code cleanup:

- move object_iterators.c --> view3d_iterators. (ED_object.h had to include ED_view3d.h which isn't so nice)
- move projection functions from view3d_view.c --> view3d_project.c (view3d_view was becoming a mishmash of utility functions and operators).
- some some cmake includes as system-includes.
This commit is contained in:
Campbell Barton
2012-10-17 04:13:03 +00:00
parent fa06aab433
commit 536d9fec80
25 changed files with 619 additions and 540 deletions

View File

@@ -28,14 +28,14 @@
set(INC
.
../Eigen3
third_party/ssba
third_party/ldl/Include
../colamd/Include
third_party/ceres/include
)
set(INC_SYS
../Eigen3
third_party/ssba
third_party/ldl/Include
${PNG_INCLUDE_DIR}
${ZLIB_INCLUDE_DIRS}
)

View File

@@ -124,14 +124,14 @@ cat > CMakeLists.txt << EOF
set(INC
.
../Eigen3
third_party/ssba
third_party/ldl/Include
../colamd/Include
third_party/ceres/include
)
set(INC_SYS
../Eigen3
third_party/ssba
third_party/ldl/Include
\${PNG_INCLUDE_DIR}
\${ZLIB_INCLUDE_DIRS}
)

View File

@@ -117,13 +117,13 @@ cat > CMakeLists.txt << EOF
set(INC
.
../../../Eigen3
include
internal
../gflags
)
set(INC_SYS
../../../Eigen3
)
set(SRC

View File

@@ -29,11 +29,10 @@ set(INC
../guardedalloc
../memutil
../moto/include
../../extern/carve/include
)
set(INC_SYS
../../extern/carve/include
)
set(SRC

View File

@@ -7,6 +7,7 @@ set(INC
../util
../device
)
set(INC_SYS
)

View File

@@ -7,6 +7,7 @@ set(INC
../util
../render
)
set(INC_SYS
${OPENGL_INCLUDE_DIR}
${GLEW_INCLUDE_PATH}

View File

@@ -5,7 +5,9 @@ set(INC
osl
svm
)
set(INC_SYS
)
set(SRC

View File

@@ -7,7 +7,9 @@ set(INC
../../util
../../device
)
set(INC_SYS
)
set(SRC

View File

@@ -8,6 +8,7 @@ set(INC
../bvh
../util
)
set(INC_SYS
${GLEW_INCLUDE_PATH}
)

View File

@@ -6,7 +6,9 @@ set(INC
../kernel/svm
../render
)
set(INC_SYS
)
set(SRC

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@@ -2,6 +2,7 @@
set(INC
.
)
set(INC_SYS
${GLEW_INCLUDE_PATH}
${OPENGL_INCLUDE_DIR}

View File

@@ -30,6 +30,7 @@ set(INC
)
set(INC_SYS
)
set(SRC

View File

@@ -40,11 +40,10 @@ add_definitions(
set(INC
extern
superlu
../../extern/colamd/Include
)
set(INC_SYS
../../extern/colamd/Include
)
set(SRC

View File

@@ -197,50 +197,6 @@ int ED_object_multires_update_totlevels_cb(struct Object *ob, void *totlevel_v);
/* object_select.c */
void ED_object_select_linked_by_id(struct bContext *C, struct ID *id);
/* object_iterators.c */
#include "ED_view3d.h" /* XXX, needed for eV3DProjTest */
/* foreach iterators */
void mesh_foreachScreenVert(
struct ViewContext *vc,
void (*func)(void *userData, struct BMVert *eve, const float screen_co[2], int index),
void *userData, const eV3DProjTest clip_flag);
void mesh_foreachScreenEdge(
struct ViewContext *vc,
void (*func)(void *userData, struct BMEdge *eed, const float screen_co_a[2], const float screen_co_b[2],
int index),
void *userData, const eV3DProjTest clip_flag);
void mesh_foreachScreenFace(
struct ViewContext *vc,
void (*func)(void *userData, struct BMFace *efa, const float screen_co[2], int index),
void *userData, const eV3DProjTest clip_flag);
void nurbs_foreachScreenVert(
struct ViewContext *vc,
void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt,
int beztindex, const float screen_co[2]),
void *userData, const eV3DProjTest clip_flag);
void mball_foreachScreenElem(
struct ViewContext *vc,
void (*func)(void *userData, struct MetaElem *ml, const float screen_co[2]),
void *userData, const eV3DProjTest clip_flag);
void lattice_foreachScreenVert(
struct ViewContext *vc,
void (*func)(void *userData, struct BPoint *bp,
const float screen_co[2]),
void *userData, const eV3DProjTest clip_flag);
void armature_foreachScreenBone(
struct ViewContext *vc,
void (*func)(void *userData, struct EditBone *ebone,
const float screen_co_a[2], const float screen_co_b[2]),
void *userData, const eV3DProjTest clip_flag);
void pose_foreachScreenBone(
struct ViewContext *vc,
void (*func)(void *userData, struct bPoseChannel *pchan,
const float screen_co_a[2], const float screen_co_b[2]),
void *userData, const eV3DProjTest clip_flag);
#ifdef __cplusplus
}
#endif

