text: /*
   * This program is free software; you can redistribute it and/or
   * modify it under the terms of the GNU General Public License
   * as published by the Free Software Foundation; either version 2
   * of the License, or (at your option) any later version.
   *
   * This program is distributed in the hope that it will be useful,
   * but WITHOUT ANY WARRANTY; without even the implied warranty of
   * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
   * GNU General Public License for more details.
   *
   * You should have received a copy of the GNU General Public License
   * along with this program; if not, write to the Free Software Foundation,
   * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
   *
   * The Original Code is Copyright (C) 2008 Blender Foundation.
   * All rights reserved.
   */
  
  /** \file
   * \ingroup editors
   */
  
  #ifndef __ED_VIEW3D_H__
  #define __ED_VIEW3D_H__
  
  #ifdef __cplusplus
  extern "C" {
  #endif
  
  /* ********* exports for space_view3d/ module ********** */
  struct ARegion;
  struct BMEdge;
  struct BMElem;
  struct BMFace;
  struct BMVert;
  struct BPoint;
  struct Base;
  struct BezTriple;
  struct BoundBox;
  struct Camera;
  struct CustomData_MeshMasks;
  struct Depsgraph;
  struct EditBone;
  struct GPUOffScreen;
  struct GPUViewport;
  struct ID;
  struct MVert;
  struct Main;
  struct MetaElem;
  struct Nurb;
  struct Object;
  struct RV3DMatrixStore;
  struct RegionView3D;
  struct RenderEngineType;
  struct Scene;
  struct ScrArea;
  struct View3D;
  struct View3DShading;
  struct ViewContext;
  struct ViewLayer;
  struct bContext;
  struct bPoseChannel;
  struct bScreen;
  struct rctf;
  struct rcti;
  struct wmGizmo;
  struct wmOperator;
  struct wmOperatorType;
  struct wmWindow;
  struct wmWindowManager;
  
  /* for derivedmesh drawing callbacks, for view3d_select, .... */
  typedef struct ViewContext {
    struct bContext *C;
    struct Main *bmain;
    /* Dependency graph is uses for depth drawing, viewport camera matrix access, and also some areas
     * are re-using this to access evaluated entities.
     *
     * Moral of the story: assign to a fully evaluated state. */
    struct Depsgraph *depsgraph;
    struct Scene *scene;
    struct ViewLayer *view_layer;
    struct Object *obact;
    struct Object *obedit;
    struct ARegion *region;
    struct View3D *v3d;
    struct wmWindow *win;
    struct RegionView3D *rv3d;
    struct BMEditMesh *em;
    int mval[2];
  } ViewContext;
  
  typedef struct ViewDepths {
    unsigned short w, h;
    short x, y; /* only for temp use for sub-rects, added to region->winx/y */
    float *depths;
    double depth_range[2];
  
    bool damaged;
  } ViewDepths;
  
  typedef struct ViewDrawOffscreenContext {
    struct Depsgraph *depsgraph;
    struct Scene *scene;
    int drawtype;
    struct View3D *v3d;
    struct ARegion *region;
    int winx;
    int winy;
    float viewmat[4][4];
    float winmat[4][4];
    bool do_sky;
    bool is_persp;
    const char *viewname;
    const bool do_color_management;
    struct GPUOffScreen *ofs;
    struct GPUViewport *viewport;
  } ViewDrawOffscreenContext;
  
  /* Rotate 3D cursor on placement. */
  enum eV3DCursorOrient {
    V3D_CURSOR_ORIENT_NONE = 0,
    V3D_CURSOR_ORIENT_VIEW,
    V3D_CURSOR_ORIENT_XFORM,
    V3D_CURSOR_ORIENT_GEOM,
  };
  
  void ED_view3d_background_color_get(const struct Scene *scene,
                                      const struct View3D *v3d,
                                      float r_color[3]);
  void ED_view3d_cursor3d_position(struct bContext *C,
                                   const int mval[2],
                                   const bool use_depth,
                                   float cursor_co[3]);
  void ED_view3d_cursor3d_position_rotation(struct bContext *C,
                                            const int mval[2],
                                            const bool use_depth,
                                            enum eV3DCursorOrient orientation,
                                            float cursor_co[3],
                                            float cursor_quat[4]);
  void ED_view3d_cursor3d_update(struct bContext *C,
                                 const int mval[2],
                                 const bool use_depth,
                                 enum eV3DCursorOrient orientation);
  
