#include "BKE_action.h"
#include "BKE_depsgraph.h" /* for ED_view3d_camera_lock_sync */
-
#include "BIF_gl.h"
-#include "BIF_glutil.h"
#include "WM_api.h"
#include "WM_types.h"
#include "view3d_intern.h" /* own include */
+ static bool view3d_ensure_persp(struct View3D *v3d, ARegion *ar);
+
bool ED_view3d_offset_lock_check(const View3D *v3d, const RegionView3D *rv3d)
{
return (rv3d->persp != RV3D_CAMOB) && (v3d->ob_centre_cursor || v3d->ob_centre);
bool is_set = false;
Scene *scene = CTX_data_scene(C);
- Object *ob_act = OBACT;
+ SceneLayer *sl = CTX_data_scene_layer(C);
+ Object *ob_act = OBACT_NEW;
if (ob_act && (ob_act->mode & OB_MODE_ALL_PAINT) &&
/* with weight-paint + pose-mode, fall through to using calculateTransformCenter */
}
else if (ob_act == NULL || ob_act->mode == OB_MODE_OBJECT) {
/* object mode use boundbox centers */
- View3D *v3d = CTX_wm_view3d(C);
Base *base;
unsigned int tot = 0;
float select_center[3];
zero_v3(select_center);
- for (base = FIRSTBASE; base; base = base->next) {
- if (TESTBASE(v3d, base)) {
+ for (base = FIRSTBASE_NEW; base; base = base->next) {
+ if (TESTBASE_NEW(base)) {
/* use the boundbox if we can */
Object *ob = base->object;
return is_set;
}
+ enum eViewOpsOrbit {
+ VIEWOPS_ORBIT_DEFAULT = 0,
+ VIEWOPS_ORBIT_SELECT = 1,
+ VIEWOPS_ORBIT_DEPTH = 2,
+ };
+
+ static enum eViewOpsOrbit viewops_orbit_mode_ex(bool use_select, bool use_depth)
+ {
+ if (use_select) {
+ return VIEWOPS_ORBIT_SELECT;
+ }
+ else if (use_depth) {
+ return VIEWOPS_ORBIT_DEPTH;
+ }
+ else {
+ return VIEWOPS_ORBIT_DEFAULT;
+ }
+ }
+
+ static enum eViewOpsOrbit viewops_orbit_mode(void)
+ {
+ return viewops_orbit_mode_ex(
+ (U.uiflag & USER_ORBIT_SELECTION) != 0,
+ (U.uiflag & USER_ZBUF_ORBIT) != 0);
+ }
+
/**
* Calculate the values for #ViewOpsData
*/
- static void viewops_data_create_ex(bContext *C, wmOperator *op, const wmEvent *event,
- const bool use_orbit_select,
- const bool use_orbit_zbuf)
+ static void viewops_data_create_ex(
+ bContext *C, wmOperator *op, const wmEvent *event,
+ bool switch_from_camera, enum eViewOpsOrbit orbit_mode)
{
ViewOpsData *vod = op->customdata;
RegionView3D *rv3d = vod->rv3d;
- vod->scene, vod->ar, vod->v3d,
+ /* we need the depth info before changing any viewport options */
+ if (orbit_mode == VIEWOPS_ORBIT_DEPTH) {
++ struct Depsgraph *graph = CTX_data_depsgraph(C);
+ float fallback_depth_pt[3];
+
+ view3d_operator_needs_opengl(C); /* needed for zbuf drawing */
+
+ negate_v3_v3(fallback_depth_pt, rv3d->ofs);
+
+ vod->use_dyn_ofs = ED_view3d_autodist(
++ graph, vod->scene, vod->ar, vod->v3d,
+ event->mval, vod->dyn_ofs, true, fallback_depth_pt);
+ }
+ else {
+ vod->use_dyn_ofs = false;
+ }
+
+ if (switch_from_camera) {
+ /* switch from camera view when: */
+ if (view3d_ensure_persp(vod->v3d, vod->ar)) {
+ /* If we're switching from camera view to the perspective one,
+ * need to tag viewport update, so camera vuew and borders
+ * are properly updated.
+ */
+ ED_region_tag_redraw(vod->ar);
+ }
+ }
+
/* set the view from the camera, if view locking is enabled.
