예제 #1
0
void view3d_align_axis_to_vector(View3D *v3d, RegionView3D *rv3d, int axisidx, float vec[3])
{
	float alignaxis[3] = {0.0, 0.0, 0.0};
	float norm[3], axis[3], angle, new_quat[4];
	
	if(axisidx > 0) alignaxis[axisidx-1]= 1.0;
	else alignaxis[-axisidx-1]= -1.0;

	normalize_v3_v3(norm, vec);

	angle= (float)acos(dot_v3v3(alignaxis, norm));
	cross_v3_v3v3(axis, alignaxis, norm);
	axis_angle_to_quat( new_quat,axis, -angle);
	
	rv3d->view= RV3D_VIEW_USER;
	
	if (rv3d->persp==RV3D_CAMOB && v3d->camera) {
		/* switch out of camera view */
		float orig_ofs[3];
		float orig_dist= rv3d->dist;
		float orig_lens= v3d->lens;
		
		copy_v3_v3(orig_ofs, rv3d->ofs);
		rv3d->persp= RV3D_PERSP;
		rv3d->dist= 0.0;
		ED_view3d_from_object(v3d->camera, rv3d->ofs, NULL, NULL, &v3d->lens);
		smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); // XXX
	} else {
		if (rv3d->persp==RV3D_CAMOB) rv3d->persp= RV3D_PERSP; /* switch out of camera mode */
		smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); // XXX
	}
}
예제 #2
0
static void obmat_to_viewmat(View3D *v3d, RegionView3D *rv3d, Object *ob, short smooth)
{
	float bmat[4][4];
	float tmat[3][3];
	
	rv3d->view = RV3D_VIEW_USER; /* don't show the grid */
	
	copy_m4_m4(bmat, ob->obmat);
	normalize_m4(bmat);
	invert_m4_m4(rv3d->viewmat, bmat);
	
	/* view quat calculation, needed for add object */
	copy_m3_m4(tmat, rv3d->viewmat);
	if (smooth) {
		float new_quat[4];
		if (rv3d->persp == RV3D_CAMOB && v3d->camera) {
			/* were from a camera view */
			
			float orig_ofs[3];
			float orig_dist = rv3d->dist;
			float orig_lens = v3d->lens;
			copy_v3_v3(orig_ofs, rv3d->ofs);
			
			/* Switch from camera view */
			mat3_to_quat(new_quat, tmat);
			
			rv3d->persp = RV3D_PERSP;
			rv3d->dist = 0.0;
			
			ED_view3d_from_object(v3d->camera, rv3d->ofs, NULL, NULL, &v3d->lens);
			view3d_smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); /* XXX */

			rv3d->persp = RV3D_CAMOB; /* just to be polite, not needed */
			
		}
		else {
			mat3_to_quat(new_quat, tmat);
			view3d_smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); /* XXX */
		}
	}
	else {
		mat3_to_quat(rv3d->viewquat, tmat);
	}
}
예제 #3
0
/* the arguments are the desired situation */
void ED_view3d_smooth_view_ex(
        /* avoid passing in the context */
        wmWindowManager *wm, wmWindow *win, ScrArea *sa,

        View3D *v3d, ARegion *ar, Object *oldcamera, Object *camera,
        const float *ofs, const float *quat, const float *dist, const float *lens,
        const int smooth_viewtx)
{
	RegionView3D *rv3d = ar->regiondata;
	struct SmoothView3DStore sms = {{0}};
	bool ok = false;
	
	/* initialize sms */
	view3d_smooth_view_state_backup(&sms.dst, v3d, rv3d);
	view3d_smooth_view_state_backup(&sms.src, v3d, rv3d);
	/* if smoothview runs multiple times... */
	if (rv3d->sms == NULL) {
		view3d_smooth_view_state_backup(&sms.org, v3d, rv3d);
		sms.org_view = rv3d->view;
	}
	else {
		sms.org = rv3d->sms->org;
		sms.org_view = rv3d->sms->org_view;
	}
	/* sms.to_camera = false; */  /* initizlized to zero anyway */

	/* note on 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 (camera == NULL && oldcamera == NULL) {
		ED_view3d_camera_lock_init(v3d, rv3d);
	}

