tornavis/source/blender/makesdna/DNA_view3d_types.h

720 lines
19 KiB
C

/* SPDX-FileCopyrightText: 2001-2002 NaN Holding BV. All rights reserved.
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup DNA
*/
#pragma once
struct BoundBox;
struct Object;
struct ViewRender;
struct SmoothView3DStore;
struct SpaceLink;
struct bGPdata;
struct wmTimer;
#include "DNA_defs.h"
#include "DNA_image_types.h"
#include "DNA_listBase.h"
#include "DNA_movieclip_types.h"
#include "DNA_object_types.h"
#include "DNA_view3d_enums.h"
#include "DNA_viewer_path_types.h"
typedef struct RegionView3D {
/** GL_PROJECTION matrix. */
float winmat[4][4];
/** GL_MODELVIEW matrix. */
float viewmat[4][4];
/** Inverse of viewmat. */
float viewinv[4][4];
/** Viewmat*winmat. */
float persmat[4][4];
/** Inverse of persmat. */
float persinv[4][4];
/** Offset/scale for camera GLSL texture-coordinates. */
float viewcamtexcofac[4];
/** viewmat/persmat multiplied with object matrix, while drawing and selection. */
float viewmatob[4][4];
float persmatob[4][4];
/** User defined clipping planes. */
float clip[6][4];
/**
* Clip in object space,
* means we can test for clipping in edit-mode without first going into world-space.
*/
float clip_local[6][4];
struct BoundBox *clipbb;
/** Allocated backup of itself while in local-view. */
struct RegionView3D *localvd;
struct ViewRender *view_render;
/** Animated smooth view. */
struct SmoothView3DStore *sms;
struct wmTimer *smooth_timer;
/** Transform gizmo matrix. */
float twmat[4][4];
/** min/max dot product on twmat xyz axis. */
float tw_axis_min[3], tw_axis_max[3];
float tw_axis_matrix[3][3];
float gridview DNA_DEPRECATED;
/** View rotation, must be kept normalized. */
float viewquat[4];
/** Distance from 'ofs' along -viewinv[2] vector, where result is negative as is 'ofs'. */
float dist;
/** Camera view offsets, 1.0 = viewplane moves entire width/height. */
float camdx, camdy;
/** Runtime only. */
float pixsize;
/**
* View center & orbit pivot, negative of world-space location,
* also matches `-viewinv[3][0:3]` in orthographic mode.
*/
float ofs[3];
/** Viewport zoom on the camera frame, see BKE_screen_view3d_zoom_to_fac. */
float camzoom;
/**
* Check if persp/ortho view, since 'persp' can't be used for this since
* it can have cameras assigned as well. (only set in #view3d_winmatrix_set)
*/
char is_persp;
char persp;
char view;
char view_axis_roll;
char viewlock; /* Should usually be accessed with RV3D_LOCK_FLAGS()! */
/** Options for runtime only locking (cleared on file read) */
char runtime_viewlock; /* Should usually be accessed with RV3D_LOCK_FLAGS()! */
/** Options for quadview (store while out of quad view). */
char viewlock_quad;
char _pad[1];
/** Normalized offset for locked view: (-1, -1) bottom left, (1, 1) upper right. */
float ofs_lock[2];
/** XXX can easily get rid of this (Julian). */
short twdrawflag;
short rflag;
/** Last view (use when switching out of camera view). */
float lviewquat[4];
/** Lpersp can never be set to 'RV3D_CAMOB'. */
char lpersp;
char lview;
char lview_axis_roll;
char _pad8[1];
/** Active rotation from NDOF or elsewhere. */
float rot_angle;
float rot_axis[3];
} RegionView3D;
typedef struct View3DCursor {
float location[3];
float rotation_quaternion[4];
float rotation_euler[3];
float rotation_axis[3], rotation_angle;
short rotation_mode;
char _pad[6];
} View3DCursor;
/** 3D Viewport Shading settings. */
typedef struct View3DShading {
/** Shading type (OB_SOLID, ..). */
char type;
/** Runtime, for toggle between rendered viewport. */
