本文整理汇总了C++中CTX_wm_view3d函数的典型用法代码示例。如果您正苦于以下问题:C++ CTX_wm_view3d函数的具体用法?C++ CTX_wm_view3d怎么用?C++ CTX_wm_view3d使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了CTX_wm_view3d函数的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。
示例1: edbm_inset_exit
static void edbm_inset_exit(bContext *C, wmOperator *op)
{
InsetData *opdata;
ScrArea *sa = CTX_wm_area(C);
opdata = op->customdata;
if (opdata->is_modal) {
View3D *v3d = CTX_wm_view3d(C);
ARegion *ar = CTX_wm_region(C);
EDBM_redo_state_free(&opdata->mesh_backup, NULL, false);
ED_region_draw_cb_exit(ar->type, opdata->draw_handle_pixel);
v3d->twtype = opdata->twtype;
G.moving = 0;
}
if (sa) {
ED_area_headerprint(sa, NULL);
}
MEM_freeN(op->customdata);
}
开发者ID:flair2005,项目名称:mechanical-blender,代码行数:21,代码来源:editmesh_inset.c
示例2: ED_view3d_snap_ray
static bool ED_view3d_snap_ray(bContext *C, float r_co[3],
const float ray_start[3], const float ray_normal[3])
{
float dist_px = MVAL_MAX_PX_DIST; /* snap dist */
float r_no_dummy[3];
float ray_dist = TRANSFORM_DIST_MAX_RAY;
bool ret;
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
ARegion *ar = CTX_wm_region(C);
struct Object *obedit = CTX_data_edit_object(C);
/* try snap edge, then face if it fails */
ret = snapObjectsRayEx(scene, NULL, v3d, ar, obedit, SCE_SNAP_MODE_FACE,
NULL, NULL,
ray_start, ray_normal, &ray_dist,
NULL, &dist_px, r_co, r_no_dummy, SNAP_ALL);
return ret;
}
开发者ID:Eibriel,项目名称:kiriblender,代码行数:21,代码来源:view3d_ruler.c
示例3: depthdropper_init
static int depthdropper_init(bContext *C, wmOperator *op)
{
DepthDropper *ddr;
int index_dummy;
SpaceType *st;
ARegionType *art;
st = BKE_spacetype_from_id(SPACE_VIEW3D);
art = BKE_regiontype_from_id(st, RGN_TYPE_WINDOW);
op->customdata = ddr = MEM_callocN(sizeof(DepthDropper), "DepthDropper");
UI_context_active_but_prop_get(C, &ddr->ptr, &ddr->prop, &index_dummy);
/* fallback to the active camera's dof */
if (ddr->prop == NULL) {
RegionView3D *rv3d = CTX_wm_region_view3d(C);
if (rv3d && rv3d->persp == RV3D_CAMOB) {
View3D *v3d = CTX_wm_view3d(C);
if (v3d->camera && v3d->camera->data && (((ID *)v3d->camera->data)->lib == NULL)) {
RNA_id_pointer_create(v3d->camera->data, &ddr->ptr);
ddr->prop = RNA_struct_find_property(&ddr->ptr, "dof_distance");
}
}
}
if ((ddr->ptr.data == NULL) ||
(ddr->prop == NULL) ||
(RNA_property_editable(&ddr->ptr, ddr->prop) == false) ||
(RNA_property_type(ddr->prop) != PROP_FLOAT))
{
return false;
}
ddr->art = art;
ddr->draw_handle_pixel = ED_region_draw_cb_activate(art, depthdropper_draw_cb, ddr, REGION_DRAW_POST_PIXEL);
return true;
}
开发者ID:DrangPo,项目名称:blender,代码行数:40,代码来源:interface_eyedropper.c
示例4: edbm_inset_init
static bool edbm_inset_init(bContext *C, wmOperator *op, const bool is_modal)
{
InsetData *opdata;
Scene *scene = CTX_data_scene(C);
Object *obedit = CTX_data_edit_object(C);
BMEditMesh *em = BKE_editmesh_from_object(obedit);
if (em->bm->totvertsel == 0) {
return false;
}
op->customdata = opdata = MEM_mallocN(sizeof(InsetData), "inset_operator_data");
opdata->old_thickness = 0.01;
opdata->old_depth = 0.0;
opdata->modify_depth = false;
opdata->shift = false;
opdata->shift_amount = 0.0f;
opdata->is_modal = is_modal;
opdata->em = em;
initNumInput(&opdata->num_input);
opdata->num_input.idx_max = 1; /* Two elements. */
opdata->num_input.unit_sys = scene->unit.system;
opdata->num_input.unit_type[0] = B_UNIT_LENGTH;
opdata->num_input.unit_type[1] = B_UNIT_LENGTH;
if (is_modal) {
View3D *v3d = CTX_wm_view3d(C);
ARegion *ar = CTX_wm_region(C);
opdata->mesh_backup = EDBM_redo_state_store(em);
opdata->draw_handle_pixel = ED_region_draw_cb_activate(ar->type, ED_region_draw_mouse_line_cb, opdata->mcenter, REGION_DRAW_POST_PIXEL);
G.moving = G_TRANSFORM_EDIT;
opdata->twtype = v3d->twtype;
v3d->twtype = 0;
}
return true;
}
开发者ID:bitfusionio,项目名称:blender,代码行数:40,代码来源:editmesh_inset.c
示例5: view3d_camera_to_view_selected_exec
/* unlike VIEW3D_OT_view_selected this is for framing a render and not
* meant to take into account vertex/bone selection for eg. */
static int view3d_camera_to_view_selected_exec(bContext *C, wmOperator *op)
{
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C); /* can be NULL */
Object *camera_ob = v3d ? v3d->camera : scene->camera;
float r_co[3]; /* the new location to apply */
float r_scale; /* only for ortho cameras */
if (camera_ob == NULL) {
BKE_report(op->reports, RPT_ERROR, "No active camera");
return OPERATOR_CANCELLED;
}
/* this function does all the important stuff */
