106 float r_cursor_co[3]);
111 float r_cursor_co[3],
112 float r_cursor_quat[4]);
128 void ED_view3d_to_m4(
float mat[4][4],
const float ofs[3],
const float quat[4],
float dist);
137 void ED_view3d_from_m4(
const float mat[4][4],
float ofs[3],
float quat[4],
const float *dist);
148 const struct Object *ob,
float ofs[3],
float quat[4],
float *dist,
float *
lens);
167 struct Object *camera_ob);
172 struct Object *camera_ob);
210 float r_location_world[3]);
213 #define IS_CLIPPED 12000
264 #define V3D_PROJ_TEST_CLIP_DEFAULT \
265 (V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR)
266 #define V3D_PROJ_TEST_ALL \
267 (V3D_PROJ_TEST_CLIP_DEFAULT | V3D_PROJ_TEST_CLIP_FAR | V3D_PROJ_TEST_CLIP_ZERO | \
268 V3D_PROJ_TEST_CLIP_CONTENT)
270 #define V3D_PROJ_TEST_CLIP_CONTENT_DEFAULT \
271 (V3D_PROJ_TEST_CLIP_CONTENT | V3D_PROJ_TEST_CLIP_NEAR | V3D_PROJ_TEST_CLIP_FAR | \
272 V3D_PROJ_TEST_CLIP_WIN)
277 const float snap_target_global[3],
282 #define USE_SNAP_DETECT_FROM_KEYMAP_HACK
346 const float loc_prev[3],
347 const float loc_curr[3],
349 const uchar color_line[4],
350 const uchar color_point[4],
359 void (*func)(
void *userData,
struct MVert *eve,
const float screen_co[2],
int index),
364 void (*func)(
void *userData,
struct BMVert *eve,
const float screen_co[2],
int index),
368 void (*func)(
void *userData,
370 const float screen_co_a[2],
371 const float screen_co_b[2],
381 void (*func)(
void *userData,
383 const float screen_co_a[2],
384 const float screen_co_b[2],
391 void (*func)(
void *userData,
struct BMFace *efa,
const float screen_co[2],
int index),
395 void (*func)(
void *userData,
401 const float screen_co[2]),
408 void (*func)(
void *userData,
410 const float screen_co[2]),
414 void (*func)(
void *userData,
416 const float screen_co[2]),
423 void (*func)(
void *userData,
425 const float screen_co_a[2],
426 const float screen_co_b[2]),
434 void (*func)(
void *userData,
436 const float screen_co_a[2],
437 const float screen_co_b[2]),
450 const float mat[4][4]);
457 const float mat[4][4]);
463 float perspmat[4][4],
481 float perspmat[4][4],
499 float perspmat[4][4],
556 float r_ray_start[3],
557 float r_ray_normal[3],
558 bool do_clip_planes);
580 float r_ray_normal[3],
581 float r_ray_start[3],
582 bool do_clip_planes);
596 float r_ray_start[3],
597 float r_ray_normal[3]);
606 const float coord[3],
617 const float depth_pt[3],
622 const float depth_pt[3],
626 const float plane[4],
638 const float plane[4],
641 const float plane_fallback[4],
644 const float plane[4],
665 const float xy_delta[2],
711 float r_ray_start[3],
713 bool do_clip_planes);
718 const float obmat[4][4],
726 const float world[3],
727 float r_region_co[3]);
729 const float world[3],
730 float r_region_co[2]);
732 const struct ARegion *
region,
float regionx,
float regiony,
float regionz,
float world[3]);
745 bool use_ortho_factor);
751 struct rctf *r_viewplane,
766 struct rctf *r_viewborder,
787 const struct rcti *rect);
872 float mouse_worldloc[3],
874 const float fallback_depth_pt[3]);
881 float mouse_worldloc[3],
883 const float *force_depth);
885 const ViewDepths *vd,
const int mval_sta[2],
const int mval_end[2],
int margin,
float *depth);
894 #define MAXPICKELEMS 2500
915 const struct Object *obact);
934 unsigned int buffer_len,
938 bool do_material_slot_selection);
941 unsigned int buffer_len,
