Files
test2/source/blender/editors/space_view3d/view3d_view.cc
Bastien Montagne 8045576c60 Cleanup: Avoid some void pointer freeing for type safety
Essentially add some API to properly free non-public data, instead of directly calling `MEM_freeN` on them.

Based on @brecht code from
https://projects.blender.org/mont29/blender/compare/tmp-guardedalloc-api...brecht:free-void

Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/134765
2025-02-20 11:24:34 +01:00

1415 lines
44 KiB
C++

/* SPDX-FileCopyrightText: 2008 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup spview3d
*/
#include "MEM_guardedalloc.h"
#include "BLI_linklist.h"
#include "BLI_listbase.h"
#include "BLI_math_matrix.h"
#include "BLI_math_rotation.h"
#include "BLI_math_vector.h"
#include "BLI_rect.h"
#include "BKE_action.hh"
#include "BKE_context.hh"
#ifdef WITH_XR_OPENXR
# include "BKE_idprop.hh"
#endif
#include "BKE_global.hh"
#include "BKE_layer.hh"
#include "BKE_lib_id.hh"
#include "BKE_main.hh"
#include "BKE_modifier.hh"
#include "BKE_object.hh"
#include "BKE_report.hh"
#include "BKE_scene.hh"
#include "DEG_depsgraph_query.hh"
#include "UI_resources.hh"
#include "GPU_matrix.hh"
#include "GPU_select.hh"
#include "GPU_state.hh"
#include "WM_api.hh"
#include "ED_info.hh"
#include "ED_object.hh"
#include "ED_screen.hh"
#include "DRW_engine.hh"
#include "RNA_access.hh"
#include "RNA_define.hh"
#include "view3d_intern.hh" /* own include */
#include "view3d_navigate.hh"
#include "DNA_camera_types.h"
/* -------------------------------------------------------------------- */
/** \name Camera to View Operator
* \{ */
static int view3d_camera_to_view_exec(bContext *C, wmOperator * /*op*/)
{
const Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
View3D *v3d;
ARegion *region;
RegionView3D *rv3d;
ObjectTfmProtectedChannels obtfm;
ED_view3d_context_user_region(C, &v3d, &region);
rv3d = static_cast<RegionView3D *>(region->regiondata);
ED_view3d_smooth_view_force_finish(C, v3d, region);
ED_view3d_lastview_store(rv3d);
BKE_object_tfm_protected_backup(v3d->camera, &obtfm);
ED_view3d_to_object(depsgraph, v3d->camera, rv3d->ofs, rv3d->viewquat, rv3d->dist);
BKE_object_tfm_protected_restore(v3d->camera, &obtfm, v3d->camera->protectflag);
DEG_id_tag_update(&v3d->camera->id, ID_RECALC_TRANSFORM);
rv3d->persp = RV3D_CAMOB;
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, v3d->camera);
return OPERATOR_FINISHED;
}
static bool view3d_camera_to_view_poll(bContext *C)
{
View3D *v3d;
ARegion *region;
if (ED_view3d_context_user_region(C, &v3d, &region)) {
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
if (v3d && v3d->camera && BKE_id_is_editable(CTX_data_main(C), &v3d->camera->id)) {
if (rv3d && (RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ANY_TRANSFORM) == 0) {
if (rv3d->persp != RV3D_CAMOB) {
return true;
}
}
}
}
return false;
}
void VIEW3D_OT_camera_to_view(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Align Camera to View";
ot->description = "Set camera view to active view";
ot->idname = "VIEW3D_OT_camera_to_view";
/* api callbacks */
ot->exec = view3d_camera_to_view_exec;
ot->poll = view3d_camera_to_view_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Camera Fit Frame to Selected Operator
* \{ */
/* unlike VIEW3D_OT_view_selected this is for framing a render and not
* meant to take into account vertex/bone selection for eg. */
static int view3d_camera_to_view_selected_exec(bContext *C, wmOperator *op)
{
Main *bmain = CTX_data_main(C);
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C); /* can be nullptr */
Object *camera_ob = v3d ? v3d->camera : scene->camera;
if (camera_ob == nullptr) {
BKE_report(op->reports, RPT_ERROR, "No active camera");
return OPERATOR_CANCELLED;
}
if (ED_view3d_camera_to_view_selected(bmain, depsgraph, scene, camera_ob)) {
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, camera_ob);
return OPERATOR_FINISHED;
}
return OPERATOR_CANCELLED;
}
void VIEW3D_OT_camera_to_view_selected(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Camera Fit Frame to Selected";
ot->description = "Move the camera so selected objects are framed";
ot->idname = "VIEW3D_OT_camera_to_view_selected";
/* api callbacks */
ot->exec = view3d_camera_to_view_selected_exec;
ot->poll = ED_operator_scene_editable;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Object as Camera Operator
* \{ */
static void sync_viewport_camera_smoothview(bContext *C,
View3D *v3d,
Object *ob,
const int smooth_viewtx)
{
Main *bmain = CTX_data_main(C);
LISTBASE_FOREACH (bScreen *, screen, &bmain->screens) {
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
LISTBASE_FOREACH (SpaceLink *, space_link, &area->spacedata) {