if (BKE_camera_view_frame_fit_to_scene(scene, v3d, camera_ob, r_co, &r_scale)) {
ObjectTfmProtectedChannels obtfm;
float obmat_new[4][4];
if ((camera_ob->type == OB_CAMERA) && (((Camera *)camera_ob->data)->type == CAM_ORTHO)) {
((Camera *)camera_ob->data)->ortho_scale = r_scale;
}
copy_m4_m4(obmat_new, camera_ob->obmat);
copy_v3_v3(obmat_new[3], r_co);
/* only touch location */
BKE_object_tfm_protected_backup(camera_ob, &obtfm);
BKE_object_apply_mat4(camera_ob, obmat_new, true, true);
BKE_object_tfm_protected_restore(camera_ob, &obtfm, OB_LOCK_SCALE | OB_LOCK_ROT4D);
/* notifiers */
DAG_id_tag_update(&camera_ob->id, OB_RECALC_OB);
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, camera_ob);
return OPERATOR_FINISHED;
}
else {
return OPERATOR_CANCELLED;
}
}
开发者ID:greg100795,项目名称:blender-git,代码行数:42,代码来源:view3d_view.c
示例6: rna_Object_visible_get
static bool rna_Object_visible_get(
Object *ob, bContext *C, ReportList *reports, ViewLayer *view_layer, View3D *v3d)
{
if (view_layer == NULL) {
view_layer = CTX_data_view_layer(C);
}
if (v3d == NULL) {
v3d = CTX_wm_view3d(C);
}
Base *base = BKE_view_layer_base_find(view_layer, ob);
if (!base) {
BKE_reportf(reports,
RPT_ERROR,
"Object '%s' not in View Layer '%s'!",
ob->id.name + 2,
view_layer->name);
return false;
}
return BASE_VISIBLE(v3d, base);
}
开发者ID:dfelinto,项目名称:blender,代码行数:22,代码来源:rna_object_api.c
示例7: snap_curs_to_grid_exec
static int snap_curs_to_grid_exec(bContext *C, wmOperator *UNUSED(op))
{
Scene *scene = CTX_data_scene(C);
RegionView3D *rv3d = CTX_wm_region_data(C);
View3D *v3d = CTX_wm_view3d(C);
float gridf, *curs;
if (v3d->flag3 & V3D_LOCK_CURSOR) { // bfa - lock cursor
return OPERATOR_CANCELLED;
}
gridf = rv3d->gridview;
curs = ED_view3d_cursor3d_get(scene, v3d);
curs[0] = gridf * floorf(0.5f + curs[0] / gridf);
curs[1] = gridf * floorf(0.5f + curs[1] / gridf);
curs[2] = gridf * floorf(0.5f + curs[2] / gridf);
WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d); /* hrm */
return OPERATOR_FINISHED;
}
开发者ID:Bforartists,项目名称:Bforartists,代码行数:22,代码来源:view3d_snap.c
示例8: create_orientation_exec
static int create_orientation_exec(bContext *C, wmOperator *op)
{
char name[MAX_NAME];
const bool use = RNA_boolean_get(op->ptr, "use");
const bool overwrite = RNA_boolean_get(op->ptr, "overwrite");
const bool use_view = RNA_boolean_get(op->ptr, "use_view");
View3D *v3d = CTX_wm_view3d(C);
RNA_string_get(op->ptr, "name", name);
if (use && !v3d) {
BKE_report(op->reports, RPT_ERROR, "Create Orientation's 'use' parameter only valid in a 3DView context");
return OPERATOR_CANCELLED;
}
BIF_createTransformOrientation(C, op->reports, name, use_view, use, overwrite);
WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d);
WM_event_add_notifier(C, NC_SCENE | NA_EDITED, CTX_data_scene(C));
return OPERATOR_FINISHED;
}
开发者ID:LucaRood,项目名称:Blender,代码行数:22,代码来源:transform_ops.c
示例9: gp_strokepoint_convertcoords
/* convert the coordinates from the given stroke point into 3d-coordinates
* - assumes that the active space is the 3D-View
*/
static void gp_strokepoint_convertcoords(bContext *C, bGPDstroke *gps, bGPDspoint *pt, float p3d[3], rctf *subrect)
{
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
ARegion *ar = CTX_wm_region(C);
if (gps->flag & GP_STROKE_3DSPACE) {
/* directly use 3d-coordinates */
copy_v3_v3(p3d, &pt->x);
}
else {
const float *fp = give_cursor(scene, v3d);
float mvalf[2];
/* get screen coordinate */
if (gps->flag & GP_STROKE_2DSPACE) {
int mvali[2];
View2D *v2d = &ar->v2d;
UI_view2d_view_to_region(v2d, pt->x, pt->y, mvali, mvali + 1);
VECCOPY2D(mvalf, mvali);
}
else {
if (subrect) {
mvalf[0] = (((float)pt->x / 100.0f) * BLI_rctf_size_x(subrect)) + subrect->xmin;
mvalf[1] = (((float)pt->y / 100.0f) * BLI_rctf_size_y(subrect)) + subrect->ymin;
}
else {
mvalf[0] = (float)pt->x / 100.0f * ar->winx;
mvalf[1] = (float)pt->y / 100.0f * ar->winy;
}
}
/* convert screen coordinate to 3d coordinates
* - method taken from editview.c - mouse_cursor()
*/
ED_view3d_win_to_3d(ar, fp, mvalf, p3d);
}
}
开发者ID:diosney,项目名称:blender,代码行数:41,代码来源:gpencil_edit.c
示例10: handle_view3d_lock
/* XXX quickly ported across */
static void handle_view3d_lock(bContext *C)
{
Main *bmain = CTX_data_main(C);
Scene *scene = CTX_data_scene(C);
ScrArea *sa = CTX_wm_area(C);
View3D *v3d = CTX_wm_view3d(C);
if (v3d != NULL && sa != NULL) {
if (v3d->localvd == NULL && v3d->scenelock && sa->spacetype == SPACE_VIEW3D) {
/* copy to scene */
scene->lay = v3d->lay;
scene->layact = v3d->layact;
scene->camera = v3d->camera;