* we may want to make this optional but for now its needed always */
ED_view3d_camera_lock_init(vod->v3d, vod->rv3d);
vod->origx = vod->oldx = event->x;
vod->origy = vod->oldy = event->y;
vod->origkey = event->type; /* the key that triggered the operator. */
- vod->use_dyn_ofs = false;
copy_v3_v3(vod->ofs, rv3d->ofs);
- if (use_orbit_select) {
+ if (orbit_mode == VIEWOPS_ORBIT_SELECT) {
vod->use_dyn_ofs = true;
negate_v3(vod->dyn_ofs);
}
- else if (use_orbit_zbuf) {
- Scene *scene = CTX_data_scene(C);
- struct Depsgraph *graph = CTX_data_depsgraph(C);
- float fallback_depth_pt[3];
-
- view3d_operator_needs_opengl(C); /* needed for zbuf drawing */
-
- negate_v3_v3(fallback_depth_pt, rv3d->ofs);
-
- if ((vod->use_dyn_ofs = ED_view3d_autodist(graph, scene, vod->ar, vod->v3d,
- event->mval, vod->dyn_ofs, true, fallback_depth_pt)))
- {
+ else if (orbit_mode == VIEWOPS_ORBIT_DEPTH) {
+ if (vod->use_dyn_ofs) {
if (rv3d->is_persp) {
float my_origin[3]; /* original G.vd->ofs */
float my_pivot[3]; /* view */
rv3d->rflag |= RV3D_NAVIGATING;
}
- static void viewops_data_create(bContext *C, wmOperator *op, const wmEvent *event)
+ static void viewops_data_create(bContext *C, wmOperator *op, const wmEvent *event, bool switch_from_camera)
{
- viewops_data_create_ex(
- C, op, event,
- (U.uiflag & USER_ORBIT_SELECTION) != 0,
- (U.uiflag & USER_ZBUF_ORBIT) != 0);
+ enum eViewOpsOrbit orbit_mode = viewops_orbit_mode();
+ viewops_data_create_ex(C, op, event, switch_from_camera, orbit_mode);
}
static void viewops_data_free(bContext *C, wmOperator *op)
{
ARegion *ar;
+#if 0
Paint *p = BKE_paint_get_active_from_context(C);
-
+#endif
if (op->customdata) {
ViewOpsData *vod = op->customdata;
ar = vod->ar;
ar = CTX_wm_region(C);
}
+#if 0
if (p && (p->flags & PAINT_FAST_NAVIGATE))
+#endif
ED_region_tag_redraw(ar);
}
/** \} */
ED_view3d_smooth_view_force_finish(C, vod->v3d, vod->ar);
- /* switch from camera view when: */
- if (view3d_ensure_persp(vod->v3d, vod->ar)) {
- /* If we're switching from camera view to the perspective one,
- * need to tag viewport update, so camera vuew and borders
- * are properly updated.
- */
- ED_region_tag_redraw(vod->ar);
- }
-
- viewops_data_create(C, op, event);
+ viewops_data_create(C, op, event, true);
if (ELEM(event->type, MOUSEPAN, MOUSEROTATE)) {
/* Rotate direction we keep always same */
const wmNDOFMotionData *ndof = event->customdata;
viewops_data_alloc(C, op);
- viewops_data_create_ex(C, op, event,
- (U.uiflag & USER_ORBIT_SELECTION) != 0, false);
+ viewops_data_create_ex(
+ C, op, event,
+ viewops_orbit_mode_ex((U.uiflag & USER_ORBIT_SELECTION) != 0, false), false);
vod = op->customdata;
ED_view3d_smooth_view_force_finish(C, vod->v3d, vod->ar);
const wmNDOFMotionData *ndof = event->customdata;
viewops_data_alloc(C, op);
- viewops_data_create_ex(C, op, event,
- (U.uiflag & USER_ORBIT_SELECTION) != 0, false);
+ viewops_data_create_ex(
+ C, op, event,
+ viewops_orbit_mode_ex((U.uiflag & USER_ORBIT_SELECTION) != 0, false), false);
vod = op->customdata;
/* makes op->customdata */
viewops_data_alloc(C, op);
- viewops_data_create(C, op, event);
+ viewops_data_create(C, op, event, false);
vod = op->customdata;
ED_view3d_smooth_view_force_finish(C, vod->v3d, vod->ar);
/* makes op->customdata */
viewops_data_alloc(C, op);
- viewops_data_create(C, op, event);
+ viewops_data_create(C, op, event, false);
vod = op->customdata;
ED_view3d_smooth_view_force_finish(C, vod->v3d, vod->ar);
ED_region_tag_redraw(vod->ar);
}
- viewops_data_create(C, op, event);
+ viewops_data_create(C, op, event, false);
/* if one or the other zoom position aren't set, set from event */
ARegion *ar = CTX_wm_region(C);
