf_sample_size_clamp(struct ARegion *region, float dist);
void ED_view3d_select_id_validate(struct ViewContext *vc);
/**
* Get the world-space 3d location from a screen-space 2d point.
* TODO: Implement #alphaoverride. We don't want to zoom into billboards.
*
* \param mval: Input screen-space pixel location.
* \param mouse_worldloc: Output world-space location.
* \param fallback_depth_pt: Use this points depth when no depth can be found.
*/
bool ED_view3d_autodist(struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
const int mval[2],
float mouse_worldloc[3],
bool alphaoverride,
const float fallback_depth_pt[3]);
/**
* No 4x4 sampling, run #ED_view3d_depth_override first.
*/
bool ED_view3d_autodist_simple(struct ARegion *region,
const int mval[2],
float mouse_worldloc[3],
int margin,
const float *force_depth);
bool ED_view3d_depth_read_cached_seg(
const ViewDepths *vd, const int mval_sta[2], const int mval_end[2], int margin, float *depth);
/**
* The default value for the maximum number of elements that can be selected at once
* using view-port selection.
*
* \note in many cases this defines the size of fixed-size stack buffers,
* so take care increasing this value.
*/
#define MAXPICKELEMS 2500
typedef enum {
/* all elements in the region, ignore depth */
VIEW3D_SELECT_ALL = 0,
/* pick also depth sorts (only for small regions!) */
VIEW3D_SELECT_PICK_ALL = 1,
/* sorts and only returns visible objects (only for small regions!) */
VIEW3D_SELECT_PICK_NEAREST = 2,
} eV3DSelectMode;
typedef enum {
/** Don't exclude anything. */
VIEW3D_SELECT_FILTER_NOP = 0,
/** Don't select objects outside the current mode. */
VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK = 1,
/** A version of #VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK that allows pose-bone selection. */
VIEW3D_SELECT_FILTER_WPAINT_POSE_MODE_LOCK = 2,
} eV3DSelectObjectFilter;
eV3DSelectObjectFilter ED_view3d_select_filter_from_mode(const struct Scene *scene,
const struct Object *obact);
/**
* Optionally cache data for multiple calls to #view3d_opengl_select
*
* just avoid GPU_select headers outside this file
*/
void view3d_opengl_select_cache_begin(void);
void view3d_opengl_select_cache_end(void);
/**
* \warning be sure to account for a negative return value
* This is an error, "Too many objects in select buffer"
* and no action should be taken (can crash blender) if this happens
*
* \note (vc->obedit == NULL) can be set to explicitly skip edit-object selection.
*/
int view3d_opengl_select_ex(struct ViewContext *vc,
struct GPUSelectResult *buffer,
unsigned int buffer_len,
const struct rcti *input,
eV3DSelectMode select_mode,
eV3DSelectObjectFilter select_filter,
bool do_material_slot_selection);
int view3d_opengl_select(struct ViewContext *vc,
struct GPUSelectResult *buffer,
unsigned int buffer_len,
const struct rcti *input,
eV3DSelectMode select_mode,
eV3DSelectObjectFilter select_filter);
int view3d_opengl_select_with_id_filter(struct ViewContext *vc,
struct GPUSelectResult *buffer,
unsigned int buffer_len,
const struct rcti *input,
eV3DSelectMode select_mode,
eV3DSelectObjectFilter select_filter,
uint select_id);
/* view3d_select.c */
float ED_view3d_select_dist_px(void);
void ED_view3d_viewcontext_init(struct bContext *C,
struct ViewContext *vc,
struct Depsgraph *depsgraph);
void ED_view3d_viewcontext_init_object(struct ViewContext *vc, struct Object *obact);
/**
* 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 struct bContext *C);
void view3d_region_operator_needs_opengl(struct wmWindow *win, struct ARegion *region);
/** XXX: should move to BLI_math */
bool edge_inside_circle(const float cent[2],
float radius,
const float screen_co_a[2],
const float screen_co_b[2]);
/**
* Get 3D region from context, also if mouse is in header or toolbar.
