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test2/source/blender/editors/space_view3d/view3d_navigate_smoothview.cc
2024-09-10 18:57:18 +10:00

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/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup spview3d
*/
#include "DNA_camera_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_listbase.h"
#include "BLI_math_rotation.h"
#include "BLI_math_vector.h"
#include "BKE_context.hh"
#include "DEG_depsgraph_query.hh"
#include "WM_api.hh"
#include "ED_screen.hh"
#include "view3d_intern.hh"
#include "view3d_navigate.hh" /* Own include. */
static void view3d_smoothview_apply_with_interp(
bContext *C, View3D *v3d, RegionView3D *rv3d, const bool use_autokey, const float factor);
/* -------------------------------------------------------------------- */
/** \name Smooth View Undo Handling
*
* When the camera is locked to the viewport smooth-view operations
* may need to perform an undo push.
*
* In this case the smooth-view camera transformation is temporarily completed,
* undo is pushed then the change is rewound, and smooth-view completes from its timer.
* In the case smooth-view executed the change immediately - an undo push is called.
*
* NOTE(@ideasman42): While this is not ideal it's necessary as making the undo-push
* once smooth-view is complete because smooth-view is non-blocking and it's possible other
* operations are executed once smooth-view has started.
* \{ */
void ED_view3d_smooth_view_undo_begin(bContext *C, const ScrArea *area)
{
const View3D *v3d = static_cast<const View3D *>(area->spacedata.first);
Object *camera = v3d->camera;
if (!camera) {
return;
}
/* Tag the camera object so it's known smooth-view is applied to the view-ports camera
* (needed to detect when a locked camera is being manipulated).
* NOTE: It doesn't matter if the actual object being manipulated is the camera or not. */
camera->id.tag &= ~ID_TAG_DOIT;
LISTBASE_FOREACH (const ARegion *, region, &area->regionbase) {
if (region->regiontype != RGN_TYPE_WINDOW) {
continue;
}
const RegionView3D *rv3d = static_cast<const RegionView3D *>(region->regiondata);
if (ED_view3d_camera_lock_undo_test(v3d, rv3d, C)) {
camera->id.tag |= ID_TAG_DOIT;
break;
}
}
}
void ED_view3d_smooth_view_undo_end(bContext *C,
const ScrArea *area,
const char *undo_str,
const bool undo_grouped)
{
View3D *v3d = static_cast<View3D *>(area->spacedata.first);
Object *camera = v3d->camera;
if (!camera) {
return;
}
if (camera->id.tag & ID_TAG_DOIT) {
/* Smooth view didn't touch the camera. */
camera->id.tag &= ~ID_TAG_DOIT;
return;
}
if ((U.uiflag & USER_GLOBALUNDO) == 0) {
return;
}
/* NOTE(@ideasman42): It is not possible that a single viewport references different cameras
* so even in the case there is a quad-view with multiple camera views set, these will all
* reference the same camera. In this case it doesn't matter which region is used.
* If in the future multiple cameras are supported, this logic can be extended. */
const ARegion *region_camera = nullptr;
/* An undo push should be performed. */
bool is_interactive = false;
LISTBASE_FOREACH (const ARegion *, region, &area->regionbase) {
if (region->regiontype != RGN_TYPE_WINDOW) {
continue;
}
const RegionView3D *rv3d = static_cast<const RegionView3D *>(region->regiondata);
if (ED_view3d_camera_lock_undo_test(v3d, rv3d, C)) {
region_camera = region;
if (rv3d->sms) {
is_interactive = true;
}
}
}
if (region_camera == nullptr) {
return;
}
RegionView3D *rv3d = static_cast<RegionView3D *>(region_camera->regiondata);
/* Fast forward, undo push, then rewind. */
if (is_interactive) {
view3d_smoothview_apply_with_interp(C, v3d, rv3d, false, 1.0f);
}
if (undo_grouped) {
ED_view3d_camera_lock_undo_grouped_push(undo_str, v3d, rv3d, C);
}
else {
ED_view3d_camera_lock_undo_push(undo_str, v3d, rv3d, C);
}
if (is_interactive) {
view3d_smoothview_apply_with_interp(C, v3d, rv3d, false, 0.0f);
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Smooth View Operator & Utilities
*
* Use for view transitions to have smooth (animated) transitions.
