这篇教程C++ CTX_wm_region_view3d函数代码示例写得很实用,希望能帮到您。
本文整理汇总了C++中CTX_wm_region_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_region_view3d函数的具体用法?C++ CTX_wm_region_view3d怎么用?C++ CTX_wm_region_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_region_view3d函数的22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_invokestatic int edbm_inset_invoke(bContext *C, wmOperator *op, const wmEvent *event){ RegionView3D *rv3d = CTX_wm_region_view3d(C); InsetData *opdata; float mlen[2]; float center_3d[3]; if (!edbm_inset_init(C, op, true)) { return OPERATOR_CANCELLED; } opdata = op->customdata; /* initialize mouse values */ if (!calculateTransformCenter(C, V3D_CENTROID, center_3d, opdata->mcenter)) { /* in this case the tool will likely do nothing, * ideally this will never happen and should be checked for above */ opdata->mcenter[0] = opdata->mcenter[1] = 0; } mlen[0] = opdata->mcenter[0] - event->mval[0]; mlen[1] = opdata->mcenter[1] - event->mval[1]; opdata->initial_length = len_v2(mlen); opdata->pixel_size = rv3d ? ED_view3d_pixel_size(rv3d, center_3d) : 1.0f; edbm_inset_calc(op); edbm_inset_update_header(op, C); WM_event_add_modal_handler(C, op); return OPERATOR_RUNNING_MODAL;}
开发者ID:bitfusionio,项目名称:blender,代码行数:31,
示例2: ED_object_base_init_from_viewvoid ED_object_base_init_from_view(bContext *C, Base *base){ View3D *v3d= CTX_wm_view3d(C); Scene *scene= CTX_data_scene(C); Object *ob= base->object; if (scene==NULL) return; if (v3d==NULL) { base->lay = scene->lay; VECCOPY(ob->loc, scene->cursor); } else { if (v3d->localvd) { base->lay= ob->lay= v3d->layact | v3d->lay; VECCOPY(ob->loc, v3d->cursor); } else { base->lay= ob->lay= v3d->layact; VECCOPY(ob->loc, scene->cursor); } if (U.flag & USER_ADD_VIEWALIGNED) { RegionView3D *rv3d = CTX_wm_region_view3d(C); if(rv3d) { rv3d->viewquat[0]= -rv3d->viewquat[0]; QuatToEul(rv3d->viewquat, ob->rot); rv3d->viewquat[0]= -rv3d->viewquat[0]; } } } where_is_object(scene, ob);}
开发者ID:jinjoh,项目名称:NOOR,代码行数:34,
示例3: paint_curve_pollbool paint_curve_poll(bContext *C){ Object *ob = CTX_data_active_object(C); Paint *p; RegionView3D *rv3d = CTX_wm_region_view3d(C); SpaceImage *sima; if (rv3d && !(ob && ((ob->mode & OB_MODE_ALL_PAINT) != 0))) { return false; } sima = CTX_wm_space_image(C); if (sima && sima->mode != SI_MODE_PAINT) { return false; } p = BKE_paint_get_active_from_context(C); if (p && p->brush && (p->brush->flag & BRUSH_CURVE)) { return true; } return false;}
开发者ID:dfelinto,项目名称:blender,代码行数:25,
示例4: edbm_bevel_invokestatic int edbm_bevel_invoke(bContext *C, wmOperator *op, const wmEvent *event){ /* TODO make modal keymap (see fly mode) */ RegionView3D *rv3d = CTX_wm_region_view3d(C); BevelData *opdata; float center_3d[3]; if (!edbm_bevel_init(C, op, true)) { return OPERATOR_CANCELLED; } opdata = op->customdata; /* initialize mouse values */ if (!calculateTransformCenter(C, V3D_AROUND_CENTER_MEAN, center_3d, opdata->mcenter)) { /* in this case the tool will likely do nothing, * ideally this will never happen and should be checked