char prev_type;
char prev_type_wire;
char color_type;
short flag;
char light;
char background_type;
char cavity_type;
char wire_color_type;
/** When to preview the compositor output in the viewport. View3DShadingUseCompositor. */
char use_compositor;
char _pad;
/** FILE_MAXFILE. */
char studio_light[256];
/** FILE_MAXFILE. */
char lookdev_light[256];
/** FILE_MAXFILE. */
char matcap[256];
float shadow_intensity;
float single_color[3];
float studiolight_rot_z;
float studiolight_background;
float studiolight_intensity;
float studiolight_blur;
float object_outline_color[3];
float xray_alpha;
float xray_alpha_wire;
float cavity_valley_factor;
float cavity_ridge_factor;
float background_color[3];
float curvature_ridge_factor;
float curvature_valley_factor;
/* Render pass displayed in the viewport. Is an `eScenePassType` where one bit is set */
int render_pass;
char aov_name[64];
struct IDProperty *prop;
void *_pad2;
} View3DShading;
/** 3D Viewport Overlay settings. */
typedef struct View3DOverlay {
int flag;
/** Edit mode settings. */
int edit_flag;
float normals_length;
float normals_constant_screen_size;
/** Paint mode settings. */
int paint_flag;
/** Weight paint mode settings. */
int wpaint_flag;
/** Alpha for texture, weight, vertex paint overlay. */
float texture_paint_mode_opacity;
float vertex_paint_mode_opacity;
float weight_paint_mode_opacity;
float sculpt_mode_mask_opacity;
float sculpt_mode_face_sets_opacity;
float viewer_attribute_opacity;
/** Armature edit/pose mode settings. */
float xray_alpha_bone;
float bone_wire_alpha;
/** Darken Inactive. */
float fade_alpha;
/** Other settings. */
float wireframe_threshold;
float wireframe_opacity;
float retopology_offset;
/** Grease pencil settings. */
float gpencil_paper_opacity;
float gpencil_grid_opacity;
float gpencil_fade_layer;
/** Factor for mixing vertex paint with original color */
float gpencil_vertex_paint_opacity;
/** Handles display type for curves. */
int handle_display;
/** Curves sculpt mode settings. */
float sculpt_curves_cage_opacity;
} View3DOverlay;
/** #View3DOverlay.handle_display */
typedef enum eHandleDisplay {
/* Display only selected points. */
CURVE_HANDLE_SELECTED = 0,
/* Display all handles. */
CURVE_HANDLE_ALL = 1,
/* No display handles. */
CURVE_HANDLE_NONE = 2,
} eHandleDisplay;
typedef struct View3D_Runtime {
/** Nkey panel stores stuff here. */
void *properties_storage;
void (*properties_storage_free)(void *properties_storage);
/** Runtime only flags. */
int flag;
char _pad1[4];
/* Only used for overlay stats while in local-view. */
struct SceneStats *local_stats;
} View3D_Runtime;
/** 3D ViewPort Struct. */
typedef struct View3D {
DNA_DEFINE_CXX_METHODS(View3D)
struct SpaceLink *next, *prev;
/** Storage of regions for inactive spaces. */
ListBase regionbase;
char spacetype;
char link_flag;
char _pad0[6];
/* End 'SpaceLink' header. */
float viewquat[4] DNA_DEPRECATED;
float dist DNA_DEPRECATED;
/** Size of bundles in reconstructed data. */
float bundle_size;
/** Display style for bundle. */
char bundle_drawtype;
char drawtype DNA_DEPRECATED;
char _pad3[1];
/** Multiview current eye - for internal use. */
char multiview_eye;
int object_type_exclude_viewport;
int object_type_exclude_select;
short persp DNA_DEPRECATED;
short view DNA_DEPRECATED;
struct Object *camera, *ob_center;
rctf render_border;
/** Allocated backup of itself while in local-view. */
struct View3D *localvd;
/** Optional string for armature bone to define center, MAXBONENAME. */
char ob_center_bone[64];
unsigned short local_view_uid;
