Beispiel #1
0
/* Init handling for space-conversion function (from passed-in parameters) */
void gp_point_conversion_init(bContext *C, GP_SpaceConversion *r_gsc)
{
	ScrArea *sa = CTX_wm_area(C);
	ARegion *ar = CTX_wm_region(C);
	
	/* zero out the storage (just in case) */
	memset(r_gsc, 0, sizeof(GP_SpaceConversion));
	unit_m4(r_gsc->mat);
	
	/* store settings */
	r_gsc->sa = sa;
	r_gsc->ar = ar;
	r_gsc->v2d = &ar->v2d;
	
	/* init region-specific stuff */
	if (sa->spacetype == SPACE_VIEW3D) {
		wmWindow *win = CTX_wm_window(C);
		Scene *scene = CTX_data_scene(C);
		View3D *v3d = (View3D *)CTX_wm_space_data(C);
		RegionView3D *rv3d = ar->regiondata;
		
		/* init 3d depth buffers */
		view3d_operator_needs_opengl(C);
		
		view3d_region_operator_needs_opengl(win, ar);
		ED_view3d_autodist_init(scene, ar, v3d, 0);
		
		/* for camera view set the subrect */
		if (rv3d->persp == RV3D_CAMOB) {
			ED_view3d_calc_camera_border(scene, ar, v3d, rv3d, &r_gsc->subrect_data, true); /* no shift */
			r_gsc->subrect = &r_gsc->subrect_data;
		}
	}
}
/**
 * \brief get the ID from the screen.
 */
static void depthdropper_depth_sample_pt(
    bContext *C, DepthDropper *ddr, int mx, int my, float *r_depth)
{
  /* we could use some clever */
  bScreen *screen = CTX_wm_screen(C);
  ScrArea *sa = BKE_screen_find_area_xy(screen, SPACE_TYPE_ANY, mx, my);
  Scene *scene = CTX_data_scene(C);

  ScrArea *area_prev = CTX_wm_area(C);
  ARegion *ar_prev = CTX_wm_region(C);

  ddr->name[0] = '\0';

  if (sa) {
    if (sa->spacetype == SPACE_VIEW3D) {
      ARegion *ar = BKE_area_find_region_xy(sa, RGN_TYPE_WINDOW, mx, my);
      if (ar) {
        struct Depsgraph *depsgraph = CTX_data_depsgraph(C);
        View3D *v3d = sa->spacedata.first;
        RegionView3D *rv3d = ar->regiondata;
        /* weak, we could pass in some reference point */
        const float *view_co = v3d->camera ? v3d->camera->obmat[3] : rv3d->viewinv[3];
        const int mval[2] = {mx - ar->winrct.xmin, my - ar->winrct.ymin};
        float co[3];

        CTX_wm_area_set(C, sa);
        CTX_wm_region_set(C, ar);

        /* grr, always draw else we leave stale text */
        ED_region_tag_redraw(ar);

        view3d_operator_needs_opengl(C);

        if (ED_view3d_autodist(depsgraph, ar, v3d, mval, co, true, NULL)) {
          const float mval_center_fl[2] = {(float)ar->winx / 2, (float)ar->winy / 2};
          float co_align[3];

          /* quick way to get view-center aligned point */
          ED_view3d_win_to_3d(v3d, ar, co, mval_center_fl, co_align);

          *r_depth = len_v3v3(view_co, co_align);

          bUnit_AsString2(ddr->name,
                          sizeof(ddr->name),
                          (double)*r_depth,
                          4,
                          B_UNIT_LENGTH,
                          &scene->unit,
                          false);
        }
        else {
          BLI_strncpy(ddr->name, "Nothing under cursor", sizeof(ddr->name));
        }
      }
    }
  }