for above */ opdata->mcenter[0] = opdata->mcenter[1] = 0; } edbm_bevel_calc_initial_length(op, event, false); /* for OFFSET_VALUE only, the scale is the size of a pixel under the mouse in 3d space */ opdata->scale[OFFSET_VALUE] = rv3d ? ED_view3d_pixel_size(rv3d, center_3d) : 1.0f; edbm_bevel_update_header(C, op); if (!edbm_bevel_calc(op)) { edbm_bevel_cancel(C, op); return OPERATOR_CANCELLED; } WM_event_add_modal_handler(C, op); return OPERATOR_RUNNING_MODAL;}
开发者ID:wisaac407,项目名称:blender,代码行数:35,
示例5: depthdropper_pollstatic bool depthdropper_poll(bContext *C){ PointerRNA ptr; PropertyRNA *prop; int index_dummy; uiBut *but; /* check if there's an active button taking depth value */ if ((CTX_wm_window(C) != NULL) && (but = UI_context_active_but_prop_get(C, &ptr, &prop, &index_dummy)) && (but->type == UI_BTYPE_NUM) && (prop != NULL)) { if ((RNA_property_type(prop) == PROP_FLOAT) && (RNA_property_subtype(prop) & PROP_UNIT_LENGTH) && (RNA_property_array_check(prop) == false)) { return 1; } } else { 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_IS_LINKED(v3d->camera->data)) { return 1; } } } return 0;}
开发者ID:dfelinto,项目名称:blender,代码行数:29,
示例6: drawPropCircle/* called from drawview.c, as an extra per-window draw option */void drawPropCircle(const struct bContext *C, TransInfo *t){ if (t->flag & T_PROP_EDIT) { RegionView3D *rv3d = CTX_wm_region_view3d(C); float tmat[4][4], imat[4][4]; int depth_test_enabled; if (t->spacetype == SPACE_VIEW3D && rv3d != NULL) { copy_m4_m4(tmat, rv3d->viewmat); invert_m4_m4(imat, tmat); } else { unit_m4(tmat); unit_m4(imat); } GPU_matrix_push(); if (t->spacetype == SPACE_VIEW3D) { /* pass */ } else if (t->spacetype == SPACE_IMAGE) { GPU_matrix_scale_2f(1.0f / t->aspect[0], 1.0f / t->aspect[1]); } else if (ELEM(t->spacetype, SPACE_GRAPH, SPACE_ACTION)) { /* only scale y */ rcti *mask = &t->ar->v2d.mask; rctf *datamask = &t->ar->v2d.cur; float xsize = BLI_rctf_size_x(datamask); float ysize = BLI_rctf_size_y(datamask); float xmask = BLI_rcti_size_x(mask); float ymask = BLI_rcti_size_y(mask); GPU_matrix_scale_2f(1.0f, (ysize / xsize) * (xmask / ymask)); } depth_test_enabled = GPU_depth_test_enabled(); if (depth_test_enabled) { GPU_depth_test(false); } uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT); immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR); immUniformThemeColor(TH_GRID); set_inverted_drawing(1); imm_drawcircball(t->center_global, t->prop_size, imat, pos); set_inverted_drawing(0); immUnbindProgram(); if (depth_test_enabled) { GPU_depth_test(true); } GPU_matrix_pop(); }}
开发者ID:dfelinto,项目名称:blender,代码行数:59,