*
*
* \note This operator is one of the "timer refresh" ones, similar to animation playback.
*
* \{ */
struct SmoothView3DState {
float dist;
float lens;
float quat[4];
float ofs[3];
};
struct SmoothView3DStore {
/** Source. */
SmoothView3DState src;
/** Destination. */
SmoothView3DState dst;
/**
* Original.
*
* \note it may seem like the "source" should be the same as the "original" value,
* this isn't the case because the "source" values are calculated for interpolation
* with the destination and may not match the viewport values used when smooth-view starts.
*/
SmoothView3DState org;
bool to_camera;
bool use_dyn_ofs;
float dyn_ofs[3];
/**
* When smooth-view is enabled, store the 'rv3d->view' here,
* assign back when the view motion is completed.
*/
char org_view;
/** Same behavior as `view`. */
char org_view_axis_roll;
double time_allowed;
};
static void view3d_smooth_view_state_backup(SmoothView3DState *sms_state,
const View3D *v3d,
const RegionView3D *rv3d)
{
copy_v3_v3(sms_state->ofs, rv3d->ofs);
copy_qt_qt(sms_state->quat, rv3d->viewquat);
sms_state->dist = rv3d->dist;
sms_state->lens = v3d->lens;
}
static void view3d_smooth_view_state_restore(const SmoothView3DState *sms_state,
View3D *v3d,
RegionView3D *rv3d)
{
copy_v3_v3(rv3d->ofs, sms_state->ofs);
copy_qt_qt(rv3d->viewquat, sms_state->quat);
rv3d->dist = sms_state->dist;
v3d->lens = sms_state->lens;
}
void ED_view3d_smooth_view_ex(
/* Avoid passing in the context. */
const Depsgraph *depsgraph,
wmWindowManager *wm,
wmWindow *win,
ScrArea *area,
View3D *v3d,
ARegion *region,
const int smooth_viewtx,
const V3D_SmoothParams *sview)
{
/* Will start a timer if appropriate. */
/* In this case use #ED_view3d_smooth_view_undo_begin & end functions
* instead of passing in undo. */
BLI_assert_msg(sview->undo_str == nullptr,
"Only the 'ED_view3d_smooth_view' version of this function handles undo!");
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
SmoothView3DStore sms = {{0}};
/* Initialize `sms`. */
view3d_smooth_view_state_backup(&sms.dst, v3d, rv3d);
view3d_smooth_view_state_backup(&sms.src, v3d, rv3d);
/* If smooth-view runs multiple times. */
if (rv3d->sms == nullptr) {
view3d_smooth_view_state_backup(&sms.org, v3d, rv3d);
}
else {
sms.org = rv3d->sms->org;
}
sms.org_view = rv3d->view;
sms.org_view_axis_roll = rv3d->view_axis_roll;
// sms.to_camera = false; /* Initialized to zero anyway. */
/* NOTE: Regarding camera locking: This is a little confusing but works OK.
* We may be changing the view 'as if' there is no active camera, but in fact
* there is an active camera which is locked to the view.