  struct Camera *ED_view3d_camera_data_get(struct View3D *v3d, struct RegionView3D *rv3d);
  
  void ED_view3d_to_m4(float mat[4][4], const float ofs[3], const float quat[4], const float dist);
  void ED_view3d_from_m4(const float mat[4][4], float ofs[3], float quat[4], float *dist);
  
  void ED_view3d_from_object(
      const struct Object *ob, float ofs[3], float quat[4], float *dist, float *lens);
  void ED_view3d_to_object(const struct Depsgraph *depsgraph,
                           struct Object *ob,
                           const float ofs[3],
                           const float quat[4],
                           const float dist);
  
  void ED_view3d_lastview_store(struct RegionView3D *rv3d);
  
  /* Depth buffer */
  void ED_view3d_depth_update(struct ARegion *region);
  float ED_view3d_depth_read_cached(const struct ViewContext *vc, const int mval[2]);
  bool ED_view3d_depth_read_cached_normal(const ViewContext *vc,
                                          const int mval[2],
                                          float r_normal[3]);
  bool ED_view3d_depth_unproject(const struct ARegion *region,
                                 const int mval[2],
                                 const double depth,
                                 float r_location_world[3]);
  void ED_view3d_depth_tag_update(struct RegionView3D *rv3d);
  
  /* Projection */
  #define IS_CLIPPED 12000
  
  /* return values for ED_view3d_project_...() */
  typedef enum {
    V3D_PROJ_RET_OK = 0,
    /** can't avoid this when in perspective mode, (can't avoid) */
    V3D_PROJ_RET_CLIP_NEAR = 1,
    /** so close to zero we can't apply a perspective matrix usefully */
    V3D_PROJ_RET_CLIP_ZERO = 2,
    /** bounding box clip - RV3D_CLIPPING */
    V3D_PROJ_RET_CLIP_BB = 3,
    /** outside window bounds */
    V3D_PROJ_RET_CLIP_WIN = 4,
    /** outside range (mainly for short), (can't avoid) */
    V3D_PROJ_RET_OVERFLOW = 5,
  } eV3DProjStatus;
  
  /* some clipping tests are optional */
  typedef enum {
    V3D_PROJ_TEST_NOP = 0,
    V3D_PROJ_TEST_CLIP_BB = (1 << 0),
    V3D_PROJ_TEST_CLIP_WIN = (1 << 1),
    V3D_PROJ_TEST_CLIP_NEAR = (1 << 2),
    V3D_PROJ_TEST_CLIP_ZERO = (1 << 3),
  } eV3DProjTest;
  
  #define V3D_PROJ_TEST_CLIP_DEFAULT \
    (V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR)
  #define V3D_PROJ_TEST_ALL \
    (V3D_PROJ_TEST_CLIP_BB | V3D_PROJ_TEST_CLIP_WIN | V3D_PROJ_TEST_CLIP_NEAR | \
     V3D_PROJ_TEST_CLIP_ZERO)
  
  /* view3d_iterators.c */
  
  /* foreach iterators */
  void meshobject_foreachScreenVert(
      struct ViewContext *vc,
      void (*func)(void *userData, struct MVert *eve, const float screen_co[2], int index),
      void *userData,
      const eV3DProjTest clip_flag);
  void mesh_foreachScreenVert(
      struct ViewContext *vc,
      void (*func)(void *userData, struct BMVert *eve, const float screen_co[2], int index),
      void *userData,
      const eV3DProjTest clip_flag);
  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,
                              const eV3DProjTest clip_flag);
  