View3D *v3d = CTX_wm_view3d(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
Base *base;
float *curs;
const bool use_all_regions = RNA_boolean_get(op->ptr, "use_all_regions");
INIT_MINMAX(min, max);
}
- for (base = scene->base.first; base; base = base->next) {
- if (BASE_VISIBLE(v3d, base)) {
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if (BASE_VISIBLE_NEW(base)) {
changed = true;
if (skip_camera && base->object == v3d->camera) {
ARegion *ar = CTX_wm_region(C);
View3D *v3d = CTX_wm_view3d(C);
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
bGPdata *gpd = CTX_data_gpencil_data(C);
const bool is_gp_edit = ((gpd) && (gpd->flag & GP_DATA_STROKE_EDITMODE));
- Object *ob = OBACT;
+ Object *ob = OBACT_NEW;
Object *obedit = CTX_data_edit_object(C);
float min[3], max[3];
bool ok = false, ok_dist = true;
/* hard-coded exception, we look for the one selected armature */
/* this is weak code this way, we should make a generic active/selection callback interface once... */
Base *base;
- for (base = scene->base.first; base; base = base->next) {
- if (TESTBASELIB(v3d, base)) {
+ for (base = sl->object_bases.first; base; base = base->next) {
+ if (TESTBASELIB_NEW(base)) {
if (base->object->type == OB_ARMATURE)
if (base->object->mode & OB_MODE_POSE)
break;
ok = paintface_minmax(ob, min, max);
}
else if (ob && (ob->mode & OB_MODE_PARTICLE_EDIT)) {
- ok = PE_minmax(scene, min, max);
+ ok = PE_minmax(scene, sl, min, max);
}
else if (ob &&
(ob->mode & (OB_MODE_SCULPT | OB_MODE_VERTEX_PAINT | OB_MODE_WEIGHT_PAINT | OB_MODE_TEXTURE_PAINT)))
}
else {
Base *base;
- for (base = FIRSTBASE; base; base = base->next) {
- if (TESTBASE(v3d, base)) {
+ for (base = FIRSTBASE_NEW; base; base = base->next) {
+ if (TESTBASE_NEW(base)) {
if (skip_camera && base->object == v3d->camera) {
continue;
ARegion *ar = CTX_wm_region(C);
if (rv3d) {
+ struct Depsgraph *graph = CTX_data_depsgraph(C);
float new_ofs[3];
const int smooth_viewtx = WM_operator_smooth_viewtx_get(op);
view3d_operator_needs_opengl(C);
- if (ED_view3d_autodist(scene, ar, v3d, event->mval, new_ofs, false, NULL)) {
+ if (ED_view3d_autodist(graph, scene, ar, v3d, event->mval, new_ofs, false, NULL)) {
/* pass */
}
else {
float new_ofs[3];
/* ZBuffer depth vars */
- bglMats mats;
float depth_close = FLT_MAX;
- double cent[2], p[3];
+ float p[3];
/* note; otherwise opengl won't work */
view3d_operator_needs_opengl(C);
ED_view3d_dist_range_get(v3d, dist_range);
/* Get Z Depths, needed for perspective, nice for ortho */
- bgl_get_mats(&mats);
- ED_view3d_draw_depth(scene, ar, v3d, true);
+ ED_view3d_draw_depth(CTX_data_depsgraph(C), scene, ar, v3d, true);
{
/* avoid allocating the whole depth buffer */
MEM_SAFE_FREE(depth_temp.depths);
}
- cent[0] = (((double)rect.xmin) + ((double)rect.xmax)) / 2;
- cent[1] = (((double)rect.ymin) + ((double)rect.ymax)) / 2;
+ float centx = (((float)rect.xmin) + ((float)rect.xmax)) / 2;
+ float centy = (((float)rect.ymin) + ((float)rect.ymax)) / 2;
if (rv3d->is_persp) {
- double p_corner[3];
+ float p_corner[3];
/* no depths to use, we cant do anything! */
if (depth_close == FLT_MAX) {
return OPERATOR_CANCELLED;
}
/* 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])))
+ if ((!ED_view3d_unproject(ar, centx, centy, depth_close, p)) ||
+ (!ED_view3d_unproject(ar, rect.xmin, rect.ymin, depth_close, p_corner)))
{
return OPERATOR_CANCELLED;
}
- dvec[0] = p[0] - p_corner[0];
- dvec[1] = p[1] - p_corner[1];
- dvec[2] = p[2] - p_corner[2];
-
- new_ofs[0] = -p[0];
- new_ofs[1] = -p[1];
- new_ofs[2] = -p[2];
+ sub_v3_v3v3(dvec, p, p_corner);
+ negate_v3_v3(new_ofs, p);
new_dist = len_v3(dvec);
new_dist = rv3d->dist;
/* convert the drawn rectangle into 3d space */