/* not through notifier, listener don't have context
* and non-open screens or spaces need to be updated too */
BKE_screen_view3d_main_sync(&bmain->screen, scene);
/* notifiers for scene update */
WM_event_add_notifier(C, NC_SCENE | ND_LAYER, scene);
}
}
}
开发者ID:vanangamudi,项目名称:blender-main,代码行数:24,代码来源:view3d_header.c
示例11: edbm_bevel_init
static bool edbm_bevel_init(bContext *C, wmOperator *op, const bool is_modal)
{
Object *obedit = CTX_data_edit_object(C);
Scene *scene = CTX_data_scene(C);
BMEditMesh *em = BKE_editmesh_from_object(obedit);
BevelData *opdata;
if (em->bm->totvertsel == 0) {
return false;
}
op->customdata = opdata = MEM_mallocN(sizeof(BevelData), "beveldata_mesh_operator");
opdata->em = em;
opdata->is_modal = is_modal;
opdata->shift_factor = -1.0f;
initNumInput(&opdata->num_input);
opdata->num_input.idx_max = 0;
opdata->num_input.val_flag[0] |= NUM_NO_NEGATIVE;
opdata->num_input.unit_sys = scene->unit.system;
opdata->num_input.unit_type[0] = B_UNIT_NONE; /* Not sure this is a factor or a unit? */
/* avoid the cost of allocating a bm copy */
if (is_modal) {
View3D *v3d = CTX_wm_view3d(C);
ARegion *ar = CTX_wm_region(C);
opdata->mesh_backup = EDBM_redo_state_store(em);
opdata->draw_handle_pixel = ED_region_draw_cb_activate(ar->type, ED_region_draw_mouse_line_cb, opdata->mcenter, REGION_DRAW_POST_PIXEL);
G.moving = G_TRANSFORM_EDIT;
opdata->twtype = v3d->twtype;
v3d->twtype = 0;
}
return true;
}
开发者ID:jonntd,项目名称:blender,代码行数:37,代码来源:editmesh_bevel.c
示例12: view3d_ruler_modal
static int view3d_ruler_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
bool do_draw = false;
int exit_code = OPERATOR_RUNNING_MODAL;
RulerInfo *ruler_info = op->customdata;
ScrArea *sa = ruler_info->sa;
ARegion *ar = ruler_info->ar;
RegionView3D *rv3d = ar->regiondata;
/* its possible to change spaces while running the operator [#34894] */
if (UNLIKELY(ar != CTX_wm_region(C))) {
exit_code = OPERATOR_FINISHED;
goto exit;
}
switch (event->type) {
case LEFTMOUSE:
if (event->val == KM_RELEASE) {
if (ruler_info->state == RULER_STATE_DRAG) {
/* rubber-band angle removal */
RulerItem *ruler_item = ruler_item_active_get(ruler_info);
if (ruler_item && (ruler_item->co_index == 1) && (ruler_item->flag & RULERITEM_USE_ANGLE)) {
if (!BLI_rcti_isect_pt_v(&ar->winrct, &event->x)) {
ruler_item->flag &= ~RULERITEM_USE_ANGLE;
do_draw = true;
}
}
if (ruler_info->snap_flag & RULER_SNAP_OK) {
ruler_info->snap_flag &= ~RULER_SNAP_OK;
do_draw = true;
}
ruler_info->state = RULER_STATE_NORMAL;
}
}
else {
if (ruler_info->state == RULER_STATE_NORMAL) {
if (event->ctrl ||
/* weak - but user friendly */
BLI_listbase_is_empty(&ruler_info->items))
{
View3D *v3d = CTX_wm_view3d(C);
const bool use_depth = (v3d->drawtype >= OB_SOLID);
/* Create new line */
RulerItem *ruler_item_prev = ruler_item_active_get(ruler_info);
RulerItem *ruler_item;
/* check if we want to drag an existing point or add a new one */
ruler_info->state = RULER_STATE_DRAG;
ruler_item = ruler_item_add(ruler_info);
ruler_item_active_set(ruler_info, ruler_item);
if (use_depth) {
/* snap the first point added, not essential but handy */
ruler_item->co_index = 0;
view3d_ruler_item_mousemove(C, ruler_info, event->mval, false, true);
copy_v3_v3(ruler_info->drag_start_co, ruler_item->co[ruler_item->co_index]);
}
else {
/* initial depth either previous ruler, view offset */
if (ruler_item_prev) {
copy_v3_v3(ruler_info->drag_start_co, ruler_item_prev->co[ruler_item_prev->co_index]);
}
else {
negate_v3_v3(ruler_info->drag_start_co, rv3d->ofs);
}
copy_v3_v3(ruler_item->co[0], ruler_info->drag_start_co);
view3d_ruler_item_project(ruler_info, ruler_item->co[0], event->mval);
}
copy_v3_v3(ruler_item->co[2], ruler_item->co[0]);
ruler_item->co_index = 2;
do_draw = true;
}
else {
float mval_fl[2] = {UNPACK2(event->mval)};
RulerItem *ruler_item_pick;
int co_index;
/* select and drag */
if (view3d_ruler_pick(ruler_info, mval_fl, &ruler_item_pick, &co_index)) {
if (co_index == -1) {
if ((ruler_item_pick->flag & RULERITEM_USE_ANGLE) == 0) {
/* Add Center Point */
ruler_item_active_set(ruler_info, ruler_item_pick);
ruler_item_pick->flag |= RULERITEM_USE_ANGLE;
ruler_item_pick->co_index = 1;
ruler_info->state = RULER_STATE_DRAG;
/* find the factor */
{
float co_ss[2][2];
float fac;
ED_view3d_project_float_global(ar, ruler_item_pick->co[0], co_ss[0], V3D_PROJ_TEST_NOP);
ED_view3d_project_float_global(ar, ruler_item_pick->co[2], co_ss[1], V3D_PROJ_TEST_NOP);
//.........这里部分代码省略.........
