2.5
[blender-staging.git] / source / blender / editors / space_view3d / view3d_edit.c
index 16ac8cedef0dee81f01ae78a32599ee6cfad2775..a4dc27ceac1baf4d53f529d09db6ace2a6e617f7 100644 (file)
@@ -894,6 +894,271 @@ void ED_VIEW3D_OT_viewcenter(wmOperatorType *ot)
        ot->poll= ED_operator_areaactive;
 }
 
+/* ********************* set clipping operator ****************** */
+
+static int view3d_clipping_exec(bContext *C, wmOperator *op)
+{
+       ScrArea *sa= CTX_wm_area(C);
+       View3D *v3d= sa->spacedata.first;
+       rcti rect;
+       double mvmatrix[16];
+       double projmatrix[16];
+       double xs, ys, p[3];
+       GLint viewport[4];
+       short val;
+       
+       rect.xmin= RNA_int_get(op->ptr, "xmin");
+       rect.ymin= RNA_int_get(op->ptr, "ymin");
+       rect.xmax= RNA_int_get(op->ptr, "xmax");
+       rect.ymax= RNA_int_get(op->ptr, "ymax");
+       
+       v3d->flag |= V3D_CLIPPING;
+       v3d->clipbb= MEM_callocN(sizeof(BoundBox), "clipbb");
+       
+       /* note; otherwise opengl won't work */
+       view3d_operator_needs_opengl(C);
+       
+       /* Get the matrices needed for gluUnProject */
+       glGetIntegerv(GL_VIEWPORT, viewport);
+       glGetDoublev(GL_MODELVIEW_MATRIX, mvmatrix);
+       glGetDoublev(GL_PROJECTION_MATRIX, projmatrix);
+       
+       /* near zero floating point values can give issues with gluUnProject
+               in side view on some implementations */
+       if(fabs(mvmatrix[0]) < 1e-6) mvmatrix[0]= 0.0;
+       if(fabs(mvmatrix[5]) < 1e-6) mvmatrix[5]= 0.0;
+       
+       /* Set up viewport so that gluUnProject will give correct values */
+       viewport[0] = 0;
+       viewport[1] = 0;
+       
+       /* four clipping planes and bounding volume */
+       /* first do the bounding volume */
+       for(val=0; val<4; val++) {
+               
+               xs= (val==0||val==3)?rect.xmin:rect.xmax;
+               ys= (val==0||val==1)?rect.ymin:rect.ymax;
+               
+               gluUnProject(xs, ys, 0.0, mvmatrix, projmatrix, viewport, &p[0], &p[1], &p[2]);
+               VECCOPY(v3d->clipbb->vec[val], p);
+               
+               gluUnProject(xs, ys, 1.0, mvmatrix, projmatrix, viewport, &p[0], &p[1], &p[2]);
+               VECCOPY(v3d->clipbb->vec[4+val], p);
+       }
+       
+       /* then plane equations */
+       for(val=0; val<4; val++) {
+               
+               CalcNormFloat(v3d->clipbb->vec[val], v3d->clipbb->vec[val==3?0:val+1], v3d->clipbb->vec[val+4],
+                                         v3d->clip[val]); 
+               
+               v3d->clip[val][3]= - v3d->clip[val][0]*v3d->clipbb->vec[val][0] 
+                       - v3d->clip[val][1]*v3d->clipbb->vec[val][1] 
+                       - v3d->clip[val][2]*v3d->clipbb->vec[val][2];
+       }
+       return OPERATOR_FINISHED;
+}
+
+static int view3d_clipping_invoke(bContext *C, wmOperator *op, wmEvent *event)
+{
+       ScrArea *sa= CTX_wm_area(C);
+       View3D *v3d= sa->spacedata.first;
+       
+       if(v3d->flag & V3D_CLIPPING) {
+               v3d->flag &= ~V3D_CLIPPING;
+               ED_area_tag_redraw(sa);
+               if(v3d->clipbb) MEM_freeN(v3d->clipbb);
+               v3d->clipbb= NULL;
+               return OPERATOR_FINISHED;
+       }
+       else {
+               return WM_border_select_invoke(C, op, event);
+       }
+}
+
+/* toggles */
+void ED_VIEW3D_OT_clipping(wmOperatorType *ot)
+{
+       
+       /* identifiers */
+       ot->name= "Border Select";
+       ot->idname= "ED_VIEW3D_OT_clipping";
+       
+       /* api callbacks */
