Beispiel #1
0
/* don't set windows active in here, is used by renderwin too */
void setviewmatrixview3d(Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
	if (rv3d->persp == RV3D_CAMOB) {      /* obs/camera */
		if (v3d->camera) {
			BKE_object_where_is_calc(scene, v3d->camera);
			obmat_to_viewmat(v3d, rv3d, v3d->camera, 0);
		}
		else {
			quat_to_mat4(rv3d->viewmat, rv3d->viewquat);
			rv3d->viewmat[3][2] -= rv3d->dist;
		}
	}
	else {
		/* should be moved to better initialize later on XXX */
		if (rv3d->viewlock)
			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_centre) {
			Object *ob = v3d->ob_centre;
			float vec[3];
			
			copy_v3_v3(vec, ob->obmat[3]);
			if (ob->type == OB_ARMATURE && v3d->ob_centre_bone[0]) {
				bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, v3d->ob_centre_bone);
				if (pchan) {
					copy_v3_v3(vec, pchan->pose_mat[3]);
					mul_m4_v3(ob->obmat, vec);
				}
			}
			translate_m4(rv3d->viewmat, -vec[0], -vec[1], -vec[2]);
		}
		else if (v3d->ob_centre_cursor) {
			float vec[3];
			copy_v3_v3(vec, give_cursor(scene, v3d));
			translate_m4(rv3d->viewmat, -vec[0], -vec[1], -vec[2]);
		}
		else {
			translate_m4(rv3d->viewmat, rv3d->ofs[0], rv3d->ofs[1], rv3d->ofs[2]);
		}
	}
}
Beispiel #2
0
/* don't set windows active in here, is used by renderwin too */
void view3d_viewmatrix_set(Scene *scene, View3D *v3d, RegionView3D *rv3d)
{
	if (rv3d->persp == RV3D_CAMOB) {      /* obs/camera */
		if (v3d->camera) {
			BKE_object_where_is_calc(scene, v3d->camera);
			obmat_to_viewmat(rv3d, v3d->camera);
		}
		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->viewlock & RV3D_LOCKED)
			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_centre) {
			Object *ob = v3d->ob_centre;
			float vec[3];
			
			copy_v3_v3(vec, ob->obmat[3]);
			if (ob->type == OB_ARMATURE && v3d->ob_centre_bone[0]) {
				bPoseChannel *pchan = BKE_pose_channel_find_name(ob->pose, v3d->ob_centre_bone);
				if (pchan) {
					copy_v3_v3(vec, pchan->pose_mat[3]);
					mul_m4_v3(ob->obmat, vec);
				}
			}
			translate_m4(rv3d->viewmat, -vec[0], -vec[1], -vec[2]);
			use_lock_ofs = true;
		}
		else if (v3d->ob_centre_cursor) {
			float vec[3];
			copy_v3_v3(vec, ED_view3d_cursor3d_get(scene, v3d));
			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;
			mul_mat3_m4_v3(persinv, vec);
			translate_m4(rv3d->viewmat, vec[0], vec[1], vec[2]);
		}
		/* end lock offset */
	}
}