开发者ID:SuriyaaKudoIsc,项目名称:blender-git,代码行数:101,代码来源:view3d_ruler.c
示例13: snap_curs_to_sel_ex
static bool snap_curs_to_sel_ex(bContext *C, float cursor[3])
{
Object *obedit = CTX_data_edit_object(C);
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
TransVertStore tvs = {NULL};
TransVert *tv;
float bmat[3][3], vec[3], min[3], max[3], centroid[3];
int count, a;
count = 0;
INIT_MINMAX(min, max);
zero_v3(centroid);
if (obedit) {
if (ED_transverts_check_obedit(obedit))
ED_transverts_create_from_obedit(&tvs, obedit, TM_ALL_JOINTS | TM_SKIP_HANDLES);
if (tvs.transverts_tot == 0) {
return false;
}
copy_m3_m4(bmat, obedit->obmat);
tv = tvs.transverts;
for (a = 0; a < tvs.transverts_tot; a++, tv++) {
copy_v3_v3(vec, tv->loc);
mul_m3_v3(bmat, vec);
add_v3_v3(vec, obedit->obmat[3]);
add_v3_v3(centroid, vec);
minmax_v3v3_v3(min, max, vec);
}
if (v3d->around == V3D_AROUND_CENTER_MEAN) {
mul_v3_fl(centroid, 1.0f / (float)tvs.transverts_tot);
copy_v3_v3(cursor, centroid);
}
else {
mid_v3_v3v3(cursor, min, max);
}
ED_transverts_free(&tvs);
}
else {
Object *obact = CTX_data_active_object(C);
if (obact && (obact->mode & OB_MODE_POSE)) {
bArmature *arm = obact->data;
bPoseChannel *pchan;
for (pchan = obact->pose->chanbase.first; pchan; pchan = pchan->next) {
if (arm->layer & pchan->bone->layer) {
if (pchan->bone->flag & BONE_SELECTED) {
copy_v3_v3(vec, pchan->pose_head);
mul_m4_v3(obact->obmat, vec);
add_v3_v3(centroid, vec);
minmax_v3v3_v3(min, max, vec);
count++;
}
}
}
}
else {
CTX_DATA_BEGIN (C, Object *, ob, selected_objects)
{
copy_v3_v3(vec, ob->obmat[3]);
/* special case for camera -- snap to bundles */
if (ob->type == OB_CAMERA) {
/* snap to bundles should happen only when bundles are visible */
if (v3d->flag2 & V3D_SHOW_RECONSTRUCTION) {
bundle_midpoint(scene, ob, vec);
}
}
add_v3_v3(centroid, vec);
minmax_v3v3_v3(min, max, vec);
count++;
}
CTX_DATA_END;
}
if (count == 0) {
return false;
}
if (v3d->around == V3D_AROUND_CENTER_MEAN) {
mul_v3_fl(centroid, 1.0f / (float)count);
copy_v3_v3(cursor, centroid);
}
else {
mid_v3_v3v3(cursor, min, max);
}
}
开发者ID:diekev,项目名称:blender,代码行数:94,代码来源:view3d_snap.c
示例14: snap_selected_to_location
static int snap_selected_to_location(bContext *C, const float snap_target_global[3], const bool use_offset)
{
Scene *scene = CTX_data_scene(C);
Object *obedit = CTX_data_edit_object(C);
Object *obact = CTX_data_active_object(C);
View3D *v3d = CTX_wm_view3d(C);
TransVertStore tvs = {NULL};
TransVert *tv;
float imat[3][3], bmat[3][3];
float center_global[3];
float offset_global[3];
int a;
if (use_offset) {
if ((v3d && v3d->around == V3D_AROUND_ACTIVE) &&
snap_calc_active_center(C, true, center_global))
{
/* pass */
}
else {
snap_curs_to_sel_ex(C, center_global);
}
sub_v3_v3v3(offset_global, snap_target_global, center_global);
}
if (obedit) {
float snap_target_local[3];
if (ED_transverts_check_obedit(obedit))
ED_transverts_create_from_obedit(&tvs, obedit, 0);
if (tvs.transverts_tot == 0)
return OPERATOR_CANCELLED;
copy_m3_m4(bmat, obedit->obmat);
invert_m3_m3(imat, bmat);
/* get the cursor in object space */
sub_v3_v3v3(snap_target_local, snap_target_global, obedit->obmat[3]);
mul_m3_v3(imat, snap_target_local);
if (use_offset) {
float offset_local[3];
mul_v3_m3v3(offset_local, imat, offset_global);
tv = tvs.transverts;
for (a = 0; a < tvs.transverts_tot; a++, tv++) {
add_v3_v3(tv->loc, offset_local);
}
}
else {
tv = tvs.transverts;
for (a = 0; a < tvs.transverts_tot; a++, tv++) {
copy_v3_v3(tv->loc, snap_target_local);
}
}
ED_transverts_update_obedit(&tvs, obedit);
ED_transverts_free(&tvs);
}
else if (obact && (obact->mode & OB_MODE_POSE)) {
struct KeyingSet *ks = ANIM_get_keyingset_for_autokeying(scene, ANIM_KS_LOCATION_ID);
bPoseChannel *pchan;
bArmature *arm = obact->data;
float snap_target_local[3];
invert_m4_m4(obact->imat, obact->obmat);
mul_v3_m4v3(snap_target_local, obact->imat, snap_target_global);
for (pchan = obact->pose->chanbase.first; pchan; pchan = pchan->next) {
if ((pchan->bone->flag & BONE_SELECTED) &&
(PBONE_VISIBLE(arm, pchan->bone)) &&
/* if the bone has a parent and is connected to the parent,
* don't do anything - will break chain unless we do auto-ik.
