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blender-archive/source/blender/src/transform_manipulator.c

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/**
* $Id:
*
* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
*
* 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. The Blender
* Foundation also sells licenses for use in proprietary software under
* the Blender License. See http://www.blender.org/BL/ for information
* about this.
*
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*
* The Original Code is Copyright (C) 2005 Blender Foundation
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include <stdlib.h>
#include <string.h>
#include <math.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifndef WIN32
#include <unistd.h>
#else
#include <io.h>
#endif
#include "MEM_guardedalloc.h"
#include "DNA_armature_types.h"
#include "DNA_curve_types.h"
#include "DNA_lattice_types.h"
#include "DNA_mesh_types.h"
#include "DNA_meta_types.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_scene_types.h"
#include "DNA_space_types.h"
#include "DNA_view3d_types.h"
#include "BKE_armature.h"
#include "BKE_global.h"
#include "BKE_lattice.h"
#include "BKE_object.h"
#include "BKE_utildefines.h"
#include "BLI_arithb.h"
#include "BLI_editVert.h"
#include "BIF_editarmature.h"
#include "BIF_gl.h"
#include "BIF_mywindow.h"
#include "BIF_resources.h"
#include "BIF_screen.h"
#include "BIF_space.h"
#include "BIF_transform.h"
#include "BSE_edit.h"
#include "BSE_view.h"
#include "BDR_drawobject.h"
#include "blendef.h"
#include "transform.h"
#include "transform_generics.h"
/* drawing defines */
#define MAN_SIZE 0.15
#define CYLEN 0.25
#define CYWID 0.08
/* return codes for select */
#define MAN_TRANS_X 1
#define MAN_TRANS_Y 2
#define MAN_TRANS_Z 4
#define MAN_TRANS_C 7
#define MAN_ROT_X 8
#define MAN_ROT_Y 16
#define MAN_ROT_Z 32
#define MAN_ROT_V 64
#define MAN_ROT_T 128
#define MAN_ROT_C 248
#define MAN_SCALE_X 256
#define MAN_SCALE_Y 512
#define MAN_SCALE_Z 1024
#define MAN_SCALE_C 1792
/* GLOBAL VARIABLE THAT SHOULD MOVED TO SCREEN MEMBER OR SOMETHING */
extern TransInfo Trans;
/* transform widget center calc helper for below */
static void calc_tw_center(float *co)
{
float *twcent= G.scene->twcent;
float *min= G.scene->twmin;
float *max= G.scene->twmax;
DO_MINMAX(co, min, max);
VecAddf(twcent, twcent, co);
}
/* callback */
static void stats_pose(ListBase *lb)
{
Bone *bone;
float vec[3];
for(bone= lb->first; bone; bone= bone->next) {
if (bone->flag & BONE_SELECTED) {
/* We don't let IK children get "grabbed" */
/* ALERT! abusive global Trans here */
if ( (Trans.mode!=TFM_TRANSLATION) || (bone->flag & BONE_IK_TOPARENT)==0 ) {
get_bone_root_pos (bone, vec, 1);
calc_tw_center(vec);
return; // see above function
}
}
stats_pose(&bone->childbase);
}
}
/* centroid, boundbox, of selection */
/* returns total items selected */
static int calc_manipulator(ScrArea *sa)
{
extern ListBase editNurb;
View3D *v3d= sa->spacedata.first;
Base *base;
Object *ob=NULL;
Nurb *nu;
