2.5
***** - ported BorderZoom , shift-b - currently disabled in camera view as to not conflict with setting render border
This commit is contained in:
@@ -954,6 +954,169 @@ void VIEW3D_OT_render_border(wmOperatorType *ot)
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RNA_def_property(ot->srna, "ymin", PROP_INT, PROP_NONE);
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RNA_def_property(ot->srna, "ymax", PROP_INT, PROP_NONE);
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}
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/* ********************* Border Zoom operator ****************** */
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static int view3d_border_zoom_exec(bContext *C, wmOperator *op)
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{
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ScrArea *sa= CTX_wm_area(C);
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ARegion *ar= CTX_wm_region(C);
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View3D *v3d= sa->spacedata.first;
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Scene *scene= CTX_data_scene(C);
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/* Zooms in on a border drawn by the user */
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rcti rect;
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float dvec[3], vb[2], xscale, yscale, scale;
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/* SMOOTHVIEW */
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float new_dist;
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float new_ofs[3];
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/* ZBuffer depth vars */
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bglMats mats;
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float depth, depth_close= MAXFLOAT;
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int had_depth = 0;
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double cent[2], p[3];
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int xs, ys;
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/* note; otherwise opengl won't work */
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view3d_operator_needs_opengl(C);
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/* get border select values using rna */
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rect.xmin= RNA_int_get(op->ptr, "xmin");
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rect.ymin= RNA_int_get(op->ptr, "ymin");
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rect.xmax= RNA_int_get(op->ptr, "xmax");
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rect.ymax= RNA_int_get(op->ptr, "ymax");
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/* Get Z Depths, needed for perspective, nice for ortho */
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bgl_get_mats(&mats);
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draw_depth(scene, ar, v3d, NULL);
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/* force updating */
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if (v3d->depths) {
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had_depth = 1;
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v3d->depths->damaged = 1;
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}
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view3d_update_depths(ar, v3d);
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/* Constrain rect to depth bounds */
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if (rect.xmin < 0) rect.xmin = 0;
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if (rect.ymin < 0) rect.ymin = 0;
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if (rect.xmax >= v3d->depths->w) rect.xmax = v3d->depths->w-1;
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if (rect.ymax >= v3d->depths->h) rect.ymax = v3d->depths->h-1;
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/* Find the closest Z pixel */
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for (xs=rect.xmin; xs < rect.xmax; xs++) {
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for (ys=rect.ymin; ys < rect.ymax; ys++) {
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depth= v3d->depths->depths[ys*v3d->depths->w+xs];
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if(depth < v3d->depths->depth_range[1] && depth > v3d->depths->depth_range[0]) {
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if (depth_close > depth) {
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depth_close = depth;
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}
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}
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}
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}
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if (had_depth==0) {
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MEM_freeN(v3d->depths->depths);
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v3d->depths->depths = NULL;
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}
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v3d->depths->damaged = 1;
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cent[0] = (((double)rect.xmin)+((double)rect.xmax)) / 2;
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cent[1] = (((double)rect.ymin)+((double)rect.ymax)) / 2;
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if (v3d->persp==V3D_PERSP) {
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double p_corner[3];
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/* no depths to use, we cant do anything! */
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if (depth_close==MAXFLOAT)
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return OPERATOR_CANCELLED;
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/* convert border to 3d coordinates */
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if (( !gluUnProject(cent[0], cent[1], depth_close, mats.modelview, mats.projection, (GLint *)mats.viewport, &p[0], &p[1], &p[2])) ||
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( !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])))
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return OPERATOR_CANCELLED;
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dvec[0] = p[0]-p_corner[0];
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dvec[1] = p[1]-p_corner[1];
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dvec[2] = p[2]-p_corner[2];
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new_dist = VecLength(dvec);
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if(new_dist <= v3d->near*1.5) new_dist= v3d->near*1.5;
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new_ofs[0] = -p[0];
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new_ofs[1] = -p[1];
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new_ofs[2] = -p[2];
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} else { /* othographic */
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/* find the current window width and height */
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vb[0] = ar->winx;
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vb[1] = ar->winy;
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new_dist = v3d->dist;
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/* convert the drawn rectangle into 3d space */
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if (depth_close!=MAXFLOAT && gluUnProject(cent[0], cent[1], depth_close, mats.modelview, mats.projection, (GLint *)mats.viewport, &p[0], &p[1], &p[2])) {
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new_ofs[0] = -p[0];
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new_ofs[1] = -p[1];