if (space_link->spacetype == SPACE_VIEW3D) {
View3D *other_v3d = reinterpret_cast<View3D *>(space_link);
if (other_v3d == v3d) {
continue;
}
if (other_v3d->camera == ob) {
continue;
}
/* Checking the other view is needed to prevent local cameras being modified. */
if (v3d->scenelock && other_v3d->scenelock) {
ListBase *lb = (space_link == area->spacedata.first) ? &area->regionbase :
&space_link->regionbase;
LISTBASE_FOREACH (ARegion *, other_region, lb) {
if (other_region->regiontype == RGN_TYPE_WINDOW) {
if (other_region->regiondata) {
RegionView3D *other_rv3d = static_cast<RegionView3D *>(other_region->regiondata);
if (other_rv3d->persp == RV3D_CAMOB) {
Object *other_camera_old = other_v3d->camera;
other_v3d->camera = ob;
V3D_SmoothParams sview_params = {};
sview_params.camera_old = other_camera_old;
sview_params.camera = other_v3d->camera;
sview_params.ofs = other_rv3d->ofs;
sview_params.quat = other_rv3d->viewquat;
sview_params.dist = &other_rv3d->dist;
sview_params.lens = &other_v3d->lens;
/* No undo because this switches cameras. */
sview_params.undo_str = nullptr;
ED_view3d_lastview_store(other_rv3d);
ED_view3d_smooth_view(
C, other_v3d, other_region, smooth_viewtx, &sview_params);
}
else {
other_v3d->camera = ob;
}
}
}
}
}
}
}
}
}
}
static int view3d_setobjectascamera_exec(bContext *C, wmOperator *op)
{
View3D *v3d;
ARegion *region;
RegionView3D *rv3d;
Scene *scene = CTX_data_scene(C);
Object *ob = CTX_data_active_object(C);
const int smooth_viewtx = WM_operator_smooth_viewtx_get(op);
/* no nullptr check is needed, poll checks */
ED_view3d_context_user_region(C, &v3d, &region);
rv3d = static_cast<RegionView3D *>(region->regiondata);
ED_view3d_smooth_view_force_finish(C, v3d, region);
if (ob) {
Object *camera_old = (rv3d->persp == RV3D_CAMOB) ? V3D_CAMERA_SCENE(scene, v3d) : nullptr;
rv3d->persp = RV3D_CAMOB;
v3d->camera = ob;
if (v3d->scenelock && scene->camera != ob) {
scene->camera = ob;
DEG_id_tag_update(&scene->id, ID_RECALC_SYNC_TO_EVAL);
DEG_relations_tag_update(CTX_data_main(C));
}
/* unlikely but looks like a glitch when set to the same */
if (camera_old != ob) {
V3D_SmoothParams sview_params = {};
sview_params.camera_old = camera_old;
sview_params.camera = v3d->camera;
sview_params.ofs = rv3d->ofs;
sview_params.quat = rv3d->viewquat;
sview_params.dist = &rv3d->dist;
sview_params.lens = &v3d->lens;
/* No undo because this switches cameras. */
sview_params.undo_str = nullptr;
ED_view3d_lastview_store(rv3d);
ED_view3d_smooth_view(C, v3d, region, smooth_viewtx, &sview_params);
}
if (v3d->scenelock) {
sync_viewport_camera_smoothview(C, v3d, ob, smooth_viewtx);
WM_event_add_notifier(C, NC_SCENE, scene);
}
WM_event_add_notifier(C, NC_OBJECT | ND_DRAW, scene);
}
return OPERATOR_FINISHED;
}
bool ED_operator_rv3d_user_region_poll(bContext *C)
{
View3D *v3d_dummy;
ARegion *region_dummy;
return ED_view3d_context_user_region(C, &v3d_dummy, &region_dummy);
}
void VIEW3D_OT_object_as_camera(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Set Active Object as Camera";
ot->description = "Set the active object as the active camera for this view or scene";
ot->idname = "VIEW3D_OT_object_as_camera";
/* api callbacks */
ot->exec = view3d_setobjectascamera_exec;
ot->poll = ED_operator_rv3d_user_region_poll;
/* flags */
ot->flag = OPTYPE_REGISTER | OPTYPE_UNDO;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Window and View Matrix Calculation
* \{ */
void view3d_winmatrix_set(const Depsgraph *depsgraph,
ARegion *region,
const View3D *v3d,
const rcti *rect)
{
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
rctf full_viewplane;
float clipsta, clipend;
bool is_ortho;
is_ortho = ED_view3d_viewplane_get(depsgraph,
v3d,
rv3d,
region->winx,
region->winy,
&full_viewplane,
&clipsta,
&clipend,
nullptr);
rv3d->is_persp = !is_ortho;
#if 0
printf("%s: %d %d %f %f %f %f %f %f\n",
__func__,
winx,
winy,
full_viewplane.xmin,
full_viewplane.ymin,
full_viewplane.xmax,
full_viewplane.ymax,
clipsta,
clipend);
#endif
/* Note the code here was tweaked to avoid an apparent compiler bug in clang 13 (see #91680). */
rctf viewplane;
if (rect) {
/* Smaller viewplane subset for selection picking. */
viewplane.xmin = full_viewplane.xmin +
(BLI_rctf_size_x(&full_viewplane) * (rect->xmin / float(region->winx)));
viewplane.ymin = full_viewplane.ymin +
(BLI_rctf_size_y(&full_viewplane) * (rect->ymin / float(region->winy)));
viewplane.xmax = full_viewplane.xmin +
(BLI_rctf_size_x(&full_viewplane) * (rect->xmax / float(region->winx)));
viewplane.ymax = full_viewplane.ymin +
(BLI_rctf_size_y(&full_viewplane) * (rect->ymax / float(region->winy)));
}
else {
viewplane = full_viewplane;
}
if (is_ortho) {