947 unsigned int buffer_len,
986 const float screen_co_a[2],
987 const float screen_co_b[2]);
1005 const struct View3D *v3d,
1030 # define ED_view3d_clear_mats_rv3d(rv3d) (void)(rv3d)
1031 # define ED_view3d_check_mats_rv3d(rv3d) (void)(rv3d)
1054 const float viewmat[4][4],
1055 const float winmat[4][4],
1056 const struct rcti *rect);
1065 int *r_material_slot);
1078 const float viewmat[4][4],
1079 const float winmat[4][4],
1080 const struct rcti *rect,
1086 char *r_view_axis_rotation);
1096 char *r_view_axis_rotation);
1104 const struct View3D *v3d,
1229 #define VIEW3D_MARGIN 1.4f
1230 #define VIEW3D_DIST_FALLBACK 1.0f
1259 const float dist_co[3],
1268 const char **r_grid_unit);
1272 float r_grid_steps[8]);
1281 const char **r_grid_unit);
1294 #define XRAY_ALPHA(v3d) \
1295 (((v3d)->shading.type == OB_WIRE) ? (v3d)->shading.xray_alpha_wire : (v3d)->shading.xray_alpha)
1296 #define XRAY_FLAG(v3d) \
1297 (((v3d)->shading.type == OB_WIRE) ? V3D_SHADING_XRAY_WIREFRAME : V3D_SHADING_XRAY)
1298 #define XRAY_FLAG_ENABLED(v3d) (((v3d)->shading.flag & XRAY_FLAG(v3d)) != 0)
1299 #define XRAY_ENABLED(v3d) (XRAY_FLAG_ENABLED(v3d) && (XRAY_ALPHA(v3d) < 1.0f))
1300 #define XRAY_ACTIVE(v3d) (XRAY_ENABLED(v3d) && ((v3d)->shading.type < OB_MATERIAL))
1312 bool do_camera_frame);
1318 struct Base **r_base,
1326 const char *category_override);
1337 #ifdef WITH_XR_OPENXR
1338 void ED_view3d_xr_mirror_update(
const struct ScrArea *
area,
const struct View3D *v3d,
bool enable);
1342 bool ED_view3d_is_region_xr_mirror_active(
const struct wmWindowManager *wm,
1343 const struct View3D *v3d,
1344 const struct ARegion *region);
struct Depsgraph Depsgraph
@ V3D_PLACE_ORIENT_DEFAULT
@ V3D_PLACE_ORIENT_SURFACE
eV3DProjStatus ED_view3d_project_int_object(const struct ARegion *region, const float co[3], int r_co[2], eV3DProjTest flag)
bool ED_view3d_camera_view_pan(struct ARegion *region, const float event_ofs[2])
void ED_view3d_stop_render_preview(struct wmWindowManager *wm, struct ARegion *region)
bool ED_view3d_win_to_3d_on_plane(const struct ARegion *region, const float plane[4], const float mval[2], bool do_clip, float r_out[3])
void ED_view3d_distance_set(struct RegionView3D *rv3d, float dist)
bool ED_view3d_win_to_segment_clipped(const struct Depsgraph *depsgraph, const struct ARegion *region, const struct View3D *v3d, const float mval[2], float r_ray_start[3], float r_ray_end[3], bool do_clip_planes)
bool ED_view3d_depth_read_cached(const ViewDepths *vd, const int mval[2], int margin, float *r_depth)
bool ED_view3d_camera_lock_sync(const struct Depsgraph *depsgraph, struct View3D *v3d, struct RegionView3D *rv3d)
bool ED_view3d_area_user_region(const struct ScrArea *area, const struct View3D *v3d, struct ARegion **r_region)
int view3d_opengl_select_ex(struct ViewContext *vc, struct GPUSelectResult *buffer, unsigned int buffer_len, const struct rcti *input, eV3DSelectMode select_mode, eV3DSelectObjectFilter select_filter, bool do_material_slot_selection)
void view3d_opengl_select_cache_end(void)
bool ED_view3d_snap_selected_to_location(struct bContext *C, const float snap_target_global[3], int pivot_point)
void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat)
eV3DProjStatus ED_view3d_project_base(const struct ARegion *region, struct Base *base)
void ED_view3d_cursor_snap_state_default_set(V3DSnapCursorState *state)