  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,
                                              const eV3DProjTest clip_flag);
  
  void mesh_foreachScreenFace(
      struct ViewContext *vc,
      void (*func)(void *userData, struct BMFace *efa, const float screen_co[2], int index),
      void *userData,
      const eV3DProjTest clip_flag);
  void nurbs_foreachScreenVert(struct ViewContext *vc,
                               void (*func)(void *userData,
                                            struct Nurb *nu,
                                            struct BPoint *bp,
                                            struct BezTriple *bezt,
                                            int beztindex,
                                            const float screen_co[2]),
                               void *userData,
                               const eV3DProjTest clip_flag);
  void mball_foreachScreenElem(struct ViewContext *vc,
                               void (*func)(void *userData,
                                            struct MetaElem *ml,
                                            const float screen_co[2]),
                               void *userData,
                               const eV3DProjTest clip_flag);
  void lattice_foreachScreenVert(struct ViewContext *vc,
                                 void (*func)(void *userData,
                                              struct BPoint *bp,
                                              const float screen_co[2]),
                                 void *userData,
                                 const eV3DProjTest clip_flag);
  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,
                                  const eV3DProjTest clip_flag);
  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,
                              const eV3DProjTest clip_flag);
  /* *** end iterators *** */
  
  /* view3d_project.c */
  void ED_view3d_project_float_v2_m4(const struct ARegion *region,
                                     const float co[3],
                                     float r_co[2],
                                     float mat[4][4]);
  void ED_view3d_project_float_v3_m4(const struct ARegion *region,
                                     const float co[3],
                                     float r_co[3],
                                     float mat[4][4]);
  
  eV3DProjStatus ED_view3d_project_base(const struct ARegion *region, struct Base *base);
  
  /* *** short *** */
  eV3DProjStatus ED_view3d_project_short_ex(const struct ARegion *region,
                                            float perspmat[4][4],
                                            const bool is_local,
                                            const float co[3],
                                            short r_co[2],
                                            const eV3DProjTest flag);
  eV3DProjStatus ED_view3d_project_short_global(const struct ARegion *region,
                                                const float co[3],
                                                short r_co[2],
                                                const eV3DProjTest flag);
  eV3DProjStatus ED_view3d_project_short_object(const struct ARegion *region,
                                                const float co[3],
                                                short r_co[2],
                                                const eV3DProjTest flag);
  
  /* *** int *** */
  eV3DProjStatus ED_view3d_project_int_ex(const struct ARegion *region,
                                          float perspmat[4][4],
                                          const bool is_local,
                                          const float co[3],
                                          int r_co[2],
                                          const eV3DProjTest flag);
  eV3DProjStatus ED_view3d_project_int_global(const struct ARegion *region,
                                              const float co[3],
                                              int r_co[2],
                                              const eV3DProjTest flag);
  eV3DProjStatus ED_view3d_project_int_object(const struct ARegion *region,
                                              const float co[3],
                                              int r_co[2],
                                              const eV3DProjTest flag);
  
  /* *** float *** */
  eV3DProjStatus ED_view3d_project_float_ex(const struct ARegion *region,
                                            float perspmat[4][4],
                                            const bool is_local,
                                            const float co[3],
                                            float r_co[2],
                                            const eV3DProjTest flag);
  eV3DProjStatus ED_view3d_project_float_global(const struct ARegion *region,
                                                const float co[3],
                                                float r_co[2],
                                                const eV3DProjTest flag);
  eV3DProjStatus ED_view3d_project_float_object(const struct ARegion *region,
                                                const float co[3],
                                                float r_co[2],
                                                const eV3DProjTest flag);
  
  float ED_view3d_pixel_size(const struct RegionView3D *rv3d, const float co[3]);
  float ED_view3d_pixel_size_no_ui_scale(const struct RegionView3D *rv3d, const float co[3]);
  
