2.5
authorMichael Fox <mfoxdogg@gmail.com>
Fri, 16 Jan 2009 00:58:33 +0000 (00:58 +0000)
committerMichael Fox <mfoxdogg@gmail.com>
Fri, 16 Jan 2009 00:58:33 +0000 (00:58 +0000)
*****
 - ported BorderZoom , shift-b
- currently disabled in camera view as to not conflict with setting render border

source/blender/editors/space_view3d/view3d_edit.c
source/blender/editors/space_view3d/view3d_intern.h
source/blender/editors/space_view3d/view3d_ops.c

index b2907cde8e754ce51c1e391544356b4c4c77b141..45226f93d939824ff8d9bab056e6aa2fdb04488d 100644 (file)
@@ -954,6 +954,169 @@ void VIEW3D_OT_render_border(wmOperatorType *ot)
        RNA_def_property(ot->srna, "ymin", PROP_INT, PROP_NONE);
        RNA_def_property(ot->srna, "ymax", PROP_INT, PROP_NONE);
 
+}
+/* ********************* Border Zoom operator ****************** */
+
+static int view3d_border_zoom_exec(bContext *C, wmOperator *op)
+{
+       ScrArea *sa= CTX_wm_area(C);
+       ARegion *ar= CTX_wm_region(C);
+       View3D *v3d= sa->spacedata.first;
+       Scene *scene= CTX_data_scene(C);
+       
+       /* Zooms in on a border drawn by the user */
+       rcti rect;
+       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;
+       
+       /* note; otherwise opengl won't work */
+       view3d_operator_needs_opengl(C);
+       
+       /* get border select values using rna */
+       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");
+       
+       /* 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 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])))
+                       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_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(C, NULL, NULL, new_ofs, NULL, &new_dist, NULL);
+       
+       return OPERATOR_FINISHED;
+}
+static int view3d_border_zoom_invoke(bContext *C, wmOperator *op, wmEvent *event)
+{
+       ScrArea *sa= CTX_wm_area(C);
+       View3D *v3d= sa->spacedata.first;
+       
+       /* if in camera view do not exec the operator so we do not conflict with set render border*/
+       if (v3d->persp != V3D_CAMOB) return WM_border_select_invoke(C, op, event);      
+       else return OPERATOR_PASS_THROUGH;
+}
+void VIEW3D_OT_border_zoom(wmOperatorType *ot)
+{
+       
+       /* identifiers */
+       ot->name= "Border Zoom";
+       ot->idname= "VIEW3D_OT_border_zoom";
+
+       /* api callbacks */
+       ot->invoke= view3d_border_zoom_invoke;
+       ot->exec= view3d_border_zoom_exec;
+       ot->modal= WM_border_select_modal;
+       
+       ot->poll= ED_operator_view3d_active;
+       
+       /* 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);
+
 }
 /* ********************* Changing view operator ****************** */
 
@@ -1343,131 +1506,6 @@ void VIEW3D_OT_drawtype(wmOperatorType *ot)
        RNA_def_property_int_default(prop, -1);
 }
 
-/* ********************************************************* */
-
-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(NULL, NULL, NULL, new_ofs, NULL, &new_dist, NULL); // XXX
-}
-
 /* ***************** 3d cursor cursor op ******************* */
 
 /* mx my in region coords */
index ef37f518fcf2271155bb615cec94d24a0007a7df..6632ff72d572b1fb59eee04073af5dd15011b89a 100644 (file)
@@ -81,6 +81,7 @@ void VIEW3D_OT_viewcenter(struct wmOperatorType *ot);
 void VIEW3D_OT_clipping(struct wmOperatorType *ot);
 void VIEW3D_OT_cursor3d(struct wmOperatorType *ot);
 void VIEW3D_OT_render_border(struct wmOperatorType *ot);
+void VIEW3D_OT_border_zoom(struct wmOperatorType *ot);
 void VIEW3D_OT_drawtype(struct wmOperatorType *ot);
 
 /* drawobject.c */
index eb0511eeea8753b4067d3a17e029ff9d9314f4ec..ecc7c3b3f21ea63b28881fa8d1906d4bd85e0f26 100644 (file)
@@ -75,6 +75,7 @@ void view3d_operatortypes(void)
        WM_operatortype_append(VIEW3D_OT_circle_select);
        WM_operatortype_append(VIEW3D_OT_smoothview);
        WM_operatortype_append(VIEW3D_OT_render_border);
+       WM_operatortype_append(VIEW3D_OT_border_zoom);
        WM_operatortype_append(VIEW3D_OT_cursor3d);
        WM_operatortype_append(VIEW3D_OT_lasso_select);
        WM_operatortype_append(VIEW3D_OT_setcameratoview);
@@ -155,6 +156,7 @@ void view3d_keymap(wmWindowManager *wm)
        WM_keymap_add_item(keymap, "VIEW3D_OT_circle_select", CKEY, KM_PRESS, 0, 0);
        
        WM_keymap_add_item(keymap, "VIEW3D_OT_clipping", BKEY, KM_PRESS, KM_ALT, 0);
+       WM_keymap_add_item(keymap, "VIEW3D_OT_border_zoom", BKEY, KM_PRESS, KM_SHIFT, 0);
        WM_keymap_add_item(keymap, "VIEW3D_OT_render_border", BKEY, KM_PRESS, KM_SHIFT, 0);
        
        WM_keymap_add_item(keymap, "VIEW3D_OT_set_camera_to_view", PAD0, KM_PRESS, KM_ALT|KM_CTRL, 0);