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
|
/**
* $Id:
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2008 Blender Foundation.
* All rights reserved.
*
*
* Contributor(s): Blender Foundation
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef ED_VIEW3D_INTERN_H
#define ED_VIEW3D_INTERN_H
#include "ED_view3d.h"
/* internal exports only */
struct BoundBox;
struct Object;
struct DerivedMesh;
struct wmOperatorType;
struct EditVert;
struct EditEdge;
struct EditFace;
struct Nurb;
struct BezTriple;
struct BPoint;
typedef struct ViewDepths {
unsigned short w, h;
float *depths;
double depth_range[2];
char damaged;
} ViewDepths;
/* drawing flags: */
#define DRAW_PICKING 1
#define DRAW_CONSTCOLOR 2
#define DRAW_SCENESET 4
#define V3D_XRAY 1
#define V3D_TRANSP 2
/* project short */
#define IS_CLIPPED 12000
/* view3d_header.c */
void view3d_header_buttons(const struct bContext *C, ARegion *ar);
/* view3d_ops.c */
void view3d_operatortypes(void);
void view3d_keymap(struct wmWindowManager *wm);
/* view3d_edit.c */
void ED_VIEW3D_OT_viewzoom(struct wmOperatorType *ot);
void ED_VIEW3D_OT_viewmove(struct wmOperatorType *ot);
void ED_VIEW3D_OT_viewrotate(struct wmOperatorType *ot);
void ED_VIEW3D_OT_viewhome(struct wmOperatorType *ot);
void ED_VIEW3D_OT_viewnumpad(struct wmOperatorType *ot);
void ED_VIEW3D_OT_viewcenter(struct wmOperatorType *ot);
void ED_VIEW3D_OT_clipping(struct wmOperatorType *ot);
/* drawobject.c */
void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag);
int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt);
void drawcircball(int mode, float *cent, float rad, float tmat[][4]);
void draw_object_instance(Scene *scene, View3D *v3d, Object *ob, int dt, int outline);
void drawaxes(float size, int flag, char drawtype);
void mesh_foreachScreenVert(ARegion *ar, View3D *v3d, void (*func)(void *userData, struct EditVert *eve, int x, int y, int index), void *userData, int clipVerts);
void mesh_foreachScreenEdge(ARegion *ar, View3D *v3d, void (*func)(void *userData, struct EditEdge *eed, int x0, int y0, int x1, int y1, int index), void *userData, int clipVerts);
void mesh_foreachScreenFace(ARegion *ar, View3D *v3d, void (*func)(void *userData, struct EditFace *efa, int x, int y, int index), void *userData);
void nurbs_foreachScreenVert(ARegion *ar, View3D *v3d, void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt, int beztindex, int x, int y), void *userData);
void lattice_foreachScreenVert(void (*func)(void *userData, struct BPoint *bp, int x, int y), void *userData);
/* drawarmature.c */
int draw_armature(Scene *scene, View3D *v3d, Base *base, int dt, int flag);
/* drawmesh.c */
void draw_mesh_textured(Scene *scene, View3D *v3d, Object *ob, struct DerivedMesh *dm, int faceselect);
/* view3d_draw.c */
void drawview3dspace(Scene *scene, ARegion *ar, View3D *v3d);
void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (* func)(void *));
int view3d_test_clipping(View3D *v3d, float *vec);
void view3d_clr_clipping(void);
void view3d_set_clipping(View3D *v3d);
void add_view3d_after(View3D *v3d, Base *base, int type, int flag);
void make_axis_color(char *col, char *col2, char axis);
void calc_viewborder(Scene *scene, ARegion *ar, View3D *v3d, rctf *viewborder_r);
void circf(float x, float y, float rad);
void circ(float x, float y, float rad);
void view3d_update_depths(ARegion *ar, View3D *v3d);
/* view3d_select.c */
void ED_VIEW3D_OT_select(struct wmOperatorType *ot);
void ED_VIEW3D_OT_borderselect(struct wmOperatorType *ot);
void ED_VIEW3D_OT_circle_select(struct wmOperatorType *ot);
/* view3d_view.c */
void view3d_operator_needs_opengl(const struct bContext *C);
void viewline(ARegion *ar, View3D *v3d, short mval[2], float ray_start[3], float ray_end[3]);
void viewray(ARegion *ar, View3D *v3d, short mval[2], float ray_start[3], float ray_normal[3]);
void initgrabz(View3D *v3d, float x, float y, float z);
void window_to_3d(ARegion *ar, View3D *v3d, float *vec, short mx, short my);
int boundbox_clip(View3D *v3d, float obmat[][4], struct BoundBox *bb);
void view3d_project_short_clip(ARegion *ar, View3D *v3d, float *vec, short *adr, float projmat[4][4], float wmat[4][4]);
void view3d_project_short_noclip(ARegion *ar, float *vec, short *adr, float mat[4][4]);
void view3d_project_float(ARegion *a, float *vec, float *adr, float mat[4][4]);
void view3d_get_object_project_mat(View3D *v3d, struct Object *ob, float pmat[4][4], float vmat[4][4]);
void view3d_project_float(ARegion *ar, float *vec, float *adr, float mat[4][4]);
void project_short(ARegion *ar, View3D *v3d, float *vec, short *adr);
void project_int(ARegion *ar, View3D *v3d, float *vec, int *adr);
void project_int_noclip(ARegion *ar, View3D *v3d, float *vec, int *adr);
void project_short_noclip(ARegion *ar, View3D *v3d, float *vec, short *adr);
void project_float(ARegion *ar, View3D *v3d, float *vec, float *adr);
void project_float_noclip(ARegion *ar, View3D *v3d, float *vec, float *adr);
int get_view3d_viewplane(View3D *v3d, int winxi, int winyi, rctf *viewplane, float *clipsta, float *clipend, float *pixsize);
void view_settings_from_ob(Object *ob, float *ofs, float *quat, float *dist, float *lens);
void obmat_to_viewmat(View3D *v3d, Object *ob, short smooth);
short view3d_opengl_select(Scene *scene, ARegion *ar, View3D *v3d, unsigned int *buffer, unsigned int bufsize, rcti *input);
void initlocalview(Scene *scene, ARegion *ar, View3D *v3d);
void restore_localviewdata(View3D *vd);
void endlocalview(Scene *scene, ScrArea *sa);
void centerview(ARegion *ar, View3D *v3d);
void view3d_align_axis_to_vector(View3D *v3d, int axisidx, float vec[3]);
void smooth_view(View3D *v3d, float *ofs, float *quat, float *dist, float *lens);
void smooth_view_to_camera(View3D *v3d);
void setwinmatrixview3d(View3D *v3d, int winx, int winy, rctf *rect); /* rect: for picking */
void setviewmatrixview3d(View3D *v3d);
#endif /* ED_VIEW3D_INTERN_H */
|