char _pad6[2];
int layact DNA_DEPRECATED;
unsigned short local_collections_uid;
short _pad7[2];
short debug_flag;
/** Optional bool for 3d cursor to define center. */
short ob_center_cursor;
short scenelock;
short gp_flag;
short flag;
int flag2;
float lens, grid;
float clip_start, clip_end;
float ofs[3] DNA_DEPRECATED;
char _pad[1];
/** Transform gizmo info. */
/** #V3D_GIZMO_SHOW_* */
char gizmo_flag;
char gizmo_show_object;
char gizmo_show_armature;
char gizmo_show_empty;
char gizmo_show_light;
char gizmo_show_camera;
char gridflag;
short gridlines;
/** Number of subdivisions in the grid between each highlighted grid line. */
short gridsubdiv;
/** Actually only used to define the opacity of the grease pencil vertex in edit mode. */
float vertex_opacity;
/* XXX deprecated? */
/** Grease-Pencil Data (annotation layers). */
struct bGPdata *gpd DNA_DEPRECATED;
/** Stereoscopy settings. */
short stereo3d_flag;
char stereo3d_camera;
char _pad4;
float stereo3d_convergence_factor;
float stereo3d_volume_alpha;
float stereo3d_convergence_alpha;
/** Display settings. */
View3DShading shading;
View3DOverlay overlay;
/** Path to the viewer node that is currently previewed. This is retrieved from the workspace. */
ViewerPath viewer_path;
/** Runtime evaluation data (keep last). */
View3D_Runtime runtime;
} View3D;
/** #View3D::stereo3d_flag */
enum {
V3D_S3D_DISPCAMERAS = 1 << 0,
V3D_S3D_DISPPLANE = 1 << 1,
V3D_S3D_DISPVOLUME = 1 << 2,
};
/** #View3D::flag */
enum {
V3D_LOCAL_COLLECTIONS = 1 << 0,
V3D_FLAG_UNUSED_1 = 1 << 1, /* cleared */
V3D_HIDE_HELPLINES = 1 << 2,
V3D_FLAG_UNUSED_2 = 1 << 3, /* cleared */
V3D_XR_SESSION_MIRROR = 1 << 4,
V3D_XR_SESSION_SURFACE = 1 << 5,
V3D_FLAG_UNUSED_10 = 1 << 10, /* cleared */
V3D_SELECT_OUTLINE = 1 << 11,
V3D_FLAG_UNUSED_12 = 1 << 12, /* cleared */
V3D_GLOBAL_STATS = 1 << 13,
V3D_DRAW_CENTERS = 1 << 15,
};
/** #View3D_Runtime.flag */
enum {
/** The 3D view which the XR session was created in is flagged with this. */
V3D_RUNTIME_XR_SESSION_ROOT = (1 << 0),
/** Some operators override the depth buffer for dedicated occlusion operations. */
V3D_RUNTIME_DEPTHBUF_OVERRIDDEN = (1 << 1),
};
/** #RegionView3D::persp */
enum {
RV3D_ORTHO = 0,
RV3D_PERSP = 1,
RV3D_CAMOB = 2,
};
/** #RegionView3D::rflag */
enum {
RV3D_CLIPPING = 1 << 2,
RV3D_NAVIGATING = 1 << 3,
RV3D_GPULIGHT_UPDATE = 1 << 4,
RV3D_PAINTING = 1 << 5,
// RV3D_IS_GAME_ENGINE = 1 << 5, /* UNUSED */
/**
* Disable Z-buffer offset, skip calls to #ED_view3d_polygon_offset.
* Use when precise surface depth is needed and picking bias isn't, see #45434).
*/
RV3D_ZOFFSET_DISABLED = 1 << 6,
};
/** #RegionView3D.viewlock */
enum {
RV3D_LOCK_ROTATION = (1 << 0),
RV3D_BOXVIEW = (1 << 1),
RV3D_BOXCLIP = (1 << 2),
RV3D_LOCK_LOCATION = (1 << 3),
RV3D_LOCK_ZOOM_AND_DOLLY = (1 << 4),
RV3D_LOCK_ANY_TRANSFORM = (RV3D_LOCK_LOCATION | RV3D_LOCK_ROTATION | RV3D_LOCK_ZOOM_AND_DOLLY),
};
/** Bit-wise OR of the regular lock-flags with runtime only lock-flags. */
#define RV3D_LOCK_FLAGS(rv3d) ((rv3d)->viewlock | ((rv3d)->runtime_viewlock))
/** #RegionView3D::viewlock_quad */
enum {
RV3D_VIEWLOCK_INIT = 1 << 7,
};
/** #RegionView3D::view */
enum {
RV3D_VIEW_USER = 0,
RV3D_VIEW_FRONT = 1,
RV3D_VIEW_BACK = 2,
RV3D_VIEW_LEFT = 3,
RV3D_VIEW_RIGHT = 4,
RV3D_VIEW_TOP = 5,
RV3D_VIEW_BOTTOM = 6,
RV3D_VIEW_CAMERA = 8,
};
#define RV3D_VIEW_IS_AXIS(view) (((view) >= RV3D_VIEW_FRONT) && ((view) <= RV3D_VIEW_BOTTOM))
/**
* #RegionView3D.view_axis_roll
*
* Clockwise rotation to use for axis-views, when #RV3D_VIEW_IS_AXIS is true.
