/* 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]); } } }
/* 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 */ } }