*/
struct RegionView3D *ED_view3d_context_rv3d(struct bContext *C);
/**
* Ideally would return an rv3d but in some cases the region is needed too
* so return that, the caller can then access the `region->regiondata`.
*/
bool ED_view3d_context_user_region(struct bContext *C,
struct View3D **r_v3d,
struct ARegion **r_region);
/**
* Similar to #ED_view3d_context_user_region() but does not use context. Always performs a lookup.
* Also works if \a v3d is not the active space.
*/
bool ED_view3d_area_user_region(const struct ScrArea *area,
const struct View3D *v3d,
struct ARegion **r_region);
bool ED_operator_rv3d_user_region_poll(struct bContext *C);
/**
* Most of the time this isn't needed since you could assume the view matrix was
* set while drawing, however when functions like mesh_foreachScreenVert are
* called by selection tools, we can't be sure this object was the last.
*
* for example, transparent objects are drawn after edit-mode and will cause
* the rv3d mat's to change and break selection.
*
* 'ED_view3d_init_mats_rv3d' should be called before
* view3d_project_short_clip and view3d_project_short_noclip in cases where
* these functions are not used during draw_object
*/
void ED_view3d_init_mats_rv3d(const struct Object *ob, struct RegionView3D *rv3d);
void ED_view3d_init_mats_rv3d_gl(const struct Object *ob, struct RegionView3D *rv3d);
#ifdef DEBUG
/**
* Ensure we correctly initialize.
*/
void ED_view3d_clear_mats_rv3d(struct RegionView3D *rv3d);
void ED_view3d_check_mats_rv3d(struct RegionView3D *rv3d);
#else
# define ED_view3d_clear_mats_rv3d(rv3d) (void)(rv3d)
# define ED_view3d_check_mats_rv3d(rv3d) (void)(rv3d)
#endif
struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d);
void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat);
void ED_draw_object_facemap(struct Depsgraph *depsgraph,
struct Object *ob,
const float col[4],
int facemap);
struct RenderEngineType *ED_view3d_engine_type(const struct Scene *scene, int drawtype);
bool ED_view3d_context_activate(struct bContext *C);
/**
* Set the correct matrices
*/
void ED_view3d_draw_setup_view(const struct wmWindowManager *wm,
struct wmWindow *win,
struct Depsgraph *depsgraph,
struct Scene *scene,
struct ARegion *region,
struct View3D *v3d,
const float viewmat[4][4],
const float winmat[4][4],
const struct rcti *rect);
/**
* `mval` comes from event->mval, only use within region handlers.
*/
struct Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]);
struct Object *ED_view3d_give_object_under_cursor(struct bContext *C, const int mval[2]);
struct Object *ED_view3d_give_material_slot_under_cursor(struct bContext *C,
const int mval[2],
int *r_material_slot);
bool ED_view3d_is_object_under_cursor(struct bContext *C, const int mval[2]);
/**
* 'clip' is used to know if our clip setting has changed.
*/
void ED_view3d_quadview_update(struct ScrArea *area, struct ARegion *region, bool do_clip);
/**
* \note keep this synced with #ED_view3d_mats_rv3d_backup/#ED_view3d_mats_rv3d_restore
*/
void ED_view3d_update_viewmat(struct Depsgraph *depsgraph,
const struct Scene *scene,
struct View3D *v3d,
struct ARegion *region,
const float viewmat[4][4],
const float winmat[4][4],
const struct rcti *rect,
bool offscreen);
bool ED_view3d_quat_from_axis_view(char view, char view_axis_roll, float r_quat[4]);
bool ED_view3d_quat_to_axis_view(const float viewquat[4],
float epsilon,
char *r_view,
char *r_view_axis_rotation);
char ED_view3d_lock_view_from_index(int index);
char ED_view3d_axis_view_opposite(char view);
bool ED_view3d_lock(struct RegionView3D *rv3d);
void ED_view3d_datamask(const struct bContext *C,
const struct Scene *scene,
const struct View3D *v3d,
struct CustomData_MeshMasks *r_cddata_masks);
/**
* Goes over all modes and view3d settings.