void ED_view3d_calc_camera_border_size(const struct Scene *scene, struct Depsgraph *depsgraph, const struct ARegion *region, const struct View3D *v3d, const struct RegionView3D *rv3d, float r_size[2])
void ED_view3d_cursor_snap_prevpoint_set(V3DSnapCursorState *state, const float prev_point[3])
bool ED_view3d_clipping_clamp_minmax(const struct RegionView3D *rv3d, float min[3], float max[3])
struct V3DSnapCursorData V3DSnapCursorData
struct RenderEngineType * ED_view3d_engine_type(const struct Scene *scene, int drawtype)
void pose_foreachScreenBone(struct ViewContext *vc, void(*func)(void *userData, struct bPoseChannel *pchan, const float screen_co_a[2], const float screen_co_b[2]), void *userData, eV3DProjTest clip_flag)
char ED_view3d_axis_view_opposite(char view)
bool ED_view3d_win_to_ray_clipped_ex(struct Depsgraph *depsgraph, const struct ARegion *region, const struct View3D *v3d, const float mval[2], float r_ray_co[3], float r_ray_normal[3], float r_ray_start[3], bool do_clip_planes)
bool ED_view3d_clip_range_get(const struct Depsgraph *depsgraph, const struct View3D *v3d, const struct RegionView3D *rv3d, float *r_clipsta, float *r_clipend, bool use_ortho_factor)
float ED_view3d_pixel_size(const struct RegionView3D *rv3d, const float co[3])
@ V3D_PROJ_TEST_CLIP_NEAR
@ V3D_PROJ_TEST_CLIP_ZERO
@ V3D_PROJ_TEST_CLIP_CONTENT
void ED_view3d_win_to_3d_int(const struct View3D *v3d, const struct ARegion *region, const float depth_pt[3], const int mval[2], float r_out[3])
void mball_foreachScreenElem(struct ViewContext *vc, void(*func)(void *userData, struct MetaElem *ml, const float screen_co[2]), void *userData, eV3DProjTest clip_flag)
void ED_view3d_project_float_v3_m4(const struct ARegion *region, const float co[3], float r_co[3], const float mat[4][4])
bool ED_view3d_viewplane_get(struct Depsgraph *depsgraph, const struct View3D *v3d, const struct RegionView3D *rv3d, int winxi, int winyi, struct rctf *r_viewplane, float *r_clipsta, float *r_clipend, float *r_pixsize)
bool ED_view3d_camera_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d)
struct V3DSnapCursorState V3DSnapCursorState
#define ED_view3d_clear_mats_rv3d(rv3d)
bool ED_view3d_clip_segment(const struct RegionView3D *rv3d, float ray_start[3], float ray_end[3])
void ED_view3d_project_v3(const struct ARegion *region, const float world[3], float r_region_co[3])
void ED_view3d_ob_project_mat_get_from_obmat(const struct RegionView3D *rv3d, const float obmat[4][4], float r_pmat[4][4])
int view3d_opengl_select(struct ViewContext *vc, struct GPUSelectResult *buffer, unsigned int buffer_len, const struct rcti *input, eV3DSelectMode select_mode, eV3DSelectObjectFilter select_filter)
char ED_view3d_lock_view_from_index(int index)
void ED_view3d_win_to_delta(const struct ARegion *region, const float xy_delta[2], float zfac, float r_out[3])
void ED_view3d_to_m4(float mat[4][4], const float ofs[3], const float quat[4], float dist)
eV3DProjStatus ED_view3d_project_float_global(const struct ARegion *region, const float co[3], float r_co[2], eV3DProjTest flag)
eV3DProjStatus ED_view3d_project_short_global(const struct ARegion *region, const float co[3], short r_co[2], eV3DProjTest flag)
void ED_view3d_init_mats_rv3d_gl(const struct Object *ob, struct RegionView3D *rv3d)