BezTriple *bezt;
BPoint *bp;
MetaElem *ml;
EditVert *eve;
// EditFace *efa;
EditBone *ebo;
int a, totsel=0;
/* transform widget matrix */
Mat4One(v3d->twmat);
/* transform widget centroid/center */
G.scene->twcent[0]= G.scene->twcent[1]= G.scene->twcent[2]= 0.0f;
INIT_MINMAX(G.scene->twmin, G.scene->twmax);
if(G.obedit) {
ob= G.obedit;
if(G.obedit->type==OB_MESH) {
EditMesh *em = G.editMesh;
eve= em->verts.first;
while(eve) {
if(eve->f & SELECT) {
totsel++;
calc_tw_center(eve->co);
}
eve= eve->next;
}
}
else if (G.obedit->type==OB_ARMATURE){
for (ebo=G.edbo.first;ebo;ebo=ebo->next){
// If this is an IK child and it's parent is being moved, don't count as selected
if ((ebo->flag & BONE_IK_TOPARENT)&& (ebo->flag & BONE_ROOTSEL) && ebo->parent && (ebo->parent->flag & BONE_TIPSEL));
else {
if (ebo->flag & BONE_TIPSEL) {
calc_tw_center(ebo->tail);
totsel++;
}
if (ebo->flag & BONE_ROOTSEL) {
calc_tw_center(ebo->head);
totsel++;
}
}
}
}
else if ELEM3(G.obedit->type, OB_CURVE, OB_SURF, OB_FONT) {
nu= editNurb.first;
while(nu) {
if((nu->type & 7)==CU_BEZIER) {
bezt= nu->bezt;
a= nu->pntsu;
while(a--) {
if(bezt->f1) {
calc_tw_center(bezt->vec[0]);
totsel++;
}
if(bezt->f2) {
calc_tw_center(bezt->vec[1]);
totsel++;
}
if(bezt->f3) {
calc_tw_center(bezt->vec[2]);
totsel++;
}
bezt++;
}
}
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
while(a--) {
if(bp->f1 & 1) {
calc_tw_center(bp->vec);
totsel++;
}
bp++;
}
}
nu= nu->next;
}
}
else if(G.obedit->type==OB_MBALL) {
/* editmball.c */
extern ListBase editelems; /* go away ! */
ml= editelems.first;
while(ml) {
if(ml->flag & SELECT) {
calc_tw_center(&ml->x);
totsel++;
}
ml= ml->next;
}
}
else if(G.obedit->type==OB_LATTICE) {
bp= editLatt->def;
a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw;
while(a--) {
if(bp->f1 & 1) {
calc_tw_center(bp->vec);
totsel++;
}
bp++;
}
}
/* selection center */
if(totsel) {
VecMulf(G.scene->twcent, 1.0f/(float)totsel); // centroid!
Mat4MulVecfl(G.obedit->obmat, G.scene->twcent);
Mat4MulVecfl(G.obedit->obmat, G.scene->twmin);
Mat4MulVecfl(G.obedit->obmat, G.scene->twmax);
}
}
else if(G.obpose) {
bArmature *arm= G.obpose->data;
/* count total */
count_bone_select(&arm->bonebase, &totsel);
if(totsel) {
/* recursive get stats */
stats_pose(&arm->bonebase);
VecMulf(G.scene->twcent, 1.0f/(float)totsel); // centroid!
Mat4MulVecfl(G.obpose->obmat, G.scene->twcent);
Mat4MulVecfl(G.obpose->obmat, G.scene->twmin);
Mat4MulVecfl(G.obpose->obmat, G.scene->twmax);
}
}
else if(G.f & (G_FACESELECT + G_VERTEXPAINT + G_TEXTUREPAINT +G_WEIGHTPAINT)) {
;
}
else {
/* we need the one selected object */
ob= OBACT;
if(ob && !(ob->flag & SELECT)) ob= NULL;
base= (G.scene->base.first);
while(base) {
if(v3d->lay & base->lay) {
if(base->flag & SELECT) {
if(ob==NULL) ob= base->object;
calc_tw_center(base->object->obmat[3]);
totsel++;
}
}
base= base->next;
}
/* selection center */
if(totsel) {
VecMulf(G.scene->twcent, 1.0f/(float)totsel); // centroid!
}
}
/* global, local or normal orientation? */
if(ob) {
// local....