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new_ofs[2] = -p[2];
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} else {
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/* We cant use the depth, fallback to the old way that dosnt set the center depth */
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new_ofs[0] = v3d->ofs[0];
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new_ofs[1] = v3d->ofs[1];
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new_ofs[2] = v3d->ofs[2];
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initgrabz(v3d, -new_ofs[0], -new_ofs[1], -new_ofs[2]);
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window_to_3d(ar, v3d, dvec, (rect.xmin+rect.xmax-vb[0])/2, (rect.ymin+rect.ymax-vb[1])/2);
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/* center the view to the center of the rectangle */
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VecSubf(new_ofs, new_ofs, dvec);
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}
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/* work out the ratios, so that everything selected fits when we zoom */
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xscale = ((rect.xmax-rect.xmin)/vb[0]);
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yscale = ((rect.ymax-rect.ymin)/vb[1]);
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scale = (xscale >= yscale)?xscale:yscale;
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/* zoom in as required, or as far as we can go */
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new_dist = ((new_dist*scale) >= 0.001*v3d->grid)? new_dist*scale:0.001*v3d->grid;
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}
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smooth_view(C, NULL, NULL, new_ofs, NULL, &new_dist, NULL);
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return OPERATOR_FINISHED;
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}
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static int view3d_border_zoom_invoke(bContext *C, wmOperator *op, wmEvent *event)
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{
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ScrArea *sa= CTX_wm_area(C);
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View3D *v3d= sa->spacedata.first;
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/* if in camera view do not exec the operator so we do not conflict with set render border*/
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if (v3d->persp != V3D_CAMOB) return WM_border_select_invoke(C, op, event);
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else return OPERATOR_PASS_THROUGH;
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}
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void VIEW3D_OT_border_zoom(wmOperatorType *ot)
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{
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/* identifiers */
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ot->name= "Border Zoom";
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ot->idname= "VIEW3D_OT_border_zoom";
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/* api callbacks */
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ot->invoke= view3d_border_zoom_invoke;
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ot->exec= view3d_border_zoom_exec;
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ot->modal= WM_border_select_modal;
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ot->poll= ED_operator_view3d_active;
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/* rna */
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RNA_def_property(ot->srna, "xmin", PROP_INT, PROP_NONE);
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RNA_def_property(ot->srna, "xmax", PROP_INT, PROP_NONE);
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RNA_def_property(ot->srna, "ymin", PROP_INT, PROP_NONE);
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RNA_def_property(ot->srna, "ymax", PROP_INT, PROP_NONE);
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}
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/* ********************* Changing view operator ****************** */
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@@ -1343,131 +1506,6 @@ void VIEW3D_OT_drawtype(wmOperatorType *ot)
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RNA_def_property_int_default(prop, -1);
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}
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/* ********************************************************* */
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void view3d_border_zoom(Scene *scene, ARegion *ar, View3D *v3d)
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{
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/* Zooms in on a border drawn by the user */
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rcti rect;
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short val;
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float dvec[3], vb[2], xscale, yscale, scale;
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/* SMOOTHVIEW */
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float new_dist;
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float new_ofs[3];
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/* ZBuffer depth vars */
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bglMats mats;
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float depth, depth_close= MAXFLOAT;
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int had_depth = 0;
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double cent[2], p[3];
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int xs, ys;
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/* Get the border input */
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val = 0; // XXX get_border(&rect, 3);
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if(!val) return;
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/* Get Z Depths, needed for perspective, nice for ortho */
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bgl_get_mats(&mats);
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draw_depth(scene, ar, v3d, NULL);
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/* force updating */
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if (v3d->depths) {
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had_depth = 1;
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v3d->depths->damaged = 1;
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}
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view3d_update_depths(ar, v3d);
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/* Constrain rect to depth bounds */
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if (rect.xmin < 0) rect.xmin = 0;
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if (rect.ymin < 0) rect.ymin = 0;
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if (rect.xmax >= v3d->depths->w) rect.xmax = v3d->depths->w-1;
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if (rect.ymax >= v3d->depths->h) rect.ymax = v3d->depths->h-1;
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/* Find the closest Z pixel */
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for (xs=rect.xmin; xs < rect.xmax; xs++) {
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for (ys=rect.ymin; ys < rect.ymax; ys++) {
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depth= v3d->depths->depths[ys*v3d->depths->w+xs];
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if(depth < v3d->depths->depth_range[1] && depth > v3d->depths->depth_range[0]) {