GPU_matrix_ortho_set(
viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
}
else {
GPU_matrix_frustum_set(
viewplane.xmin, viewplane.xmax, viewplane.ymin, viewplane.ymax, clipsta, clipend);
}
/* update matrix in 3d view region */
GPU_matrix_projection_get(rv3d->winmat);
}
static void obmat_to_viewmat(RegionView3D *rv3d, Object *ob)
{
float bmat[4][4];
rv3d->view = RV3D_VIEW_USER; /* don't show the grid */
normalize_m4_m4(bmat, ob->object_to_world().ptr());
invert_m4_m4(rv3d->viewmat, bmat);
/* view quat calculation, needed for add object */
mat4_normalized_to_quat(rv3d->viewquat, rv3d->viewmat);
}
void view3d_viewmatrix_set(const Depsgraph *depsgraph,
const Scene *scene,
const View3D *v3d,
RegionView3D *rv3d,
const float rect_scale[2])
{
if (rv3d->persp == RV3D_CAMOB) { /* obs/camera */
if (v3d->camera) {
Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, v3d->camera);
obmat_to_viewmat(rv3d, ob_camera_eval);
}
else {
quat_to_mat4(rv3d->viewmat, rv3d->viewquat);
rv3d->viewmat[3][2] -= rv3d->dist;
}
}
else {
bool use_lock_ofs = false;
/* should be moved to better initialize later on XXX */
if (RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ROTATION) {
ED_view3d_lock(rv3d);
}
quat_to_mat4(rv3d->viewmat, rv3d->viewquat);
if (rv3d->persp == RV3D_PERSP) {
rv3d->viewmat[3][2] -= rv3d->dist;
}
if (v3d->ob_center) {
Object *ob_eval = DEG_get_evaluated_object(depsgraph, v3d->ob_center);
float vec[3];
copy_v3_v3(vec, ob_eval->object_to_world().location());
if (ob_eval->type == OB_ARMATURE && v3d->ob_center_bone[0]) {
bPoseChannel *pchan = BKE_pose_channel_find_name(ob_eval->pose, v3d->ob_center_bone);
if (pchan) {
copy_v3_v3(vec, pchan->pose_mat[3]);
mul_m4_v3(ob_eval->object_to_world().ptr(), vec);
}
}
translate_m4(rv3d->viewmat, -vec[0], -vec[1], -vec[2]);
use_lock_ofs = true;
}
else if (v3d->ob_center_cursor) {
float vec[3];
copy_v3_v3(vec, scene->cursor.location);
translate_m4(rv3d->viewmat, -vec[0], -vec[1], -vec[2]);
use_lock_ofs = true;
}
else {
translate_m4(rv3d->viewmat, rv3d->ofs[0], rv3d->ofs[1], rv3d->ofs[2]);
}
/* lock offset */
if (use_lock_ofs) {
float persmat[4][4], persinv[4][4];
float vec[3];
/* we could calculate the real persmat/persinv here
* but it would be unreliable so better to later */
mul_m4_m4m4(persmat, rv3d->winmat, rv3d->viewmat);
invert_m4_m4(persinv, persmat);
mul_v2_v2fl(vec, rv3d->ofs_lock, rv3d->is_persp ? rv3d->dist : 1.0f);
vec[2] = 0.0f;
if (rect_scale) {
/* Since 'RegionView3D.winmat' has been calculated and this function doesn't take the
* 'ARegion' we don't know about the region size.
* Use 'rect_scale' when drawing a sub-region to apply 2D offset,
* scaled by the difference between the sub-region and the region size.
*/
vec[0] /= rect_scale[0];
vec[1] /= rect_scale[1];
}
mul_mat3_m4_v3(persinv, vec);
translate_m4(rv3d->viewmat, vec[0], vec[1], vec[2]);
}
/* end lock offset */
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name GPU Select Utilities
* \{ */
void view3d_gpu_select_cache_begin()
{
GPU_select_cache_begin();
}
void view3d_gpu_select_cache_end()
{
GPU_select_cache_end();
}
struct DrawSelectLoopUserData {
uint pass;
uint hits;
GPUSelectBuffer *buffer;
const rcti *rect;
eGPUSelectMode gpu_select_mode;
};
static bool drw_select_loop_pass(eDRWSelectStage stage, void *user_data)
{
bool continue_pass = false;
DrawSelectLoopUserData *data = static_cast<DrawSelectLoopUserData *>(user_data);
if (stage == DRW_SELECT_PASS_PRE) {
GPU_select_begin_next(data->buffer, data->rect, data->gpu_select_mode, data->hits);
/* always run POST after PRE. */
continue_pass = true;
}
else if (stage == DRW_SELECT_PASS_POST) {
int hits = GPU_select_end();
if (data->pass == 0) {
/* quirk of GPU_select_end, only take hits value from first call. */
data->hits = hits;
}
data->pass += 1;
}
else {
BLI_assert(0);
}
return continue_pass;
}
eV3DSelectObjectFilter ED_view3d_select_filter_from_mode(const Scene *scene, const Object *obact)
{
if (scene->toolsettings->object_flag & SCE_OBJECT_MODE_LOCK) {
if (obact && (obact->mode & OB_MODE_ALL_WEIGHT_PAINT) &&
BKE_object_pose_armature_get((Object *)obact))
{
return VIEW3D_SELECT_FILTER_WPAINT_POSE_MODE_LOCK;
}
return VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK;
}
return VIEW3D_SELECT_FILTER_NOP;
}
/** Implement #VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK. */
static bool drw_select_filter_object_mode_lock(Object *ob, void *user_data)
{
const Object *obact = static_cast<const Object *>(user_data);
return BKE_object_is_mode_compat(ob, eObjectMode(obact->mode));
}
/**
* Implement #VIEW3D_SELECT_FILTER_WPAINT_POSE_MODE_LOCK for special case when
* we want to select pose bones (this doesn't switch modes).
