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/*
 * ***** 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 ED_view3d.h
 *  \ingroup editors
 */

#ifndef __ED_VIEW3D_H__
#define __ED_VIEW3D_H__

/* ********* exports for space_view3d/ module ********** */
struct ARegion;
struct BMEdge;
struct BMFace;
struct BMVert;
struct BPoint;
struct BezTriple;
struct BezTriple;
struct BoundBox;
struct ImBuf;
struct MVert;
struct Main;
struct Nurb;
struct Nurb;
struct Object;
struct RegionView3D;
struct Scene;
struct View3D;
struct ViewContext;
struct bContext;
struct bglMats;
struct rcti;
struct wmOperator;
struct wmOperatorType;
struct wmWindow;

/* for derivedmesh drawing callbacks, for view3d_select, .... */
typedef struct ViewContext {
	struct Scene *scene;
	struct Object *obact;
	struct Object *obedit;
	struct ARegion *ar;
	struct View3D *v3d;
	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 ar->winx/y */
	float *depths;
	double depth_range[2];
	
	char damaged;
} ViewDepths;

/* enum for passing to foreach functions to test RV3D_CLIPPING */
typedef enum eV3DClipTest {
	V3D_CLIP_TEST_OFF =            0, /* clipping is off */
	V3D_CLIP_TEST_RV3D_CLIPPING =  1, /* clip single points */
	V3D_CLIP_TEST_REGION =         2  /* use for edges to check if both verts are in the view, but not RV3D_CLIPPING */
} eV3DClipTest;

float *give_cursor(struct Scene *scene, struct View3D *v3d);

int initgrabz(struct RegionView3D *rv3d, float x, float y, float z);

/**
 * Calculate a 3d location from 2d window coordinates.
 * \param ar The region (used for the window width and height).
 * \param depth_pt The reference location used to calculate the Z depth.
 * \param mval The area relative location (such as event->mval converted to floats).
 * \param out The resulting world-space location.
 */
void ED_view3d_win_to_3d(struct ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]);

/**
 * Calculate a 3d difference vector from 2d window offset.
 * note that initgrabz() must be called first to determine
 * the depth used to calculate the delta.
 * \param ar The region (used for the window width and height).
 * \param mval The area relative 2d difference (such as event->mval[0] - other_x).
 * \param out The resulting world-space delta.
 */
void ED_view3d_win_to_delta(struct ARegion *ar, 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.
 * \param ar The region (used for the window width and height).
 * \param mval The area relative 2d location (such as event->mval converted to floats).
 * \param out The resulting normalized world-space direction vector.
 */
void ED_view3d_win_to_vector(struct ARegion *ar, 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 ar The region (used for the window width and height).
 * \param v3d The 3d viewport (used for near and far clipping range).
 * \param mval The area relative 2d location (such as event->mval, converted into float[2]).
 * \param ray_start The world-space starting point of the segment.
 * \param ray_end The world-space end point of the segment.
 */
void ED_view3d_win_to_segment_clip(struct ARegion *ar, struct View3D *v3d, const float mval[2], 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 ar The region (used for the window width and height).
 * \param v3d The 3d viewport (used for near clipping value).
 * \param mval The area relative 2d location (such as event->mval, converted into float[2]).
 * \param ray_start The world-space starting point of the segment.
 * \param ray_normal The normalized world-space direction of towards mval.
 */
void ED_view3d_win_to_ray(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float 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(struct RegionView3D *rv3d, const float coord[3], float vec[3]);

/**
 * 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], const float ofs[3], const float quat[4], const 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(float mat[][4], float ofs[3], float quat[4], 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 lamps, normally from View3D.lens.
 */
void ED_view3d_from_object(struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens);

/**
 * Set the object transformation from RegionView3D members.
 * \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(struct Object *ob, const float ofs[3], const float quat[4], const float dist);

//#if 0 /* UNUSED */
void view3d_unproject(struct bglMats *mats, float out[3], const short x, const short y, const float z);
//#endif