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if (depth_close > depth) {
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depth_close = depth;
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}
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}
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}
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}
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if (had_depth==0) {
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MEM_freeN(v3d->depths->depths);
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v3d->depths->depths = NULL;
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}
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v3d->depths->damaged = 1;
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cent[0] = (((double)rect.xmin)+((double)rect.xmax)) / 2;
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cent[1] = (((double)rect.ymin)+((double)rect.ymax)) / 2;
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if (v3d->persp==V3D_PERSP) {
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double p_corner[3];
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/* no depths to use, we cant do anything! */
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if (depth_close==MAXFLOAT)
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return;
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/* convert border to 3d coordinates */
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if (( !gluUnProject(cent[0], cent[1], depth_close, mats.modelview, mats.projection, (GLint *)mats.viewport, &p[0], &p[1], &p[2])) ||
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( !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])))
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return;
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dvec[0] = p[0]-p_corner[0];
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dvec[1] = p[1]-p_corner[1];
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dvec[2] = p[2]-p_corner[2];
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new_dist = VecLength(dvec);
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if(new_dist <= v3d->near*1.5) new_dist= v3d->near*1.5;
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new_ofs[0] = -p[0];
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new_ofs[1] = -p[1];
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new_ofs[2] = -p[2];
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} else { /* othographic */
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/* find the current window width and height */
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vb[0] = ar->winx;
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vb[1] = ar->winy;
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new_dist = v3d->dist;
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/* convert the drawn rectangle into 3d space */
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if (depth_close!=MAXFLOAT && gluUnProject(cent[0], cent[1], depth_close, mats.modelview, mats.projection, (GLint *)mats.viewport, &p[0], &p[1], &p[2])) {
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new_ofs[0] = -p[0];
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new_ofs[1] = -p[1];
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new_ofs[2] = -p[2];
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} else {
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/* We cant use the depth, fallback to the old way that dosnt set the center depth */
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new_ofs[0] = v3d->ofs[0];
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new_ofs[1] = v3d->ofs[1];
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new_ofs[2] = v3d->ofs[2];
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initgrabz(v3d, -new_ofs[0], -new_ofs[1], -new_ofs[2]);
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window_to_3d(ar, v3d, dvec, (rect.xmin+rect.xmax-vb[0])/2, (rect.ymin+rect.ymax-vb[1])/2);
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/* center the view to the center of the rectangle */
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VecSubf(new_ofs, new_ofs, dvec);
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}
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/* work out the ratios, so that everything selected fits when we zoom */
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xscale = ((rect.xmax-rect.xmin)/vb[0]);
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yscale = ((rect.ymax-rect.ymin)/vb[1]);
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scale = (xscale >= yscale)?xscale:yscale;
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/* zoom in as required, or as far as we can go */
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new_dist = ((new_dist*scale) >= 0.001*v3d->grid)? new_dist*scale:0.001*v3d->grid;
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}
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smooth_view(NULL, NULL, NULL, new_ofs, NULL, &new_dist, NULL); // XXX
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}
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/* ***************** 3d cursor cursor op ******************* */
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/* mx my in region coords */
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@@ -81,6 +81,7 @@ void VIEW3D_OT_viewcenter(struct wmOperatorType *ot);
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void VIEW3D_OT_clipping(struct wmOperatorType *ot);
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void VIEW3D_OT_cursor3d(struct wmOperatorType *ot);
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void VIEW3D_OT_render_border(struct wmOperatorType *ot);
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void VIEW3D_OT_border_zoom(struct wmOperatorType *ot);
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void VIEW3D_OT_drawtype(struct wmOperatorType *ot);
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/* drawobject.c */
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@@ -75,6 +75,7 @@ void view3d_operatortypes(void)
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WM_operatortype_append(VIEW3D_OT_circle_select);
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WM_operatortype_append(VIEW3D_OT_smoothview);
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WM_operatortype_append(VIEW3D_OT_render_border);
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WM_operatortype_append(VIEW3D_OT_border_zoom);
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WM_operatortype_append(VIEW3D_OT_cursor3d);
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WM_operatortype_append(VIEW3D_OT_lasso_select);
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WM_operatortype_append(VIEW3D_OT_setcameratoview);
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@@ -155,6 +156,7 @@ void view3d_keymap(wmWindowManager *wm)
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WM_keymap_add_item(keymap, "VIEW3D_OT_circle_select", CKEY, KM_PRESS, 0, 0);
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WM_keymap_add_item(keymap, "VIEW3D_OT_clipping", BKEY, KM_PRESS, KM_ALT, 0);
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WM_keymap_add_item(keymap, "VIEW3D_OT_border_zoom", BKEY, KM_PRESS, KM_SHIFT, 0);
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WM_keymap_add_item(keymap, "VIEW3D_OT_render_border", BKEY, KM_PRESS, KM_SHIFT, 0);
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WM_keymap_add_item(keymap, "VIEW3D_OT_set_camera_to_view", PAD0, KM_PRESS, KM_ALT|KM_CTRL, 0);
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Block a user