- if (depth_close != FLT_MAX && gluUnProject(cent[0], cent[1], depth_close,
- mats.modelview, mats.projection, (GLint *)mats.viewport,
- &p[0], &p[1], &p[2]))
+ if (depth_close != FLT_MAX && ED_view3d_unproject(ar, centx, centy, depth_close, p))
{
- new_ofs[0] = -p[0];
- new_ofs[1] = -p[1];
- new_ofs[2] = -p[2];
+ negate_v3_v3(new_ofs, p);
}
else {
float mval_f[2];
ARegion *ar;
RegionView3D *rv3d;
Scene *scene = CTX_data_scene(C);
+ SceneLayer *sl = CTX_data_scene_layer(C);
static int perspo = RV3D_PERSP;
int viewnum, nextperspo;
bool align_active;
/* lastview - */
if (rv3d->persp != RV3D_CAMOB) {
- Object *ob = OBACT;
+ Object *ob = OBACT_NEW;
if (!rv3d->smooth_timer) {
/* store settings of current view before allowing overwriting with camera view
else {
/* makes op->customdata */
viewops_data_alloc(C, op);
- viewops_data_create(C, op, event);
+ viewops_data_create(C, op, event, false);
vod = op->customdata;
ED_view3d_smooth_view_force_finish(C, vod->v3d, vod->ar);
else if (pandir == V3D_VIEW_PANDOWN) { y = 25; }
viewops_data_alloc(C, op);
- viewops_data_create(C, op, event);
+ viewops_data_create(C, op, event, false);
ViewOpsData *vod = op->customdata;
viewmove_apply(vod, vod->oldx + x, vod->oldy + y);
static int view3d_clipping_exec(bContext *C, wmOperator *op)
{
+ ARegion *ar = CTX_wm_region(C);
RegionView3D *rv3d = CTX_wm_region_view3d(C);
- ViewContext vc;
- bglMats mats;
rcti rect;
WM_operator_properties_border_to_rcti(op, &rect);
rv3d->rflag |= RV3D_CLIPPING;
rv3d->clipbb = MEM_callocN(sizeof(BoundBox), "clipbb");
- /* note; otherwise opengl won't work */
- view3d_operator_needs_opengl(C);
-
- view3d_set_viewcontext(C, &vc);
- view3d_get_transformation(vc.ar, vc.rv3d, NULL, &mats); /* NULL because we don't want it in object space */
- ED_view3d_clipping_calc(rv3d->clipbb, rv3d->clip, &mats, &rect);
+ /* NULL object because we don't want it in object space */
+ ED_view3d_clipping_calc(rv3d->clipbb, rv3d->clip, ar, NULL, &rect);
return OPERATOR_FINISHED;
}
}
if (U.uiflag & USER_ZBUF_CURSOR) { /* maybe this should be accessed some other way */
+ struct Depsgraph *graph = CTX_data_depsgraph(C);
view3d_operator_needs_opengl(C);
- if (ED_view3d_autodist(scene, ar, v3d, mval, fp, true, NULL))
+ if (ED_view3d_autodist(graph, scene, ar, v3d, mval, fp, true, NULL))
depth_used = true;
}
/* ***************** manipulator op ******************* */
-
-static int manipulator_invoke(bContext *C, wmOperator *op, const wmEvent *event)
-{
- View3D *v3d = CTX_wm_view3d(C);
-
- if (!(v3d->twflag & V3D_USE_MANIPULATOR)) return OPERATOR_PASS_THROUGH;
- if (!(v3d->twflag & V3D_DRAW_MANIPULATOR)) return OPERATOR_PASS_THROUGH;
-
- /* note; otherwise opengl won't work */
- view3d_operator_needs_opengl(C);
-
- if (BIF_do_manipulator(C, event, op) == 0)
- return OPERATOR_PASS_THROUGH;
-
- return OPERATOR_FINISHED;
-}
-
-void VIEW3D_OT_manipulator(wmOperatorType *ot)
-{
- PropertyRNA *prop;
-
- /* identifiers */
- ot->name = "3D Manipulator";
- ot->description = "Manipulate selected item by axis";
- ot->idname = "VIEW3D_OT_manipulator";
-
- /* api callbacks */
- ot->invoke = manipulator_invoke;
-
- ot->poll = ED_operator_view3d_active;
-
- /* properties to pass to transform */
- Transform_Properties(ot, P_CONSTRAINT);
-
- prop = RNA_def_boolean(ot->srna, "use_planar_constraint", false, "Planar Constraint", "Limit the transformation to the "
- "two axes that have not been clicked (translate/scale only)");
- RNA_def_property_flag(prop, PROP_SKIP_SAVE | PROP_HIDDEN);
-}
-
static int enable_manipulator_invoke(bContext *C, wmOperator *op, const wmEvent *UNUSED(event))
{
View3D *v3d = CTX_wm_view3d(C);
* \param fallback_depth_pt: Use this points depth when no depth can be found.