/* Depth buffer */
void ED_view3d_depth_update(struct ARegion *ar);
float ED_view3d_depth_read_cached(struct ViewContext *vc, int x, int y);
void ED_view3d_depth_tag_update(struct RegionView3D *rv3d);

/* Projection */
#define IS_CLIPPED        12000

void ED_view3d_calc_clipping(struct BoundBox *bb, float planes[4][4], struct bglMats *mats, const struct rcti *rect);

void project_short(struct ARegion *ar, const float vec[3], short adr[2]);
void project_short_noclip(struct ARegion *ar, const float vec[3], short adr[2]);

void project_int(struct ARegion *ar, const float vec[3], int adr[2]);
void project_int_noclip(struct ARegion *ar, const float vec[3], int adr[2]);

void apply_project_float(float persmat[4][4], int winx, int winy, const float vec[], float adr[2]);
void project_float(struct ARegion *ar, const float vec[3], float adr[2]);
void project_float_noclip(struct ARegion *ar, const float vec[3], float adr[2]);

int ED_view3d_clip_range_get(struct View3D *v3d, struct RegionView3D *rv3d, float *clipsta, float *clipend);
int ED_view3d_viewplane_get(struct View3D *v3d, struct RegionView3D *rv3d, int winxi, int winyi, struct rctf *viewplane, float *clipsta, float *clipend);
void ED_view3d_ob_project_mat_get(struct RegionView3D *v3d, struct Object *ob, float pmat[4][4]);
void ED_view3d_calc_camera_border(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, struct RegionView3D *rv3d, struct rctf *viewborder_r, short no_shift);
void ED_view3d_project_float_v2(const struct ARegion *a, const float vec[3], float adr[2], float mat[4][4]);
void ED_view3d_project_float_v3(struct ARegion *a, const float vec[3], float adr[3], float mat[4][4]);
void ED_view3d_calc_camera_border_size(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, struct RegionView3D *rv3d, float size_r[2]);

/* drawobject.c iterators */
void mesh_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct BMVert *eve, int x, int y, int index), void *userData, eV3DClipTest clipVerts);
void mesh_foreachScreenEdge(struct ViewContext *vc, void (*func)(void *userData, struct BMEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, eV3DClipTest clipVerts);
void mesh_foreachScreenFace(struct ViewContext *vc, void (*func)(void *userData, struct BMFace *efa, int x, int y, int index), void *userData);
void nurbs_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt, int beztindex, int x, int y), void *userData);
void lattice_foreachScreenVert(struct ViewContext *vc, void (*func)(void *userData, struct BPoint *bp, int x, int y), void *userData);

void ED_view3d_clipping_local(struct RegionView3D *rv3d, float mat[][4]);
int  ED_view3d_clipping_test(struct RegionView3D *rv3d, const float vec[3], const int is_local);
void ED_view3d_clipping_set(struct RegionView3D *rv3d);
void ED_view3d_clipping_enable(void);
void ED_view3d_clipping_disable(void);

float ED_view3d_pixel_size(struct RegionView3D *rv3d, const float co[3]);

void drawcircball(int mode, const float cent[3], float rad, float tmat[][4]);

/* backbuffer select and draw support */
void view3d_validate_backbuf(struct ViewContext *vc);
struct ImBuf *view3d_read_backbuf(struct ViewContext *vc, short xmin, short ymin, short xmax, short ymax);
unsigned int view3d_sample_backbuf_rect(struct ViewContext *vc, const int mval[2], int size, unsigned int min, unsigned int max, int *dist, short strict,
										void *handle, unsigned int (*indextest)(void *handle, unsigned int index));
unsigned int view3d_sample_backbuf(struct ViewContext *vc, int x, int y);

/* draws and does a 4x4 sample */
int ED_view3d_autodist(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, const int mval[2], float mouse_worldloc[3]);

/* only draw so ED_view3d_autodist_simple can be called many times after */
int ED_view3d_autodist_init(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, int mode);
int ED_view3d_autodist_simple(struct ARegion *ar, const int mval[2], float mouse_worldloc[3], int margin, float *force_depth);
int ED_view3d_autodist_depth(struct ARegion *ar, const int mval[2], int margin, float *depth);
int ED_view3d_autodist_depth_seg(struct ARegion *ar, const int mval_sta[2], const int mval_end[2], int margin, float *depth);