示例7: render_view3d_changedstatic int render_view3d_changed(RenderEngine *engine, const bContext *C){ ARegion *ar = CTX_wm_region(C); Render *re; int update = 0; char name[32]; sprintf(name, "View3dPreview %p", (void *)ar); re = RE_GetRender(name); if (re) { RegionView3D *rv3d = CTX_wm_region_view3d(C); View3D *v3d = CTX_wm_view3d(C); Scene *scene = CTX_data_scene(C); rctf viewplane, viewplane1; rcti disprect, disprect1; float mat[4][4]; float clipsta, clipend; bool orth; if (engine->update_flag & RE_ENGINE_UPDATE_MA) update |= PR_UPDATE_MATERIAL; if (engine->update_flag & RE_ENGINE_UPDATE_OTHER) update |= PR_UPDATE_MATERIAL; engine->update_flag = 0; if (engine->resolution_x != ar->winx || engine->resolution_y != ar->winy) update |= PR_UPDATE_RENDERSIZE; RE_GetView(re, mat); if (compare_m4m4(mat, rv3d->viewmat, 0.00001f) == 0) { update |= PR_UPDATE_VIEW; } render_view3d_get_rects(ar, v3d, rv3d, &viewplane, engine, &clipsta, &clipend, NULL, &orth); RE_GetViewPlane(re, &viewplane1, &disprect1); if (BLI_rctf_compare(&viewplane, &viewplane1, 0.00001f) == 0) update |= PR_UPDATE_VIEW; render_view3d_disprect(scene, ar, v3d, rv3d, &disprect); if (BLI_rcti_compare(&disprect, &disprect1) == 0) update |= PR_UPDATE_RENDERSIZE; if (update) engine->flag |= RE_ENGINE_DO_UPDATE; //if (update) // printf("changed ma %d res %d view %d/n", update & PR_UPDATE_MATERIAL, update & PR_UPDATE_RENDERSIZE, update & PR_UPDATE_VIEW); } return update;}
开发者ID:JasonWilkins,项目名称:blender-wayland,代码行数:54,
示例8: drawPropCircle/* called from drawview.c, as an extra per-window draw option */void drawPropCircle(const struct bContext *C, TransInfo *t){ if (t->flag & T_PROP_EDIT) { RegionView3D *rv3d = CTX_wm_region_view3d(C); float tmat[4][4], imat[4][4]; float center[3]; int depth_test_enabled; UI_ThemeColor(TH_GRID); if (t->spacetype == SPACE_VIEW3D && rv3d != NULL) { copy_m4_m4(tmat, rv3d->viewmat); invert_m4_m4(imat, tmat); } else { unit_m4(tmat); unit_m4(imat); } glPushMatrix(); copy_v3_v3(center, t->center); if ((t->spacetype == SPACE_VIEW3D) && t->obedit) { mul_m4_v3(t->obedit->obmat, center); /* because t->center is in local space */ } else if (t->spacetype == SPACE_IMAGE) { float aspx, aspy; if (t->options & CTX_MASK) { /* untested - mask aspect is TODO */ ED_space_image_get_aspect(t->sa->spacedata.first, &aspx, &aspy); } else { ED_space_image_get_uv_aspect(t->sa->spacedata.first, &aspx, &aspy); } glScalef(1.0f / aspx, 1.0f / aspy, 1.0); } depth_test_enabled = glIsEnabled(GL_DEPTH_TEST); if (depth_test_enabled) glDisable(GL_DEPTH_TEST); set_inverted_drawing(1); drawcircball(GL_LINE_LOOP, center, t->prop_size, imat); set_inverted_drawing(0); if (depth_test_enabled) glEnable(GL_DEPTH_TEST); glPopMatrix(); }}
开发者ID:YasirArafath,项目名称:blender-git,代码行数:54,
示例9: render_view3d_dostatic void render_view3d_do(RenderEngine *engine, const bContext *C){ wmJob *wm_job; RenderPreview *rp; Scene *scene = CTX_data_scene(C); ARegion *ar = CTX_wm_region(C); int width = ar->winx, height = ar->winy; int divider = 1; int resolution_threshold = scene->r.preview_start_resolution * scene->r.preview_start_resolution; if (CTX_wm_window(C) == NULL) return; if (!render_view3d_flag_changed(engine, C)) return; wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), CTX_wm_region(C), "Render Preview", WM_JOB_EXCL_RENDER, WM_JOB_TYPE_RENDER_PREVIEW); rp = MEM_callocN(sizeof(RenderPreview), "render preview"); rp->job = wm_job; while (width * height > resolution_threshold) { width = max_ii(1, width / 2); height = max_ii(1, height / 2); divider *= 2; } /* customdata for preview thread */ rp->scene = scene; rp->engine = engine; rp->sa = CTX_wm_area(C); rp->ar = CTX_wm_region(C); rp->v3d = rp->sa->spacedata.first; rp->rv3d = CTX_wm_region_view3d(C); rp->bmain = CTX_data_main(C); rp->resolution_divider = divider; rp->start_resolution_divider = divider; rp->has_freestyle = (scene->r.mode & R_EDGE_FRS) != 0; copy_m4_m4(rp->viewmat, rp->rv3d->viewmat); /* clear info text */ engine->text[0] = '/0'; /* setup job */ WM_jobs_customdata_set(wm_job, rp, render_view3d_free); WM_jobs_timer(wm_job, 0.1, NC_SPACE | ND_SPACE_VIEW3D, NC_SPACE | ND_SPACE_VIEW3D); WM_jobs_callbacks(wm_job, render_view3d_startjob, NULL, NULL, NULL); WM_jobs_start(CTX_wm_manager(C), wm_job); engine->flag &= ~RE_ENGINE_DO_UPDATE;}
开发者ID:GeniaPenksik,项目名称:blender,代码行数:52,
示例10: drawPropCircle/* called from drawview.c, as an extra per-window draw option */void drawPropCircle(const struct bContext *C, TransInfo *t){ if (t->flag & T_PROP_EDIT) { RegionView3D *rv3d = CTX_wm_region_view3d(C); float tmat[4][4], imat[4][4]; int depth_test_enabled; UI_ThemeColor(TH_GRID); if (t->spacetype == SPACE_VIEW3D && rv3d != NULL) { copy_m4_m4(tmat, rv3d->viewmat); invert_m4_m4(imat, tmat); } else { unit_m4(tmat); unit_m4(imat); } glPushMatrix(); if (t->spacetype == SPACE_VIEW3D) { /* pass */ } else if (t->spacetype == SPACE_IMAGE) { glScalef(1.0f / t->aspect[0], 1.0f / t->aspect[1], 1.0f); } else if (ELEM(t->spacetype, SPACE_IPO, SPACE_ACTION)) { /* only scale y */ rcti *mask = &t->ar->v2d.mask; rctf *datamask = &t->ar->v2d.cur; float xsize = BLI_rctf_size_x(datamask); float ysize = BLI_rctf_size_y(datamask); float xmask = BLI_rcti_size_x(mask); float ymask = BLI_rcti_size_y(mask); glScalef(1.0f, (ysize / xsize) * (xmask / ymask), 1.0f); } depth_test_enabled = glIsEnabled(GL_DEPTH_TEST); if (depth_test_enabled) glDisable(GL_DEPTH_TEST); set_inverted_drawing(1); drawcircball(GL_LINE_LOOP, t->center_global, t->prop_size, imat); set_inverted_drawing(0); if (depth_test_enabled) glEnable(GL_DEPTH_TEST); glPopMatrix(); }}
开发者ID:GeniaPenksik,项目名称:blender,代码行数:52,
示例11: depthdropper_initstatic int depthdropper_init(bContext *C, wmOperator *op){ int index_dummy; SpaceType *st; ARegionType *art; st = BKE_spacetype_from_id(SPACE_VIEW3D); art = BKE_regiontype_from_id(st, RGN_TYPE_WINDOW); DepthDropper *ddr = MEM_callocN(sizeof(DepthDropper), __func__); uiBut *but = 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_IS_LINKED(v3d->camera->data)) { RNA_id_pointer_create(v3d->camera->data, &ddr->ptr); ddr->prop = RNA_struct_find_property(&ddr->ptr, "dof_distance"); ddr->is_undo = true; } } } else { ddr->is_undo = UI_but_flag_is_set(but, UI_BUT_UNDO); } if ((ddr->ptr.data == NULL) || (ddr->prop == NULL) || (RNA_property_editable(&ddr->ptr, ddr->prop) == false) || (RNA_property_type(ddr->prop) != PROP_FLOAT)) { MEM_freeN(ddr); return false; } op->customdata = ddr; ddr->art = art; ddr->draw_handle_pixel = ED_region_draw_cb_activate( art, depthdropper_draw_cb, ddr, REGION_DRAW_POST_PIXEL); ddr->init_depth = RNA_property_float_get(&ddr->ptr, ddr->prop); return true;}