*/
static bool drw_select_filter_object_mode_lock_for_weight_paint(Object *ob, void *user_data)
{
LinkNode *ob_pose_list = static_cast<LinkNode *>(user_data);
return ob_pose_list && (BLI_linklist_index(ob_pose_list, DEG_get_original_object(ob)) != -1);
}
int view3d_gpu_select_ex(const ViewContext *vc,
GPUSelectBuffer *buffer,
const rcti *input,
eV3DSelectMode select_mode,
eV3DSelectObjectFilter select_filter,
const bool do_material_slot_selection)
{
bThemeState theme_state;
const wmWindowManager *wm = CTX_wm_manager(vc->C);
Depsgraph *depsgraph = vc->depsgraph;
Scene *scene = vc->scene;
View3D *v3d = vc->v3d;
ARegion *region = vc->region;
rcti rect;
int hits = 0;
BKE_view_layer_synced_ensure(scene, vc->view_layer);
const bool use_obedit_skip = (BKE_view_layer_edit_object_get(vc->view_layer) != nullptr) &&
(vc->obedit == nullptr);
const bool use_nearest = select_mode == VIEW3D_SELECT_PICK_NEAREST;
bool draw_surface = true;
eGPUSelectMode gpu_select_mode = GPU_SELECT_INVALID;
/* case not a box select */
if (input->xmin == input->xmax) {
const int xy[2] = {input->xmin, input->ymin};
/* seems to be default value for bones only now */
BLI_rcti_init_pt_radius(&rect, xy, 12);
}
else {
rect = *input;
}
if (select_mode == VIEW3D_SELECT_PICK_NEAREST) {
gpu_select_mode = GPU_SELECT_PICK_NEAREST;
}
else if (select_mode == VIEW3D_SELECT_PICK_ALL) {
gpu_select_mode = GPU_SELECT_PICK_ALL;
}
else {
gpu_select_mode = GPU_SELECT_ALL;
}
/* Important to use 'vc->obact', not 'BKE_view_layer_active_object_get(vc->view_layer)' below,
* so it will be nullptr when hidden. */
struct {
DRW_ObjectFilterFn fn;
void *user_data;
} object_filter = {nullptr, nullptr};
/* Re-use cache (rect must be smaller than the cached)
* other context is assumed to be unchanged */
if (GPU_select_is_cached()) {
GPU_select_begin_next(buffer, &rect, gpu_select_mode, 0);
GPU_select_cache_load_id();
hits = GPU_select_end();
goto finally;
}
switch (select_filter) {
case VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK: {
Object *obact = vc->obact;
if (obact && obact->mode != OB_MODE_OBJECT) {
object_filter.fn = drw_select_filter_object_mode_lock;
object_filter.user_data = obact;
}
break;
}
case VIEW3D_SELECT_FILTER_WPAINT_POSE_MODE_LOCK: {
Object *obact = vc->obact;
BLI_assert(obact && (obact->mode & OB_MODE_ALL_WEIGHT_PAINT));
/* While this uses 'alloca' in a loop (which we typically avoid),
* the number of items is nearly always 1, maybe 2..3 in rare cases. */
LinkNode *ob_pose_list = nullptr;
VirtualModifierData virtual_modifier_data;
ModifierData *md = BKE_modifiers_get_virtual_modifierlist(obact, &virtual_modifier_data);
for (; md; md = md->next) {
if (md->type == eModifierType_Armature) {
ArmatureModifierData *amd = reinterpret_cast<ArmatureModifierData *>(md);
if (amd->object && (amd->object->mode & OB_MODE_POSE)) {
BLI_linklist_prepend_alloca(&ob_pose_list, amd->object);
}
}
else if (md->type == eModifierType_GreasePencilArmature) {
GreasePencilArmatureModifierData *amd =
reinterpret_cast<GreasePencilArmatureModifierData *>(md);
if (amd->object && (amd->object->mode & OB_MODE_POSE)) {
BLI_linklist_prepend_alloca(&ob_pose_list, amd->object);
}
}
}
object_filter.fn = drw_select_filter_object_mode_lock_for_weight_paint;
object_filter.user_data = ob_pose_list;
break;
}
case VIEW3D_SELECT_FILTER_NOP:
break;
}
/* Tools may request depth outside of regular drawing code. */
UI_Theme_Store(&theme_state);
UI_SetTheme(SPACE_VIEW3D, RGN_TYPE_WINDOW);
/* All of the queries need to be perform on the drawing context. */
DRW_gpu_context_enable();
G.f |= G_FLAG_PICKSEL;
/* Important we use the 'viewmat' and don't re-calculate since
* the object & bone view locking takes 'rect' into account, see: #51629. */
ED_view3d_draw_setup_view(
wm, vc->win, depsgraph, scene, region, v3d, vc->rv3d->viewmat, nullptr, &rect);
if (!XRAY_ACTIVE(v3d)) {
GPU_depth_test(GPU_DEPTH_LESS_EQUAL);
}
/* If in X-ray mode, we select the wires in priority. */
if (XRAY_ACTIVE(v3d) && use_nearest) {
/* We need to call "GPU_select_*" API's inside DRW_draw_select_loop
* because the GPU context created & destroyed inside this function. */
DrawSelectLoopUserData drw_select_loop_user_data = {};
drw_select_loop_user_data.pass = 0;
drw_select_loop_user_data.hits = 0;
drw_select_loop_user_data.buffer = buffer;
drw_select_loop_user_data.rect = &rect;
drw_select_loop_user_data.gpu_select_mode = gpu_select_mode;
draw_surface = false;
DRW_draw_select_loop(depsgraph,
region,
v3d,
use_obedit_skip,
draw_surface,
use_nearest,
do_material_slot_selection,
&rect,
drw_select_loop_pass,
&drw_select_loop_user_data,
object_filter.fn,
object_filter.user_data);
hits = drw_select_loop_user_data.hits;
/* FIX: This cleanup the state before doing another selection pass.