/* select */
#define MAXPICKBUF      10000
short view3d_opengl_select(struct ViewContext *vc, unsigned int *buffer, unsigned int bufsize, rcti *input);

void view3d_set_viewcontext(struct bContext *C, struct ViewContext *vc);
void view3d_operator_needs_opengl(const struct bContext *C);
void view3d_region_operator_needs_opengl(struct wmWindow *win, struct ARegion *ar);
int view3d_get_view_aligned_coordinate(struct ViewContext *vc, float fp[3], const int mval[2], const short do_fallback);
void view3d_get_transformation(const struct ARegion *ar, struct RegionView3D *rv3d, struct Object *ob, struct bglMats *mats);

/* XXX should move to BLI_math */
int edge_inside_circle(short centx, short centy, short rad, short x1, short y1, short x2, short y2);
int lasso_inside(int mcords[][2], short moves, int sx, int sy);
int lasso_inside_edge(int mcords[][2], short moves, int x0, int y0, int x1, int y1);

/* get 3d region from context, also if mouse is in header or toolbar */
struct RegionView3D *ED_view3d_context_rv3d(struct bContext *C);
int ED_view3d_context_user_region(struct bContext *C, struct View3D **v3d_r, struct ARegion **ar_r);
int ED_operator_rv3d_user_region_poll(struct bContext *C);

void ED_view3d_init_mats_rv3d(struct Object *ob, struct RegionView3D *rv3d);
void ED_view3d_init_mats_rv3d_gl(struct Object *ob, struct RegionView3D *rv3d);

int ED_view3d_scene_layer_set(int lay, const int *values, int *active);

int ED_view3d_context_activate(struct bContext *C);
void ED_view3d_draw_offscreen(struct Scene *scene, struct View3D *v3d, struct ARegion *ar,
	int winx, int winy, float viewmat[][4], float winmat[][4], int draw_background);

struct ImBuf *ED_view3d_draw_offscreen_imbuf(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, int sizex, int sizey, unsigned int flag, int draw_background, char err_out[256]);
struct ImBuf *ED_view3d_draw_offscreen_imbuf_simple(struct Scene *scene, struct Object *camera, int width, int height, unsigned int flag, int drawtype, int draw_background, char err_out[256]);


struct Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]);
void ED_view3d_quadview_update(struct ScrArea *sa, struct ARegion *ar, short do_clip);
void ED_view3d_update_viewmat(struct Scene *scene, struct View3D *v3d, struct ARegion *ar, float viewmat[][4], float winmat[][4]);
int ED_view3d_lock(struct RegionView3D *rv3d);

uint64_t ED_view3d_datamask(struct Scene *scene, struct View3D *v3d);
uint64_t ED_view3d_screen_datamask(struct bScreen *screen);
uint64_t ED_view3d_object_datamask(struct Scene *scene);

/* camera lock functions */
int ED_view3d_camera_lock_check(struct View3D *v3d, struct RegionView3D *rv3d);
/* copy the camera to the view before starting a view transformation */
void ED_view3d_camera_lock_init(struct View3D *v3d, struct RegionView3D *rv3d);
/* copy the view to the camera, return TRUE if */
int ED_view3d_camera_lock_sync(struct View3D *v3d, struct RegionView3D *rv3d);

struct BGpic *ED_view3D_background_image_new(struct View3D *v3d);
void ED_view3D_background_image_remove(struct View3D *v3d, struct BGpic *bgpic);
void ED_view3D_background_image_clear(struct View3D *v3d);

/* view matrix properties utilities */
/* unused */
#if 0
void ED_view3d_operator_properties_viewmat(struct wmOperatorType *ot);
void ED_view3d_operator_properties_viewmat_set(struct bContext *C, struct wmOperator *op);
void ED_view3d_operator_properties_viewmat_get(struct wmOperator *op, int *winx, int *winy, float persmat[4][4]);
#endif

#endif /* __ED_VIEW3D_H__ */