View File

@@ -37,6 +37,7 @@ struct BMEdge;
struct BMFace;
struct BMVert;
struct BPoint;
struct Base;
struct BezTriple;
struct BezTriple;
struct BoundBox;
@@ -50,11 +51,12 @@ struct Nurb;
struct Object;
struct RegionView3D;
struct Scene;
struct bScreen;
struct ScrArea;
struct View3D;
struct ViewContext;
struct bContext;
struct bPoseChannel;
struct bScreen;
struct bglMats;
struct rcti;
struct wmOperator;
@@ -84,15 +86,6 @@ typedef struct ViewDepths {
float *give_cursor(struct Scene *scene, struct View3D *v3d);
int initgrabz(struct RegionView3D *rv3d, float x, float y, float z);
void ED_view3d_win_to_3d(struct ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]);
void ED_view3d_win_to_delta(struct ARegion *ar, const float mval[2], float out[3]);
void ED_view3d_win_to_vector(struct ARegion *ar, const float mval[2], float out[3]);
void ED_view3d_win_to_segment_clip(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3]);
void ED_view3d_win_to_ray(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3]);
void ED_view3d_global_to_vector(struct RegionView3D *rv3d, const float coord[3], float vec[3]);
void ED_view3d_to_m4(float mat[][4], const float ofs[3], const float quat[4], const float dist);
void ED_view3d_from_m4(float mat[][4], float ofs[3], float quat[4], float *dist);
@@ -132,6 +125,55 @@ typedef enum {
#define V3D_PROJ_TEST_ALL (V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN)
/* view3d_iterators.c */
/* foreach iterators */
void mesh_foreachScreenVert(
struct ViewContext *vc,
void (*func)(void *userData, struct BMVert *eve, const float screen_co[2], int index),
void *userData, const eV3DProjTest clip_flag);
void mesh_foreachScreenEdge(
struct ViewContext *vc,
void (*func)(void *userData, struct BMEdge *eed, const float screen_co_a[2], const float screen_co_b[2],
int index),
void *userData, const eV3DProjTest clip_flag);
void mesh_foreachScreenFace(
struct ViewContext *vc,
void (*func)(void *userData, struct BMFace *efa, const float screen_co[2], int index),
void *userData, const eV3DProjTest clip_flag);
void nurbs_foreachScreenVert(
struct ViewContext *vc,
void (*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt,
int beztindex, const float screen_co[2]),
void *userData, const eV3DProjTest clip_flag);
void mball_foreachScreenElem(
struct ViewContext *vc,
void (*func)(void *userData, struct MetaElem *ml, const float screen_co[2]),
void *userData, const eV3DProjTest clip_flag);
void lattice_foreachScreenVert(
struct ViewContext *vc,
void (*func)(void *userData, struct BPoint *bp,
const float screen_co[2]),
void *userData, const eV3DProjTest clip_flag);
void armature_foreachScreenBone(
struct ViewContext *vc,
void (*func)(void *userData, struct EditBone *ebone,
const float screen_co_a[2], const float screen_co_b[2]),
void *userData, const eV3DProjTest clip_flag);
void pose_foreachScreenBone(
struct ViewContext *vc,
void (*func)(void *userData, struct bPoseChannel *pchan,
const float screen_co_a[2], const float screen_co_b[2]),
void *userData, const eV3DProjTest clip_flag);
/* *** end iterators *** */
/* view3d_project.c */
void ED_view3d_project_float_v2_m4(const struct ARegion *a, const float co[3], float r_co[2], float mat[4][4]);
void ED_view3d_project_float_v3_m4(struct ARegion *a, const float co[3], float r_co[3], float mat[4][4]);
eV3DProjStatus ED_view3d_project_base(struct ARegion *ar, struct Base *base);
/* *** short *** */
eV3DProjStatus ED_view3d_project_short_ex(struct ARegion *ar, float perspmat[4][4], const int is_local,
const float co[3], short r_co[2], const eV3DProjTest flag);
@@ -150,17 +192,22 @@ eV3DProjStatus ED_view3d_project_float_ex(struct ARegion *ar, float perspmat[4][
eV3DProjStatus ED_view3d_project_float_global(struct ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag);
eV3DProjStatus ED_view3d_project_float_object(struct ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag);
void ED_view3d_project_float_v2_m4(const struct ARegion *a, const float co[3], float r_co[2], float mat[4][4]);
void ED_view3d_project_float_v3_m4(struct ARegion *a, const float co[3], float r_co[3], float mat[4][4]);
/* Base's get their own function since its a common operation */
eV3DProjStatus ED_view3d_project_base(struct ARegion *ar, struct Base *base);
int initgrabz(struct RegionView3D *rv3d, float x, float y, float z);
void ED_view3d_win_to_ray(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3]);
void ED_view3d_global_to_vector(struct RegionView3D *rv3d, const float coord[3], float vec[3]);
void ED_view3d_win_to_3d(struct ARegion *ar, const float depth_pt[3], const float mval[2], float out[3]);
void ED_view3d_win_to_delta(struct ARegion *ar, const float mval[2], float out[3]);
void ED_view3d_win_to_vector(struct ARegion *ar, const float mval[2], float out[3]);
void ED_view3d_win_to_segment_clip(struct ARegion *ar, struct View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3]);
void ED_view3d_ob_project_mat_get(struct RegionView3D *v3d, struct Object *ob, float pmat[4][4]);
void ED_view3d_unproject(struct bglMats *mats, float out[3], const float x, const float y, const float z);
/* end */
int ED_view3d_clip_range_get(struct View3D *v3d, struct RegionView3D *rv3d, float *clipsta, float *clipend);
int ED_view3d_viewplane_get(struct View3D *v3d, struct RegionView3D *rv3d, int winxi, int winyi, struct rctf *viewplane, float *clipsta, float *clipend);
void ED_view3d_ob_project_mat_get(struct RegionView3D *v3d, struct Object *ob, float pmat[4][4]);
void ED_view3d_calc_camera_border(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, struct RegionView3D *rv3d, struct rctf *viewborder_r, short no_shift);
void ED_view3d_calc_camera_border_size(struct Scene *scene, struct ARegion *ar, struct View3D *v3d, struct RegionView3D *rv3d, float size_r[2]);

View File

@@ -46,7 +46,6 @@ set(SRC
object_edit.c
object_group.c
object_hook.c
object_iterators.c
object_lattice.c
object_modifier.c
object_ops.c

View File

@@ -51,7 +51,9 @@ set(SRC
view3d_edit.c
view3d_fly.c
view3d_header.c
view3d_iterators.c
view3d_ops.c
view3d_project.c
view3d_select.c
view3d_snap.c
view3d_toolbar.c

View File

@@ -51,8 +51,6 @@ struct wmNDOFMotionData;
struct wmOperatorType;
struct wmWindowManager;
#define BL_NEAR_CLIP 0.001
/* drawing flags: */
enum {
DRAW_PICKING = (1 << 0),

View File

@@ -20,8 +20,8 @@
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/object/object_iterators.c
* \ingroup edobj
/** \file blender/editors/object/view3d_iterators.c
* \ingroup spview3d
*/
#include "DNA_curve_types.h"