  CTX_wm_area_set(C, area_prev);
  CTX_wm_region_set(C, ar_prev);
}
Beispiel #3
0
static int paint_select_linked_pick_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
	const bool select = !RNA_boolean_get(op->ptr, "deselect");
	view3d_operator_needs_opengl(C);
	paintface_select_linked(C, CTX_data_active_object(C), event->mval, select);
	ED_region_tag_redraw(CTX_wm_region(C));
	return OPERATOR_FINISHED;
}
Beispiel #4
0
static void clip_planes_from_rect(bContext *C,
                                  float clip_planes[4][4],
                                  const rcti *rect)
{
	ViewContext vc;
	BoundBox bb;
	bglMats mats = {{0}};
	
	view3d_operator_needs_opengl(C);
	view3d_set_viewcontext(C, &vc);
	view3d_get_transformation(vc.ar, vc.rv3d, vc.obact, &mats);
	ED_view3d_calc_clipping(&bb, clip_planes, &mats, rect);
	mul_m4_fl(clip_planes, -1.0f);
}
Beispiel #5
0
/* previously known as "selectconnected_posearmature" */
static int pose_select_connected_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
	Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C));
	bArmature *arm = (bArmature *)ob->data;
	Bone *bone, *curBone, *next = NULL;
	const bool extend = RNA_boolean_get(op->ptr, "extend");

	view3d_operator_needs_opengl(C);
	
	if (extend)
		bone = get_nearest_bone(C, 0, event->mval[0], event->mval[1]);
	else
		bone = get_nearest_bone(C, 1, event->mval[0], event->mval[1]);
	
	if (!bone)
		return OPERATOR_CANCELLED;
	
	/* Select parents */
	for (curBone = bone; curBone; curBone = next) {
		/* ignore bone if cannot be selected */
		if ((curBone->flag & BONE_UNSELECTABLE) == 0) {
			if (extend)
				curBone->flag &= ~BONE_SELECTED;
			else
				curBone->flag |= BONE_SELECTED;
			
			if (curBone->flag & BONE_CONNECTED)
				next = curBone->parent;
			else
				next = NULL;
		}
		else
			next = NULL;
	}
	
	/* Select children */
	for (curBone = bone->childbase.first; curBone; curBone = next)
		selectconnected_posebonechildren(ob, curBone, extend);
	
	/* updates */
	WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, ob);
	
	if (arm->flag & ARM_HAS_VIZ_DEPS) {
		/* mask modifier ('armature' mode), etc. */
		DAG_id_tag_update(&ob->id, OB_RECALC_DATA);
	}

	return OPERATOR_FINISHED;
}
static int edcu_shortest_path_pick_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
	Object *obedit = CTX_data_edit_object(C);
	Curve *cu = obedit->data;
	Nurb *nu_src = BKE_curve_nurb_active_get(cu);
	int vert_src = cu->actvert;

	ViewContext vc;
	Nurb *nu_dst;
	BezTriple *bezt_dst;
	BPoint *bp_dst;
	int vert_dst;
	void *vert_dst_p;

	if (vert_src == CU_ACT_NONE) {
		return OPERATOR_PASS_THROUGH;
	}

	view3d_operator_needs_opengl(C);
	view3d_set_viewcontext(C, &vc);

	if (!ED_curve_pick_vert(&vc, 1, event->mval, &nu_dst, &bezt_dst, &bp_dst, NULL)) {
		return OPERATOR_PASS_THROUGH;
	}

	if (nu_src != nu_dst) {
		BKE_report(op->reports, RPT_ERROR, "Control point belongs to another spline");
		return OPERATOR_CANCELLED;
	}

	vert_dst_p = bezt_dst ? (void *)bezt_dst : (void *)bp_dst;
	vert_dst = BKE_curve_nurb_vert_index_get(nu_dst, vert_dst_p);
	if (vert_src == vert_dst) {
		return OPERATOR_CANCELLED;
	}

	if ((obedit->type == OB_SURF) && (nu_src->pntsv > 1)) {
		curve_select_shortest_path_surf(nu_src, vert_src, vert_dst);
	}
	else {
		curve_select_shortest_path_curve(nu_src, vert_src, vert_dst);
	}

	BKE_curve_nurb_vert_active_set(cu, nu_dst, vert_dst_p);

	WM_event_add_notifier(C, NC_GEOM | ND_SELECT, obedit->data);
	return OPERATOR_FINISHED;
}
static int select_linked_pick_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
	Object *obedit = CTX_data_edit_object(C);
	ViewContext vc;
	Nurb *nu;
	BezTriple *bezt;
	BPoint *bp;
	int a;
	const bool select = !RNA_boolean_get(op->ptr, "deselect");

	view3d_operator_needs_opengl(C);
	view3d_set_viewcontext(C, &vc);

	if (!ED_curve_pick_vert(&vc, 1, event->mval, &nu, &bezt, &bp, NULL)) {
		return OPERATOR_CANCELLED;
	}

	if (bezt) {
		a = nu->pntsu;
		bezt = nu->bezt;
		while (a--) {
			select_beztriple(bezt, select, SELECT, VISIBLE);
			bezt++;
		}
	}
	else if (bp) {
		a = nu->pntsu * nu->pntsv;
		bp = nu->bp;
		while (a--) {
			select_bpoint(bp, select, SELECT, VISIBLE);
			bp++;
		}
	}