bool ED_view3d_camera_to_view_selected_with_set_clipping(struct Main *bmain, struct Depsgraph *depsgraph, const struct Scene *scene, struct Object *camera_ob)
void ED_view3d_cursor3d_position_rotation(struct bContext *C, const int mval[2], bool use_depth, enum eV3DCursorOrient orientation, float r_cursor_co[3], float r_cursor_quat[4])
bool ED_operator_rv3d_user_region_poll(struct bContext *C)
void ED_view3d_viewcontext_init(struct bContext *C, struct ViewContext *vc, struct Depsgraph *depsgraph)
bool ED_view3d_depth_read_cached_seg(const ViewDepths *vd, const int mval_sta[2], const int mval_end[2], int margin, float *depth)
void ED_view3d_cursor3d_update(struct bContext *C, const int mval[2], bool use_depth, enum eV3DCursorOrient orientation)
void ED_view3d_dist_range_get(const struct View3D *v3d, float r_dist_range[2])
struct Base * ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2])
bool ED_view3d_quat_to_axis_view_and_reset_quat(float viewquat[4], float epsilon, char *r_view, char *r_view_axis_rotation)
bool ED_view3d_camera_to_view_selected(struct Main *bmain, struct Depsgraph *depsgraph, const struct Scene *scene, struct Object *camera_ob)
V3DSnapCursorData * ED_view3d_cursor_snap_data_get(void)
void mesh_foreachScreenEdge_clip_bb_segment(struct ViewContext *vc, void(*func)(void *userData, struct BMEdge *eed, const float screen_co_a[2], const float screen_co_b[2], int index), void *userData, eV3DProjTest clip_flag)
ENUM_OPERATORS(eV3DProjTest, V3D_PROJ_TEST_CLIP_CONTENT)
void mesh_foreachScreenVert(struct ViewContext *vc, void(*func)(void *userData, struct BMVert *eve, const float screen_co[2], int index), void *userData, eV3DProjTest clip_flag)
void ED_view3d_cursor_snap_draw_util(struct RegionView3D *rv3d, const float loc_prev[3], const float loc_curr[3], const float normal[3], const uchar color_line[4], const uchar color_point[4], eSnapMode snap_elem_type)
void ED_view3d_win_to_ray(const struct ARegion *region, const float mval[2], float r_ray_start[3], float r_ray_normal[3])
eV3DProjStatus ED_view3d_project_int_ex(const struct ARegion *region, float perspmat[4][4], bool is_local, const float co[3], int r_co[2], eV3DProjTest flag)
float ED_view3d_pixel_size_no_ui_scale(const struct RegionView3D *rv3d, const float co[3])
float ED_scene_grid_scale(const struct Scene *scene, const char **r_grid_unit)
void ED_view3d_win_to_origin(const struct ARegion *region, const float mval[2], float r_out[3])
@ V3D_SNAPCURSOR_SNAP_EDIT_GEOM_FINAL
@ V3D_SNAPCURSOR_OCCLUSION_ALWAYS_FALSE
@ V3D_SNAPCURSOR_TOGGLE_ALWAYS_TRUE
@ V3D_SNAPCURSOR_OCCLUSION_ALWAYS_TRUE
@ V3D_SNAPCURSOR_SNAP_EDIT_GEOM_CAGE
void ED_view3d_polygon_offset(const struct RegionView3D *rv3d, float dist)
float ED_view3d_grid_scale(const struct Scene *scene, struct View3D *v3d, const char **r_grid_unit)
void ED_view3d_viewcontext_init_object(struct ViewContext *vc, struct Object *obact)
float ED_view3d_radius_to_dist_ortho(float lens, float radius)
bool ED_view3d_unproject_v3(const struct ARegion *region, float regionx, float regiony, float regionz, float world[3])
void ED_scene_draw_fps(const struct Scene *scene, int xoffset, int *yoffset)
void ED_view3d_ob_project_mat_get(const struct RegionView3D *v3d, const struct Object *ob, float r_pmat[4][4])
bool ED_view3d_quat_from_axis_view(char view, char view_axis_roll, float r_quat[4])