View File

@@ -0,0 +1,493 @@
/*
* ***** 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_project.c
* \ingroup spview3d
*/
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_scene_types.h"
#include "DNA_view3d_types.h"
#include "BLO_sys_types.h" /* int64_t */
#include "BIF_gl.h" /* bglMats */
#include "BIF_glutil.h" /* bglMats */
#include "BLI_math_vector.h"
#include "ED_view3d.h" /* own include */
#define BL_NEAR_CLIP 0.001
/* Non Clipping Projection Functions
* ********************************* */
/**
* \note use #ED_view3d_ob_project_mat_get to get the projection matrix
*/
void ED_view3d_project_float_v2_m4(const ARegion *ar, const float co[3], float r_co[2], float mat[4][4])
{
float vec4[4];
copy_v3_v3(vec4, co);
vec4[3] = 1.0;
/* r_co[0] = IS_CLIPPED; */ /* always overwritten */
mul_m4_v4(mat, vec4);
if (vec4[3] > FLT_EPSILON) {
r_co[0] = (float)(ar->winx / 2.0f) + (ar->winx / 2.0f) * vec4[0] / vec4[3];
r_co[1] = (float)(ar->winy / 2.0f) + (ar->winy / 2.0f) * vec4[1] / vec4[3];
}
else {
zero_v2(r_co);
}
}
/**
* \note use #ED_view3d_ob_project_mat_get to get projecting mat
*/
void ED_view3d_project_float_v3_m4(ARegion *ar, const float vec[3], float r_co[3], float mat[4][4])
{
float vec4[4];
copy_v3_v3(vec4, vec);
vec4[3] = 1.0;
/* r_co[0] = IS_CLIPPED; */ /* always overwritten */
mul_m4_v4(mat, vec4);
if (vec4[3] > FLT_EPSILON) {
r_co[0] = (float)(ar->winx / 2.0f) + (ar->winx / 2.0f) * vec4[0] / vec4[3];
r_co[1] = (float)(ar->winy / 2.0f) + (ar->winy / 2.0f) * vec4[1] / vec4[3];
r_co[2] = vec4[2] / vec4[3];
}
else {
zero_v3(r_co);
}
}
/* Clipping Projection Functions
* ***************************** */
eV3DProjStatus ED_view3d_project_base(struct ARegion *ar, struct Base *base)
{
eV3DProjStatus ret = ED_view3d_project_short_global(ar, base->object->obmat[3], &base->sx, V3D_PROJ_TEST_CLIP_DEFAULT);
if (ret != V3D_PROJ_RET_OK) {
base->sx = IS_CLIPPED;
base->sy = 0;
}
return ret;
}
/* perspmat is typically...
* - 'rv3d->perspmat', is_local == FALSE
* - 'rv3d->perspmatob', is_local == TRUE
*/
static eV3DProjStatus ed_view3d_project__internal(ARegion *ar,
float perspmat[4][4], const int is_local, /* normally hidden */
const float co[3], float r_co[2], const eV3DProjTest flag)
{
float fx, fy, vec4[4];
/* check for bad flags */
BLI_assert((flag & V3D_PROJ_TEST_ALL) == flag);
if (flag & V3D_PROJ_TEST_CLIP_BB) {
RegionView3D *rv3d = ar->regiondata;
if (rv3d->rflag & RV3D_CLIPPING) {
if (ED_view3d_clipping_test(rv3d, co, is_local)) {
return V3D_PROJ_RET_CLIP_BB;
}
}
}
copy_v3_v3(vec4, co);
vec4[3] = 1.0;
mul_m4_v4(perspmat, vec4);
if (vec4[3] > (float)BL_NEAR_CLIP) {
fx = ((float)ar->winx / 2.0f) * (1.0f + vec4[0] / vec4[3]);
if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fx > 0 && fx < ar->winx)) {
fy = ((float)ar->winy / 2.0f) * (1.0f + vec4[1] / vec4[3]);
if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fy > 0.0f && fy < (float)ar->winy)) {
r_co[0] = (short)floor(fx);
r_co[1] = (short)floor(fy);
}
else {
return V3D_PROJ_RET_CLIP_WIN;
}
}
else {
return V3D_PROJ_RET_CLIP_WIN;
}
}
else {
return V3D_PROJ_RET_CLIP_NEAR;
}
return V3D_PROJ_RET_OK;
}
eV3DProjStatus ED_view3d_project_short_ex(ARegion *ar, float perspmat[4][4], const int is_local,
const float co[3], short r_co[2], const eV3DProjTest flag)
{
float tvec[2];
eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag);
if (ret == V3D_PROJ_RET_OK) {
if ((tvec[0] > -32700.0 && tvec[0] < 32700.0f) &&
(tvec[1] > -32700.0 && tvec[1] < 32700.0f))
{
r_co[0] = (short)floor(tvec[0]);
r_co[1] = (short)floor(tvec[1]);
}
else {
ret = V3D_PROJ_RET_OVERFLOW;
}
}
return ret;
}
eV3DProjStatus ED_view3d_project_int_ex(ARegion *ar, float perspmat[4][4], const int is_local,
const float co[3], int r_co[2], const eV3DProjTest flag)
{
float tvec[2];
eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag);
if (ret == V3D_PROJ_RET_OK) {
if ((tvec[0] > -2140000000.0 && tvec[0] < 2140000000.0f) &&
(tvec[1] > -2140000000.0 && tvec[1] < 2140000000.0f))
{
r_co[0] = (int)floor(tvec[0]);
r_co[1] = (int)floor(tvec[1]);
}
else {
ret = V3D_PROJ_RET_OVERFLOW;
}
}
return ret;
}
eV3DProjStatus ED_view3d_project_float_ex(ARegion *ar, float perspmat[4][4], const int is_local,
const float co[3], float r_co[2], const eV3DProjTest flag)
{
float tvec[2];
eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag);
if (ret == V3D_PROJ_RET_OK) {
if (finite(tvec[0]) &&
finite(tvec[1]))
{
copy_v2_v2(r_co, tvec);
}
else {
ret = V3D_PROJ_RET_OVERFLOW;
}
}
return ret;
}
/* --- short --- */
eV3DProjStatus ED_view3d_project_short_global(ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag)
{
RegionView3D *rv3d = ar->regiondata;
return ED_view3d_project_short_ex(ar, rv3d->persmat, FALSE, co, r_co, flag);
}
/* object space, use ED_view3d_init_mats_rv3d before calling */
eV3DProjStatus ED_view3d_project_short_object(ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag)
{
RegionView3D *rv3d = ar->regiondata;
return ED_view3d_project_short_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag);
}
/* --- int --- */
eV3DProjStatus ED_view3d_project_int_global(ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag)
{
RegionView3D *rv3d = ar->regiondata;
return ED_view3d_project_int_ex(ar, rv3d->persmat, FALSE, co, r_co, flag);
}
/* object space, use ED_view3d_init_mats_rv3d before calling */
eV3DProjStatus ED_view3d_project_int_object(ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag)
{
RegionView3D *rv3d = ar->regiondata;
return ED_view3d_project_int_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag);
}
/* --- float --- */
eV3DProjStatus ED_view3d_project_float_global(ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag)
{
RegionView3D *rv3d = ar->regiondata;
return ED_view3d_project_float_ex(ar, rv3d->persmat, FALSE, co, r_co, flag);
}
/* object space, use ED_view3d_init_mats_rv3d before calling */
eV3DProjStatus ED_view3d_project_float_object(ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag)
{
RegionView3D *rv3d = ar->regiondata;
return ED_view3d_project_float_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag);
}
/* More Generic Window/Ray/Vector projection functions
* *************************************************** */
/* odd function, need to document better */
int initgrabz(RegionView3D *rv3d, float x, float y, float z)
{
int flip = FALSE;
if (rv3d == NULL) return flip;
rv3d->zfac = rv3d->persmat[0][3] * x + rv3d->persmat[1][3] * y + rv3d->persmat[2][3] * z + rv3d->persmat[3][3];
if (rv3d->zfac < 0.0f)
flip = TRUE;
/* if x,y,z is exactly the viewport offset, zfac is 0 and we don't want that
* (accounting for near zero values)
*/
if (rv3d->zfac < 1.e-6f && rv3d->zfac > -1.e-6f) rv3d->zfac = 1.0f;
/* Negative zfac means x, y, z was behind the camera (in perspective).
* This gives flipped directions, so revert back to ok default case.
*/
/* NOTE: I've changed this to flip zfac to be positive again for now so that GPencil draws ok
* Aligorith, 2009Aug31 */