* (see #56695) */
GPU_select_cache_end();
}
if (hits == 0) {
/* We need to call "GPU_select_*" API's inside DRW_draw_select_loop
* because the GPU context created & destroyed inside this function. */
DrawSelectLoopUserData drw_select_loop_user_data = {};
drw_select_loop_user_data.pass = 0;
drw_select_loop_user_data.hits = 0;
drw_select_loop_user_data.buffer = buffer;
drw_select_loop_user_data.rect = &rect;
drw_select_loop_user_data.gpu_select_mode = gpu_select_mode;
/* If are not in wireframe mode, we need to use the mesh surfaces to check for hits */
draw_surface = (v3d->shading.type > OB_WIRE) || !XRAY_ENABLED(v3d);
DRW_draw_select_loop(depsgraph,
region,
v3d,
use_obedit_skip,
draw_surface,
use_nearest,
do_material_slot_selection,
&rect,
drw_select_loop_pass,
&drw_select_loop_user_data,
object_filter.fn,
object_filter.user_data);
hits = drw_select_loop_user_data.hits;
}
G.f &= ~G_FLAG_PICKSEL;
ED_view3d_draw_setup_view(
wm, vc->win, depsgraph, scene, region, v3d, vc->rv3d->viewmat, nullptr, nullptr);
if (!XRAY_ACTIVE(v3d)) {
GPU_depth_test(GPU_DEPTH_NONE);
}
DRW_gpu_context_disable();
UI_Theme_Restore(&theme_state);
finally:
return hits;
}
int view3d_gpu_select(const ViewContext *vc,
GPUSelectBuffer *buffer,
const rcti *input,
eV3DSelectMode select_mode,
eV3DSelectObjectFilter select_filter)
{
return view3d_gpu_select_ex(vc, buffer, input, select_mode, select_filter, false);
}
int view3d_gpu_select_with_id_filter(const ViewContext *vc,
GPUSelectBuffer *buffer,
const rcti *input,
eV3DSelectMode select_mode,
eV3DSelectObjectFilter select_filter,
uint select_id)
{
const int64_t start = buffer->storage.size();
int hits = view3d_gpu_select(vc, buffer, input, select_mode, select_filter);
/* Selection sometimes uses -1 for an invalid selection ID, remove these as they
* interfere with detection of actual number of hits in the selection. */
if (hits > 0) {
hits = GPU_select_buffer_remove_by_id(buffer->storage.as_mutable_span().slice(start, hits),
select_id);
/* Trim buffer to the exact size in case selections were removed. */
buffer->storage.resize(start + hits);
}
return hits;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Local View Operators
* \{ */
static uint free_localview_bit(Main *bmain)
{
ushort local_view_bits = 0;
/* Sometimes we lose a local-view: when an area is closed.
* Check all areas: which local-views are in use? */
LISTBASE_FOREACH (bScreen *, screen, &bmain->screens) {
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
SpaceLink *sl = static_cast<SpaceLink *>(area->spacedata.first);
for (; sl; sl = sl->next) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = reinterpret_cast<View3D *>(sl);
if (v3d->localvd) {
local_view_bits |= v3d->local_view_uid;
}
}
}
}
}
for (int i = 0; i < 16; i++) {
if ((local_view_bits & (1 << i)) == 0) {
return (1 << i);
}
}
return 0;
}
static bool view3d_localview_init(const Depsgraph *depsgraph,
wmWindowManager *wm,
wmWindow *win,
Main *bmain,
const Scene *scene,
ViewLayer *view_layer,
ScrArea *area,
const bool frame_selected,
const int smooth_viewtx,
ReportList *reports)
{
View3D *v3d = static_cast<View3D *>(area->spacedata.first);
blender::float3 min, max, box;
float size = 0.0f;
uint local_view_bit;
bool changed = false;
if (v3d->localvd) {
return changed;
}
INIT_MINMAX(min, max);
local_view_bit = free_localview_bit(bmain);
if (local_view_bit == 0) {
/* TODO(dfelinto): We can kick one of the other 3D views out of local view
* specially if it is not being used. */
BKE_report(reports, RPT_ERROR, "No more than 16 local views");
changed = false;
}
else {
BKE_view_layer_synced_ensure(scene, view_layer);
Object *obedit = BKE_view_layer_edit_object_get(view_layer);
if (obedit) {
BKE_view_layer_synced_ensure(scene, view_layer);
LISTBASE_FOREACH (Base *, base, BKE_view_layer_object_bases_get(view_layer)) {
base->local_view_bits &= ~local_view_bit;
}
FOREACH_BASE_IN_EDIT_MODE_BEGIN (scene, view_layer, v3d, base_iter) {
Object *ob_eval = DEG_get_evaluated_object(depsgraph, base_iter->object);
BKE_object_minmax(ob_eval ? ob_eval : base_iter->object, min, max);
base_iter->local_view_bits |= local_view_bit;
changed = true;
}
FOREACH_BASE_IN_EDIT_MODE_END;
}
else {
BKE_view_layer_synced_ensure(scene, view_layer);
LISTBASE_FOREACH (Base *, base, BKE_view_layer_object_bases_get(view_layer)) {
if (BASE_SELECTED(v3d, base)) {
Object *ob_eval = DEG_get_evaluated_object(depsgraph, base->object);
BKE_object_minmax(ob_eval ? ob_eval : base->object, min, max);
base->local_view_bits |= local_view_bit;
changed = true;
}
else {
base->local_view_bits &= ~local_view_bit;
}
}
}
sub_v3_v3v3(box, max, min);