*
* In the case where smooth view is moving _to_ a camera we don't want that
* camera to be moved or changed, so only when the camera is not being set should
* we allow camera option locking to initialize the view settings from the camera. */
if (sview->camera == nullptr && sview->camera_old == nullptr) {
ED_view3d_camera_lock_init(depsgraph, v3d, rv3d);
}
/* Store the options we want to end with. */
if (sview->ofs) {
copy_v3_v3(sms.dst.ofs, sview->ofs);
}
if (sview->quat) {
copy_qt_qt(sms.dst.quat, sview->quat);
}
if (sview->dist) {
sms.dst.dist = *sview->dist;
}
if (sview->lens) {
sms.dst.lens = *sview->lens;
}
if (sview->dyn_ofs) {
BLI_assert(sview->ofs == nullptr);
BLI_assert(sview->quat != nullptr);
copy_v3_v3(sms.dyn_ofs, sview->dyn_ofs);
sms.use_dyn_ofs = true;
/* Calculate the final destination offset. */
view3d_orbit_apply_dyn_ofs(sms.dst.ofs, sms.src.ofs, sms.src.quat, sms.dst.quat, sms.dyn_ofs);
}
if (sview->camera) {
Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, sview->camera);
if (sview->ofs != nullptr) {
sms.dst.dist = ED_view3d_offset_distance(
ob_camera_eval->object_to_world().ptr(), sview->ofs, VIEW3D_DIST_FALLBACK);
}
ED_view3d_from_object(ob_camera_eval, sms.dst.ofs, sms.dst.quat, &sms.dst.dist, &sms.dst.lens);
/* Restore view3d values in end. */
sms.to_camera = true;
}
if ((sview->camera_old == sview->camera) && /* Camera. */
(sms.dst.dist == rv3d->dist) && /* Distance. */
(sms.dst.lens == v3d->lens) && /* Lens. */
equals_v3v3(sms.dst.ofs, rv3d->ofs) && /* Offset. */
equals_v4v4(sms.dst.quat, rv3d->viewquat) /* Rotation. */
)
{
/* Early return if nothing changed. */
return;
}
/* Skip smooth viewing for external render engine draw. */
if (smooth_viewtx && !(v3d->shading.type == OB_RENDER && rv3d->view_render)) {
/* Original values. */
if (sview->camera_old) {
Object *ob_camera_old_eval = DEG_get_evaluated_object(depsgraph, sview->camera_old);
if (sview->ofs != nullptr) {
sms.src.dist = ED_view3d_offset_distance(
ob_camera_old_eval->object_to_world().ptr(), sview->ofs, 0.0f);
}
ED_view3d_from_object(
ob_camera_old_eval, sms.src.ofs, sms.src.quat, &sms.src.dist, &sms.src.lens);
}
/* Grid draw as floor. */
if ((RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ROTATION) == 0) {
/* Use existing if exists, means multiple calls to smooth view
* won't lose the original 'view' setting. */
rv3d->view = RV3D_VIEW_USER;
}
sms.time_allowed = double(smooth_viewtx / 1000.0);
/* If this is view rotation only we can decrease the time allowed by the angle between
* quaternions this means small rotations won't lag. */
if (sview->quat && !sview->ofs && !sview->dist) {
/* Scale the time allowed by the rotation (180 degrees == 1.0). */
sms.time_allowed *= double(fabsf(angle_signed_normalized_qtqt(sms.dst.quat, sms.src.quat))) /
M_PI;
}
/* Ensure it shows correct. */
if (sms.to_camera) {
/* Use orthographic if we move from an orthographic view to an orthographic camera. */
Object *ob_camera_eval = DEG_get_evaluated_object(depsgraph, sview->camera);
rv3d->persp = ((rv3d->is_persp == false) && (ob_camera_eval->type == OB_CAMERA) &&
(static_cast<Camera *>(ob_camera_eval->data)->type == CAM_ORTHO)) ?
RV3D_ORTHO :
RV3D_PERSP;
}
rv3d->rflag |= RV3D_NAVIGATING;
/* Not essential but in some cases the caller will tag the area for redraw, and in that
* case we can get a flicker of the 'org' user view but we want to see 'src'. */
view3d_smooth_view_state_restore(&sms.src, v3d, rv3d);
/* Keep track of running timer! */
if (rv3d->sms == nullptr) {
rv3d->sms = static_cast<SmoothView3DStore *>(
MEM_mallocN(sizeof(SmoothView3DStore), "smoothview v3d"));
}
*rv3d->sms = sms;
if (rv3d->smooth_timer) {