  float ED_view3d_calc_zfac(const struct RegionView3D *rv3d, const float co[3], bool *r_flip);
  bool ED_view3d_clip_segment(const struct RegionView3D *rv3d, float ray_start[3], float ray_end[3]);
  bool ED_view3d_win_to_ray_clipped(struct Depsgraph *depsgraph,
                                    const struct ARegion *region,
                                    const struct View3D *v3d,
                                    const float mval[2],
                                    float ray_start[3],
                                    float ray_normal[3],
                                    const bool do_clip);
  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);
  void ED_view3d_win_to_ray(const struct ARegion *region,
                            const float mval[2],
                            float r_ray_start[3],
                            float r_ray_normal[3]);
  void ED_view3d_global_to_vector(const struct RegionView3D *rv3d,
                                  const float coord[3],
                                  float vec[3]);
  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]);
  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]);
  bool ED_view3d_win_to_3d_on_plane(const struct ARegion *region,
                                    const float plane[4],
                                    const float mval[2],
                                    const bool do_clip,
                                    float r_out[3]);
  bool ED_view3d_win_to_3d_on_plane_int(const struct ARegion *region,
                                        const float plane[4],
                                        const int mval[2],
                                        const bool do_clip,
                                        float r_out[3]);
  void ED_view3d_win_to_delta(const struct ARegion *region,
                              const float mval[2],
                              float out[3],
                              const float zfac);
  void ED_view3d_win_to_origin(const struct ARegion *region, const float mval[2], float out[3]);
  void ED_view3d_win_to_vector(const struct ARegion *region, const float mval[2], float out[3]);
  bool ED_view3d_win_to_segment_clipped(struct Depsgraph *depsgraph,
                                        const struct ARegion *region,
                                        struct View3D *v3d,
                                        const float mval[2],
                                        float r_ray_start[3],
                                        float r_ray_end[3],
                                        const bool do_clip);
  void ED_view3d_ob_project_mat_get(const struct RegionView3D *v3d,
                                    struct Object *ob,
                                    float pmat[4][4]);
  void ED_view3d_ob_project_mat_get_from_obmat(const struct RegionView3D *rv3d,
                                               float obmat[4][4],
                                               float pmat[4][4]);
  
  void ED_view3d_project(const struct ARegion *region, const float world[3], float r_region_co[3]);
  bool ED_view3d_unproject(
      const struct ARegion *region, float regionx, float regiony, float regionz, float world[3]);
  
  /* end */
  
  void ED_view3d_dist_range_get(const struct View3D *v3d, float r_dist_range[2]);
  bool ED_view3d_clip_range_get(struct Depsgraph *depsgraph,
                                const struct View3D *v3d,
                                const struct RegionView3D *rv3d,
                                float *r_clipsta,
                                float *r_clipend,
                                const bool use_ortho_factor);
  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);
  
  void ED_view3d_polygon_offset(const struct RegionView3D *rv3d, const float dist);
  
  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,
                                    const bool no_shift);
  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]);
  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_clipping_calc_from_boundbox(float clip[6][4],
                                             const struct BoundBox *clipbb,
                                             const bool is_flip);
  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_clipping_local(struct RegionView3D *rv3d, float mat[4][4]);
  bool ED_view3d_clipping_test(const struct RegionView3D *rv3d,
                               const float co[3],
                               const bool is_local);
  void ED_view3d_clipping_set(struct RegionView3D *rv3d);
  void ED_view3d_clipping_enable(void);
  void ED_view3d_clipping_disable(void);
  
  float ED_view3d_radius_to_dist_persp(const float angle, const float radius);
  float ED_view3d_radius_to_dist_ortho(const float lens, const float radius);
  float ED_view3d_radius_to_dist(const struct View3D *v3d,
                                 const struct ARegion *region,
                                 const struct Depsgraph *depsgraph,
                                 const char persp,
                                 const bool use_aspect,
                                 const float radius);
  
  void imm_drawcircball(const float cent[3], float rad, const float tmat[4][4], unsigned int pos);
  
  /* backbuffer select and draw support */
  void ED_view3d_backbuf_depth_validate(struct ViewContext *vc);
  int ED_view3d_backbuf_sample_size_clamp(struct ARegion *region, const float dist);
  
  void ED_view3d_select_id_validate(struct ViewContext *vc);
  
  bool ED_view3d_autodist(struct Depsgraph *depsgraph,
                          struct ARegion *region,
                          struct View3D *v3d,
                          const int mval[2],
                          float mouse_worldloc[3],
                          const bool alphaoverride,
                          const float fallback_depth_pt[3]);
  