*/
enum {
RV3D_VIEW_AXIS_ROLL_0 = 0,
RV3D_VIEW_AXIS_ROLL_90 = 1,
RV3D_VIEW_AXIS_ROLL_180 = 2,
RV3D_VIEW_AXIS_ROLL_270 = 3,
};
#define RV3D_CLIPPING_ENABLED(v3d, rv3d) \
((rv3d) && (v3d) && ((rv3d)->rflag & RV3D_CLIPPING) && \
ELEM((v3d)->shading.type, OB_WIRE, OB_SOLID) && (rv3d)->clipbb)
/** #View3D::flag2 (int) */
enum {
V3D_HIDE_OVERLAYS = 1 << 2,
V3D_SHOW_VIEWER = 1 << 3,
V3D_SHOW_ANNOTATION = 1 << 4,
V3D_LOCK_CAMERA = 1 << 5,
V3D_FLAG2_UNUSED_6 = 1 << 6, /* cleared */
V3D_SHOW_RECONSTRUCTION = 1 << 7,
V3D_SHOW_CAMERAPATH = 1 << 8,
V3D_SHOW_BUNDLENAME = 1 << 9,
V3D_FLAG2_UNUSED_10 = 1 << 10, /* cleared */
V3D_RENDER_BORDER = 1 << 11,
V3D_FLAG2_UNUSED_12 = 1 << 12, /* cleared */
V3D_FLAG2_UNUSED_13 = 1 << 13, /* cleared */
V3D_FLAG2_UNUSED_14 = 1 << 14, /* cleared */
V3D_FLAG2_UNUSED_15 = 1 << 15, /* cleared */
V3D_XR_SHOW_CONTROLLERS = 1 << 16,
V3D_XR_SHOW_CUSTOM_OVERLAYS = 1 << 17,
};
/** #View3D::gp_flag (short) */
enum {
/** Fade all non GP objects. */
V3D_GP_FADE_OBJECTS = 1 << 0,
/** Activate paper grid. */
V3D_GP_SHOW_GRID = 1 << 1,
V3D_GP_SHOW_EDIT_LINES = 1 << 2,
V3D_GP_SHOW_MULTIEDIT_LINES = 1 << 3,
/** main switch at view level. */
V3D_GP_SHOW_ONION_SKIN = 1 << 4,
/** fade layers not active. */
V3D_GP_FADE_NOACTIVE_LAYERS = 1 << 5,
/** Fade other GPencil objects. */
V3D_GP_FADE_NOACTIVE_GPENCIL = 1 << 6,
/** Show Strokes Directions. */
V3D_GP_SHOW_STROKE_DIRECTION = 1 << 7,
/** Show Material names. */
V3D_GP_SHOW_MATERIAL_NAME = 1 << 8,
/** Show Canvas Grid on Top. */
V3D_GP_SHOW_GRID_XRAY = 1 << 9,
};
/** #View3DShading.flag */
enum {
V3D_SHADING_OBJECT_OUTLINE = (1 << 0),
V3D_SHADING_XRAY = (1 << 1),
V3D_SHADING_SHADOW = (1 << 2),
V3D_SHADING_SCENE_LIGHTS = (1 << 3),
V3D_SHADING_SPECULAR_HIGHLIGHT = (1 << 4),
V3D_SHADING_CAVITY = (1 << 5),
V3D_SHADING_MATCAP_FLIP_X = (1 << 6),
V3D_SHADING_SCENE_WORLD = (1 << 7),
V3D_SHADING_XRAY_WIREFRAME = (1 << 8),
V3D_SHADING_WORLD_ORIENTATION = (1 << 9),
V3D_SHADING_BACKFACE_CULLING = (1 << 10),
V3D_SHADING_DEPTH_OF_FIELD = (1 << 11),
V3D_SHADING_SCENE_LIGHTS_RENDER = (1 << 12),
V3D_SHADING_SCENE_WORLD_RENDER = (1 << 13),
V3D_SHADING_STUDIOLIGHT_VIEW_ROTATION = (1 << 14),
};
/** #View3D.debug_flag */
enum {
V3D_DEBUG_FREEZE_CULLING = (1 << 0),
};
#define V3D_USES_SCENE_LIGHTS(v3d) \
((((v3d)->shading.type == OB_MATERIAL) && ((v3d)->shading.flag & V3D_SHADING_SCENE_LIGHTS)) || \
(((v3d)->shading.type == OB_RENDER) && \
((v3d)->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER)))
#define V3D_USES_SCENE_WORLD(v3d) \