开发者ID:dfelinto,项目名称:blender,代码行数:45,
示例12: mesh_bisect_invokestatic int mesh_bisect_invoke(bContext *C, wmOperator *op, const wmEvent *event){ Object *obedit = CTX_data_edit_object(C); BMEditMesh *em = BKE_editmesh_from_object(obedit); int ret; if (em->bm->totedgesel == 0) { BKE_report(op->reports, RPT_ERROR, "Selected edges/faces required"); return OPERATOR_CANCELLED; } /* if the properties are set or there is no rv3d, * skip model and exec immediately */ if ((CTX_wm_region_view3d(C) == NULL) || (RNA_struct_property_is_set(op->ptr, "plane_co") && RNA_struct_property_is_set(op->ptr, "plane_no"))) { return mesh_bisect_exec(C, op); } ret = WM_gesture_straightline_invoke(C, op, event); if (ret & OPERATOR_RUNNING_MODAL) { View3D *v3d = CTX_wm_view3d(C); wmGesture *gesture = op->customdata; BisectData *opdata; opdata = MEM_mallocN(sizeof(BisectData), "inset_operator_data"); opdata->mesh_backup = EDBM_redo_state_store(em); opdata->is_first = true; gesture->userdata = opdata; /* misc other vars */ G.moving = G_TRANSFORM_EDIT; opdata->twtype = v3d->twtype; v3d->twtype = 0; /* initialize modal callout */ ED_area_headerprint(CTX_wm_area(C), IFACE_("LMB: Click and drag to draw cut line")); } return ret;}
开发者ID:Andrewson3D,项目名称:blender-for-vray,代码行数:44,
示例13: drawPropCircle/* called from drawview.c, as an extra per-window draw option */void drawPropCircle(const struct bContext *C, TransInfo *t){ if (t->flag & T_PROP_EDIT) { RegionView3D *rv3d = CTX_wm_region_view3d(C); float tmat[4][4], imat[4][4]; float center[3]; UI_ThemeColor(TH_GRID); if(t->spacetype == SPACE_VIEW3D && rv3d != NULL) { copy_m4_m4(tmat, rv3d->viewmat); invert_m4_m4(imat, tmat); } else { unit_m4(tmat); unit_m4(imat); } glPushMatrix(); VECCOPY(center, t->center); if((t->spacetype == SPACE_VIEW3D) && t->obedit) { mul_m4_v3(t->obedit->obmat, center); /* because t->center is in local space */ } else if(t->spacetype == SPACE_IMAGE) { float aspx, aspy; ED_space_image_uv_aspect(t->sa->spacedata.first, &aspx, &aspy); glScalef(1.0f/aspx, 1.0f/aspy, 1.0); } set_inverted_drawing(1); drawcircball(GL_LINE_LOOP, center, t->prop_size, imat); set_inverted_drawing(0); glPopMatrix(); }}
开发者ID:OldBrunet,项目名称:BGERTPS,代码行数:44,
示例14: armature_bone_primitive_add_execstatic int armature_bone_primitive_add_exec(bContext *C, wmOperator *op) { RegionView3D *rv3d = CTX_wm_region_view3d(C); Object *obedit = CTX_data_edit_object(C); EditBone *bone; float obmat[3][3], curs[3], viewmat[3][3], totmat[3][3], imat[3][3]; char name[MAXBONENAME]; RNA_string_get(op->ptr, "name", name); copy_v3_v3(curs, ED_view3d_cursor3d_get(CTX_data_scene(C), CTX_wm_view3d(C))); /* Get inverse point for head and orientation for tail */ invert_m4_m4(obedit->imat, obedit->obmat); mul_m4_v3(obedit->imat, curs); if (rv3d && (U.flag & USER_ADD_VIEWALIGNED)) copy_m3_m4(obmat, rv3d->viewmat); else