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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 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 "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_rect.h"
#include "BLI_utildefines.h"
#include "BKE_action.h"
#include "BKE_camera.h"
#include "BKE_context.h"
#include "BKE_object.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_report.h"
#include "BKE_scene.h"
#include "DEG_depsgraph.h"
#include "UI_resources.h"
#include "GPU_glew.h"
#include "GPU_select.h"
#include "GPU_matrix.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "DRW_engine.h"
#include "DEG_depsgraph_query.h"
#include "view3d_intern.h" /* own include */
/* -------------------------------------------------------------------- */
/** \name Smooth View Operator & Utilities
*
* Use for view transitions to have smooth (animated) transitions.
* \{ */
/* 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;
bool use_dyn_ofs;
float dyn_ofs[3];
/* When smooth-view is enabled, store the 'rv3d->view' here,
* assign back when the view motion is completed. */
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_ex(
/* avoid passing in the context */
wmWindowManager *wm, wmWindow *win, ScrArea *sa,
View3D *v3d, ARegion *ar, const int smooth_viewtx,
const V3D_SmoothParams *sview)
{
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);
}
else {
sms.org = rv3d->sms->org;
}
sms.org_view = rv3d->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 (sview->camera == NULL && sview->camera_old == NULL) {
ED_view3d_camera_lock_init(v3d, rv3d);
}
/* store the options we want to end with */
if (sview->ofs)
copy_v3_v3(sms.dst.ofs, sview->ofs);
if (sview->quat)
copy_qt_qt(sms.dst.quat, sview->quat);
if (sview->dist)
sms.dst.dist = *sview->dist;
if (sview->lens)
sms.dst.lens = *sview->lens;
if (sview->dyn_ofs) {
BLI_assert(sview->ofs == NULL);
BLI_assert(sview->quat != NULL);
copy_v3_v3(sms.dyn_ofs, sview->dyn_ofs);
sms.use_dyn_ofs = true;
/* calculate the final destination offset */
view3d_orbit_apply_dyn_ofs(sms.dst.ofs, sms.src.ofs, sms.src.quat, sms.dst.quat, sms.dyn_ofs);
}
if (sview->camera) {
sms.dst.dist = ED_view3d_offset_distance(sview->camera->obmat, sview->ofs, VIEW3D_DIST_FALLBACK);
ED_view3d_from_object(sview->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 (sview->camera_old != sview->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 (sview->camera_old) {
sms.src.dist = ED_view3d_offset_distance(sview->camera_old->obmat, rv3d->ofs, 0.0f);
/* this */
ED_view3d_from_object(sview->camera_old, 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 (sview->quat && !sview->ofs && !sview->dist) {
/* scale the time allowed by the rotation */
sms.time_allowed *= (double)fabsf(angle_signed_normalized_qtqt(sms.dst.quat, sms.src.quat)) / 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) &&
(sview->camera->type == OB_CAMERA) &&
(((Camera *)sview->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 flicker 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);
}
}
void ED_view3d_smooth_view(
bContext *C,
View3D *v3d, ARegion *ar, const int smooth_viewtx,
const struct V3D_SmoothParams *sview)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
ScrArea *sa = CTX_wm_area(C);
ED_view3d_smooth_view_ex(
wm, win, sa,
v3d, ar, smooth_viewtx,
sview);
}
/* only meant for timer usage */
static void view3d_smoothview_apply(bContext *C, View3D *v3d, ARegion *ar, bool sync_boxview)
{
RegionView3D *rv3d = ar->regiondata;
struct SmoothView3DStore *sms = rv3d->sms;
float step, step_inv;
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);
ED_view3d_camera_lock_autokey(v3d, rv3d, C, true, true);
}
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_qt_qtqt(rv3d->viewquat, sms->src.quat, sms->dst.quat, step);
if (sms->use_dyn_ofs) {
view3d_orbit_apply_dyn_ofs(rv3d->ofs, sms->src.ofs, sms->src.quat, rv3d->viewquat, sms->dyn_ofs);
}
else {
interp_v3_v3v3(rv3d->ofs, sms->src.ofs, sms->dst.ofs, 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 (ED_screen_animation_playing(CTX_wm_manager(C))) {
ED_view3d_camera_lock_autokey(v3d, rv3d, C, true, true);
}
/* Event handling won't know if a UI item has been moved under the pointer. */
WM_event_add_mousemove(C);
}
if (sync_boxview && (rv3d->viewlock & RV3D_BOXVIEW)) {
view3d_boxview_copy(CTX_wm_area(C), ar);
}
/* 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(ar);
}
}
static int view3d_smoothview_invoke(bContext *C, wmOperator *UNUSED(op), const wmEvent *event)
{
View3D *v3d = CTX_wm_view3d(C);
ARegion *ar = CTX_wm_region(C);
RegionView3D *rv3d = ar->regiondata;
/* escape if not our timer */
if (rv3d->smooth_timer == NULL || rv3d->smooth_timer != event->customdata) {
return OPERATOR_PASS_THROUGH;
}
view3d_smoothview_apply(C, v3d, ar, true);
return OPERATOR_FINISHED;
}
/**
* Apply the smoothview immediately, use when we need to start a new view operation.