  /* only draw so ED_view3d_autodist_simple can be called many times after */
  void ED_view3d_autodist_init(struct Depsgraph *depsgraph,
                               struct ARegion *region,
                               struct View3D *v3d,
                               int mode);
  bool ED_view3d_autodist_simple(struct ARegion *region,
                                 const int mval[2],
                                 float mouse_worldloc[3],
                                 int margin,
                                 float *force_depth);
  bool ED_view3d_autodist_depth(struct ARegion *region, const int mval[2], int margin, float *depth);
  bool ED_view3d_autodist_depth_seg(struct ARegion *region,
                                    const int mval_sta[2],
                                    const int mval_end[2],
                                    int margin,
                                    float *depth);
  
  /* select */
  #define MAXPICKELEMS 2500
  #define MAXPICKBUF (4 * MAXPICKELEMS)
  
  typedef enum {
    /* all elements in the region, ignore depth */
    VIEW3D_SELECT_ALL = 0,
    /* pick also depth sorts (only for small regions!) */
    VIEW3D_SELECT_PICK_ALL = 1,
    /* sorts and only returns visible objects (only for small regions!) */
    VIEW3D_SELECT_PICK_NEAREST = 2,
  } eV3DSelectMode;
  
  typedef enum {
    /** Don't exclude anything. */
    VIEW3D_SELECT_FILTER_NOP = 0,
    /** Don't select objects outside the current mode. */
    VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK = 1,
    /** A version of #VIEW3D_SELECT_FILTER_OBJECT_MODE_LOCK that allows pose-bone selection. */
    VIEW3D_SELECT_FILTER_WPAINT_POSE_MODE_LOCK = 2,
  } eV3DSelectObjectFilter;
  
  eV3DSelectObjectFilter ED_view3d_select_filter_from_mode(const struct Scene *scene,
                                                           const struct Object *obact);
  
  void view3d_opengl_select_cache_begin(void);
  void view3d_opengl_select_cache_end(void);
  
  int view3d_opengl_select(struct ViewContext *vc,
                           unsigned int *buffer,
                           unsigned int bufsize,
                           const struct rcti *input,
                           eV3DSelectMode select_mode,
                           eV3DSelectObjectFilter select_filter);
  
  /* view3d_select.c */
  float ED_view3d_select_dist_px(void);
  void ED_view3d_viewcontext_init(struct bContext *C,
                                  struct ViewContext *vc,
                                  struct Depsgraph *depsgraph);
  void ED_view3d_viewcontext_init_object(struct ViewContext *vc, struct Object *obact);
  void view3d_operator_needs_opengl(const struct bContext *C);
  void view3d_region_operator_needs_opengl(struct wmWindow *win, struct ARegion *region);
  
  /* XXX should move to BLI_math */
  bool edge_inside_circle(const float cent[2],
                          float radius,
                          const float screen_co_a[2],
                          const float screen_co_b[2]);
  
  /* get 3d region from context, also if mouse is in header or toolbar */
  struct RegionView3D *ED_view3d_context_rv3d(struct bContext *C);
  bool ED_view3d_context_user_region(struct bContext *C,
                                     struct View3D **r_v3d,
                                     struct ARegion **r_region);
  bool ED_view3d_area_user_region(const struct ScrArea *area,
                                  const struct View3D *v3d,
                                  struct ARegion **r_region);
  bool ED_operator_rv3d_user_region_poll(struct bContext *C);
  
  void ED_view3d_init_mats_rv3d(struct Object *ob, struct RegionView3D *rv3d);
  void ED_view3d_init_mats_rv3d_gl(struct Object *ob, struct RegionView3D *rv3d);
  #ifdef DEBUG
  void ED_view3d_clear_mats_rv3d(struct RegionView3D *rv3d);
  void ED_view3d_check_mats_rv3d(struct RegionView3D *rv3d);
  #else
  #  define ED_view3d_clear_mats_rv3d(rv3d) (void)(rv3d)
  #  define ED_view3d_check_mats_rv3d(rv3d) (void)(rv3d)
  #endif
  