*/
(pchan->bone->flag & BONE_CONNECTED) == 0)
{
pchan->bone->flag |= BONE_TRANSFORM;
}
else {
pchan->bone->flag &= ~BONE_TRANSFORM;
}
}
for (pchan = obact->pose->chanbase.first; pchan; pchan = pchan->next) {
if ((pchan->bone->flag & BONE_TRANSFORM) &&
/* check that our parents not transformed (if we have one) */
((pchan->bone->parent &&
BKE_armature_bone_flag_test_recursive(pchan->bone->parent, BONE_TRANSFORM)) == 0))
{
/* Get position in pchan (pose) space. */
float cursor_pose[3];
if (use_offset) {
mul_v3_m4v3(cursor_pose, obact->obmat, pchan->pose_mat[3]);
add_v3_v3(cursor_pose, offset_global);
mul_m4_v3(obact->imat, cursor_pose);
BKE_armature_loc_pose_to_bone(pchan, cursor_pose, cursor_pose);
//.........这里部分代码省略.........
开发者ID:diekev,项目名称:blender,代码行数:101,代码来源:view3d_snap.c
示例15: gp_layer_to_curve
/* convert a given grease-pencil layer to a 3d-curve representation (using current view if appropriate) */
static void gp_layer_to_curve(bContext *C, ReportList *reports, bGPdata *gpd, bGPDlayer *gpl, const int mode,
const bool norm_weights, const float rad_fac, const bool link_strokes, tGpTimingData *gtd)
{
struct Main *bmain = CTX_data_main(C);
View3D *v3d = CTX_wm_view3d(C); /* may be NULL */
Scene *scene = CTX_data_scene(C);
bGPDframe *gpf = gpencil_layer_getframe(gpl, CFRA, 0);
bGPDstroke *gps, *prev_gps = NULL;
Object *ob;
Curve *cu;
Nurb *nu = NULL;
Base *base_orig = BASACT, *base_new = NULL;
float minmax_weights[2] = {1.0f, 0.0f};
/* camera framing */
rctf subrect, *subrect_ptr = NULL;
/* error checking */
if (ELEM(NULL, gpd, gpl, gpf))
return;
/* only convert if there are any strokes on this layer's frame to convert */
if (BLI_listbase_is_empty(&gpf->strokes))
return;
/* initialize camera framing */
if (gp_camera_view_subrect(C, &subrect)) {
subrect_ptr = &subrect;
}
/* init the curve object (remove rotation and get curve data from it)
* - must clear transforms set on object, as those skew our results
*/
ob = BKE_object_add_only_object(bmain, OB_CURVE, gpl->info);
cu = ob->data = BKE_curve_add(bmain, gpl->info, OB_CURVE);
base_new = BKE_scene_base_add(scene, ob);
cu->flag |= CU_3D;
gtd->inittime = ((bGPDstroke *)gpf->strokes.first)->inittime;
/* add points to curve */
for (gps = gpf->strokes.first; gps; gps = gps->next) {
const bool add_start_point = (link_strokes && !(prev_gps));
const bool add_end_point = (link_strokes && !(gps->next));
/* Detect new strokes created because of GP_STROKE_BUFFER_MAX reached, and stitch them to previous one. */
bool stitch = false;
if (prev_gps) {
bGPDspoint *pt1 = &prev_gps->points[prev_gps->totpoints - 1];
bGPDspoint *pt2 = &gps->points[0];
if ((pt1->x == pt2->x) && (pt1->y == pt2->y)) {
stitch = true;
}
}
/* Decide whether we connect this stroke to previous one */
if (!(stitch || link_strokes)) {
nu = NULL;
}
switch (mode) {
case GP_STROKECONVERT_PATH:
gp_stroke_to_path(C, gpl, gps, cu, subrect_ptr, &nu, minmax_weights, rad_fac, stitch,
add_start_point, add_end_point, gtd);
break;
case GP_STROKECONVERT_CURVE:
case GP_STROKECONVERT_POLY: /* convert after */
gp_stroke_to_bezier(C, gpl, gps, cu, subrect_ptr, &nu, minmax_weights, rad_fac, stitch,
add_start_point, add_end_point, gtd);
break;
default:
BLI_assert(!"invalid mode");
break;
}
prev_gps = gps;
}
/* If link_strokes, be sure first and last points have a zero weight/size! */
if (link_strokes) {
gp_stroke_finalize_curve_endpoints(cu);
}
/* Update curve's weights, if needed */
if (norm_weights && ((minmax_weights[0] > 0.0f) || (minmax_weights[1] < 1.0f))) {
gp_stroke_norm_curve_weights(cu, minmax_weights);
}
/* Create the path animation, if needed */
gp_stroke_path_animation(C, reports, cu, gtd);
if (mode == GP_STROKECONVERT_POLY) {
for (nu = cu->nurb.first; nu; nu = nu->next) {
BKE_nurb_type_convert(nu, CU_POLY, false);
}
}
/* set the layer and select */
//.........这里部分代码省略.........
