*****
 - ported BorderZoom , shift-b
	- currently disabled in camera view as to not conflict with setting render border
This commit is contained in:
Michael Fox
2009-01-16 00:58:33 +00:00
parent 54fa55394b
commit 087b8b104a
3 changed files with 166 additions and 125 deletions

View 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 */

View 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 */

View 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);