size = max_fff(box[0], box[1], box[2]);
}
if (changed == false) {
return false;
}
/* Apply any running smooth-view values before reading from the viewport. */
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (region->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
if (rv3d->sms) {
ED_view3d_smooth_view_force_finish_no_camera_lock(depsgraph, wm, win, scene, v3d, region);
}
}
}
v3d->localvd = static_cast<View3D *>(MEM_mallocN(sizeof(View3D), "localview"));
*v3d->localvd = blender::dna::shallow_copy(*v3d);
v3d->local_view_uid = local_view_bit;
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (region->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
bool ok_dist = true;
/* New view values. */
Object *camera_old = nullptr;
float dist_new, ofs_new[3];
rv3d->localvd = static_cast<RegionView3D *>(
MEM_mallocN(sizeof(RegionView3D), "localview region"));
memcpy(rv3d->localvd, rv3d, sizeof(RegionView3D));
if (frame_selected) {
float mid[3];
mid_v3_v3v3(mid, min, max);
negate_v3_v3(ofs_new, mid);
if (rv3d->persp == RV3D_CAMOB) {
camera_old = v3d->camera;
const Camera &camera = *static_cast<Camera *>(camera_old->data);
rv3d->persp = (camera.type == CAM_ORTHO) ? RV3D_ORTHO : RV3D_PERSP;
}
if (rv3d->persp == RV3D_ORTHO) {
if (size < 0.0001f) {
ok_dist = false;
}
}
if (ok_dist) {
dist_new = ED_view3d_radius_to_dist(
v3d, region, depsgraph, rv3d->persp, true, (size / 2) * VIEW3D_MARGIN);
if (rv3d->persp == RV3D_PERSP) {
/* Don't zoom closer than the near clipping plane. */
dist_new = max_ff(dist_new, v3d->clip_start * 1.5f);
}
}
V3D_SmoothParams sview_params = {};
sview_params.camera_old = camera_old;
sview_params.ofs = ofs_new;
sview_params.quat = rv3d->viewquat;
sview_params.dist = ok_dist ? &dist_new : nullptr;
sview_params.lens = &v3d->lens;
/* No undo because this doesn't move the camera. */
sview_params.undo_str = nullptr;
ED_view3d_smooth_view_ex(
depsgraph, wm, win, area, v3d, region, smooth_viewtx, &sview_params);
}
}
}
return changed;
}
static bool view3d_localview_exit(const Depsgraph *depsgraph,
wmWindowManager *wm,
wmWindow *win,
const Scene *scene,
ViewLayer *view_layer,
ScrArea *area,
const bool frame_selected,
const int smooth_viewtx)
{
View3D *v3d = static_cast<View3D *>(area->spacedata.first);
bool changed = false;
if (v3d->localvd == nullptr) {
return changed;
}
BKE_view_layer_synced_ensure(scene, view_layer);
LISTBASE_FOREACH (Base *, base, BKE_view_layer_object_bases_get(view_layer)) {
if (base->local_view_bits & v3d->local_view_uid) {
base->local_view_bits &= ~v3d->local_view_uid;
}
}
/* Apply any running smooth-view values before reading from the viewport. */
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (region->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
if (rv3d->localvd == nullptr) {
continue;
}
if (rv3d->sms) {
ED_view3d_smooth_view_force_finish_no_camera_lock(depsgraph, wm, win, scene, v3d, region);
}
}
}
Object *camera_old = v3d->camera;
Object *camera_new = v3d->localvd->camera;
v3d->local_view_uid = 0;
v3d->camera = v3d->localvd->camera;
MEM_freeN(v3d->localvd);
v3d->localvd = nullptr;
ED_view3d_local_stats_free(v3d);
LISTBASE_FOREACH (ARegion *, region, &area->regionbase) {
if (region->regiontype == RGN_TYPE_WINDOW) {
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
if (rv3d->localvd == nullptr) {
continue;
}
if (frame_selected && depsgraph) {
Object *camera_old_rv3d, *camera_new_rv3d;
camera_old_rv3d = (rv3d->persp == RV3D_CAMOB) ? camera_old : nullptr;
camera_new_rv3d = (rv3d->localvd->persp == RV3D_CAMOB) ? camera_new : nullptr;
rv3d->view = rv3d->localvd->view;
rv3d->view_axis_roll = rv3d->localvd->view_axis_roll;
rv3d->persp = rv3d->localvd->persp;
rv3d->camzoom = rv3d->localvd->camzoom;
V3D_SmoothParams sview_params = {};
sview_params.camera_old = camera_old_rv3d;
sview_params.camera = camera_new_rv3d;
sview_params.ofs = rv3d->localvd->ofs;
sview_params.quat = rv3d->localvd->viewquat;
sview_params.dist = &rv3d->localvd->dist;
/* No undo because this doesn't move the camera. */
sview_params.undo_str = nullptr;
ED_view3d_smooth_view_ex(
depsgraph, wm, win, area, v3d, region, smooth_viewtx, &sview_params);
}
MEM_freeN(rv3d->localvd);
rv3d->localvd = nullptr;
changed = true;
}
}
return changed;
}
bool ED_localview_exit_if_empty(const Depsgraph *depsgraph,
Scene *scene,
ViewLayer *view_layer,
wmWindowManager *wm,
wmWindow *win,
View3D *v3d,
ScrArea *area,
const bool frame_selected,
const int smooth_viewtx)
{
if (v3d->localvd == nullptr) {
return false;
}
v3d->localvd->runtime.flag &= ~V3D_RUNTIME_LOCAL_MAYBE_EMPTY;
BKE_view_layer_synced_ensure(scene, view_layer);
LISTBASE_FOREACH (Base *, base, BKE_view_layer_object_bases_get(view_layer)) {