开发者ID:DarkDefender,项目名称:blender-npr-tess2,代码行数:101,代码来源:gpencil_convert.c
示例16: armature_click_extrude_exec
/* the ctrl-click method */
static int armature_click_extrude_exec(bContext *C, wmOperator *UNUSED(op))
{
View3D *v3d;
bArmature *arm;
EditBone *ebone, *newbone, *flipbone;
float mat[3][3], imat[3][3];
const float *curs;
int a, to_root = 0;
Object *obedit;
Scene *scene;
scene = CTX_data_scene(C);
v3d = CTX_wm_view3d(C);
obedit = CTX_data_edit_object(C);
arm = obedit->data;
/* find the active or selected bone */
for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
if (EBONE_VISIBLE(arm, ebone)) {
if (ebone->flag & BONE_TIPSEL || arm->act_edbone == ebone)
break;
}
}
if (ebone == NULL) {
for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
if (EBONE_VISIBLE(arm, ebone)) {
if (ebone->flag & BONE_ROOTSEL || arm->act_edbone == ebone)
break;
}
}
if (ebone == NULL)
return OPERATOR_CANCELLED;
to_root = 1;
}
ED_armature_deselect_all(obedit);
/* we re-use code for mirror editing... */
flipbone = NULL;
if (arm->flag & ARM_MIRROR_EDIT)
flipbone = ED_armature_bone_get_mirrored(arm->edbo, ebone);
for (a = 0; a < 2; a++) {
if (a == 1) {
if (flipbone == NULL)
break;
else {
SWAP(EditBone *, flipbone, ebone);
}
}
newbone = ED_armature_edit_bone_add(arm, ebone->name);
arm->act_edbone = newbone;
if (to_root) {
copy_v3_v3(newbone->head, ebone->head);
newbone->rad_head = ebone->rad_tail;
newbone->parent = ebone->parent;
}
else {
copy_v3_v3(newbone->head, ebone->tail);
newbone->rad_head = ebone->rad_tail;
newbone->parent = ebone;
newbone->flag |= BONE_CONNECTED;
}
curs = ED_view3d_cursor3d_get(scene, v3d);
copy_v3_v3(newbone->tail, curs);
sub_v3_v3v3(newbone->tail, newbone->tail, obedit->obmat[3]);
if (a == 1)
newbone->tail[0] = -newbone->tail[0];
copy_m3_m4(mat, obedit->obmat);
invert_m3_m3(imat, mat);
mul_m3_v3(imat, newbone->tail);
newbone->length = len_v3v3(newbone->head, newbone->tail);
newbone->rad_tail = newbone->length * 0.05f;
newbone->dist = newbone->length * 0.25f;
}
ED_armature_sync_selection(arm->edbo);
WM_event_add_notifier(C, NC_OBJECT | ND_BONE_SELECT, obedit);
return OPERATOR_FINISHED;
}
开发者ID:DarkDefender,项目名称:blender-npr-tess2,代码行数:92,代码来源:armature_add.c
示例17: render_view3d_flag_changed
static bool render_view3d_flag_changed(RenderEngine *engine, const bContext *C)
{
RegionView3D *rv3d = CTX_wm_region_view3d(C);
View3D *v3d = CTX_wm_view3d(C);
ARegion *ar = CTX_wm_region(C);
Scene *scene = CTX_data_scene(C);
Render *re;
rctf viewplane;
rcti disprect;
float clipsta, clipend;
bool orth;
int job_update_flag = 0;
char name[32];
/* ensure render engine exists */
re = engine->re;
if (!re) {
sprintf(name, "View3dPreview %p", (void *)ar);
re = engine->re = RE_GetRender(name);
if (!re)
re = engine->re = RE_NewRender(name);
engine->update_flag |= RE_ENGINE_UPDATE_DATABASE;
}
/* check update_flag */
if (engine->update_flag & RE_ENGINE_UPDATE_MA)
job_update_flag |= PR_UPDATE_MATERIAL;
if (engine->update_flag & RE_ENGINE_UPDATE_OTHER)
job_update_flag |= PR_UPDATE_MATERIAL;
if (engine->update_flag & RE_ENGINE_UPDATE_DATABASE) {
job_update_flag |= PR_UPDATE_DATABASE;
/* load editmesh */
if (scene->obedit)
ED_object_editmode_load(scene->obedit);
}
engine->update_flag = 0;
/* check if viewport changed */
if (engine->last_winx != ar->winx || engine->last_winy != ar->winy) {
engine->last_winx = ar->winx;
engine->last_winy = ar->winy;
job_update_flag |= PR_UPDATE_RENDERSIZE;
}
if (compare_m4m4(engine->last_viewmat, rv3d->viewmat, 0.00001f) == 0) {
copy_m4_m4(engine->last_viewmat, rv3d->viewmat);