* (so we don't end up half-applying a view operation when pressing keys quickly).
*/
void ED_view3d_smooth_view_force_finish(
bContext *C,
View3D *v3d, ARegion *ar)
{
RegionView3D *rv3d = ar->regiondata;
if (rv3d && rv3d->sms) {
rv3d->sms->time_allowed = 0.0; /* force finishing */
view3d_smoothview_apply(C, v3d, ar, false);
/* force update of view matrix so tools that run immediately after
* can use them without redrawing first */
Depsgraph *depsgraph = CTX_data_depsgraph(C);
Scene *scene = CTX_data_scene(C);
ED_view3d_update_viewmat(depsgraph, scene, v3d, ar, NULL, NULL, NULL);
}
}
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;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Camera to View Operator
* \{ */
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;
ED_view3d_lastview_store(rv3d);
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);
DEG_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 && !ID_IS_LINKED(v3d->camera)) {
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;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Camera Fit Frame to Selected Operator
* \{ */
/* 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)
{
Depsgraph *depsgraph = CTX_data_depsgraph(C);
Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(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 */
float r_scale; /* only for ortho cameras */
if (camera_ob == NULL) {
BKE_report(op->reports, RPT_ERROR, "No active camera");
return OPERATOR_CANCELLED;
}
/* this function does all the important stuff */
if (BKE_camera_view_frame_fit_to_scene(depsgraph, scene, view_layer, camera_ob, r_co, &r_scale)) {
ObjectTfmProtectedChannels obtfm;
float obmat_new[4][4];
if ((camera_ob->type == OB_CAMERA) && (((Camera *)camera_ob->data)->type == CAM_ORTHO)) {
((Camera *)camera_ob->data)->ortho_scale = r_scale;
}
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 */
DEG_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;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Object as Camera Operator
* \{ */
static void sync_viewport_camera_smoothview(bContext *C, View3D *v3d, Object *ob, const int smooth_viewtx)
{
Main *bmain = CTX_data_main(C);
for (bScreen *screen = bmain->screen.first; screen != NULL; screen = screen->id.next) {
for (ScrArea *area = screen->areabase.first; area != NULL; area = area->next) {
for (SpaceLink *space_link = area->spacedata.first; space_link != NULL; space_link = space_link->next) {
if (space_link->spacetype == SPACE_VIEW3D) {
View3D *other_v3d = (View3D *)space_link;
if (other_v3d == v3d) {
continue;
}
if (other_v3d->camera == ob) {
continue;
}
if (v3d->scenelock) {
ListBase *lb = (space_link == area->spacedata.first)
? &area->regionbase
: &space_link->regionbase;
for (ARegion *other_ar = lb->first; other_ar != NULL; other_ar = other_ar->next) {
if (other_ar->regiontype == RGN_TYPE_WINDOW) {
if (other_ar->regiondata) {
RegionView3D *other_rv3d = other_ar->regiondata;
if (other_rv3d->persp == RV3D_CAMOB) {
Object *other_camera_old = other_v3d->camera;
other_v3d->camera = ob;
ED_view3d_lastview_store(other_rv3d);
ED_view3d_smooth_view(
C, other_v3d, other_ar, smooth_viewtx,
&(const V3D_SmoothParams) {
.camera_old = other_camera_old,
.camera = other_v3d->camera,
.ofs = other_rv3d->ofs,
.quat = other_rv3d->viewquat,
.dist = &other_rv3d->dist,
.lens = &other_v3d->lens});
}
else {
other_v3d->camera = ob;
}
}
}
}
}
}
}
}
}
}
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;
/* unlikely but looks like a glitch when set to the same */
if (camera_old != ob) {
ED_view3d_lastview_store(rv3d);
ED_view3d_smooth_view(
C, v3d, ar, smooth_viewtx,
&(const V3D_SmoothParams) {
.camera_old = camera_old, .camera = v3d->camera,
.ofs = rv3d->ofs, .quat = rv3d->viewquat,
.dist = &rv3d->dist, .lens = &v3d->lens});
}
if (v3d->scenelock) {
sync_viewport_camera_smoothview(C, v3d, ob, smooth_viewtx);
WM_event_add_notifier(C, NC_SCENE, scene);
}
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, scene);
}
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;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Window and View Matrix Calculation
* \{ */
/**
* \param rect optional for picking (can be NULL).