+       ot->invoke= view3d_clipping_invoke;
+       ot->exec= view3d_clipping_exec;
+       ot->modal= WM_border_select_modal;
+       
+       ot->poll= ED_operator_areaactive;
+       
+       /* rna */
+       RNA_def_property(ot->srna, "xmin", PROP_INT, PROP_NONE);
+       RNA_def_property(ot->srna, "xmax", PROP_INT, PROP_NONE);
+       RNA_def_property(ot->srna, "ymin", PROP_INT, PROP_NONE);
+       RNA_def_property(ot->srna, "ymax", PROP_INT, PROP_NONE);
+}
+
+/* ********************************************************* */
+
+void set_render_border(Scene *scene, ARegion *ar, View3D *v3d)
+{
+       rcti rect;
+       short val;
+       
+       val= 0; // XXX get_border(&rect, 3);
+       if(val) {
+               rctf vb;
+               
+               calc_viewborder(scene, ar, v3d, &vb);
+               
+               scene->r.border.xmin= ((float)rect.xmin-vb.xmin)/(vb.xmax-vb.xmin);
+               scene->r.border.ymin= ((float)rect.ymin-vb.ymin)/(vb.ymax-vb.ymin);
+               scene->r.border.xmax= ((float)rect.xmax-vb.xmin)/(vb.xmax-vb.xmin);
+               scene->r.border.ymax= ((float)rect.ymax-vb.ymin)/(vb.ymax-vb.ymin);
+               
+               CLAMP(scene->r.border.xmin, 0.0, 1.0);
+               CLAMP(scene->r.border.ymin, 0.0, 1.0);
+               CLAMP(scene->r.border.xmax, 0.0, 1.0);
+               CLAMP(scene->r.border.ymax, 0.0, 1.0);
+               
+               /* drawing a border surrounding the entire camera view switches off border rendering
+                       * or the border covers no pixels */
+               if ((scene->r.border.xmin <= 0.0 && scene->r.border.xmax >= 1.0 &&
+                        scene->r.border.ymin <= 0.0 && scene->r.border.ymax >= 1.0) ||
+                       (scene->r.border.xmin == scene->r.border.xmax ||
+                        scene->r.border.ymin == scene->r.border.ymax ))
+               {
+                       scene->r.mode &= ~R_BORDER;
+               } else {
+                       scene->r.mode |= R_BORDER;
+               }
+       }
+}
+
+void view3d_border_zoom(Scene *scene, ARegion *ar, View3D *v3d)
+{
+       
+       /* Zooms in on a border drawn by the user */
+       rcti rect;
+       short val;
+       float dvec[3], vb[2], xscale, yscale, scale;
+       
+       
+       /* SMOOTHVIEW */
+       float new_dist;
+       float new_ofs[3];
+       
+       /* ZBuffer depth vars */
+       bglMats mats;
+       float depth, depth_close= MAXFLOAT;
+       int had_depth = 0;
+       double cent[2],  p[3];
+       int xs, ys;
+       
+       /* Get the border input */
+       val = 0; // XXX get_border(&rect, 3);
+       if(!val) return;
+       
+       /* Get Z Depths, needed for perspective, nice for ortho */
+       bgl_get_mats(&mats);
+       draw_depth(scene, ar, v3d, NULL);
+       
+       /* force updating */
+       if (v3d->depths) {
+               had_depth = 1;
+               v3d->depths->damaged = 1;
+       }
+       
+       view3d_update_depths(ar, v3d);
+       
+       /* Constrain rect to depth bounds */
+       if (rect.xmin < 0) rect.xmin = 0;
+       if (rect.ymin < 0) rect.ymin = 0;
+       if (rect.xmax >= v3d->depths->w) rect.xmax = v3d->depths->w-1;
+       if (rect.ymax >= v3d->depths->h) rect.ymax = v3d->depths->h-1;          
+       
+       /* Find the closest Z pixel */
+       for (xs=rect.xmin; xs < rect.xmax; xs++) {
+               for (ys=rect.ymin; ys < rect.ymax; ys++) {
+                       depth= v3d->depths->depths[ys*v3d->depths->w+xs];