//if (rv3d->zfac < 0.0f) rv3d->zfac = 1.0f;
if (rv3d->zfac < 0.0f) rv3d->zfac = -rv3d->zfac;
return flip;
}
/**
* Calculate a 3d viewpoint and direction vector from 2d window coordinates.
* This ray_start is located at the viewpoint, ray_normal is the direction towards mval.
* ray_start is clipped by the view near limit so points in front of it are always in view.
* In orthographic view the resulting ray_normal will match the view vector.
* \param ar The region (used for the window width and height).
* \param v3d The 3d viewport (used for near clipping value).
* \param mval The area relative 2d location (such as event->mval, converted into float[2]).
* \param ray_start The world-space starting point of the segment.
* \param ray_normal The normalized world-space direction of towards mval.
*/
void ED_view3d_win_to_ray(ARegion *ar, View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3])
{
float ray_end[3];
ED_view3d_win_to_segment_clip(ar, v3d, mval, ray_start, ray_end);
sub_v3_v3v3(ray_normal, ray_end, ray_start);
normalize_v3(ray_normal);
}
/**
* Calculate a normalized 3d direction vector from the viewpoint towards a global location.
* In orthographic view the resulting vector will match the view vector.
* \param rv3d The region (used for the window width and height).
* \param coord The world-space location.
* \param vec The resulting normalized vector.
*/
void ED_view3d_global_to_vector(RegionView3D *rv3d, const float coord[3], float vec[3])
{
if (rv3d->is_persp) {
float p1[4], p2[4];
copy_v3_v3(p1, coord);
p1[3] = 1.0f;
copy_v3_v3(p2, p1);
p2[3] = 1.0f;
mul_m4_v4(rv3d->viewmat, p2);
mul_v3_fl(p2, 2.0f);
mul_m4_v4(rv3d->viewinv, p2);
sub_v3_v3v3(vec, p1, p2);
}
else {
copy_v3_v3(vec, rv3d->viewinv[2]);
}
normalize_v3(vec);
}
/**
* Calculate a 3d location from 2d window coordinates.
* \param ar The region (used for the window width and height).
* \param depth_pt The reference location used to calculate the Z depth.
* \param mval The area relative location (such as event->mval converted to floats).
* \param out The resulting world-space location.
*/
void ED_view3d_win_to_3d(ARegion *ar, const float depth_pt[3], const float mval[2], float out[3])
{
RegionView3D *rv3d = ar->regiondata;
float line_sta[3];
float line_end[3];
if (rv3d->is_persp) {
float mousevec[3];
copy_v3_v3(line_sta, rv3d->viewinv[3]);
ED_view3d_win_to_vector(ar, mval, mousevec);
add_v3_v3v3(line_end, line_sta, mousevec);
if (isect_line_plane_v3(out, line_sta, line_end, depth_pt, rv3d->viewinv[2], TRUE) == 0) {
/* highly unlikely to ever happen, mouse vec paralelle with view plane */
zero_v3(out);
}
}
else {
const float dx = (2.0f * mval[0] / (float)ar->winx) - 1.0f;
const float dy = (2.0f * mval[1] / (float)ar->winy) - 1.0f;
line_sta[0] = (rv3d->persinv[0][0] * dx) + (rv3d->persinv[1][0] * dy) + rv3d->viewinv[3][0];
line_sta[1] = (rv3d->persinv[0][1] * dx) + (rv3d->persinv[1][1] * dy) + rv3d->viewinv[3][1];
line_sta[2] = (rv3d->persinv[0][2] * dx) + (rv3d->persinv[1][2] * dy) + rv3d->viewinv[3][2];
add_v3_v3v3(line_end, line_sta, rv3d->viewinv[2]);
closest_to_line_v3(out, depth_pt, line_sta, line_end);
}
}
/**
* Calculate a 3d difference vector from 2d window offset.
* note that initgrabz() must be called first to determine
* the depth used to calculate the delta.
* \param ar The region (used for the window width and height).
* \param mval The area relative 2d difference (such as event->mval[0] - other_x).
* \param out The resulting world-space delta.
*/
void ED_view3d_win_to_delta(ARegion *ar, const float mval[2], float out[3])
{
RegionView3D *rv3d = ar->regiondata;
float dx, dy;
dx = 2.0f * mval[0] * rv3d->zfac / ar->winx;
dy = 2.0f * mval[1] * rv3d->zfac / ar->winy;
out[0] = (rv3d->persinv[0][0] * dx + rv3d->persinv[1][0] * dy);
out[1] = (rv3d->persinv[0][1] * dx + rv3d->persinv[1][1] * dy);
out[2] = (rv3d->persinv[0][2] * dx + rv3d->persinv[1][2] * dy);
}
/**
* Calculate a 3d direction vector from 2d window coordinates.
* This direction vector starts and the view in the direction of the 2d window coordinates.
* In orthographic view all window coordinates yield the same vector.
*
* \note doesn't rely on initgrabz
* for perspective view, get the vector direction to
* the mouse cursor as a normalized vector.
*
* \param ar The region (used for the window width and height).
* \param mval The area relative 2d location (such as event->mval converted to floats).
* \param out The resulting normalized world-space direction vector.
*/
void ED_view3d_win_to_vector(ARegion *ar, const float mval[2], float out[3])
{
RegionView3D *rv3d = ar->regiondata;
if (rv3d->is_persp) {
out[0] = 2.0f * (mval[0] / ar->winx) - 1.0f;
out[1] = 2.0f * (mval[1] / ar->winy) - 1.0f;
out[2] = -0.5f;
mul_project_m4_v3(rv3d->persinv, out);
sub_v3_v3(out, rv3d->viewinv[3]);
}
else {
copy_v3_v3(out, rv3d->viewinv[2]);
}
normalize_v3(out);
}
/**
* Calculate a 3d segment from 2d window coordinates.
* This ray_start is located at the viewpoint, ray_end is a far point.
* ray_start and ray_end are clipped by the view near and far limits
* so points along this line are always in view.
* In orthographic view all resulting segments will be parallel.
* \param ar The region (used for the window width and height).
* \param v3d The 3d viewport (used for near and far clipping range).
* \param mval The area relative 2d location (such as event->mval, converted into float[2]).
* \param ray_start The world-space starting point of the segment.
* \param ray_end The world-space end point of the segment.
*/
void ED_view3d_win_to_segment_clip(ARegion *ar, View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3])
{
RegionView3D *rv3d = ar->regiondata;
if (rv3d->is_persp) {
float vec[3];
ED_view3d_win_to_vector(ar, mval, vec);
copy_v3_v3(ray_start, rv3d->viewinv[3]);
madd_v3_v3v3fl(ray_start, rv3d->viewinv[3], vec, v3d->near);
madd_v3_v3v3fl(ray_end, rv3d->viewinv[3], vec, v3d->far);
}
else {
float vec[4];
vec[0] = 2.0f * mval[0] / ar->winx - 1;
vec[1] = 2.0f * mval[1] / ar->winy - 1;
vec[2] = 0.0f;
vec[3] = 1.0f;
mul_m4_v4(rv3d->persinv, vec);
madd_v3_v3v3fl(ray_start, vec, rv3d->viewinv[2], 1000.0f);
madd_v3_v3v3fl(ray_end, vec, rv3d->viewinv[2], -1000.0f);
}
/* clipping */
if (rv3d->rflag & RV3D_CLIPPING) {
int a;
for (a = 0; a < 4; a++) {
clip_line_plane(ray_start, ray_end, rv3d->clip[a]);
}
}
}
/* Utility functions for projection
* ******************************** */
void ED_view3d_ob_project_mat_get(RegionView3D *rv3d, Object *ob, float pmat[4][4])
{
float vmat[4][4];
mult_m4_m4m4(vmat, rv3d->viewmat, ob->obmat);
mult_m4_m4m4(pmat, rv3d->winmat, vmat);
}
/**
* Uses window coordinates (x,y) and depth component z to find a point in
* modelspace */
void ED_view3d_unproject(bglMats *mats, float out[3], const float x, const float y, const float z)
{
double ux, uy, uz;
gluUnProject(x, y, z, mats->modelview, mats->projection,
(GLint *)mats->viewport, &ux, &uy, &uz);
out[0] = ux;
out[1] = uy;
out[2] = uz;
}