if(totsel==1 || v3d->around==V3D_LOCAL || G.obedit || G.obpose) {
Mat4CpyMat4(v3d->twmat, ob->obmat);
Mat4Ortho(v3d->twmat);
}
}
return totsel;
}
/* ******************** DRAWING STUFFIES *********** */
/* radring = radius of donut rings
radhole = radius hole
start = starting segment (based on nrings)
end = end segment
nsides = amount of points in ring
nrigns = amount of rings
*/
static void partial_donut(float radring, float radhole, int start, int end, int nsides, int nrings)
{
float theta, phi, theta1;
float cos_theta, sin_theta;
float cos_theta1, sin_theta1;
float ring_delta, side_delta;
int i, j;
ring_delta= 2.0*M_PI/(float)nrings;
side_delta= 2.0*M_PI/(float)nsides;
theta= M_PI+0.5*ring_delta;
cos_theta= cos(theta);
sin_theta= sin(theta);
for(i= nrings - 1; i >= 0; i--) {
theta1= theta + ring_delta;
cos_theta1= cos(theta1);
sin_theta1= sin(theta1);
if(i==start) { // cap
glBegin(GL_POLYGON);
glNormal3f(-sin_theta1, -cos_theta1, 0.0);
phi= 0.0;
for(j= nsides; j >= 0; j--) {
float cos_phi, sin_phi, dist;
phi += side_delta;
cos_phi= cos(phi);
sin_phi= sin(phi);
dist= radhole + radring * cos_phi;
glVertex3f(cos_theta1 * dist, -sin_theta1 * dist, radring * sin_phi);
}
glEnd();
}
if(i>=start && i<=end) {
glBegin(GL_QUAD_STRIP);
phi= 0.0;
for(j= nsides; j >= 0; j--) {
float cos_phi, sin_phi, dist;
phi += side_delta;
cos_phi= cos(phi);
sin_phi= sin(phi);
dist= radhole + radring * cos_phi;
glNormal3f(cos_theta1 * cos_phi, -sin_theta1 * cos_phi, sin_phi);
glVertex3f(cos_theta1 * dist, -sin_theta1 * dist, radring * sin_phi);
glNormal3f(cos_theta * cos_phi, -sin_theta * cos_phi, sin_phi);
glVertex3f(cos_theta * dist, -sin_theta * dist, radring * sin_phi);
}
glEnd();
}
if(i==end) { // cap
glBegin(GL_POLYGON);
glNormal3f(sin_theta, cos_theta, 0.0);
phi= 0.0;
for(j= nsides; j >= 0; j--) {
float cos_phi, sin_phi, dist;
phi -= side_delta;
cos_phi= cos(phi);
sin_phi= sin(phi);
dist= radhole + radring * cos_phi;
glVertex3f(cos_theta * dist, -sin_theta * dist, radring * sin_phi);
}
glEnd();
}
theta= theta1;
cos_theta= cos_theta1;
sin_theta= sin_theta1;
}
}
static void manipulator_setcolor(char mode)
{
float vec[4];
vec[3]= 1.0;
if(G.moving) {
if(mode > 'Z') BIF_ThemeColor(TH_TRANSFORM);
else {
BIF_GetThemeColor3fv(TH_TRANSFORM, vec);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, vec);
}
}
else {
switch(mode) {
case 'x':
glColor3ub(255, 0, 100);
break;
case 'y':
glColor3ub(100, 255, 100);
break;
case 'z':
glColor3ub(50, 50, 225);
break;
case 'X':
vec[2]= vec[1]= 0.0; vec[0]= 1.0;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, vec);
break;
case 'Y':
vec[0]= vec[2]= 0.0; vec[1]= 1.0;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, vec);
break;
case 'Z':
vec[0]= vec[1]= 0.0; vec[2]= 1.0;
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, vec);
break;
}
}
}
static int Gval= 0xFFFF; // defines drawmodus while moving...
static void draw_manipulator_rotate(float mat[][4])
{
GLUquadricObj *qobj= gluNewQuadric();
double plane[4];
float size, vec[3], unitmat[4][4];
float cusize= CYWID*0.75;
int arcs= (G.rt==2);
if(G.rt==3) cusize= CYWID*0.25;
/* when called while moving in mixed mode, do not draw when... */
if((Gval & MAN_ROT_C)==0) return;
/* Init stuff */
glDisable(GL_DEPTH_TEST);
Mat4One(unitmat);
gluQuadricDrawStyle(qobj, GLU_FILL);
gluQuadricNormals(qobj, GLU_SMOOTH);
glEnable(GL_CULL_FACE); // backface removal
glShadeModel(GL_SMOOTH);
/* prepare for screen aligned draw */
VECCOPY(vec, mat[0]);
size= Normalise(vec);
glPushMatrix();