	WM_event_add_notifier(C, NC_GEOM | ND_SELECT, obedit->data);
	if (!select) {
		BKE_curve_nurb_vert_active_validate(obedit->data);
	}

	return OPERATOR_FINISHED;
}
/* previously "selectconnected_armature" */
static int armature_select_linked_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
	bArmature *arm;
	EditBone *bone, *curBone, *next;
	const bool extend = RNA_boolean_get(op->ptr, "extend");
	Object *obedit = CTX_data_edit_object(C);
	arm = obedit->data;

	view3d_operator_needs_opengl(C);

	if (extend)
		bone = get_nearest_bone(C, 0, event->mval[0], event->mval[1]);
	else
		bone = get_nearest_bone(C, 1, event->mval[0], event->mval[1]);

	if (!bone)
		return OPERATOR_CANCELLED;

	/* Select parents */
	for (curBone = bone; curBone; curBone = next) {
		if ((curBone->flag & BONE_UNSELECTABLE) == 0) {
			if (extend) {
				curBone->flag &= ~(BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL);
			}
			else {
				curBone->flag |= (BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL);
			}
		}
		
		if (curBone->flag & BONE_CONNECTED)
			next = curBone->parent;
		else
			next = NULL;
	}

	/* Select children */
	while (bone) {
		for (curBone = arm->edbo->first; curBone; curBone = next) {
			next = curBone->next;
			if ((curBone->parent == bone) && (curBone->flag & BONE_UNSELECTABLE) == 0) {
				if (curBone->flag & BONE_CONNECTED) {
					if (extend)
						curBone->flag &= ~(BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL);
					else
						curBone->flag |= (BONE_SELECTED | BONE_TIPSEL | BONE_ROOTSEL);
					bone = curBone;
					break;
				}
				else {
					bone = NULL;
					break;
				}
			}
		}
		if (!curBone)
			bone = NULL;
	}
	
	ED_armature_sync_selection(arm->edbo);
	
	WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit);
	
	return OPERATOR_FINISHED;
}
Beispiel #9
0
static int game_engine_exec(bContext *C, wmOperator *op)
{
#ifdef WITH_GAMEENGINE
	Scene *startscene = CTX_data_scene(C);
	Main *bmain = CTX_data_main(C);
	ScrArea /* *sa, */ /* UNUSED */ *prevsa = CTX_wm_area(C);
	ARegion *ar, *prevar = CTX_wm_region(C);
	wmWindow *prevwin = CTX_wm_window(C);
	RegionView3D *rv3d;
	rcti cam_frame;

	(void)op; /* unused */
	
	/* bad context switch .. */
	if (!ED_view3d_context_activate(C))
		return OPERATOR_CANCELLED;
	
	/* redraw to hide any menus/popups, we don't go back to
	 * the window manager until after this operator exits */
	WM_redraw_windows(C);

	BLI_callback_exec(bmain, &startscene->id, BLI_CB_EVT_GAME_PRE);

	rv3d = CTX_wm_region_view3d(C);
	/* sa = CTX_wm_area(C); */ /* UNUSED */
	ar = CTX_wm_region(C);

	view3d_operator_needs_opengl(C);
	
	game_set_commmandline_options(&startscene->gm);

	if ((rv3d->persp == RV3D_CAMOB) &&
	    (startscene->gm.framing.type == SCE_GAMEFRAMING_BARS) &&
	    (startscene->gm.stereoflag != STEREO_DOME))
	{
		/* Letterbox */
		rctf cam_framef;
		ED_view3d_calc_camera_border(startscene, ar, CTX_wm_view3d(C), rv3d, &cam_framef, false);
		cam_frame.xmin = cam_framef.xmin + ar->winrct.xmin;
		cam_frame.xmax = cam_framef.xmax + ar->winrct.xmin;
		cam_frame.ymin = cam_framef.ymin + ar->winrct.ymin;
		cam_frame.ymax = cam_framef.ymax + ar->winrct.ymin;
		BLI_rcti_isect(&ar->winrct, &cam_frame, &cam_frame);
	}
	else {
		cam_frame.xmin = ar->winrct.xmin;
		cam_frame.xmax = ar->winrct.xmax;
		cam_frame.ymin = ar->winrct.ymin;
		cam_frame.ymax = ar->winrct.ymax;
	}