void ED_view3d_cursor_snap_data_update(V3DSnapCursorState *state, const struct bContext *C, int x, int y)
float ED_view3d_offset_distance(const float mat[4][4], const float ofs[3], float fallback_dist)
bool ED_view3d_offset_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d)
bool ED_view3d_win_to_3d_on_plane_with_fallback(const struct ARegion *region, const float plane[4], const float mval[2], bool do_clip, const float plane_fallback[4], float r_out[3])
void ED_view3d_buttons_region_layout_ex(const struct bContext *C, struct ARegion *region, const char *category_override)
void ED_view3d_from_m4(const float mat[4][4], float ofs[3], float quat[4], const float *dist)
bool ED_view3d_clipping_test(const struct RegionView3D *rv3d, const float co[3], bool is_local)
bool ED_view3d_local_collections_set(struct Main *bmain, struct View3D *v3d)
void ED_view3d_draw_setup_view(const struct wmWindowManager *wm, struct wmWindow *win, struct Depsgraph *depsgraph, struct Scene *scene, struct ARegion *region, struct View3D *v3d, const float viewmat[4][4], const float winmat[4][4], const struct rcti *rect)
bool ED_view3d_persp_ensure(const struct Depsgraph *depsgraph, struct View3D *v3d, struct ARegion *region)
eV3DProjStatus ED_view3d_project_int_global(const struct ARegion *region, const float co[3], int r_co[2], eV3DProjTest flag)
bool ED_view3d_quat_to_axis_view(const float viewquat[4], float epsilon, char *r_view, char *r_view_axis_rotation)
bool ED_view3d_win_to_ray_clipped(struct Depsgraph *depsgraph, const struct ARegion *region, const struct View3D *v3d, const float mval[2], float r_ray_start[3], float r_ray_normal[3], bool do_clip_planes)
int view3d_opengl_select_with_id_filter(struct ViewContext *vc, struct GPUSelectResult *buffer, unsigned int buffer_len, const struct rcti *input, eV3DSelectMode select_mode, eV3DSelectObjectFilter select_filter, uint select_id)
float ED_view3d_radius_to_dist_persp(float angle, float radius)
void mesh_foreachScreenEdge(struct ViewContext *vc, void(*func)(void *userData, struct BMEdge *eed, const float screen_co_a[2], const float screen_co_b[2], int index), void *userData, eV3DProjTest clip_flag)
bool ED_view3d_is_object_under_cursor(struct bContext *C, const int mval[2])
void ED_view3d_from_object(const struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens)
void ED_view3d_win_to_vector(const struct ARegion *region, const float mval[2], float r_out[3])
bool ED_view3d_context_activate(struct bContext *C)
void meshobject_foreachScreenVert(struct ViewContext *vc, void(*func)(void *userData, struct MVert *eve, const float screen_co[2], int index), void *userData, eV3DProjTest clip_flag)
bool ED_view3d_distance_set_from_location(struct RegionView3D *rv3d, const float dist_co[3], float dist_min)
eV3DProjStatus ED_view3d_project_short_object(const struct ARegion *region, const float co[3], short r_co[2], eV3DProjTest flag)
void ED_view3d_cursor3d_position(struct bContext *C, const int mval[2], bool use_depth, float r_cursor_co[3])
void ED_view3d_select_id_validate(struct ViewContext *vc)
struct ViewDepths ViewDepths
void ED_view3d_project_float_v2_m4(const struct ARegion *region, const float co[3], float r_co[2], const float mat[4][4])
void ED_view3d_draw_bgpic_test(const struct Scene *scene, struct Depsgraph *depsgraph, struct ARegion *region, struct View3D *v3d, bool do_foreground, bool do_camera_frame)