View File

@@ -571,306 +571,6 @@ void ED_view3d_clipping_calc(BoundBox *bb, float planes[4][4], bglMats *mats, co
}
}
/**
* Calculate a 3d segment from 2d window coordinates.
* This ray_start is located at the viewpoint, ray_end is a far point.
* ray_start and ray_end are clipped by the view near and far limits
* so points along this line are always in view.
* In orthographic view all resulting segments will be parallel.
* \param ar The region (used for the window width and height).
* \param v3d The 3d viewport (used for near and far clipping range).
* \param mval The area relative 2d location (such as event->mval, converted into float[2]).
* \param ray_start The world-space starting point of the segment.
* \param ray_end The world-space end point of the segment.
*/
void ED_view3d_win_to_segment_clip(ARegion *ar, View3D *v3d, const float mval[2], float ray_start[3], float ray_end[3])
{
RegionView3D *rv3d = ar->regiondata;
if (rv3d->is_persp) {
float vec[3];
ED_view3d_win_to_vector(ar, mval, vec);
copy_v3_v3(ray_start, rv3d->viewinv[3]);
madd_v3_v3v3fl(ray_start, rv3d->viewinv[3], vec, v3d->near);
madd_v3_v3v3fl(ray_end, rv3d->viewinv[3], vec, v3d->far);
}
else {
float vec[4];
vec[0] = 2.0f * mval[0] / ar->winx - 1;
vec[1] = 2.0f * mval[1] / ar->winy - 1;
vec[2] = 0.0f;
vec[3] = 1.0f;
mul_m4_v4(rv3d->persinv, vec);
madd_v3_v3v3fl(ray_start, vec, rv3d->viewinv[2], 1000.0f);
madd_v3_v3v3fl(ray_end, vec, rv3d->viewinv[2], -1000.0f);
}
/* clipping */
if (rv3d->rflag & RV3D_CLIPPING) {
int a;
for (a = 0; a < 4; a++) {
clip_line_plane(ray_start, ray_end, rv3d->clip[a]);
}
}
}
/**
* Calculate a 3d viewpoint and direction vector from 2d window coordinates.
* This ray_start is located at the viewpoint, ray_normal is the direction towards mval.
* ray_start is clipped by the view near limit so points in front of it are always in view.
* In orthographic view the resulting ray_normal will match the view vector.
* \param ar The region (used for the window width and height).
* \param v3d The 3d viewport (used for near clipping value).
* \param mval The area relative 2d location (such as event->mval, converted into float[2]).
* \param ray_start The world-space starting point of the segment.
* \param ray_normal The normalized world-space direction of towards mval.
*/
void ED_view3d_win_to_ray(ARegion *ar, View3D *v3d, const float mval[2], float ray_start[3], float ray_normal[3])
{
float ray_end[3];
ED_view3d_win_to_segment_clip(ar, v3d, mval, ray_start, ray_end);
sub_v3_v3v3(ray_normal, ray_end, ray_start);
normalize_v3(ray_normal);
}
/**
* Calculate a normalized 3d direction vector from the viewpoint towards a global location.
* In orthographic view the resulting vector will match the view vector.
* \param rv3d The region (used for the window width and height).
* \param coord The world-space location.
* \param vec The resulting normalized vector.
*/
void ED_view3d_global_to_vector(RegionView3D *rv3d, const float coord[3], float vec[3])
{
if (rv3d->is_persp) {
float p1[4], p2[4];
copy_v3_v3(p1, coord);
p1[3] = 1.0f;
copy_v3_v3(p2, p1);
p2[3] = 1.0f;
mul_m4_v4(rv3d->viewmat, p2);
mul_v3_fl(p2, 2.0f);
mul_m4_v4(rv3d->viewinv, p2);
sub_v3_v3v3(vec, p1, p2);
}
else {
copy_v3_v3(vec, rv3d->viewinv[2]);
}
normalize_v3(vec);
}
int initgrabz(RegionView3D *rv3d, float x, float y, float z)
{
int flip = FALSE;
if (rv3d == NULL) return flip;
rv3d->zfac = rv3d->persmat[0][3] * x + rv3d->persmat[1][3] * y + rv3d->persmat[2][3] * z + rv3d->persmat[3][3];
if (rv3d->zfac < 0.0f)
flip = TRUE;
/* if x,y,z is exactly the viewport offset, zfac is 0 and we don't want that
* (accounting for near zero values)
*/
if (rv3d->zfac < 1.e-6f && rv3d->zfac > -1.e-6f) rv3d->zfac = 1.0f;
/* Negative zfac means x, y, z was behind the camera (in perspective).
* This gives flipped directions, so revert back to ok default case.
*/
/* NOTE: I've changed this to flip zfac to be positive again for now so that GPencil draws ok
* Aligorith, 2009Aug31 */
//if (rv3d->zfac < 0.0f) rv3d->zfac = 1.0f;
if (rv3d->zfac < 0.0f) rv3d->zfac = -rv3d->zfac;
return flip;
}
/**
* Calculate a 3d location from 2d window coordinates.
* \param ar The region (used for the window width and height).
* \param depth_pt The reference location used to calculate the Z depth.
* \param mval The area relative location (such as event->mval converted to floats).
* \param out The resulting world-space location.
*/
void ED_view3d_win_to_3d(ARegion *ar, const float depth_pt[3], const float mval[2], float out[3])
{
RegionView3D *rv3d = ar->regiondata;
float line_sta[3];
float line_end[3];
if (rv3d->is_persp) {
float mousevec[3];
copy_v3_v3(line_sta, rv3d->viewinv[3]);
ED_view3d_win_to_vector(ar, mval, mousevec);
add_v3_v3v3(line_end, line_sta, mousevec);