job_update_flag |= PR_UPDATE_VIEW;
}
render_view3d_get_rects(ar, v3d, rv3d, &viewplane, engine, &clipsta, &clipend, NULL, &orth);
if (BLI_rctf_compare(&viewplane, &engine->last_viewplane, 0.00001f) == 0) {
engine->last_viewplane = viewplane;
job_update_flag |= PR_UPDATE_VIEW;
}
render_view3d_disprect(scene, ar, v3d, rv3d, &disprect);
if (BLI_rcti_compare(&disprect, &engine->last_disprect) == 0) {
engine->last_disprect = disprect;
job_update_flag |= PR_UPDATE_RENDERSIZE;
}
/* any changes? go ahead and rerender */
if (job_update_flag) {
engine->job_update_flag |= job_update_flag;
return true;
}
return false;
}
开发者ID:diosney,项目名称:blender,代码行数:76,代码来源:render_internal.c
示例18: armature_fill_bones_exec
/* bone adding between selected joints */
static int armature_fill_bones_exec(bContext *C, wmOperator *op)
{
Object *obedit = CTX_data_edit_object(C);
bArmature *arm = (obedit) ? obedit->data : NULL;
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
ListBase points = {NULL, NULL};
int count;
/* sanity checks */
if (ELEM(NULL, obedit, arm))
return OPERATOR_CANCELLED;
/* loop over all bones, and only consider if visible */
CTX_DATA_BEGIN(C, EditBone *, ebone, visible_bones)
{
if (!(ebone->flag & BONE_CONNECTED) && (ebone->flag & BONE_ROOTSEL))
fill_add_joint(ebone, 0, &points);
if (ebone->flag & BONE_TIPSEL)
fill_add_joint(ebone, 1, &points);
}
CTX_DATA_END;
/* the number of joints determines how we fill:
* 1) between joint and cursor (joint=head, cursor=tail)
* 2) between the two joints (order is dependent on active-bone/hierachy)
* 3+) error (a smarter method involving finding chains needs to be worked out
*/
count = BLI_countlist(&points);
if (count == 0) {
BKE_report(op->reports, RPT_ERROR, "No joints selected");
return OPERATOR_CANCELLED;
}
else if (count == 1) {
EditBonePoint *ebp;
float curs[3];
/* Get Points - selected joint */
ebp = (EditBonePoint *)points.first;
/* Get points - cursor (tail) */
invert_m4_m4(obedit->imat, obedit->obmat);
mul_v3_m4v3(curs, obedit->imat, give_cursor(scene, v3d));
/* Create a bone */
/* newbone = */ add_points_bone(obedit, ebp->vec, curs);
}
else if (count == 2) {
EditBonePoint *ebp, *ebp2;
float head[3], tail[3];
short headtail = 0;
/* check that the points don't belong to the same bone */
ebp = (EditBonePoint *)points.first;
ebp2 = ebp->next;
if ((ebp->head_owner == ebp2->tail_owner) && (ebp->head_owner != NULL)) {
BKE_report(op->reports, RPT_ERROR, "Same bone selected...");
BLI_freelistN(&points);
return OPERATOR_CANCELLED;
}
if ((ebp->tail_owner == ebp2->head_owner) && (ebp->tail_owner != NULL)) {
BKE_report(op->reports, RPT_ERROR, "Same bone selected...");
BLI_freelistN(&points);
return OPERATOR_CANCELLED;
}
/* find which one should be the 'head' */
if ((ebp->head_owner && ebp2->head_owner) || (ebp->tail_owner && ebp2->tail_owner)) {
/* rule: whichever one is closer to 3d-cursor */
float curs[3];
float vecA[3], vecB[3];
float distA, distB;
/* get cursor location */
invert_m4_m4(obedit->imat, obedit->obmat);
mul_v3_m4v3(curs, obedit->imat, give_cursor(scene, v3d));
/* get distances */
sub_v3_v3v3(vecA, ebp->vec, curs);
sub_v3_v3v3(vecB, ebp2->vec, curs);
distA = len_v3(vecA);
distB = len_v3(vecB);
/* compare distances - closer one therefore acts as direction for bone to go */
headtail = (distA < distB) ? 2 : 1;
}
else if (ebp->head_owner) {
headtail = 1;
}
else if (ebp2->head_owner) {
headtail = 2;
}
/* assign head/tail combinations */
if (headtail == 2) {
copy_v3_v3(head, ebp->vec);
copy_v3_v3(tail, ebp2->vec);
//.........这里部分代码省略.........