+                       if(depth < v3d->depths->depth_range[1] && depth > v3d->depths->depth_range[0]) {
+                               if (depth_close > depth) {
+                                       depth_close = depth;
+                               }
+                       }
+               }
+       }
+       
+       if (had_depth==0) {
+               MEM_freeN(v3d->depths->depths);
+               v3d->depths->depths = NULL;
+       }
+       v3d->depths->damaged = 1;
+       
+       cent[0] = (((double)rect.xmin)+((double)rect.xmax)) / 2;
+       cent[1] = (((double)rect.ymin)+((double)rect.ymax)) / 2;
+       
+       if (v3d->persp==V3D_PERSP) {
+               double p_corner[3];
+               
+               /* no depths to use, we cant do anything! */
+               if (depth_close==MAXFLOAT) 
+                       return;
+               
+               /* convert border to 3d coordinates */
+               if ((   !gluUnProject(cent[0], cent[1], depth_close, mats.modelview, mats.projection, (GLint *)mats.viewport, &p[0], &p[1], &p[2])) || 
+                       (       !gluUnProject((double)rect.xmin, (double)rect.ymin, depth_close, mats.modelview, mats.projection, (GLint *)mats.viewport, &p_corner[0], &p_corner[1], &p_corner[2])))
+                       return;
+               
+               dvec[0] = p[0]-p_corner[0];
+               dvec[1] = p[1]-p_corner[1];
+               dvec[2] = p[2]-p_corner[2];
+               
+               new_dist = VecLength(dvec);
+               if(new_dist <= v3d->near*1.5) new_dist= v3d->near*1.5; 
+               
+               new_ofs[0] = -p[0];
+               new_ofs[1] = -p[1];
+               new_ofs[2] = -p[2];
+               
+       } else { /* othographic */
+               /* find the current window width and height */
+               vb[0] = ar->winx;
+               vb[1] = ar->winy;
+               
+               new_dist = v3d->dist;
+               
+               /* convert the drawn rectangle into 3d space */
+               if (depth_close!=MAXFLOAT && gluUnProject(cent[0], cent[1], depth_close, mats.modelview, mats.projection, (GLint *)mats.viewport, &p[0], &p[1], &p[2])) {
+                       new_ofs[0] = -p[0];
+                       new_ofs[1] = -p[1];
+                       new_ofs[2] = -p[2];
+               } else {
+                       /* We cant use the depth, fallback to the old way that dosnt set the center depth */
+                       new_ofs[0] = v3d->ofs[0];
+                       new_ofs[1] = v3d->ofs[1];
+                       new_ofs[2] = v3d->ofs[2];
+                       
+                       initgrabz(v3d, -new_ofs[0], -new_ofs[1], -new_ofs[2]);
+                       
+                       window_to_3d(ar, v3d, dvec, (rect.xmin+rect.xmax-vb[0])/2, (rect.ymin+rect.ymax-vb[1])/2);
+                       /* center the view to the center of the rectangle */
+                       VecSubf(new_ofs, new_ofs, dvec);
+               }
+               
+               /* work out the ratios, so that everything selected fits when we zoom */
+               xscale = ((rect.xmax-rect.xmin)/vb[0]);
+               yscale = ((rect.ymax-rect.ymin)/vb[1]);
+               scale = (xscale >= yscale)?xscale:yscale;
+               
+               /* zoom in as required, or as far as we can go */
+               new_dist = ((new_dist*scale) >= 0.001*v3d->grid)? new_dist*scale:0.001*v3d->grid;
+       }
+       
+       smooth_view(v3d, new_ofs, NULL, &new_dist, NULL);
+}
+
+
 
 /* ************************* below the line! *********************** */