if (base->local_view_bits & v3d->local_view_uid) {
return false;
}
}
return view3d_localview_exit(
depsgraph, wm, win, scene, view_layer, area, frame_selected, smooth_viewtx);
}
static int localview_exec(bContext *C, wmOperator *op)
{
const Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
const int smooth_viewtx = WM_operator_smooth_viewtx_get(op);
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
ScrArea *area = CTX_wm_area(C);
View3D *v3d = CTX_wm_view3d(C);
bool frame_selected = RNA_boolean_get(op->ptr, "frame_selected");
bool changed;
if (v3d->localvd) {
changed = view3d_localview_exit(
depsgraph, wm, win, scene, view_layer, area, frame_selected, smooth_viewtx);
}
else {
changed = view3d_localview_init(depsgraph,
wm,
win,
bmain,
scene,
view_layer,
area,
frame_selected,
smooth_viewtx,
op->reports);
}
if (changed) {
DEG_id_type_tag(bmain, ID_OB);
ED_area_tag_redraw(area);
/* Unselected objects become selected when exiting. */
if (v3d->localvd == nullptr) {
DEG_id_tag_update(&scene->id, ID_RECALC_SELECT);
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
}
else {
DEG_id_tag_update(&scene->id, ID_RECALC_BASE_FLAGS);
}
return OPERATOR_FINISHED;
}
return OPERATOR_CANCELLED;
}
void VIEW3D_OT_localview(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Local View";
ot->description = "Toggle display of selected object(s) separately and centered in view";
ot->idname = "VIEW3D_OT_localview";
/* api callbacks */
ot->exec = localview_exec;
/* Use undo because local-view changes object layer bit-flags. */
ot->flag = OPTYPE_UNDO;
ot->poll = ED_operator_view3d_active;
RNA_def_boolean(ot->srna,
"frame_selected",
true,
"Frame Selected",
"Move the view to frame the selected objects");
}
static int localview_remove_from_exec(bContext *C, wmOperator *op)
{
View3D *v3d = CTX_wm_view3d(C);
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
ViewLayer *view_layer = CTX_data_view_layer(C);
bool changed = false;
BKE_view_layer_synced_ensure(scene, view_layer);
LISTBASE_FOREACH (Base *, base, BKE_view_layer_object_bases_get(view_layer)) {
if (BASE_SELECTED(v3d, base)) {
base->local_view_bits &= ~v3d->local_view_uid;
blender::ed::object::base_select(base, blender::ed::object::BA_DESELECT);
if (base == view_layer->basact) {
view_layer->basact = nullptr;
}
changed = true;
}
}
/* If some object was removed from the local view, exit the local view if it is now empty. */
if (changed) {
ED_localview_exit_if_empty(CTX_data_ensure_evaluated_depsgraph(C),
scene,
view_layer,
CTX_wm_manager(C),
CTX_wm_window(C),
v3d,
CTX_wm_area(C),
true,
WM_operator_smooth_viewtx_get(op));
}
if (changed) {
DEG_tag_on_visible_update(bmain, false);
DEG_id_tag_update(&scene->id, ID_RECALC_SELECT);
WM_event_add_notifier(C, NC_SCENE | ND_OB_SELECT, scene);
WM_event_add_notifier(C, NC_SCENE | ND_OB_ACTIVE, scene);
return OPERATOR_FINISHED;
}
BKE_report(op->reports, RPT_ERROR, "No object selected");
return OPERATOR_CANCELLED;
}
static bool localview_remove_from_poll(bContext *C)
{
if (CTX_data_edit_object(C) != nullptr) {
return false;
}
View3D *v3d = CTX_wm_view3d(C);
return v3d && v3d->localvd;
}
void VIEW3D_OT_localview_remove_from(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Remove from Local View";
ot->description = "Move selected objects out of local view";
ot->idname = "VIEW3D_OT_localview_remove_from";
/* api callbacks */
ot->exec = localview_remove_from_exec;
ot->poll = localview_remove_from_poll;
ot->flag = OPTYPE_UNDO;
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Local Collections
* \{ */
static uint free_localcollection_bit(const Main *bmain,
ushort local_collections_uid,
bool *r_reset)
{
ushort local_view_bits = 0;
/* Check all areas: which local-views are in use? */
LISTBASE_FOREACH (bScreen *, screen, &bmain->screens) {
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
LISTBASE_FOREACH (SpaceLink *, sl, &area->spacedata) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = reinterpret_cast<View3D *>(sl);
if (v3d->flag & V3D_LOCAL_COLLECTIONS) {
local_view_bits |= v3d->local_collections_uid;
}
}
}
}
}
/* First try to keep the old uuid. */
if (local_collections_uid && ((local_collections_uid & local_view_bits) == 0)) {
return local_collections_uid;
}
/* Otherwise get the first free available. */
for (int i = 0; i < 16; i++) {
if ((local_view_bits & (1 << i)) == 0) {
*r_reset = true;
return (1 << i);
}
}
return 0;
}
static void local_collections_reset_uuid(LayerCollection *layer_collection,
const ushort local_view_bit)
{
if (layer_collection->flag & LAYER_COLLECTION_HIDE) {
layer_collection->local_collections_bits &= ~local_view_bit;