WM_event_timer_remove(wm, win, rv3d->smooth_timer);
}
/* #TIMER1 is hard-coded in key-map. */
rv3d->smooth_timer = WM_event_timer_add(wm, win, TIMER1, 1.0 / 100.0);
}
else {
/* Animation is disabled, apply immediately. */
if (sms.to_camera == false) {
copy_v3_v3(rv3d->ofs, sms.dst.ofs);
copy_qt_qt(rv3d->viewquat, sms.dst.quat);
rv3d->dist = sms.dst.dist;
v3d->lens = sms.dst.lens;
ED_view3d_camera_lock_sync(depsgraph, v3d, rv3d);
}
if (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXVIEW) {
view3d_boxview_copy(area, region);
}
ED_region_tag_redraw(region);
WM_event_add_mousemove(win);
}
if (sms.to_camera == false) {
/* See comments in #ED_view3d_smooth_view_undo_begin for why this is needed. */
if (v3d->camera) {
v3d->camera->id.tag &= ~ID_TAG_DOIT;
}
}
}
void ED_view3d_smooth_view(bContext *C,
View3D *v3d,
ARegion *region,
const int smooth_viewtx,
const V3D_SmoothParams *sview)
{
const Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
ScrArea *area = CTX_wm_area(C);
/* #ED_view3d_smooth_view_ex asserts this is not set as it doesn't support undo. */
V3D_SmoothParams sview_no_undo = *sview;
sview_no_undo.undo_str = nullptr;
sview_no_undo.undo_grouped = false;
const bool do_undo = (sview->undo_str != nullptr);
if (do_undo) {
ED_view3d_smooth_view_undo_begin(C, area);
}
ED_view3d_smooth_view_ex(depsgraph, wm, win, area, v3d, region, smooth_viewtx, &sview_no_undo);
if (do_undo) {
ED_view3d_smooth_view_undo_end(C, area, sview->undo_str, sview->undo_grouped);
}
}
/**
* Apply with interpolation, on completion run #view3d_smoothview_apply_and_finish.
*/
static void view3d_smoothview_apply_with_interp(
bContext *C, View3D *v3d, RegionView3D *rv3d, const bool use_autokey, const float factor)
{
SmoothView3DStore *sms = rv3d->sms;
interp_qt_qtqt(rv3d->viewquat, sms->src.quat, sms->dst.quat, factor);
if (sms->use_dyn_ofs) {
view3d_orbit_apply_dyn_ofs(
rv3d->ofs, sms->src.ofs, sms->src.quat, rv3d->viewquat, sms->dyn_ofs);
}
else {
interp_v3_v3v3(rv3d->ofs, sms->src.ofs, sms->dst.ofs, factor);
}
rv3d->dist = interpf(sms->dst.dist, sms->src.dist, factor);
v3d->lens = interpf(sms->dst.lens, sms->src.lens, factor);
const Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
if (ED_view3d_camera_lock_sync(depsgraph, v3d, rv3d)) {
if (use_autokey) {
ED_view3d_camera_lock_autokey(v3d, rv3d, C, true, true);
}
}
}
/**
* Apply the view-port transformation & free smooth-view related data.
*/
static void view3d_smoothview_apply_and_finish_ex(wmWindowManager *wm,
wmWindow *win,
View3D *v3d,
RegionView3D *rv3d,
bContext *C_for_camera_lock)
{
SmoothView3DStore *sms = rv3d->sms;
/* If we went to camera, store the original. */
if (sms->to_camera) {
rv3d->persp = RV3D_CAMOB;
view3d_smooth_view_state_restore(&sms->org, v3d, rv3d);
}
else {
view3d_smooth_view_state_restore(&sms->dst, v3d, rv3d);
if (C_for_camera_lock) {
const Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C_for_camera_lock);
if (ED_view3d_camera_lock_sync(depsgraph, v3d, rv3d)) {
ED_view3d_camera_lock_autokey(v3d, rv3d, C_for_camera_lock, true, true);
}
}
}
if ((RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ROTATION) == 0) {
rv3d->view = sms->org_view;
rv3d->view_axis_roll = sms->org_view_axis_roll;
}
MEM_freeN(rv3d->sms);
rv3d->sms = nullptr;
WM_event_timer_remove(wm, win, rv3d->smooth_timer);
rv3d->smooth_timer = nullptr;
rv3d->rflag &= ~RV3D_NAVIGATING;
/* Event handling won't know if a UI item has been moved under the pointer. */
WM_event_add_mousemove(win);
/* NOTE: this doesn't work right because the `v3d->lens` is used in orthographic mode,
* when switching camera in quad-view the other orthographic views would zoom & reset.