((((v3d)->shading.type == OB_MATERIAL) && ((v3d)->shading.flag & V3D_SHADING_SCENE_WORLD)) || \
(((v3d)->shading.type == OB_RENDER) && \
((v3d)->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER)))
/** #View3DShading.cavity_type */
enum {
V3D_SHADING_CAVITY_SSAO = 0,
V3D_SHADING_CAVITY_CURVATURE = 1,
V3D_SHADING_CAVITY_BOTH = 2,
};
/** #View3DShading.use_compositor */
typedef enum View3DShadingUseCompositor {
V3D_SHADING_USE_COMPOSITOR_DISABLED = 0,
/** The compositor is enabled only in camera view. */
V3D_SHADING_USE_COMPOSITOR_CAMERA = 1,
/** The compositor is always enabled regardless of the view. */
V3D_SHADING_USE_COMPOSITOR_ALWAYS = 2,
} View3DShadingUseCompositor;
/** #View3DOverlay.flag */
enum {
V3D_OVERLAY_FACE_ORIENTATION = (1 << 0),
V3D_OVERLAY_HIDE_CURSOR = (1 << 1),
V3D_OVERLAY_BONE_SELECT = (1 << 2),
V3D_OVERLAY_LOOK_DEV = (1 << 3),
V3D_OVERLAY_WIREFRAMES = (1 << 4),
V3D_OVERLAY_HIDE_TEXT = (1 << 5),
V3D_OVERLAY_HIDE_MOTION_PATHS = (1 << 6),
V3D_OVERLAY_ONION_SKINS = (1 << 7),
V3D_OVERLAY_HIDE_BONES = (1 << 8),
V3D_OVERLAY_HIDE_OBJECT_XTRAS = (1 << 9),
V3D_OVERLAY_HIDE_OBJECT_ORIGINS = (1 << 10),
V3D_OVERLAY_STATS = (1 << 11),
V3D_OVERLAY_FADE_INACTIVE = (1 << 12),
V3D_OVERLAY_VIEWER_ATTRIBUTE = (1 << 13),
V3D_OVERLAY_SCULPT_SHOW_MASK = (1 << 14),
V3D_OVERLAY_SCULPT_SHOW_FACE_SETS = (1 << 15),
V3D_OVERLAY_SCULPT_CURVES_CAGE = (1 << 16),
V3D_OVERLAY_SHOW_LIGHT_COLORS = (1 << 17),
V3D_OVERLAY_VIEWER_ATTRIBUTE_TEXT = (1 << 18),
};
/** #View3DOverlay.edit_flag */
enum {
V3D_OVERLAY_EDIT_VERT_NORMALS = (1 << 0),
V3D_OVERLAY_EDIT_LOOP_NORMALS = (1 << 1),
V3D_OVERLAY_EDIT_FACE_NORMALS = (1 << 2),
V3D_OVERLAY_EDIT_RETOPOLOGY = (1 << 3),
V3D_OVERLAY_EDIT_WEIGHT = (1 << 4),
V3D_OVERLAY_EDIT_EDGES_DEPRECATED = (1 << 5),
V3D_OVERLAY_EDIT_FACES = (1 << 6),
V3D_OVERLAY_EDIT_FACE_DOT = (1 << 7),
V3D_OVERLAY_EDIT_SEAMS = (1 << 8),
V3D_OVERLAY_EDIT_SHARP = (1 << 9),
V3D_OVERLAY_EDIT_CREASES = (1 << 10),
V3D_OVERLAY_EDIT_BWEIGHTS = (1 << 11),
V3D_OVERLAY_EDIT_FREESTYLE_EDGE = (1 << 12),
V3D_OVERLAY_EDIT_FREESTYLE_FACE = (1 << 13),
V3D_OVERLAY_EDIT_STATVIS = (1 << 14),
V3D_OVERLAY_EDIT_EDGE_LEN = (1 << 15),
V3D_OVERLAY_EDIT_EDGE_ANG = (1 << 16),
V3D_OVERLAY_EDIT_FACE_ANG = (1 << 17),
V3D_OVERLAY_EDIT_FACE_AREA = (1 << 18),
V3D_OVERLAY_EDIT_INDICES = (1 << 19),
/* Deprecated. */
// V3D_OVERLAY_EDIT_CU_HANDLES = (1 << 20),
V3D_OVERLAY_EDIT_CU_NORMALS = (1 << 21),
V3D_OVERLAY_EDIT_CONSTANT_SCREEN_SIZE_NORMALS = (1 << 22),
};
/** #View3DOverlay.paint_flag */