	SaveState(C, prevwin);

	StartKetsjiShell(C, ar, &cam_frame, 1);

	/* window wasnt closed while the BGE was running */
	if (BLI_findindex(&CTX_wm_manager(C)->windows, prevwin) == -1) {
		prevwin = NULL;
		CTX_wm_window_set(C, NULL);
	}
	
	ED_area_tag_redraw(CTX_wm_area(C));

	if (prevwin) {
		/* restore context, in case it changed in the meantime, for
		 * example by working in another window or closing it */
		CTX_wm_region_set(C, prevar);
		CTX_wm_window_set(C, prevwin);
		CTX_wm_area_set(C, prevsa);
	}

	RestoreState(C, prevwin);

	//XXX restore_all_scene_cfra(scene_cfra_store);
	BKE_scene_set_background(CTX_data_main(C), startscene);
	//XXX BKE_scene_update_for_newframe(bmain->eval_ctx, bmain, scene, scene->lay);

	BLI_callback_exec(bmain, &startscene->id, BLI_CB_EVT_GAME_POST);

	return OPERATOR_FINISHED;
#else
	(void)C; /* unused */
	BKE_report(op->reports, RPT_ERROR, "Game engine is disabled in this build");
	return OPERATOR_CANCELLED;
#endif
}
Beispiel #10
0
/* used for both 3d view and image window */
void paint_sample_color(bContext *C, ARegion *ar, int x, int y, bool texpaint_proj, bool use_palette)
{
	Scene *scene = CTX_data_scene(C);
	Paint *paint = BKE_paint_get_active_from_context(C);
	Palette *palette = BKE_paint_palette(paint);
	PaletteColor *color;
	Brush *br = BKE_paint_brush(BKE_paint_get_active_from_context(C));
	unsigned int col;
	const unsigned char *cp;

	CLAMP(x, 0, ar->winx);
	CLAMP(y, 0, ar->winy);
	
	if (use_palette) {
		if (!palette) {
			palette = BKE_palette_add(CTX_data_main(C), "Palette");
			BKE_paint_palette_set(paint, palette);
		}

		color = BKE_palette_color_add(palette);
	}


	if (CTX_wm_view3d(C) && texpaint_proj) {
		/* first try getting a colour directly from the mesh faces if possible */
		Object *ob = OBACT;
		bool sample_success = false;

		if (ob) {
			DerivedMesh *dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);

			ViewContext vc;
			const int mval[2] = {x, y};
			unsigned int faceindex;
			unsigned int totface = dm->getNumTessFaces(dm);
			MTFace *dm_mtface = dm->getTessFaceDataArray(dm, CD_MTFACE);

			DM_update_materials(dm, ob);

			if (dm_mtface) {
				view3d_set_viewcontext(C, &vc);

				view3d_operator_needs_opengl(C);

				if (imapaint_pick_face(&vc, mval, &faceindex, totface)) {
					Image *image = imapaint_face_image(dm, faceindex);

					ImBuf *ibuf = BKE_image_acquire_ibuf(image, NULL, NULL);
					if (ibuf && ibuf->rect) {
						float uv[2];
						float u, v;
						imapaint_pick_uv(scene, ob, faceindex, mval, uv);
						sample_success = true;

						u = fmodf(uv[0], 1.0f);
						v = fmodf(uv[1], 1.0f);

						if (u < 0.0f) u += 1.0f;
						if (v < 0.0f) v += 1.0f;

						u = u * ibuf->x - 0.5f;
						v = v * ibuf->y - 0.5f;

						if (ibuf->rect_float) {
							float rgba_f[4];
							bilinear_interpolation_color_wrap(ibuf, NULL, rgba_f, u, v);
							straight_to_premul_v4(rgba_f);
							if (use_palette) {
								linearrgb_to_srgb_v3_v3(color->rgb, rgba_f);
							}
							else {
								linearrgb_to_srgb_v3_v3(rgba_f, rgba_f);
								BKE_brush_color_set(scene, br, rgba_f);
							}
						}
						else {
							unsigned char rgba[4];
							bilinear_interpolation_color_wrap(ibuf, rgba, NULL, u, v);
							if (use_palette) {
								rgb_uchar_to_float(color->rgb, rgba);
							}
							else {
								float rgba_f[3];
								rgb_uchar_to_float(rgba_f, rgba);
								BKE_brush_color_set(scene, br, rgba_f);
							}
						}
					}