  struct RV3DMatrixStore *ED_view3d_mats_rv3d_backup(struct RegionView3D *rv3d);
  void ED_view3d_mats_rv3d_restore(struct RegionView3D *rv3d, struct RV3DMatrixStore *rv3dmat);
  
  void ED_draw_object_facemap(struct Depsgraph *depsgraph,
                              struct Object *ob,
                              const float col[4],
                              const int facemap);
  
  struct RenderEngineType *ED_view3d_engine_type(const struct Scene *scene, int drawtype);
  
  bool ED_view3d_context_activate(struct bContext *C);
  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,
                                 float viewmat[4][4],
                                 float winmat[4][4],
                                 const struct rcti *rect);
  
  struct Base *ED_view3d_give_base_under_cursor(struct bContext *C, const int mval[2]);
  struct Object *ED_view3d_give_object_under_cursor(struct bContext *C, const int mval[2]);
  bool ED_view3d_is_object_under_cursor(struct bContext *C, const int mval[2]);
  void ED_view3d_quadview_update(struct ScrArea *area, struct ARegion *region, bool do_clip);
  void ED_view3d_update_viewmat(struct Depsgraph *depsgraph,
                                const struct Scene *scene,
                                struct View3D *v3d,
                                struct ARegion *region,
                                float viewmat[4][4],
                                float winmat[4][4],
                                const struct rcti *rect,
                                bool offscreen);
  bool ED_view3d_quat_from_axis_view(const char view, const char view_axis_roll, float quat[4]);
  bool ED_view3d_quat_to_axis_view(const float viewquat[4],
                                   const float epsilon,
                                   char *r_view,
                                   char *r_view_axis_rotation);
  
  char ED_view3d_lock_view_from_index(int index);
  char ED_view3d_axis_view_opposite(char view);
  bool ED_view3d_lock(struct RegionView3D *rv3d);
  
  void ED_view3d_datamask(const struct bContext *C,
                          const struct Scene *scene,
                          const struct View3D *v3d,
                          struct CustomData_MeshMasks *r_cddata_masks);
  void ED_view3d_screen_datamask(const struct bContext *C,
                                 const struct Scene *scene,
                                 const struct bScreen *screen,
                                 struct CustomData_MeshMasks *r_cddata_masks);
  
  bool ED_view3d_offset_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d);
  void ED_view3d_persp_switch_from_camera(const struct Depsgraph *depsgraph,
                                          struct View3D *v3d,
                                          struct RegionView3D *rv3d,
                                          const char persp);
  bool ED_view3d_persp_ensure(const struct Depsgraph *depsgraph,
                              struct View3D *v3d,
                              struct ARegion *region);
  
  /* camera lock functions */
  bool ED_view3d_camera_lock_check(const struct View3D *v3d, const struct RegionView3D *rv3d);
  /* copy the camera to the view before starting a view transformation */
  void ED_view3d_camera_lock_init_ex(const struct Depsgraph *depsgraph,
                                     struct View3D *v3d,
                                     struct RegionView3D *rv3d,
                                     const bool calc_dist);
  void ED_view3d_camera_lock_init(const struct Depsgraph *depsgraph,
                                  struct View3D *v3d,
                                  struct RegionView3D *rv3d);
  /* copy the view to the camera, return true if */
  bool ED_view3d_camera_lock_sync(const struct Depsgraph *depsgraph,
                                  struct View3D *v3d,
                                  struct RegionView3D *rv3d);
  
  bool ED_view3d_camera_autokey(const struct Scene *scene,
                                struct ID *id_key,
                                struct bContext *C,
                                const bool do_rotate,
                                const bool do_translate);
  bool ED_view3d_camera_lock_autokey(struct View3D *v3d,
                                     struct RegionView3D *rv3d,
                                     struct bContext *C,
                                     const bool do_rotate,
                                     const bool do_translate);
  
  void ED_view3d_lock_clear(struct View3D *v3d);
  