if (isect_line_plane_v3(out, line_sta, line_end, depth_pt, rv3d->viewinv[2], TRUE) == 0) {
/* highly unlikely to ever happen, mouse vec paralelle with view plane */
zero_v3(out);
}
}
else {
const float dx = (2.0f * mval[0] / (float)ar->winx) - 1.0f;
const float dy = (2.0f * mval[1] / (float)ar->winy) - 1.0f;
line_sta[0] = (rv3d->persinv[0][0] * dx) + (rv3d->persinv[1][0] * dy) + rv3d->viewinv[3][0];
line_sta[1] = (rv3d->persinv[0][1] * dx) + (rv3d->persinv[1][1] * dy) + rv3d->viewinv[3][1];
line_sta[2] = (rv3d->persinv[0][2] * dx) + (rv3d->persinv[1][2] * dy) + rv3d->viewinv[3][2];
add_v3_v3v3(line_end, line_sta, rv3d->viewinv[2]);
closest_to_line_v3(out, depth_pt, line_sta, line_end);
}
}
/**
* Calculate a 3d difference vector from 2d window offset.
* note that initgrabz() must be called first to determine
* the depth used to calculate the delta.
* \param ar The region (used for the window width and height).
* \param mval The area relative 2d difference (such as event->mval[0] - other_x).
* \param out The resulting world-space delta.
*/
void ED_view3d_win_to_delta(ARegion *ar, const float mval[2], float out[3])
{
RegionView3D *rv3d = ar->regiondata;
float dx, dy;
dx = 2.0f * mval[0] * rv3d->zfac / ar->winx;
dy = 2.0f * mval[1] * rv3d->zfac / ar->winy;
out[0] = (rv3d->persinv[0][0] * dx + rv3d->persinv[1][0] * dy);
out[1] = (rv3d->persinv[0][1] * dx + rv3d->persinv[1][1] * dy);
out[2] = (rv3d->persinv[0][2] * dx + rv3d->persinv[1][2] * dy);
}
/**
* Calculate a 3d direction vector from 2d window coordinates.
* This direction vector starts and the view in the direction of the 2d window coordinates.
* In orthographic view all window coordinates yield the same vector.
*
* \note doesn't rely on initgrabz
* for perspective view, get the vector direction to
* the mouse cursor as a normalized vector.
*
* \param ar The region (used for the window width and height).
* \param mval The area relative 2d location (such as event->mval converted to floats).
* \param out The resulting normalized world-space direction vector.
*/
void ED_view3d_win_to_vector(ARegion *ar, const float mval[2], float out[3])
{
RegionView3D *rv3d = ar->regiondata;
if (rv3d->is_persp) {
out[0] = 2.0f * (mval[0] / ar->winx) - 1.0f;
out[1] = 2.0f * (mval[1] / ar->winy) - 1.0f;
out[2] = -0.5f;
mul_project_m4_v3(rv3d->persinv, out);
sub_v3_v3(out, rv3d->viewinv[3]);
}
else {
copy_v3_v3(out, rv3d->viewinv[2]);
}
normalize_v3(out);
}
float ED_view3d_depth_read_cached(ViewContext *vc, int x, int y)
{
ViewDepths *vd = vc->rv3d->depths;
x -= vc->ar->winrct.xmin;
y -= vc->ar->winrct.ymin;
if (vd && vd->depths && x > 0 && y > 0 && x < vd->w && y < vd->h)
return vd->depths[y * vd->w + x];
else
return 1;
}
void ED_view3d_depth_tag_update(RegionView3D *rv3d)
{
if (rv3d->depths)
rv3d->depths->damaged = 1;
}
void ED_view3d_ob_project_mat_get(RegionView3D *rv3d, Object *ob, float pmat[4][4])
{
float vmat[4][4];
mult_m4_m4m4(vmat, rv3d->viewmat, ob->obmat);
mult_m4_m4m4(pmat, rv3d->winmat, vmat);
}
/* Uses window coordinates (x,y) and depth component z to find a point in
* modelspace */
void ED_view3d_unproject(bglMats *mats, float out[3], const float x, const float y, const float z)
{
double ux, uy, uz;
gluUnProject(x, y, z, mats->modelview, mats->projection,
(GLint *)mats->viewport, &ux, &uy, &uz);
out[0] = ux;
out[1] = uy;
out[2] = uz;
}
/* use #ED_view3d_ob_project_mat_get to get projecting mat */
void ED_view3d_project_float_v2_m4(const ARegion *ar, const float co[3], float r_co[2], float mat[4][4])
{
float vec4[4];
copy_v3_v3(vec4, co);
vec4[3] = 1.0;
/* r_co[0] = IS_CLIPPED; */ /* always overwritten */
mul_m4_v4(mat, vec4);
if (vec4[3] > FLT_EPSILON) {
r_co[0] = (float)(ar->winx / 2.0f) + (ar->winx / 2.0f) * vec4[0] / vec4[3];
r_co[1] = (float)(ar->winy / 2.0f) + (ar->winy / 2.0f) * vec4[1] / vec4[3];
}
else {
zero_v2(r_co);
}
}
/* use #ED_view3d_ob_project_mat_get to get projecting mat */
void ED_view3d_project_float_v3_m4(ARegion *ar, const float vec[3], float r_co[3], float mat[4][4])
{
float vec4[4];
copy_v3_v3(vec4, vec);
vec4[3] = 1.0;
/* r_co[0] = IS_CLIPPED; */ /* always overwritten */
mul_m4_v4(mat, vec4);
if (vec4[3] > FLT_EPSILON) {
r_co[0] = (float)(ar->winx / 2.0f) + (ar->winx / 2.0f) * vec4[0] / vec4[3];
r_co[1] = (float)(ar->winy / 2.0f) + (ar->winy / 2.0f) * vec4[1] / vec4[3];
r_co[2] = vec4[2] / vec4[3];
}
else {
zero_v3(r_co);
}
}
eV3DProjStatus ED_view3d_project_base(struct ARegion *ar, struct Base *base)
{
eV3DProjStatus ret = ED_view3d_project_short_global(ar, base->object->obmat[3], &base->sx, V3D_PROJ_TEST_CLIP_DEFAULT);
if (ret != V3D_PROJ_RET_OK) {
base->sx = IS_CLIPPED;
base->sy = 0;
}
return ret;
}
int ED_view3d_boundbox_clip(RegionView3D *rv3d, float obmat[][4], BoundBox *bb)
{