bool ED_view3d_camera_view_zoom_scale(struct RegionView3D *rv3d, const float scale)
void ED_view3d_update_viewmat(struct Depsgraph *depsgraph, const struct Scene *scene, struct View3D *v3d, struct ARegion *region, const float viewmat[4][4], const float winmat[4][4], const struct rcti *rect, bool offscreen)
void ED_view3d_to_object(const struct Depsgraph *depsgraph, struct Object *ob, const float ofs[3], const float quat[4], float dist)
void ED_view3d_gizmo_mesh_preselect_get_active(struct bContext *C, struct wmGizmo *gz, struct Base **r_base, struct BMElem **r_ele)
struct ViewContext ViewContext
bool ED_view3d_depth_read_cached_normal(const struct ARegion *region, const ViewDepths *depths, const int mval[2], float r_normal[3])
void ED_view3d_depths_free(ViewDepths *depths)
void ED_view3d_project_v2(const struct ARegion *region, const float world[3], float r_region_co[2])
bool ED_view3d_camera_lock_undo_test(const View3D *v3d, const RegionView3D *rv3d, struct bContext *C)
bool ED_view3d_camera_lock_autokey(struct View3D *v3d, struct RegionView3D *rv3d, struct bContext *C, bool do_rotate, bool do_translate)
struct Object * ED_view3d_give_material_slot_under_cursor(struct bContext *C, const int mval[2], int *r_material_slot)
void view3d_opengl_select_cache_begin(void)
@ V3D_CURSOR_ORIENT_XFORM
struct SnapObjectContext * ED_view3d_cursor_snap_context_ensure(struct Scene *scene)
void ED_view3d_global_to_vector(const struct RegionView3D *rv3d, const float coord[3], float vec[3])
void lattice_foreachScreenVert(struct ViewContext *vc, void(*func)(void *userData, struct BPoint *bp, const float screen_co[2]), void *userData, eV3DProjTest clip_flag)
void ED_view3d_grid_steps(const struct Scene *scene, struct View3D *v3d, struct RegionView3D *rv3d, float r_grid_steps[8])
struct Camera * ED_view3d_camera_data_get(struct View3D *v3d, struct RegionView3D *rv3d)
void ED_view3d_camera_lock_init_ex(const struct Depsgraph *depsgraph, struct View3D *v3d, struct RegionView3D *rv3d, bool calc_dist)
float ED_view3d_radius_to_dist(const struct View3D *v3d, const struct ARegion *region, const struct Depsgraph *depsgraph, char persp, bool use_aspect, float radius)
void ED_view3d_persp_switch_from_camera(const struct Depsgraph *depsgraph, struct View3D *v3d, struct RegionView3D *rv3d, char persp)
void ED_view3d_local_collections_reset(struct bContext *C, bool reset_all)
float ED_view3d_calc_zfac(const struct RegionView3D *rv3d, const float co[3])
bool ED_view3d_depth_unproject_v3(const struct ARegion *region, const int mval[2], double depth, float r_location_world[3])
eV3DProjStatus ED_view3d_project_float_object(const struct ARegion *region, const float co[3], float r_co[2], eV3DProjTest flag)
float ED_view3d_grid_view_scale(struct Scene *scene, struct View3D *v3d, struct ARegion *region, const char **r_grid_unit)
@ VIEW3D_SELECT_PICK_NEAREST
void view3d_region_operator_needs_opengl(struct wmWindow *win, struct ARegion *region)
bool ED_view3d_camera_lock_undo_push(const char *str, View3D *v3d, struct RegionView3D *rv3d, struct bContext *C)
bool ED_view3d_camera_autokey(const struct Scene *scene, struct ID *id_key, struct bContext *C, bool do_rotate, bool do_translate)
bool ED_view3d_autodist_simple(struct ARegion *region, const int mval[2], float mouse_worldloc[3], int margin, const float *force_depth)
