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C++ CTX_wm_view3d函数代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

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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C++ CTX_wm_window_set函数代码示例发布时间:2022-05-30
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