*/
bool ED_view3d_autodist(
- Scene *scene, ARegion *ar, View3D *v3d,
+ struct Depsgraph *graph, Scene *scene, ARegion *ar, View3D *v3d,
const int mval[2], float mouse_worldloc[3],
const bool alphaoverride, const float fallback_depth_pt[3])
{
- bglMats mats; /* ZBuffer depth vars */
float depth_close;
- double cent[2], p[3];
int margin_arr[] = {0, 2, 4};
int i;
bool depth_ok = false;
/* Get Z Depths, needed for perspective, nice for ortho */
- ED_view3d_draw_depth(scene, ar, v3d, alphaoverride);
-
- /* call after in case settings have been modified since last drawing, see: T47089 */
- bgl_get_mats(&mats);
+ ED_view3d_draw_depth(graph, scene, ar, v3d, alphaoverride);
/* Attempt with low margin's first */
i = 0;
} while ((depth_ok == false) && (i < ARRAY_SIZE(margin_arr)));
if (depth_ok) {
- cent[0] = (double)mval[0] + 0.5;
- cent[1] = (double)mval[1] + 0.5;
+ float centx = (float)mval[0] + 0.5f;
+ float centy = (float)mval[1] + 0.5f;
- if (gluUnProject(cent[0], cent[1], depth_close,
- mats.modelview, mats.projection, (GLint *)mats.viewport, &p[0], &p[1], &p[2]))
+ if (ED_view3d_unproject(ar, centx, centy, depth_close, mouse_worldloc))
{
- mouse_worldloc[0] = (float)p[0];
- mouse_worldloc[1] = (float)p[1];
- mouse_worldloc[2] = (float)p[2];
return true;
}
}
}
}
-void ED_view3d_autodist_init(Scene *scene, ARegion *ar, View3D *v3d, int mode)
+void ED_view3d_autodist_init(
+ struct Depsgraph *graph,
+ Scene *scene, ARegion *ar, View3D *v3d, int mode)
{
/* Get Z Depths, needed for perspective, nice for ortho */
switch (mode) {
case 0:
- ED_view3d_draw_depth(scene, ar, v3d, true);
+ ED_view3d_draw_depth(graph, scene, ar, v3d, true);
break;
case 1:
ED_view3d_draw_depth_gpencil(scene, ar, v3d);
bool ED_view3d_autodist_simple(ARegion *ar, const int mval[2], float mouse_worldloc[3],
int margin, float *force_depth)
{
- bglMats mats; /* ZBuffer depth vars, could cache? */
float depth;
- double cent[2], p[3];
/* Get Z Depths, needed for perspective, nice for ortho */
if (force_depth)
if (depth == FLT_MAX)
return false;
- cent[0] = (double)mval[0] + 0.5;
- cent[1] = (double)mval[1] + 0.5;
-
- bgl_get_mats(&mats);
-
- if (!gluUnProject(cent[0], cent[1], depth,
- mats.modelview, mats.projection, (GLint *)mats.viewport, &p[0], &p[1], &p[2]))
- {
- return false;
- }
-
- mouse_worldloc[0] = (float)p[0];
- mouse_worldloc[1] = (float)p[1];
- mouse_worldloc[2] = (float)p[2];
- return true;
+ float centx = (float)mval[0] + 0.5f;
+ float centy = (float)mval[1] + 0.5f;
+ return ED_view3d_unproject(ar, centx, centy, depth, mouse_worldloc);
}
bool ED_view3d_autodist_depth(ARegion *ar, const int mval[2], int margin, float *depth)