enum {
V3D_OVERLAY_PAINT_WIRE = (1 << 0),
};
/** #View3DOverlay.wpaint_flag */
enum {
V3D_OVERLAY_WPAINT_CONTOURS = (1 << 0),
};
/** #View3D.around */
enum {
/* center of the bounding box */
V3D_AROUND_CENTER_BOUNDS = 0,
/* center from the sum of all points divided by the total */
V3D_AROUND_CENTER_MEDIAN = 3,
/* pivot around the 2D/3D cursor */
V3D_AROUND_CURSOR = 1,
/* pivot around each items own origin */
V3D_AROUND_LOCAL_ORIGINS = 2,
/* pivot around the active items origin */
V3D_AROUND_ACTIVE = 4,
};
/** #View3D.gridflag */
enum {
V3D_SHOW_FLOOR = 1 << 0,
V3D_SHOW_X = 1 << 1,
V3D_SHOW_Y = 1 << 2,
V3D_SHOW_Z = 1 << 3,
V3D_SHOW_ORTHO_GRID = 1 << 4,
};
/** #TransformOrientationSlot.type */
enum {
V3D_ORIENT_GLOBAL = 0,
V3D_ORIENT_LOCAL = 1,
V3D_ORIENT_NORMAL = 2,
V3D_ORIENT_VIEW = 3,
V3D_ORIENT_GIMBAL = 4,
V3D_ORIENT_CURSOR = 5,
V3D_ORIENT_PARENT = 6,
V3D_ORIENT_CUSTOM = 1024,
/** Runtime only, never saved to DNA. */
V3D_ORIENT_CUSTOM_MATRIX = (V3D_ORIENT_CUSTOM - 1),
};
/** #View3d.gizmo_flag */
enum {
/** All gizmos. */
V3D_GIZMO_HIDE = (1 << 0),
V3D_GIZMO_HIDE_NAVIGATE = (1 << 1),
V3D_GIZMO_HIDE_CONTEXT = (1 << 2),
V3D_GIZMO_HIDE_TOOL = (1 << 3),
};
/** #View3d.gizmo_show_object */
enum {
V3D_GIZMO_SHOW_OBJECT_TRANSLATE = (1 << 0),
V3D_GIZMO_SHOW_OBJECT_ROTATE = (1 << 1),
V3D_GIZMO_SHOW_OBJECT_SCALE = (1 << 2),
};
/** #View3d.gizmo_show_armature */
enum {
/** Currently unused (WIP gizmo). */
V3D_GIZMO_SHOW_ARMATURE_BBONE = (1 << 0),
/** Not yet implemented. */
V3D_GIZMO_SHOW_ARMATURE_ROLL = (1 << 1),
};
/** #View3d.gizmo_show_empty */
enum {
V3D_GIZMO_SHOW_EMPTY_IMAGE = (1 << 0),
V3D_GIZMO_SHOW_EMPTY_FORCE_FIELD = (1 << 1),
};
/** #View3d.gizmo_show_light */
enum {
/** Use for both spot & area size. */
V3D_GIZMO_SHOW_LIGHT_SIZE = (1 << 0),
V3D_GIZMO_SHOW_LIGHT_LOOK_AT = (1 << 1),
};
/** #View3d.gizmo_show_camera */
enum {
/** Also used for ortho size. */
V3D_GIZMO_SHOW_CAMERA_LENS = (1 << 0),
V3D_GIZMO_SHOW_CAMERA_DOF_DIST = (1 << 2),
};
/** #ToolSettings.plane_depth */
typedef enum {
V3D_PLACE_DEPTH_SURFACE = 0,
V3D_PLACE_DEPTH_CURSOR_PLANE = 1,
V3D_PLACE_DEPTH_CURSOR_VIEW = 2,
} eV3DPlaceDepth;
/** #ToolSettings.plane_orient */
typedef enum {
V3D_PLACE_ORIENT_SURFACE = 0,
V3D_PLACE_ORIENT_DEFAULT = 1,
} eV3DPlaceOrient;
#define RV3D_CAMZOOM_MIN -30
#define RV3D_CAMZOOM_MAX 600
/** #BKE_screen_view3d_zoom_to_fac() values above */
#define RV3D_CAMZOOM_MIN_FACTOR 0.1657359312880714853f
#define RV3D_CAMZOOM_MAX_FACTOR 44.9852813742385702928f