void ED_view3d_cursor_snap_deactive(V3DSnapCursorState *state)
void ED_view3d_clipping_calc(struct BoundBox *bb, float planes[4][4], const struct ARegion *region, const struct Object *ob, const struct rcti *rect)
void ED_view3d_lastview_store(struct RegionView3D *rv3d)
void ED_view3d_win_to_3d(const struct View3D *v3d, const struct ARegion *region, const float depth_pt[3], const float mval[2], float r_out[3])
bool ED_view3d_lock(struct RegionView3D *rv3d)
eV3DSelectObjectFilter ED_view3d_select_filter_from_mode(const struct Scene *scene, const struct Object *obact)
bool ED_view3d_win_to_3d_on_plane_int(const struct ARegion *region, const float plane[4], const int mval[2], bool do_clip, float r_out[3])
V3DSnapCursorState * ED_view3d_cursor_snap_active(void)
void ED_view3d_clipping_local(struct RegionView3D *rv3d, const float mat[4][4])
void ED_view3d_camera_lock_init(const struct Depsgraph *depsgraph, struct View3D *v3d, struct RegionView3D *rv3d)
void ED_draw_object_facemap(struct Depsgraph *depsgraph, struct Object *ob, const float col[4], int facemap)
eV3DProjStatus ED_view3d_project_short_ex(const struct ARegion *region, float perspmat[4][4], bool is_local, const float co[3], short r_co[2], eV3DProjTest flag)
void ED_view3d_background_color_get(const struct Scene *scene, const struct View3D *v3d, float r_color[3])
void view3d_operator_needs_opengl(const struct bContext *C)
void ED_view3d_screen_datamask(const struct bContext *C, const struct Scene *scene, const struct bScreen *screen, struct CustomData_MeshMasks *r_cddata_masks)
V3DSnapCursorState * ED_view3d_cursor_snap_state_get(void)
@ V3D_PLACE_DEPTH_CURSOR_VIEW
@ V3D_PLACE_DEPTH_CURSOR_PLANE
@ V3D_PLACE_DEPTH_SURFACE
struct RegionView3D * ED_view3d_context_rv3d(struct bContext *C)
bool ED_view3d_camera_lock_undo_grouped_push(const char *str, View3D *v3d, struct RegionView3D *rv3d, struct bContext *C)
void nurbs_foreachScreenVert(struct ViewContext *vc, void(*func)(void *userData, struct Nurb *nu, struct BPoint *bp, struct BezTriple *bezt, int beztindex, bool handle_visible, const float screen_co[2]), void *userData, eV3DProjTest clip_flag)
struct RV3DMatrixStore * ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d)
void ED_view3d_clipping_calc_from_boundbox(float clip[4][4], const struct BoundBox *clipbb, bool is_flip)
void ED_view3d_init_mats_rv3d(const struct Object *ob, struct RegionView3D *rv3d)
int ED_view3d_backbuf_sample_size_clamp(struct ARegion *region, float dist)
bool edge_inside_circle(const float cent[2], float radius, const float screen_co_a[2], const float screen_co_b[2])
void ED_view3d_shade_update(struct Main *bmain, struct View3D *v3d, struct ScrArea *area)
bool ED_view3d_context_user_region(struct bContext *C, struct View3D **r_v3d, struct ARegion **r_region)
eV3DProjStatus ED_view3d_project_float_ex(const struct ARegion *region, float perspmat[4][4], bool is_local, const float co[3], float r_co[2], eV3DProjTest flag)
void ED_view3d_lock_clear(struct View3D *v3d)
void ED_view3d_calc_camera_border(const struct Scene *scene, struct Depsgraph *depsgraph, const struct ARegion *region, const struct View3D *v3d, const struct RegionView3D *rv3d, struct rctf *r_viewborder, bool no_shift)
@ VIEW3D_SELECT_FILTER_NOP
@ VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK
@ VIEW3D_SELECT_FILTER_WPAINT_POSE_MODE_LOCK
bool ED_view3d_calc_render_border(const struct Scene *scene, struct Depsgraph *depsgraph, struct View3D *v3d, struct ARegion *region, struct rcti *rect)
void ED_view3d_depth_override(struct Depsgraph *depsgraph, struct ARegion *region, struct View3D *v3d, struct Object *obact, eV3DDepthOverrideMode mode, struct ViewDepths **r_depths)
float ED_view3d_select_dist_px(void)
void ED_view3d_quadview_update(struct ScrArea *area, struct ARegion *region, bool do_clip)
void ED_view3d_gizmo_mesh_preselect_clear(struct wmGizmo *gz)
#define ED_view3d_check_mats_rv3d(rv3d)
float ED_view3d_calc_zfac_ex(const struct RegionView3D *rv3d, const float co[3], bool *r_flip)
bool ED_view3d_autodist(struct Depsgraph *depsgraph, struct ARegion *region, struct View3D *v3d, const int mval[2], float mouse_worldloc[3], bool alphaoverride, const float fallback_depth_pt[3])
void ED_view3d_backbuf_depth_validate(struct ViewContext *vc)
struct Object * ED_view3d_give_object_under_cursor(struct bContext *C, const int mval[2])
void ED_view3d_datamask(const struct bContext *C, const struct Scene *scene, const struct View3D *v3d, struct CustomData_MeshMasks *r_cddata_masks)
void armature_foreachScreenBone(struct ViewContext *vc, void(*func)(void *userData, struct EditBone *ebone, const float screen_co_a[2], const float screen_co_b[2]), void *userData, eV3DProjTest clip_flag)
bool ED_view3d_has_workbench_in_texture_color(const struct Scene *scene, const struct Object *ob, const struct View3D *v3d)
float ED_view3d_calc_depth_for_comparison(const struct RegionView3D *rv3d, const float co[3])
void mesh_foreachScreenFace(struct ViewContext *vc, void(*func)(void *userData, struct BMFace *efa, const float screen_co[2], int index), void *userData, eV3DProjTest clip_flag)
_GL_VOID GLfloat value _GL_VOID_RET _GL_VOID const GLuint GLboolean *residences _GL_BOOL_RET _GL_VOID GLsizei GLfloat GLfloat GLfloat GLfloat const GLubyte *bitmap _GL_VOID_RET _GL_VOID GLenum const void *lists _GL_VOID_RET _GL_VOID const GLdouble *equation _GL_VOID_RET _GL_VOID GLdouble GLdouble blue _GL_VOID_RET _GL_VOID GLfloat GLfloat blue _GL_VOID_RET _GL_VOID GLint GLint blue _GL_VOID_RET _GL_VOID GLshort GLshort blue _GL_VOID_RET _GL_VOID GLubyte GLubyte blue _GL_VOID_RET _GL_VOID GLuint GLuint blue _GL_VOID_RET _GL_VOID GLushort GLushort blue _GL_VOID_RET _GL_VOID GLbyte GLbyte GLbyte alpha _GL_VOID_RET _GL_VOID GLdouble GLdouble GLdouble alpha _GL_VOID_RET _GL_VOID GLfloat GLfloat GLfloat alpha _GL_VOID_RET _GL_VOID GLint GLint GLint alpha _GL_VOID_RET _GL_VOID GLshort GLshort GLshort alpha _GL_VOID_RET _GL_VOID GLubyte GLubyte GLubyte alpha _GL_VOID_RET _GL_VOID GLuint GLuint GLuint alpha _GL_VOID_RET _GL_VOID GLushort GLushort GLushort alpha _GL_VOID_RET _GL_VOID GLenum mode _GL_VOID_RET _GL_VOID GLint y
SIMD_FORCE_INLINE btScalar angle(const btVector3 &v) const
Return the angle between this and another vector.
const Depsgraph * depsgraph
IconTextureDrawCall normal
ccl_global float * buffer
ccl_global KernelShaderEvalInput * input
static void area(int d1, int d2, int e1, int e2, float weights[2])
eV3DPlaceOrient plane_orient
struct wmGizmoGroupType * gzgrp_type
eV3DPlaceDepth plane_depth
eSnapMode snap_elem_force
struct Depsgraph * depsgraph
struct ViewLayer * view_layer
struct RegionView3D * rv3d