glTranslatef(mat[3][0], mat[3][1], mat[3][2]);
if(arcs) {
/* clipplane makes nice handles, calc here because of multmatrix but with translate! */
VECCOPY(plane, G.vd->viewinv[2]);
plane[3]= -0.1; // clip more
glClipPlane(GL_CLIP_PLANE0, plane);
}
/* sets view screen aligned */
glRotatef( -360.0*saacos(G.vd->viewquat[0])/M_PI, G.vd->viewquat[1], G.vd->viewquat[2], G.vd->viewquat[3]);
/* Screen aligned help circle */
if(arcs) {
if((G.f & G_PICKSEL)==0) {
BIF_ThemeColorShade(TH_BACK, -30);
drawcircball(unitmat[3], size, unitmat);
}
}
/* Screen aligned view rot circle */
if(Gval & MAN_ROT_V) {
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_V);
BIF_ThemeColor(TH_TRANSFORM);
drawcircball(unitmat[3], 1.2*size, unitmat);
if(G.moving) {
float vec[3];
vec[0]= Trans.imval[0] - Trans.center2d[0];
vec[1]= Trans.imval[1] - Trans.center2d[1];
vec[2]= 0.0;
Normalise(vec);
VecMulf(vec, 1.2*size);
glBegin(GL_LINES);
glVertex3f(0.0, 0.0, 0.0);
glVertex3fv(vec);
glEnd();
}
}
glPopMatrix();
/* apply the transform delta */
if(G.moving) {
float matt[4][4];
Mat4CpyMat4(matt, mat); // to copy the parts outside of [3][3]
Mat4MulMat34(matt, Trans.mat, mat);
mymultmatrix(matt);
}
else mymultmatrix(mat);
/* axes */
if(arcs==0) {
if(!(G.f & G_PICKSEL)) {
/* axis */
glBegin(GL_LINES);
if( (Gval & MAN_ROT_X) || (G.moving && (Gval & MAN_ROT_Z)) ) {
manipulator_setcolor('x');
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(1.0, 0.0, 0.0);
}
if( (Gval & MAN_ROT_Y) || (G.moving && (Gval & MAN_ROT_X)) ) {
manipulator_setcolor('y');
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 1.0, 0.0);
}
if( (Gval & MAN_ROT_Z) || (G.moving && (Gval & MAN_ROT_Y)) ) {
manipulator_setcolor('z');
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 1.0);
}
glEnd();
}
}
/* Trackball center */
if(Gval & MAN_ROT_T) {
float smat[3][3], imat[3][3];
float offset[3];
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_T);
Mat3CpyMat4(smat, mat);
Mat3Inv(imat, smat);
getViewVector(mat[3], offset);
Mat3MulVecfl(imat, offset);
Normalise(offset); // matrix space is such that 1.0 = size of sphere
BIF_ThemeColor(TH_TRANSFORM);
glBegin(GL_LINES);
glVertex3f(0.0, 0.0, 0.0);
glVertex3fv(offset);
glEnd();
glEnable(GL_LIGHTING);
BIF_GetThemeColor3fv(TH_TRANSFORM, vec);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, vec);
VECCOPY(vec, offset);
glTranslatef(vec[0], vec[1], vec[2]);
gluSphere(qobj, CYWID, 8, 6);
/* restore */
glTranslatef(-vec[0], -vec[1], -vec[2]);
glDisable(GL_LIGHTING);
}
if(arcs==0 && G.moving) {
if(arcs) glEnable(GL_CLIP_PLANE0);
/* Z circle */
if(Gval & MAN_ROT_Z) {
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Z);
manipulator_setcolor('z');
drawcircball(unitmat[3], 1.0, unitmat);
}
/* X circle */
if(Gval & MAN_ROT_X) {
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_X);
glRotatef(90.0, 0.0, 1.0, 0.0);
manipulator_setcolor('x');
drawcircball(unitmat[3], 1.0, unitmat);
glRotatef(-90.0, 0.0, 1.0, 0.0);
}
/* Y circle */
if(Gval & MAN_ROT_Y) {
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Y);
glRotatef(-90.0, 1.0, 0.0, 0.0);
manipulator_setcolor('y');
drawcircball(unitmat[3], 1.0, unitmat);
glRotatef(90.0, 1.0, 0.0, 0.0);
}
if(arcs) glDisable(GL_CLIP_PLANE0);
}
// donut arcs
if(arcs) {
glEnable(GL_LIGHTING);
glEnable(GL_CLIP_PLANE0);
/* Z circle */
if(Gval & MAN_ROT_Z) {
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Z);
manipulator_setcolor('Z');
partial_donut(cusize/3.0, 1.0, 0, 48, 8, 48);
}
/* X circle */
if(Gval & MAN_ROT_X) {
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_X);