开发者ID:244xiao,项目名称:blender,代码行数:101,代码来源:armature_edit.c
示例19: armature_calc_roll_exec
static int armature_calc_roll_exec(bContext *C, wmOperator *op)
{
Object *ob = CTX_data_edit_object(C);
const short type = RNA_enum_get(op->ptr, "type");
const short axis_only = RNA_boolean_get(op->ptr, "axis_only");
const short axis_flip = RNA_boolean_get(op->ptr, "axis_flip");
float imat[3][3];
bArmature *arm = ob->data;
EditBone *ebone;
copy_m3_m4(imat, ob->obmat);
invert_m3(imat);
if (type == CALC_ROLL_CURSOR) { /* Cursor */
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C); /* can be NULL */
float cursor_local[3];
const float *cursor = give_cursor(scene, v3d);
copy_v3_v3(cursor_local, cursor);
mul_m3_v3(imat, cursor_local);
/* cursor */
for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
if (EBONE_VISIBLE(arm, ebone) && EBONE_EDITABLE(ebone)) {
float cursor_rel[3];
sub_v3_v3v3(cursor_rel, cursor_local, ebone->head);
if (axis_flip) negate_v3(cursor_rel);
ebone->roll = ED_rollBoneToVector(ebone, cursor_rel, axis_only);
}
}
}
else {
float vec[3] = {0.0f, 0.0f, 0.0f};
if (type == CALC_ROLL_VIEW) { /* View */
RegionView3D *rv3d = CTX_wm_region_view3d(C);
if (rv3d == NULL) {
BKE_report(op->reports, RPT_ERROR, "No region view3d available");
return OPERATOR_CANCELLED;
}
copy_v3_v3(vec, rv3d->viewinv[2]);
mul_m3_v3(imat, vec);
}
else if (type == CALC_ROLL_ACTIVE) {
float mat[3][3], nor[3];
ebone = (EditBone *)arm->act_edbone;
if (ebone == NULL) {
BKE_report(op->reports, RPT_ERROR, "No active bone set");
return OPERATOR_CANCELLED;
}
sub_v3_v3v3(nor, ebone->tail, ebone->head);
vec_roll_to_mat3(nor, ebone->roll, mat);
copy_v3_v3(vec, mat[2]);
}
else { /* Axis */
assert(type >= 0 && type <= 5);
if (type < 3) vec[type] = 1.0f;
else vec[type - 2] = -1.0f;
mul_m3_v3(imat, vec);
}
if (axis_flip) negate_v3(vec);
for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
if (EBONE_VISIBLE(arm, ebone) && EBONE_EDITABLE(ebone)) {
/* roll func is a callback which assumes that all is well */
ebone->roll = ED_rollBoneToVector(ebone, vec, axis_only);
}
}
}
if (arm->flag & ARM_MIRROR_EDIT) {
for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
if ((EBONE_VISIBLE(arm, ebone) && EBONE_EDITABLE(ebone)) == 0) {
EditBone *ebone_mirr = ED_armature_bone_get_mirrored(arm->edbo, ebone);
if (ebone_mirr && (EBONE_VISIBLE(arm, ebone_mirr) && EBONE_EDITABLE(ebone_mirr))) {
ebone->roll = -ebone_mirr->roll;
}
}
}
}
/* note, notifier might evolve */
WM_event_add_notifier(C, NC_OBJECT | ND_POSE, ob);
return OPERATOR_FINISHED;
}
开发者ID:244xiao,项目名称:blender,代码行数:92,代码来源:armature_edit.c
示例20: screen_render_invoke
/* using context, starts job */
static int screen_render_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
/* new render clears all callbacks */
Main *mainp;
Scene *scene = CTX_data_scene(C);
SceneRenderLayer *srl = NULL;
View3D *v3d = CTX_wm_view3d(C);
Render *re;
wmJob *wm_job;
RenderJob *rj;
Image *ima;
int jobflag;
const short is_animation = RNA_boolean_get(op->ptr, "animation");
const short is_write_still = RNA_boolean_get(op->ptr, "write_still");
struct Object *camera_override = v3d ? V3D_CAMERA_LOCAL(v3d) : NULL;
const char *name;
Object *active_object = CTX_data_active_object(C);
/* only one render job at a time */
if (WM_jobs_test(CTX_wm_manager(C), scene, WM_JOB_TYPE_RENDER))
return OPERATOR_CANCELLED;
if (!RE_is_rendering_allowed(scene, camera_override, op->reports)) {
return OPERATOR_CANCELLED;
}
if (!is_animation && is_write_still && BKE_imtype_is_movie(scene->r.im_format.imtype)) {
BKE_report(op->reports, RPT_ERROR, "Cannot write a single file with an animation format selected");
return OPERATOR_CANCELLED;
}
/* stop all running jobs, except screen one. currently previews frustrate Render */
WM_jobs_kill_all_except(CTX_wm_manager(C), CTX_wm_screen(C));
/* get main */
if (G.debug_value == 101) {
/* thread-safety experiment, copy main from the undo buffer */
mainp = BKE_undo_get_main(&scene);
}
else
mainp = CTX_data_main(C);
/* cancel animation playback */
if (ED_screen_animation_playing(CTX_wm_manager(C)))
ED_screen_animation_play(C, 0, 0);
/* handle UI stuff */
WM_cursor_wait(1);
/* flush multires changes (for sculpt) */
multires_force_render_update(active_object);
/* flush changes from dynamic topology sculpt */
sculptsession_bm_to_me_for_render(active_object);
/* cleanup sequencer caches before starting user triggered render.
* otherwise, invalidated cache entries can make their way into
* the output rendering. We can't put that into RE_BlenderFrame,
* since sequence rendering can call that recursively... (peter) */
BKE_sequencer_cache_cleanup();
/* get editmode results */
ED_object_editmode_load(CTX_data_edit_object(C));
// store spare
// get view3d layer, local layer, make this nice api call to render
// store spare
/* ensure at least 1 area shows result */
render_view_open(C, event->x, event->y);
jobflag = WM_JOB_EXCL_RENDER | WM_JOB_PRIORITY | WM_JOB_PROGRESS;
/* custom scene and single layer re-render */
screen_render_scene_layer_set(op, mainp, &scene, &srl);
if (RNA_struct_property_is_set(op->ptr, "layer"))
jobflag |= WM_JOB_
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