unit_m3(obmat); copy_m3_m4(viewmat, obedit->obmat); mul_m3_m3m3(totmat, obmat, viewmat); invert_m3_m3(imat, totmat); ED_armature_deselect_all(obedit); /* Create a bone */ bone = ED_armature_edit_bone_add(obedit->data, name); copy_v3_v3(bone->head, curs); if (rv3d && (U.flag & USER_ADD_VIEWALIGNED)) add_v3_v3v3(bone->tail, bone->head, imat[1]); // bone with unit length 1 else add_v3_v3v3(bone->tail, bone->head, imat[2]); // bone with unit length 1, pointing up Z /* note, notifier might evolve */ 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:41,
示例15: render_view3d_dostatic void render_view3d_do(RenderEngine *engine, const bContext *C, int keep_data){ wmJob *wm_job; RenderPreview *rp; Scene *scene = CTX_data_scene(C); if (CTX_wm_window(C) == NULL) { engine->flag |= RE_ENGINE_DO_UPDATE; return; } wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), CTX_wm_region(C), "Render Preview", WM_JOB_EXCL_RENDER, WM_JOB_TYPE_RENDER_PREVIEW); rp = MEM_callocN(sizeof(RenderPreview), "render preview"); /* customdata for preview thread */ rp->scene = scene; rp->engine = engine; rp->sa = CTX_wm_area(C); rp->ar = CTX_wm_region(C); rp->v3d = rp->sa->spacedata.first; rp->rv3d = CTX_wm_region_view3d(C); rp->bmain = CTX_data_main(C); rp->keep_data = keep_data; copy_m4_m4(rp->viewmat, rp->rv3d->viewmat); /* dont alloc in threads */ if (engine->text == NULL) engine->text = MEM_callocN(IMA_MAX_RENDER_TEXT, "rendertext"); /* setup job */ WM_jobs_customdata_set(wm_job, rp, render_view3d_free); WM_jobs_timer(wm_job, 0.1, NC_SPACE | ND_SPACE_VIEW3D, NC_SPACE | ND_SPACE_VIEW3D); WM_jobs_callbacks(wm_job, render_view3d_startjob, NULL, NULL, NULL); WM_jobs_start(CTX_wm_manager(C), wm_job); engine->flag &= ~RE_ENGINE_DO_UPDATE;}
开发者ID:JasonWilkins,项目名称:blender-wayland,代码行数:40,
示例16: depthdropper_initstatic 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,
示例17: render_view3d_dostatic void render_view3d_do(RenderEngine *engine, const bContext *C){ wmJob *wm_job; RenderPreview *rp; Scene *scene = CTX_data_scene(C); if (CTX_wm_window(C) == NULL) return; if (!render_view3d_flag_changed(engine, C)) return; wm_job = WM_jobs_get(CTX_wm_manager(C), CTX_wm_window(C), CTX_wm_region(C), "Render Preview", WM_JOB_EXCL_RENDER, WM_JOB_TYPE_RENDER_PREVIEW); rp = MEM_callocN(sizeof(RenderPreview), "render preview"); rp->job = wm_job; /* customdata for preview thread */ rp->scene = scene; rp->engine = engine; rp->sa = CTX_wm_area(C); rp->ar = CTX_wm_region(C); rp->v3d = rp->sa->spacedata.first; rp->rv3d = CTX_wm_region_view3d(C); rp->bmain = CTX_data_main(C); rp->resolution_divider = START_RESOLUTION_DIVIDER; copy_m4_m4(rp->viewmat, rp->rv3d->viewmat); /* clear info text */ engine->text[0] = '/0'; /* setup job */ WM_jobs_customdata_set(wm_job, rp, render_view3d_free); WM_jobs_timer(wm_job, 0.1, NC_SPACE | ND_SPACE_VIEW3D, NC_SPACE | ND_SPACE_VIEW3D); WM_jobs_callbacks(wm_job, render_view3d_startjob, NULL, NULL, NULL); WM_jobs_start(CTX_wm_manager(C), wm_job); engine->flag &= ~RE_ENGINE_DO_UPDATE;}