*/
void ED_view3d_screen_datamask(const struct bContext *C,
const struct Scene *scene,
const struct bScreen *screen,
struct CustomData_MeshMasks *r_cddata_masks);
bool ED_view3d_offset_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d);
/**
* For viewport operators that exit camera perspective.
*
* \note This differs from simply setting `rv3d->persp = persp` because it
* sets the `ofs` and `dist` values of the viewport so it matches the camera,
* otherwise switching out of camera view may jump to a different part of the scene.
*/
void ED_view3d_persp_switch_from_camera(const struct Depsgraph *depsgraph,
struct View3D *v3d,
struct RegionView3D *rv3d,
char persp);
/**
* Action to take when rotating the view,
* handle auto-perspective and logic for switching out of views.
*
* shared with NDOF.
*/
bool ED_view3d_persp_ensure(const struct Depsgraph *depsgraph,
struct View3D *v3d,
struct ARegion *region);
/* Camera view functions. */
/**
* Utility to scale zoom level when in camera-view #RegionView3D.camzoom and apply limits.
* \return true a change was made.
*/
bool ED_view3d_camera_view_zoom_scale(struct RegionView3D *rv3d, const float scale);
/**
* Utility to pan when in camera view.
* \param event_ofs: The offset the pan in screen (pixel) coordinates.
* \return true when a change was made.
*/
bool ED_view3d_camera_view_pan(struct ARegion *region, const float event_ofs[2]);
/* Camera lock functions */
/**
* \return true when the 3D Viewport is locked to its camera.
*/
bool ED_view3d_camera_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d);
/**
* Copy the camera to the view before starting a view transformation.
*
* Apply the camera object transformation to the 3D Viewport.
* (needed so we can use regular 3D Viewport manipulation operators, that sync back to the camera).
*/
void ED_view3d_camera_lock_init_ex(const struct Depsgraph *depsgraph,
struct View3D *v3d,
struct RegionView3D *rv3d,
bool calc_dist);
void ED_view3d_camera_lock_init(const struct Depsgraph *depsgraph,
struct View3D *v3d,
struct RegionView3D *rv3d);
/**
* Copy the view to the camera, return true if.
*
* Apply the 3D Viewport transformation back to the camera object.
*
* \return true if the camera is moved.
*/
bool ED_view3d_camera_lock_sync(const struct Depsgraph *depsgraph,
struct View3D *v3d,
struct RegionView3D *rv3d);
bool ED_view3d_camera_autokey(const struct Scene *scene,
struct ID *id_key,
struct bContext *C,
bool do_rotate,
bool do_translate);
/**
* Call after modifying a locked view.
*
* \note Not every view edit currently auto-keys (numeric-pad for eg),
* this is complicated because of smooth-view.
*/
bool ED_view3d_camera_lock_autokey(struct View3D *v3d,
struct RegionView3D *rv3d,
struct bContext *C,
bool do_rotate,
bool do_translate);
void ED_view3d_lock_clear(struct View3D *v3d);
#define VIEW3D_MARGIN 1.4f
#define VIEW3D_DIST_FALLBACK 1.0f
/**
* This function solves the problem of having to switch between camera and non-camera views.
*
* When viewing from the perspective of \a mat, and having the view center \a ofs,
* this calculates a distance from \a ofs to the matrix \a mat.
* Using \a fallback_dist when the distance would be too small.
*
* \param mat: A matrix use for the view-point (typically the camera objects matrix).
* \param ofs: Orbit center (negated), matching #RegionView3D.ofs, which is typically passed in.
* \param fallback_dist: The distance to use if the object is too near or in front of \a ofs.
* \returns A newly calculated distance or the fallback.
*/
float ED_view3d_offset_distance(const float mat[4][4], const float ofs[3], float fallback_dist);
/**
* Set the dist without moving the view (compensate with #RegionView3D.ofs)
*
* \note take care that #RegionView3d.viewinv is up to date, #ED_view3d_update_viewmat first.
*/
void ED_view3d_distance_set(struct RegionView3D *rv3d, float dist);
/**
* Change the distance & offset to match the depth of \a dist_co along the view axis.