  #define VIEW3D_MARGIN 1.4f
  #define VIEW3D_DIST_FALLBACK 1.0f
  
  float ED_view3d_offset_distance(float mat[4][4], const float ofs[3], const float dist_fallback);
  void ED_view3d_distance_set(struct RegionView3D *rv3d, const float dist);
  bool ED_view3d_distance_set_from_location(struct RegionView3D *rv3d,
                                            const float dist_co[3],
                                            const float dist_min);
  
  float ED_scene_grid_scale(const struct Scene *scene, const char **r_grid_unit);
  float ED_view3d_grid_scale(const struct Scene *scene,
                             struct View3D *v3d,
                             const char **r_grid_unit);
  void ED_view3d_grid_steps(const struct Scene *scene,
                            struct View3D *v3d,
                            struct RegionView3D *rv3d,
                            float *r_grid_steps);
  float ED_view3d_grid_view_scale(struct Scene *scene,
                                  struct View3D *v3d,
                                  struct RegionView3D *rv3d,
                                  const char **r_grid_unit);
  
  void ED_scene_draw_fps(const struct Scene *scene, int xoffset, int *yoffset);
  
  /* view matrix properties utilities */
  /* unused */
  #if 0
  void ED_view3d_operator_properties_viewmat(struct wmOperatorType *ot);
  void ED_view3d_operator_properties_viewmat_set(struct bContext *C, struct wmOperator *op);
  void ED_view3d_operator_properties_viewmat_get(struct wmOperator *op,
                                                 int *winx,
                                                 int *winy,
                                                 float persmat[4][4]);
  #endif
  
  /* render */
  void ED_view3d_stop_render_preview(struct wmWindowManager *wm, struct ARegion *region);
  void ED_view3d_shade_update(struct Main *bmain, struct View3D *v3d, struct ScrArea *area);
  
  #define XRAY_ALPHA(v3d) \
    (((v3d)->shading.type == OB_WIRE) ? (v3d)->shading.xray_alpha_wire : (v3d)->shading.xray_alpha)
  #define XRAY_FLAG(v3d) \
    (((v3d)->shading.type == OB_WIRE) ? V3D_SHADING_XRAY_WIREFRAME : V3D_SHADING_XRAY)
  #define XRAY_FLAG_ENABLED(v3d) (((v3d)->shading.flag & XRAY_FLAG(v3d)) != 0)
  #define XRAY_ENABLED(v3d) (XRAY_FLAG_ENABLED(v3d) && (XRAY_ALPHA(v3d) < 1.0f))
  #define XRAY_ACTIVE(v3d) (XRAY_ENABLED(v3d) && ((v3d)->shading.type < OB_MATERIAL))
  
  /* view3d_draw_legacy.c */
  /* Try avoid using these more move out of legacy. */
  void ED_view3d_draw_bgpic_test(const struct Scene *scene,
                                 struct Depsgraph *depsgraph,
                                 struct ARegion *region,
                                 struct View3D *v3d,
                                 const bool do_foreground,
                                 const bool do_camera_frame);
  
  /* view3d_gizmo_preselect_type.c */
  void ED_view3d_gizmo_mesh_preselect_get_active(struct bContext *C,
                                                 struct wmGizmo *gz,
                                                 struct Base **r_base,
                                                 struct BMElem **r_ele);
  
  /* space_view3d.c */
  void ED_view3d_buttons_region_layout_ex(const struct bContext *C,
                                          struct ARegion *region,
                                          const char *category_override);
  
  /* view3d_view.c */
  bool ED_view3d_local_collections_set(struct Main *bmain, struct View3D *v3d);
  void ED_view3d_local_collections_reset(struct bContext *C, const bool reset_all);
  
  #ifdef WITH_XR_OPENXR
  void ED_view3d_xr_mirror_update(const struct ScrArea *area,
                                  const struct View3D *v3d,
                                  const bool enable);
  void ED_view3d_xr_shading_update(struct wmWindowManager *wm,
                                   const View3D *v3d,
                                   const struct Scene *scene);
  bool ED_view3d_is_region_xr_mirror_active(const struct wmWindowManager *wm,
                                            const struct View3D *v3d,
                                            const struct ARegion *region);
  #endif
  
  #ifdef __cplusplus
  }
  #endif
  
  #endif /* __ED_VIEW3D_H__ */
  