*/
void view3d_winmatrix_set(Depsgraph *depsgraph, ARegion *ar, const View3D *v3d, const rcti *rect)
{
RegionView3D *rv3d = ar->regiondata;
rctf viewplane;
float clipsta, clipend;
bool is_ortho;
is_ortho = ED_view3d_viewplane_get(depsgraph, 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
if (rect) { /* picking */
rctf r;
r.xmin = viewplane.xmin + (BLI_rctf_size_x(&viewplane) * (rect->xmin / (float)ar->winx));
r.ymin = viewplane.ymin + (BLI_rctf_size_y(&viewplane) * (rect->ymin / (float)ar->winy));
r.xmax = viewplane.xmin + (BLI_rctf_size_x(&viewplane) * (rect->xmax / (float)ar->winx));
r.ymax = viewplane.ymin + (BLI_rctf_size_y(&viewplane) * (rect->ymax / (float)ar->winy));
viewplane = r;
}
if (is_ortho) {
gpuOrtho(viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
}
else {
gpuFrustum(viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
}
/* update matrix in 3d view region */
gpuGetProjectionMatrix(rv3d->winmat);
}
static void obmat_to_viewmat(RegionView3D *rv3d, Object *ob)
{
float bmat[4][4];
rv3d->view = RV3D_VIEW_USER; /* don't show the grid */
normalize_m4_m4(bmat, ob->obmat);
invert_m4_m4(rv3d->viewmat, bmat);
/* view quat calculation, needed for add object */
mat4_normalized_to_quat(rv3d->viewquat, rv3d->viewmat);
}
/**
* Sets #RegionView3D.viewmat
*
* \param depsgraph: Depsgraph.
* \param scene: Scene for camera and cursor location.
* \param v3d: View 3D space data.
* \param rv3d: 3D region which stores the final matrices.
* \param rect_scale: Optional 2D scale argument,
* Use when displaying a sub-region, eg: when #view3d_winmatrix_set takes a 'rect' argument.
*
* \note don't set windows active in here, is used by renderwin too.
*/
void view3d_viewmatrix_set(
Depsgraph *depsgraph, Scene *scene,
const View3D *v3d, RegionView3D *rv3d, const float rect_scale[2])
{
if (rv3d->persp == RV3D_CAMOB) { /* obs/camera */
if (v3d->camera) {
Object *camera_object = DEG_get_evaluated_object(depsgraph, v3d->camera);
BKE_object_where_is_calc(depsgraph, scene, camera_object);
obmat_to_viewmat(rv3d, camera_object);
}
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, (View3D *)v3d)->location);
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;
if (rect_scale) {
/* Since 'RegionView3D.winmat' has been calculated and this function doesn't take the 'ARegion'
* we don't know about the region size.
* Use 'rect_scale' when drawing a sub-region to apply 2D offset,
* scaled by the difference between the sub-region and the region size.
*/
vec[0] /= rect_scale[0];
vec[1] /= rect_scale[1];
}
mul_mat3_m4_v3(persinv, vec);
translate_m4(rv3d->viewmat, vec[0], vec[1], vec[2]);
}
/* end lock offset */
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name OpenGL Select Utilities
* \{ */
/**
* 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)
{
GPU_select_cache_begin();
}
void view3d_opengl_select_cache_end(void)
{
GPU_select_cache_end();
}
#ifndef WITH_OPENGL_LEGACY
struct DrawSelectLoopUserData {
uint pass;
uint hits;
uint *buffer;
uint buffer_len;
const rcti *rect;
char gpu_select_mode;
};
static bool drw_select_loop_pass(eDRWSelectStage stage, void *user_data)
{
bool continue_pass = false;
struct DrawSelectLoopUserData *data = user_data;
if (stage == DRW_SELECT_PASS_PRE) {
GPU_select_begin(data->buffer, data->buffer_len, data->rect, data->gpu_select_mode, data->hits);
/* always run POST after PRE. */
continue_pass = true;
}
else if (stage == DRW_SELECT_PASS_POST) {
int hits = GPU_select_end();
if (data->pass == 0) {
/* quirk of GPU_select_end, only take hits value from first call. */
data->hits = hits;
}
if (data->gpu_select_mode == GPU_SELECT_NEAREST_FIRST_PASS) {
data->gpu_select_mode = GPU_SELECT_NEAREST_SECOND_PASS;
continue_pass = (hits > 0);
}
data->pass += 1;
}
else {
BLI_assert(0);
}
return continue_pass;
}
#endif /* WITH_OPENGL_LEGACY */
/**
* \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(