*
* \param dist_co: A world-space location to use for the new depth.
* \param dist_min: Resulting distances below this will be ignored.
* \return Success if the distance was set.
*/
bool ED_view3d_distance_set_from_location(struct RegionView3D *rv3d,
const float dist_co[3],
float dist_min);
/**
* Could move this elsewhere, but tied into #ED_view3d_grid_scale
*/
float ED_scene_grid_scale(const struct Scene *scene, const char **r_grid_unit);
float ED_view3d_grid_scale(const struct Scene *scene,
struct View3D *v3d,
const char **r_grid_unit);
void ED_view3d_grid_steps(const struct Scene *scene,
struct View3D *v3d,
struct RegionView3D *rv3d,
float r_grid_steps[8]);
/**
* Simulates the grid scale that is actually viewed.
* The actual code is seen in `object_grid_frag.glsl` (see `grid_res`).
* Currently the simulation is only done when RV3D_VIEW_IS_AXIS.
*/
float ED_view3d_grid_view_scale(struct Scene *scene,
struct View3D *v3d,
struct ARegion *region,
const char **r_grid_unit);
/**
* \note The info that this uses is updated in #ED_refresh_viewport_fps,
* which currently gets called during #SCREEN_OT_animation_step.
*/
void ED_scene_draw_fps(const struct Scene *scene, int xoffset, int *yoffset);
/* Render */
void ED_view3d_stop_render_preview(struct wmWindowManager *wm, struct ARegion *region);
void ED_view3d_shade_update(struct Main *bmain, struct View3D *v3d, struct ScrArea *area);
#define XRAY_ALPHA(v3d) \
(((v3d)->shading.type == OB_WIRE) ? (v3d)->shading.xray_alpha_wire : (v3d)->shading.xray_alpha)
#define XRAY_FLAG(v3d) \
(((v3d)->shading.type == OB_WIRE) ? V3D_SHADING_XRAY_WIREFRAME : V3D_SHADING_XRAY)
#define XRAY_FLAG_ENABLED(v3d) (((v3d)->shading.flag & XRAY_FLAG(v3d)) != 0)
#define XRAY_ENABLED(v3d) (XRAY_FLAG_ENABLED(v3d) && (XRAY_ALPHA(v3d) < 1.0f))
#define XRAY_ACTIVE(v3d) (XRAY_ENABLED(v3d) && ((v3d)->shading.type < OB_MATERIAL))
/* view3d_draw_legacy.c */
/**
* Try avoid using these more move out of legacy.
*/
void ED_view3d_draw_bgpic_test(const struct Scene *scene,
struct Depsgraph *depsgraph,
struct ARegion *region,
struct View3D *v3d,
bool do_foreground,
bool do_camera_frame);
/* view3d_gizmo_preselect_type.c */
void ED_view3d_gizmo_mesh_preselect_get_active(struct bContext *C,
struct wmGizmo *gz,
struct Base **r_base,
struct BMElem **r_ele);
void ED_view3d_gizmo_mesh_preselect_clear(struct wmGizmo *gz);
/* space_view3d.c */
void ED_view3d_buttons_region_layout_ex(const struct bContext *C,
struct ARegion *region,
const char *category_override);
/* view3d_view.c */
/**
* See if current UUID is valid, otherwise set a valid UUID to v3d,
* Try to keep the same UUID previously used to allow users to quickly toggle back and forth.
*/
bool ED_view3d_local_collections_set(struct Main *bmain, struct View3D *v3d);
void ED_view3d_local_collections_reset(struct bContext *C, bool reset_all);
#ifdef WITH_XR_OPENXR
void ED_view3d_xr_mirror_update(const struct ScrArea *area, const struct View3D *v3d, bool enable);
void ED_view3d_xr_shading_update(struct wmWindowManager *wm,
const View3D *v3d,
const struct Scene *scene);
bool ED_view3d_is_region_xr_mirror_active(const struct wmWindowManager *wm,
const struct View3D *v3d,
const struct ARegion *region);
#endif
#ifdef __cplusplus
}
#endif
|