@@ -907,148 +607,23 @@ int ED_view3d_boundbox_clip(RegionView3D *rv3d, float obmat[][4], BoundBox *bb)
return 0;
}
/* perspmat is typically...
* - 'rv3d->perspmat', is_local == FALSE
* - 'rv3d->perspmatob', is_local == TRUE
*/
static eV3DProjStatus ed_view3d_project__internal(ARegion *ar,
float perspmat[4][4], const int is_local, /* normally hidden */
const float co[3], float r_co[2], const eV3DProjTest flag)
float ED_view3d_depth_read_cached(ViewContext *vc, int x, int y)
{
float fx, fy, vec4[4];
ViewDepths *vd = vc->rv3d->depths;
/* check for bad flags */
BLI_assert((flag & V3D_PROJ_TEST_ALL) == flag);
x -= vc->ar->winrct.xmin;
y -= vc->ar->winrct.ymin;
if (flag & V3D_PROJ_TEST_CLIP_BB) {
RegionView3D *rv3d = ar->regiondata;
if (rv3d->rflag & RV3D_CLIPPING) {
if (ED_view3d_clipping_test(rv3d, co, is_local)) {
return V3D_PROJ_RET_CLIP_BB;
}
}
if (vd && vd->depths && x > 0 && y > 0 && x < vd->w && y < vd->h)
return vd->depths[y * vd->w + x];
else
return 1;
}
copy_v3_v3(vec4, co);
vec4[3] = 1.0;
mul_m4_v4(perspmat, vec4);
if (vec4[3] > (float)BL_NEAR_CLIP) {
fx = ((float)ar->winx / 2.0f) * (1.0f + vec4[0] / vec4[3]);
if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fx > 0 && fx < ar->winx)) {
fy = ((float)ar->winy / 2.0f) * (1.0f + vec4[1] / vec4[3]);
if (((flag & V3D_PROJ_TEST_CLIP_WIN) == 0) || (fy > 0.0f && fy < (float)ar->winy)) {
r_co[0] = (short)floor(fx);
r_co[1] = (short)floor(fy);
}
else {
return V3D_PROJ_RET_CLIP_WIN;
}
}
else {
return V3D_PROJ_RET_CLIP_WIN;
}
}
else {
return V3D_PROJ_RET_CLIP_NEAR;
}
return V3D_PROJ_RET_OK;
}
eV3DProjStatus ED_view3d_project_short_ex(ARegion *ar, float perspmat[4][4], const int is_local,
const float co[3], short r_co[2], const eV3DProjTest flag)
void ED_view3d_depth_tag_update(RegionView3D *rv3d)
{
float tvec[2];
eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag);
if (ret == V3D_PROJ_RET_OK) {
if ((tvec[0] > -32700.0 && tvec[0] < 32700.0f) &&
(tvec[1] > -32700.0 && tvec[1] < 32700.0f))
{
r_co[0] = (short)floor(tvec[0]);
r_co[1] = (short)floor(tvec[1]);
}
else {
ret = V3D_PROJ_RET_OVERFLOW;
}
}
return ret;
}
eV3DProjStatus ED_view3d_project_int_ex(ARegion *ar, float perspmat[4][4], const int is_local,
const float co[3], int r_co[2], const eV3DProjTest flag)
{
float tvec[2];
eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag);
if (ret == V3D_PROJ_RET_OK) {
if ((tvec[0] > -2140000000.0 && tvec[0] < 2140000000.0f) &&
(tvec[1] > -2140000000.0 && tvec[1] < 2140000000.0f))
{
r_co[0] = (int)floor(tvec[0]);
r_co[1] = (int)floor(tvec[1]);
}
else {
ret = V3D_PROJ_RET_OVERFLOW;
}
}
return ret;
}
eV3DProjStatus ED_view3d_project_float_ex(ARegion *ar, float perspmat[4][4], const int is_local,
const float co[3], float r_co[2], const eV3DProjTest flag)
{
float tvec[2];
eV3DProjStatus ret = ed_view3d_project__internal(ar, perspmat, is_local, co, tvec, flag);
if (ret == V3D_PROJ_RET_OK) {
if (finite(tvec[0]) &&
finite(tvec[1]))
{
copy_v2_v2(r_co, tvec);
}
else {
ret = V3D_PROJ_RET_OVERFLOW;
}
}
return ret;
}
/* --- short --- */
eV3DProjStatus ED_view3d_project_short_global(ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag)
{
RegionView3D *rv3d = ar->regiondata;
return ED_view3d_project_short_ex(ar, rv3d->persmat, FALSE, co, r_co, flag);
}
/* object space, use ED_view3d_init_mats_rv3d before calling */
eV3DProjStatus ED_view3d_project_short_object(ARegion *ar, const float co[3], short r_co[2], const eV3DProjTest flag)
{
RegionView3D *rv3d = ar->regiondata;
return ED_view3d_project_short_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag);
}
/* --- int --- */
eV3DProjStatus ED_view3d_project_int_global(ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag)
{
RegionView3D *rv3d = ar->regiondata;
return ED_view3d_project_int_ex(ar, rv3d->persmat, FALSE, co, r_co, flag);
}
/* object space, use ED_view3d_init_mats_rv3d before calling */
eV3DProjStatus ED_view3d_project_int_object(ARegion *ar, const float co[3], int r_co[2], const eV3DProjTest flag)
{
RegionView3D *rv3d = ar->regiondata;
return ED_view3d_project_int_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag);
}
/* --- float --- */
eV3DProjStatus ED_view3d_project_float_global(ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag)
{
RegionView3D *rv3d = ar->regiondata;
return ED_view3d_project_float_ex(ar, rv3d->persmat, FALSE, co, r_co, flag);
}
/* object space, use ED_view3d_init_mats_rv3d before calling */
eV3DProjStatus ED_view3d_project_float_object(ARegion *ar, const float co[3], float r_co[2], const eV3DProjTest flag)
{
RegionView3D *rv3d = ar->regiondata;
return ED_view3d_project_float_ex(ar, rv3d->persmatob, TRUE, co, r_co, flag);
if (rv3d->depths)
rv3d->depths->damaged = 1;
}
/* copies logic of get_view3d_viewplane(), keep in sync */