ViewContext *vc, unsigned int *buffer, unsigned int bufsize, const rcti *input,
eV3DSelectMode select_mode)
{
struct bThemeState theme_state;
Depsgraph *graph = vc->depsgraph;
Scene *scene = vc->scene;
View3D *v3d = vc->v3d;
ARegion *ar = vc->ar;
rcti rect;
int hits;
const bool use_obedit_skip = (OBEDIT_FROM_VIEW_LAYER(vc->view_layer) != NULL) && (vc->obedit == NULL);
const bool is_pick_select = (U.gpu_select_pick_deph != 0);
const bool do_passes = (
(is_pick_select == false) &&
(select_mode == VIEW3D_SELECT_PICK_NEAREST) &&
GPU_select_query_check_active());
const bool use_nearest = (is_pick_select && select_mode == VIEW3D_SELECT_PICK_NEAREST);
char gpu_select_mode;
/* case not a border select */
if (input->xmin == input->xmax) {
/* seems to be default value for bones only now */
BLI_rcti_init_pt_radius(&rect, (const int[2]){input->xmin, input->ymin}, 12);
}
else {
rect = *input;
}
if (is_pick_select) {
if (is_pick_select && select_mode == VIEW3D_SELECT_PICK_NEAREST) {
gpu_select_mode = GPU_SELECT_PICK_NEAREST;
}
else if (is_pick_select && select_mode == VIEW3D_SELECT_PICK_ALL) {
gpu_select_mode = GPU_SELECT_PICK_ALL;
}
else {
gpu_select_mode = GPU_SELECT_ALL;
}
}
else {
if (do_passes) {
gpu_select_mode = GPU_SELECT_NEAREST_FIRST_PASS;
}
else {
gpu_select_mode = GPU_SELECT_ALL;
}
}
/* Tools may request depth outside of regular drawing code. */
UI_Theme_Store(&theme_state);
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
/* Re-use cache (rect must be smaller then the cached)
* other context is assumed to be unchanged */
if (GPU_select_is_cached()) {
GPU_select_begin(buffer, bufsize, &rect, gpu_select_mode, 0);
GPU_select_cache_load_id();
hits = GPU_select_end();
goto finally;
}
#ifndef WITH_OPENGL_LEGACY
/* All of the queries need to be perform on the drawing context. */
DRW_opengl_context_enable();
#endif
G.f |= G_PICKSEL;
/* Important we use the 'viewmat' and don't re-calculate since
* the object & bone view locking takes 'rect' into account, see: T51629. */
ED_view3d_draw_setup_view(vc->win, graph, scene, ar, v3d, vc->rv3d->viewmat, NULL, &rect);
if (v3d->drawtype > OB_WIRE) {
v3d->zbuf = true;
glEnable(GL_DEPTH_TEST);
}
if (vc->rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_set(vc->rv3d);
#ifdef WITH_OPENGL_LEGACY
if (IS_VIEWPORT_LEGACY(vc->v3d)) {
GPU_select_begin(buffer, bufsize, &rect, gpu_select_mode, 0);
ED_view3d_draw_select_loop(vc, scene, sl, v3d, ar, use_obedit_skip, use_nearest);
hits = GPU_select_end();
if (do_passes && (hits > 0)) {
GPU_select_begin(buffer, bufsize, &rect, GPU_SELECT_NEAREST_SECOND_PASS, hits);
ED_view3d_draw_select_loop(vc, scene, sl, v3d, ar, use_obedit_skip, use_nearest);
GPU_select_end();
}
}
else
#else
{
/* We need to call "GPU_select_*" API's inside DRW_draw_select_loop
* because the OpenGL context created & destroyed inside this function. */
struct DrawSelectLoopUserData drw_select_loop_user_data = {
.pass = 0,
.hits = 0,
.buffer = buffer,
.buffer_len = bufsize,
.rect = &rect,
.gpu_select_mode = gpu_select_mode,
};
DRW_draw_select_loop(
graph, ar, v3d,
use_obedit_skip, use_nearest, &rect,
drw_select_loop_pass, &drw_select_loop_user_data);
hits = drw_select_loop_user_data.hits;
}
#endif /* WITH_OPENGL_LEGACY */
G.f &= ~G_PICKSEL;
ED_view3d_draw_setup_view(vc->win, graph, scene, ar, v3d, vc->rv3d->viewmat, NULL, NULL);
if (v3d->drawtype > OB_WIRE) {
v3d->zbuf = 0;
glDisable(GL_DEPTH_TEST);
}
if (vc->rv3d->rflag & RV3D_CLIPPING)
ED_view3d_clipping_disable();
#ifndef WITH_OPENGL_LEGACY
DRW_opengl_context_disable();
#endif
finally:
if (hits < 0) printf("Too many objects in select buffer\n"); /* XXX make error message */
UI_Theme_Restore(&theme_state);
return hits;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name View Layer Utilities
* \{ */
int ED_view3d_view_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;
}
/** \} */
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