}
else {
layer_collection->local_collections_bits |= local_view_bit;
}
LISTBASE_FOREACH (LayerCollection *, child, &layer_collection->layer_collections) {
local_collections_reset_uuid(child, local_view_bit);
}
}
static void view3d_local_collections_reset(const Main *bmain, const uint local_view_bit)
{
LISTBASE_FOREACH (Scene *, scene, &bmain->scenes) {
LISTBASE_FOREACH (ViewLayer *, view_layer, &scene->view_layers) {
LISTBASE_FOREACH (LayerCollection *, layer_collection, &view_layer->layer_collections) {
local_collections_reset_uuid(layer_collection, local_view_bit);
}
}
}
}
bool ED_view3d_local_collections_set(const Main *bmain, View3D *v3d)
{
if ((v3d->flag & V3D_LOCAL_COLLECTIONS) == 0) {
return true;
}
bool reset = false;
v3d->flag &= ~V3D_LOCAL_COLLECTIONS;
uint local_view_bit = free_localcollection_bit(bmain, v3d->local_collections_uid, &reset);
if (local_view_bit == 0) {
return false;
}
v3d->local_collections_uid = local_view_bit;
v3d->flag |= V3D_LOCAL_COLLECTIONS;
if (reset) {
view3d_local_collections_reset(bmain, local_view_bit);
}
return true;
}
void ED_view3d_local_collections_reset(const bContext *C, const bool reset_all)
{
Main *bmain = CTX_data_main(C);
uint local_view_bit = ~(0);
bool do_reset = false;
/* Reset only the ones that are not in use. */
LISTBASE_FOREACH (bScreen *, screen, &bmain->screens) {
LISTBASE_FOREACH (ScrArea *, area, &screen->areabase) {
LISTBASE_FOREACH (SpaceLink *, sl, &area->spacedata) {
if (sl->spacetype == SPACE_VIEW3D) {
View3D *v3d = reinterpret_cast<View3D *>(sl);
if (v3d->local_collections_uid) {
if (v3d->flag & V3D_LOCAL_COLLECTIONS) {
local_view_bit &= ~v3d->local_collections_uid;
}
else {
do_reset = true;
}
}
}
}
}
}
if (do_reset) {
view3d_local_collections_reset(bmain, local_view_bit);
}
else if (reset_all && (do_reset || (local_view_bit != ~(0)))) {
view3d_local_collections_reset(bmain, ~(0));
View3D v3d = {};
v3d.local_collections_uid = ~(0);
BKE_layer_collection_local_sync(CTX_data_scene(C), CTX_data_view_layer(C), &v3d);
DEG_id_tag_update(&CTX_data_scene(C)->id, ID_RECALC_BASE_FLAGS);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name XR Functionality
* \{ */
#ifdef WITH_XR_OPENXR
static void view3d_xr_mirror_begin(RegionView3D *rv3d)
{
/* If there is no session yet, changes below should not be applied! */
BLI_assert(WM_xr_session_exists(&((wmWindowManager *)G_MAIN->wm.first)->xr));
rv3d->runtime_viewlock |= RV3D_LOCK_ANY_TRANSFORM;
/* Force perspective view. This isn't reset but that's not really an issue. */
rv3d->persp = RV3D_PERSP;
}
static void view3d_xr_mirror_end(RegionView3D *rv3d)
{
rv3d->runtime_viewlock &= ~RV3D_LOCK_ANY_TRANSFORM;
}
void ED_view3d_xr_mirror_update(const ScrArea *area, const View3D *v3d, const bool enable)
{
ARegion *region_rv3d;
BLI_assert(v3d->spacetype == SPACE_VIEW3D);
if (ED_view3d_area_user_region(area, v3d, &region_rv3d)) {
if (enable) {
view3d_xr_mirror_begin(static_cast<RegionView3D *>(region_rv3d->regiondata));
}
else {
view3d_xr_mirror_end(static_cast<RegionView3D *>(region_rv3d->regiondata));
}
}
}
void ED_view3d_xr_shading_update(wmWindowManager *wm, const View3D *v3d, const Scene *scene)
{
if (v3d->runtime.flag & V3D_RUNTIME_XR_SESSION_ROOT) {
View3DShading *xr_shading = &wm->xr.session_settings.shading;
/* Flags that shouldn't be overridden by the 3D View shading. */
int flag_copy = 0;
if (v3d->shading.type != OB_SOLID) {
/* Don't set V3D_SHADING_WORLD_ORIENTATION for solid shading since it results in distorted
* lighting when the view matrix has a scale factor. */
flag_copy |= V3D_SHADING_WORLD_ORIENTATION;
}
BLI_assert(WM_xr_session_exists(&wm->xr));
if (v3d->shading.type == OB_RENDER) {
if (!(BKE_scene_uses_blender_workbench(scene) || BKE_scene_uses_blender_eevee(scene))) {
/* Keep old shading while using Cycles or another engine, they are typically not usable in
* VR. */
return;
}
}
if (xr_shading->prop) {
IDP_FreeProperty(xr_shading->prop);
xr_shading->prop = nullptr;
}
/* Copy shading from View3D to VR view. */
const int old_xr_shading_flag = xr_shading->flag;
*xr_shading = v3d->shading;
xr_shading->flag = (xr_shading->flag & ~flag_copy) | (old_xr_shading_flag & flag_copy);
if (v3d->shading.prop) {
xr_shading->prop = IDP_CopyProperty(xr_shading->prop);
}
}
}
bool ED_view3d_is_region_xr_mirror_active(const wmWindowManager *wm,
const View3D *v3d,
const ARegion *region)
{
return (v3d->flag & V3D_XR_SESSION_MIRROR) &&
/* The free region (e.g. the camera region in quad-view) is always
* the last in the list base. We don't want any other to be affected. */
!region->next && //
WM_xr_session_is_ready(&wm->xr);
}
#endif
/** \} */