开发者ID:sonyomega,项目名称:blender-git,代码行数:39,
示例18: edbm_bevel_invokestatic int edbm_bevel_invoke(bContext *C, wmOperator *op, const wmEvent *event){ RegionView3D *rv3d = CTX_wm_region_view3d(C); BevelData *opdata; float center_3d[3]; if (!edbm_bevel_init(C, op, true)) { return OPERATOR_CANCELLED; } opdata = op->customdata; /* initialize mouse values */ if (!calculateTransformCenter(C, V3D_AROUND_CENTER_MEDIAN, center_3d, opdata->mcenter)) { /* in this case the tool will likely do nothing, * ideally this will never happen and should be checked for above */ opdata->mcenter[0] = opdata->mcenter[1] = 0; } /* for OFFSET_VALUE only, the scale is the size of a pixel under the mouse in 3d space */ opdata->scale[OFFSET_VALUE] = rv3d ? ED_view3d_pixel_size(rv3d, center_3d) : 1.0f; /* since we are affecting untransformed object but seeing in transformed space, * compensate for that */ opdata->scale[OFFSET_VALUE] /= opdata->max_obj_scale; edbm_bevel_calc_initial_length(op, event, false); edbm_bevel_update_header(C, op); if (!edbm_bevel_calc(op)) { edbm_bevel_cancel(C, op); ED_workspace_status_text(C, NULL); return OPERATOR_CANCELLED; } WM_event_add_modal_handler(C, op); return OPERATOR_RUNNING_MODAL;}
开发者ID:dfelinto,项目名称:blender,代码行数:39,
示例19: walk_invoke/****** walk operator ******/static int walk_invoke(bContext *C, wmOperator *op, const wmEvent *event){ RegionView3D *rv3d = CTX_wm_region_view3d(C); WalkInfo *walk; if (rv3d->viewlock & RV3D_LOCKED) return OPERATOR_CANCELLED; walk = MEM_callocN(sizeof(WalkInfo), "NavigationWalkOperation"); op->customdata = walk; if (initWalkInfo(C, walk, op) == false) { MEM_freeN(op->customdata); return OPERATOR_CANCELLED; } walkEvent(C, op, walk, event); WM_event_add_modal_handler(C, op); return OPERATOR_RUNNING_MODAL;}
开发者ID:Bforartists,项目名称:Bforartists,代码行数:24,
示例20: StartKetsjiShellextern "C" void StartKetsjiShell(struct bContext *C, struct ARegion *ar, rcti *cam_frame, int always_use_expand_framing){ /* context values */ struct wmWindowManager *wm= CTX_wm_manager(C); struct wmWindow *win= CTX_wm_window(C); struct Scene *startscene= CTX_data_scene(C); struct Main* maggie1= CTX_data_main(C); RAS_Rect area_rect; area_rect.SetLeft(cam_frame->xmin); area_rect.SetBottom(cam_frame->ymin); area_rect.SetRight(cam_frame->xmax); area_rect.SetTop(cam_frame->ymax); int exitrequested = KX_EXIT_REQUEST_NO_REQUEST; Main* blenderdata = maggie1; char* startscenename = startscene->id.name+2; char pathname[FILE_MAXDIR+FILE_MAXFILE], oldsce[FILE_MAXDIR+FILE_MAXFILE]; STR_String exitstring = ""; BlendFileData *bfd= NULL; BLI_strncpy(pathname, blenderdata->name, sizeof(pathname)); BLI_strncpy(oldsce, G.main->name, sizeof(oldsce));#ifdef WITH_PYTHON resetGamePythonPath(); // need this so running a second time wont use an old blendfiles path setGamePythonPath(G.main->name); // Acquire Python's GIL (global interpreter lock) // so we can safely run Python code and API calls PyGILState_STATE gilstate = PyGILState_Ensure(); PyObject *pyGlobalDict = PyDict_New(); /* python utility storage, spans blend file loading */#endif bgl::InitExtensions(true); // VBO code for derived mesh is not compatible with BGE (couldn't find why), so disable int disableVBO = (U.gameflags & USER_DISABLE_VBO); U.gameflags |= USER_DISABLE_VBO; // Globals to be carried on over blender files GlobalSettings gs; gs.matmode= startscene->gm.matmode; gs.glslflag= startscene->gm.flag; do { View3D *v3d= CTX_wm_view3d(C); RegionView3D *rv3d= CTX_wm_region_view3d(C); // get some preferences SYS_SystemHandle syshandle = SYS_GetSystem(); bool properties = (SYS_GetCommandLineInt(syshandle, "show_properties", 0) != 0); bool usefixed = (SYS_GetCommandLineInt(syshandle, "fixedtime", 0) != 0); bool profile = (SYS_GetCommandLineInt(syshandle, "show_profile", 0) != 0); bool frameRate = (SYS_GetCommandLineInt(syshandle, "show_framerate", 0) != 0); bool animation_record = (SYS_GetCommandLineInt(syshandle, "animation_record", 0) != 0); bool displaylists = (SYS_GetCommandLineInt(syshandle, "displaylists", 0) != 0) && GPU_display_list_support();#ifdef WITH_PYTHON bool nodepwarnings = (SYS_GetCommandLineInt(syshandle, "ignore_deprecation_warnings", 0) != 0);#endif // bool novertexarrays = (SYS_GetCommandLineInt(syshandle, "novertexarrays", 0) != 0); bool mouse_state = (startscene->gm.flag & GAME_SHOW_MOUSE) != 0; bool restrictAnimFPS = (startscene->gm.flag & GAME_RESTRICT_ANIM_UPDATES) != 0; short drawtype = v3d->drawtype; /* we do not support material mode in game engine, force change to texture mode */ if (drawtype == OB_MATERIAL) drawtype = OB_TEXTURE; if (animation_record) usefixed= false; /* override since you don't want to run full-speed for sim recording */ // create the canvas and rasterizer RAS_ICanvas* canvas = new KX_BlenderCanvas(wm, win, area_rect, ar); // default mouse state set on render panel if (mouse_state) canvas->SetMouseState(RAS_ICanvas::MOUSE_NORMAL); else canvas->SetMouseState(RAS_ICanvas::MOUSE_INVISIBLE); // Setup vsync int previous_vsync = 0; canvas->GetSwapInterval(previous_vsync); if (startscene->gm.vsync == VSYNC_ADAPTIVE) canvas->SetSwapInterval(-1); else canvas->SetSwapInterval((startscene->gm.vsync == VSYNC_ON) ? 1 : 0); RAS_IRasterizer* rasterizer = NULL; //Don't use displaylists with VBOs //If auto starts using VBOs, make sure to check for that here if (displaylists && startscene->gm.raster_storage != RAS_STORE_VBO) rasterizer = new RAS_ListRasterizer(canvas, true, startscene->gm.raster_storage); else rasterizer = new RAS_OpenGLRasterizer(canvas, startscene->gm.raster_storage); RAS_IRasterizer::MipmapOption mipmapval = rasterizer->GetMipmapping();//.........这里部分代码省略.........
开发者ID:Andrewson3D,项目名称:blender-for-vray,代码行数:101,
示例21: armature_calc_roll_execstatic 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,
示例22: render_view3d_flag_changedstatic 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,
注:本文中的CTX_wm_region_view3d函数示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 C++ CTX_wm_reports函数代码示例 C++ CTX_wm_region_set函数代码示例 |