					BKE_image_release_ibuf(image, ibuf, NULL);
				}
			}
			dm->release(dm);
		}

		if (!sample_success) {
			glReadBuffer(GL_FRONT);
			glReadPixels(x + ar->winrct.xmin, y + ar->winrct.ymin, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
			glReadBuffer(GL_BACK);
		}
		else
			return;
	}
	else {
		glReadBuffer(GL_FRONT);
		glReadPixels(x + ar->winrct.xmin, y + ar->winrct.ymin, 1, 1, GL_RGBA, GL_UNSIGNED_BYTE, &col);
		glReadBuffer(GL_BACK);
	}
	cp = (unsigned char *)&col;
	
	if (use_palette) {
		rgb_uchar_to_float(color->rgb, cp);
	}
	else {
		float rgba_f[3];
		rgb_uchar_to_float(rgba_f, cp);
		BKE_brush_color_set(scene, br, rgba_f);
	}
}
Beispiel #11
0
static int game_engine_exec(bContext *C, wmOperator *op)
{
#ifdef WITH_GAMEENGINE
	Scene *startscene = CTX_data_scene(C);
	ScrArea *sa, *prevsa= CTX_wm_area(C);
	ARegion *ar, *prevar= CTX_wm_region(C);
	wmWindow *prevwin= CTX_wm_window(C);
	RegionView3D *rv3d;
	rcti cam_frame;

	(void)op; /* unused */
	
	// bad context switch ..
	if(!ED_view3d_context_activate(C))
		return OPERATOR_CANCELLED;
	
	rv3d= CTX_wm_region_view3d(C);
	sa= CTX_wm_area(C);
	ar= CTX_wm_region(C);

	view3d_operator_needs_opengl(C);
	
	game_set_commmandline_options(&startscene->gm);

	if(rv3d->persp==RV3D_CAMOB && startscene->gm.framing.type == SCE_GAMEFRAMING_BARS && startscene->gm.stereoflag != STEREO_DOME) { /* Letterbox */
		rctf cam_framef;
		ED_view3d_calc_camera_border(startscene, ar, CTX_wm_view3d(C), rv3d, &cam_framef, FALSE);
		cam_frame.xmin = cam_framef.xmin + ar->winrct.xmin;
		cam_frame.xmax = cam_framef.xmax + ar->winrct.xmin;
		cam_frame.ymin = cam_framef.ymin + ar->winrct.ymin;
		cam_frame.ymax = cam_framef.ymax + ar->winrct.ymin;
		BLI_isect_rcti(&ar->winrct, &cam_frame, &cam_frame);
	}
	else {
		cam_frame.xmin = ar->winrct.xmin;
		cam_frame.xmax = ar->winrct.xmax;
		cam_frame.ymin = ar->winrct.ymin;
		cam_frame.ymax = ar->winrct.ymax;
	}


	SaveState(C, prevwin);

	StartKetsjiShell(C, ar, &cam_frame, 1);

	/* window wasnt closed while the BGE was running */
	if(BLI_findindex(&CTX_wm_manager(C)->windows, prevwin) == -1) {
		prevwin= NULL;
		CTX_wm_window_set(C, NULL);
	}
	
	if(prevwin) {
		/* restore context, in case it changed in the meantime, for
		   example by working in another window or closing it */
		CTX_wm_region_set(C, prevar);
		CTX_wm_window_set(C, prevwin);
		CTX_wm_area_set(C, prevsa);
	}

	RestoreState(C, prevwin);

	//XXX restore_all_scene_cfra(scene_cfra_store);
	set_scene_bg(CTX_data_main(C), startscene);
	//XXX scene_update_for_newframe(bmain, scene, scene->lay);
	
	ED_area_tag_redraw(CTX_wm_area(C));

	return OPERATOR_FINISHED;
#else
	(void)C; /* unused */
	BKE_report(op->reports, RPT_ERROR, "Game engine is disabled in this build.");
	return OPERATOR_CANCELLED;
#endif
}