*
* For now only redraw all regions when smooth-view finishes. */
WM_main_add_notifier(NC_SPACE | ND_SPACE_VIEW3D, v3d);
}
static void view3d_smoothview_apply_and_finish(bContext *C, View3D *v3d, RegionView3D *rv3d)
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
view3d_smoothview_apply_and_finish_ex(wm, win, v3d, rv3d, C);
}
static void view3d_smoothview_apply_from_timer(bContext *C, View3D *v3d, ARegion *region)
{
wmWindowManager *wm = CTX_wm_manager(C);
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
SmoothView3DStore *sms = rv3d->sms;
float factor;
if (sms->time_allowed != 0.0) {
factor = float(rv3d->smooth_timer->time_duration / sms->time_allowed);
}
else {
factor = 1.0f;
}
if (factor >= 1.0f) {
view3d_smoothview_apply_and_finish(C, v3d, rv3d);
}
else {
/* Ease in/out smoothing. */
factor = (3.0f * factor * factor - 2.0f * factor * factor * factor);
const bool use_autokey = ED_screen_animation_playing(wm);
view3d_smoothview_apply_with_interp(C, v3d, rv3d, use_autokey, factor);
}
if (RV3D_LOCK_FLAGS(rv3d) & RV3D_BOXVIEW) {
view3d_boxview_copy(CTX_wm_area(C), region);
}
ED_region_tag_redraw(region);
}
static int view3d_smoothview_invoke(bContext *C, wmOperator * /*op*/, const wmEvent *event)
{
View3D *v3d = CTX_wm_view3d(C);
ARegion *region = CTX_wm_region(C);
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
/* Escape if not our timer. */
if (rv3d->smooth_timer == nullptr || rv3d->smooth_timer != event->customdata) {
return OPERATOR_PASS_THROUGH;
}
view3d_smoothview_apply_from_timer(C, v3d, region);
return OPERATOR_FINISHED;
}
static void view3d_smooth_view_force_finish_ex(const Depsgraph *depsgraph,
wmWindowManager *wm,
wmWindow *win,
const Scene *scene,
View3D *v3d,
ARegion *region,
bContext *C_for_camera_lock)
{
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
BLI_assert(rv3d && rv3d->sms);
view3d_smoothview_apply_and_finish_ex(wm, win, v3d, rv3d, C_for_camera_lock);
if (depsgraph) {
/* Force update of view matrix so tools that run immediately after
* can use them without redrawing first. */
ED_view3d_update_viewmat(depsgraph, scene, v3d, region, nullptr, nullptr, nullptr, false);
}
}
void ED_view3d_smooth_view_force_finish(bContext *C, View3D *v3d, ARegion *region)
{
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
if (rv3d && rv3d->sms) {
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
Scene *scene = CTX_data_scene(C);
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
view3d_smooth_view_force_finish_ex(depsgraph, wm, win, scene, v3d, region, C);
}
}
void ED_view3d_smooth_view_force_finish_no_camera_lock(const Depsgraph *depsgraph,
wmWindowManager *wm,
wmWindow *win,
const Scene *scene,
View3D *v3d,
ARegion *region)
{
/* NOTE(@ideasman42): Ideally we would *always* apply the camera lock.
* Failing to do so results in incorrect behavior when a user performs
* a camera-locked view-port manipulation & immediately enters enters local-view
* before the operation is completed.
* In this case the camera isn't key-framed when it should be.
*
* A generic solution that supports forcing modal operators to finish their
* work may be best, but needs to be investigated.
*
* It's worth noting this *is* a corner case, while not ideal,
* rarely happens unless a motivated users is trying to cause it to fail.
* Even when it does occur, it simply misses completing & auto-keying the action. */
RegionView3D *rv3d = static_cast<RegionView3D *>(region->regiondata);
if (rv3d && rv3d->sms) {
view3d_smooth_view_force_finish_ex(depsgraph, wm, win, scene, v3d, region, nullptr);
}
}
void VIEW3D_OT_smoothview(wmOperatorType *ot)
{
/* Identifiers. */
ot->name = "Smooth View";
ot->idname = "VIEW3D_OT_smoothview";
/* API callbacks. */
ot->invoke = view3d_smoothview_invoke;
ot->poll = ED_operator_view3d_active;
/* Flags. */
ot->flag = OPTYPE_INTERNAL;
}
/** \} */