	/* store the options we want to end with */
	if (ofs)  copy_v3_v3(sms.dst.ofs, ofs);
	if (quat) copy_qt_qt(sms.dst.quat, quat);
	if (dist) sms.dst.dist = *dist;
	if (lens) sms.dst.lens = *lens;

	if (camera) {
		sms.dst.dist = ED_view3d_offset_distance(camera->obmat, ofs, VIEW3D_DIST_FALLBACK);
		ED_view3d_from_object(camera, sms.dst.ofs, sms.dst.quat, &sms.dst.dist, &sms.dst.lens);
		sms.to_camera = true; /* restore view3d values in end */
	}
	
	/* skip smooth viewing for render engine draw */
	if (smooth_viewtx && v3d->drawtype != OB_RENDER) {
		bool changed = false; /* zero means no difference */
		
		if (oldcamera != camera)
			changed = true;
		else if (sms.dst.dist != rv3d->dist)
			changed = true;
		else if (sms.dst.lens != v3d->lens)
			changed = true;
		else if (!equals_v3v3(sms.dst.ofs, rv3d->ofs))
			changed = true;
		else if (!equals_v4v4(sms.dst.quat, rv3d->viewquat))
			changed = true;
		
		/* The new view is different from the old one
		 * so animate the view */
		if (changed) {
			/* original values */
			if (oldcamera) {
				sms.src.dist = ED_view3d_offset_distance(oldcamera->obmat, rv3d->ofs, 0.0f);
				/* this */
				ED_view3d_from_object(oldcamera, sms.src.ofs, sms.src.quat, &sms.src.dist, &sms.src.lens);
			}
			/* grid draw as floor */
			if ((rv3d->viewlock & RV3D_LOCKED) == 0) {
				/* use existing if exists, means multiple calls to smooth view wont loose 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 quats 
			 * this means small rotations wont lag */
			if (quat && !ofs && !dist) {
				float vec1[3] = {0, 0, 1}, vec2[3] = {0, 0, 1};
				float q1[4], q2[4];

				invert_qt_qt(q1, sms.dst.quat);
				invert_qt_qt(q2, sms.src.quat);

				mul_qt_v3(q1, vec1);
				mul_qt_v3(q2, vec2);

				/* scale the time allowed by the rotation */
				sms.time_allowed *= (double)angle_v3v3(vec1, vec2) / M_PI; /* 180deg == 1.0 */
			}

			/* ensure it shows correct */
			if (sms.to_camera) {
				/* use ortho if we move from an ortho view to an ortho camera */
				rv3d->persp = (((rv3d->is_persp == false) &&
				                (camera->type == OB_CAMERA) &&
				                (((Camera *)camera->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 == NULL) {
				rv3d->sms = MEM_mallocN(sizeof(struct SmoothView3DStore), "smoothview v3d");
			}
			*rv3d->sms = sms;
			if (rv3d->smooth_timer) {
				WM_event_remove_timer(wm, win, rv3d->smooth_timer);
			}
			/* TIMER1 is hardcoded in keymap */
			rv3d->smooth_timer = WM_event_add_timer(wm, win, TIMER1, 1.0 / 100.0); /* max 30 frs/sec */

			ok = true;
		}
	}
	
	/* if we get here nothing happens */
	if (ok == false) {
		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(v3d, rv3d);
		}

		if (rv3d->viewlock & RV3D_BOXVIEW) {
			view3d_boxview_copy(sa, ar);
		}

		ED_region_tag_redraw(ar);
	}
}
예제 #4
0
/* the arguments are the desired situation */
void smooth_view(bContext *C, View3D *v3d, ARegion *ar, Object *oldcamera, Object *camera,
                 float *ofs, float *quat, float *dist, float *lens)
{
	wmWindowManager *wm= CTX_wm_manager(C);
	wmWindow *win= CTX_wm_window(C);
	ScrArea *sa= CTX_wm_area(C);

	RegionView3D *rv3d= ar->regiondata;
	struct SmoothViewStore sms= {0};
	short ok= FALSE;
	
	/* initialize sms */
	copy_v3_v3(sms.new_ofs, rv3d->ofs);
	copy_qt_qt(sms.new_quat, rv3d->viewquat);
	sms.new_dist= rv3d->dist;
	sms.new_lens= v3d->lens;
	sms.to_camera= 0;