View File

@@ -25,6 +25,10 @@
set(INC
.
composite
intern
shader
texture
../blenfont
../blenkernel
../blenlib
@@ -39,10 +43,6 @@ set(INC
set(INC_SYS
${GLEW_INCLUDE_PATH}
intern
composite
shader
texture
)
set(SRC

View File

@@ -30,12 +30,12 @@ set(INC
../../blenlib
../../blenloader
../../editors/include
../../gpu
../../makesdna
../../makesrna
../../windowmanager
../../gpu
../../../../intern/guardedalloc
../../../../intern/cycles/blender
../../../../intern/guardedalloc
)
set(INC_SYS

View File

@@ -29,6 +29,7 @@ set(INC
../blenkernel
../blenlib
../blenloader
../compositor
../editors/include
../editors/io
../gpu
@@ -36,7 +37,6 @@ set(INC
../makesdna
../makesrna
../nodes
../compositor
../render/extern/include
../../gameengine/BlenderRoutines
../../../intern/elbeem/extern

View File

@@ -53,10 +53,10 @@ set(INC
../../../intern/guardedalloc
../../../intern/moto/include
../../../intern/string
../../../extern/recastnavigation/Detour/Include
)
set(INC_SYS
../../../extern/recastnavigation/Detour/Include
../../../extern/Eigen3
${PTHREADS_INCLUDE_DIRS}