	/* note on camera locking, this is a little confusing but works ok.
	 * we may be changing the view 'as if' there is no active camera, but infact
	 * there is an active camera which is locked to the view.
	 *
	 * In the case where smooth view is moving _to_ a camera we dont 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(camera == NULL && oldcamera == NULL) {
		ED_view3d_camera_lock_init(v3d, rv3d);
	}

	/* store the options we want to end with */
	if(ofs) copy_v3_v3(sms.new_ofs, ofs);
	if(quat) copy_qt_qt(sms.new_quat, quat);
	if(dist) sms.new_dist= *dist;
	if(lens) sms.new_lens= *lens;

	if (camera) {
		ED_view3d_from_object(camera, sms.new_ofs, sms.new_quat, &sms.new_dist, &sms.new_lens);
		sms.to_camera= 1; /* restore view3d values in end */
	}
	
	if (C && U.smooth_viewtx) {
		int changed = 0; /* zero means no difference */
		
		if (oldcamera != camera)
			changed = 1;
		else if (sms.new_dist != rv3d->dist)
			changed = 1;
		else if (sms.new_lens != v3d->lens)
			changed = 1;
		else if (!equals_v3v3(sms.new_ofs, rv3d->ofs))
			changed = 1;
		else if (!equals_v4v4(sms.new_quat, rv3d->viewquat))
			changed = 1;
		
		/* The new view is different from the old one
			* so animate the view */
		if (changed) {

			/* original values */
			if (oldcamera) {
				sms.orig_dist= rv3d->dist; // below function does weird stuff with it...
				ED_view3d_from_object(oldcamera, sms.orig_ofs, sms.orig_quat, &sms.orig_dist, &sms.orig_lens);
			}
			else {
				copy_v3_v3(sms.orig_ofs, rv3d->ofs);
				copy_qt_qt(sms.orig_quat, rv3d->viewquat);
				sms.orig_dist= rv3d->dist;
				sms.orig_lens= v3d->lens;
			}
			/* grid draw as floor */
			if((rv3d->viewlock & RV3D_LOCKED)==0) {
				/* use existing if exists, means multiple calls to smooth view wont loose the original 'view' setting */
				sms.orig_view= rv3d->sms ? rv3d->sms->orig_view : rv3d->view;
				rv3d->view= RV3D_VIEW_USER;
			}

			sms.time_allowed= (double)U.smooth_viewtx / 1000.0;
			
			/* if this is view rotation only
				* we can decrease the time allowed by
				* the angle between quats 
				* this means small rotations wont lag */
			if (quat && !ofs && !dist) {
				float vec1[3]={0,0,1}, vec2[3]= {0,0,1};
				float q1[4], q2[4];

				invert_qt_qt(q1, sms.new_quat);
				invert_qt_qt(q2, sms.orig_quat);

				mul_qt_v3(q1, vec1);
				mul_qt_v3(q2, vec2);

				/* scale the time allowed by the rotation */
				sms.time_allowed *= (double)angle_v3v3(vec1, vec2) / M_PI; /* 180deg == 1.0 */
			}

			/* ensure it shows correct */
			if(sms.to_camera) rv3d->persp= RV3D_PERSP;

			rv3d->rflag |= RV3D_NAVIGATING;
			
			/* keep track of running timer! */
			if(rv3d->sms==NULL)
				rv3d->sms= MEM_mallocN(sizeof(struct SmoothViewStore), "smoothview v3d");
			*rv3d->sms= sms;
			if(rv3d->smooth_timer)
				WM_event_remove_timer(wm, win, rv3d->smooth_timer);
			/* TIMER1 is hardcoded in keymap */
			rv3d->smooth_timer= WM_event_add_timer(wm, win, TIMER1, 1.0/100.0);	/* max 30 frs/sec */
			
			ok= TRUE;
		}
	}
	
	/* if we get here nothing happens */
	if(ok == FALSE) {
		if(sms.to_camera==0) {
			copy_v3_v3(rv3d->ofs, sms.new_ofs);
			copy_qt_qt(rv3d->viewquat, sms.new_quat);
			rv3d->dist = sms.new_dist;
			v3d->lens = sms.new_lens;
		}

		if(rv3d->viewlock & RV3D_BOXVIEW)
			view3d_boxview_copy(sa, ar);

		ED_region_tag_redraw(ar);
	}
}