glRotatef(90.0, 0.0, 1.0, 0.0);
manipulator_setcolor('X');
partial_donut(cusize/3.0, 1.0, 0, 48, 8, 48);
glRotatef(-90.0, 0.0, 1.0, 0.0);
}
/* Y circle */
if(Gval & MAN_ROT_Y) {
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Y);
glRotatef(-90.0, 1.0, 0.0, 0.0);
manipulator_setcolor('Y');
partial_donut(cusize/3.0, 1.0, 0, 48, 8, 48);
glRotatef(90.0, 1.0, 0.0, 0.0);
}
glDisable(GL_CLIP_PLANE0);
}
if(arcs==0) {
glEnable(GL_LIGHTING);
/* Z handle on X axis */
if(Gval & MAN_ROT_Z) {
glPushMatrix();
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Z);
manipulator_setcolor('Z');
if(G.rt==3) {
partial_donut(cusize, 1.0, 21, 27, 8, 48);
/* Z handle on Y axis */
glRotatef(90.0, 0.0, 0.0, 1.0);
partial_donut(cusize, 1.0, 21, 27, 8, 48);
}
else {
partial_donut(cusize, 1.0, 23, 25, 8, 48);
}
glPopMatrix();
}
/* Y handle on X axis */
if(Gval & MAN_ROT_Y) {
glPushMatrix();
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Y);
manipulator_setcolor('Y');
if(G.rt==3) {
glRotatef(90.0, 1.0, 0.0, 0.0);
partial_donut(cusize, 1.0, 21, 27, 8, 48);
/* Y handle on Z axis */
glRotatef(90.0, 0.0, 0.0, 1.0);
partial_donut(cusize, 1.0, 21, 27, 8, 48);
}
else {
glRotatef(90.0, 1.0, 0.0, 0.0);
glRotatef(90.0, 0.0, 0.0, 1.0);
partial_donut(cusize, 1.0, 23, 25, 8, 48);
}
glPopMatrix();
}
/* X handle on Z axis */
if(Gval & MAN_ROT_X) {
glPushMatrix();
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_X);
manipulator_setcolor('X');
if(G.rt==3) {
glRotatef(-90.0, 0.0, 1.0, 0.0);
partial_donut(cusize, 1.0, 21, 27, 8, 48);
/* X handle on Y axis */
glRotatef(90.0, 0.0, 0.0, 1.0);
partial_donut(cusize, 1.0, 21, 27, 8, 48);
}
else {
glRotatef(-90.0, 0.0, 1.0, 0.0);
glRotatef(90.0, 0.0, 0.0, 1.0);
partial_donut(cusize, 1.0, 23, 25, 8, 48);
}
glPopMatrix();
}
}
/* restore */
myloadmatrix(G.vd->viewmat);
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
gluDeleteQuadric(qobj);
if(G.zbuf) glEnable(GL_DEPTH_TEST); // shouldn't be global, tsk!
}
static void draw_manipulator_scale(float mat[][4])
{
float cusize= CYWID*0.75;
/* when called while moving in mixed mode, do not draw when... */
if((Gval & MAN_SCALE_C)==0) return;
if(G.moving) {
float matt[4][4];
Mat4CpyMat4(matt, mat); // to copy the parts outside of [3][3]
Mat4MulMat34(matt, Trans.mat, mat);
mymultmatrix(matt);
}
else mymultmatrix(mat);
/* if not shiftkey, center point as first, for selectbuffer order */
if(G.f & G_PICKSEL) {
if(!(G.qual & LR_SHIFTKEY)) {
glLoadName(MAN_SCALE_C);
glBegin(GL_POINTS);
glVertex3f(0.0, 0.0, 0.0);
glEnd();
}
}
else {
float vec[3];
glDisable(GL_DEPTH_TEST);
/* axis */
glBegin(GL_LINES);
if(Gval & MAN_SCALE_X) {
manipulator_setcolor('x');
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(1.0, 0.0, 0.0);
}
if(Gval & MAN_SCALE_Y) {
manipulator_setcolor('y');
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 1.0, 0.0);
}
if(Gval & MAN_SCALE_Z) {
manipulator_setcolor('z');
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 1.0);
}
glEnd();
/* only has to be set when not in picking */
glEnable(GL_CULL_FACE); // backface removal
glEnable(GL_LIGHTING);
glShadeModel(GL_SMOOTH);
/* center cube */
BIF_GetThemeColor3fv(TH_TRANSFORM, vec);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, vec);
drawsolidcube(cusize);
}
/* Z cube */
glTranslatef(0.0, 0.0, 1.0+cusize/2);
if(Gval & MAN_SCALE_Z) {
if(G.f & G_PICKSEL) glLoadName(MAN_SCALE_Z);
manipulator_setcolor('Z');
drawsolidcube(cusize);
}
/* X cube */
glTranslatef(1.0+cusize/2, 0.0, -(1.0+cusize/2));
if(Gval & MAN_SCALE_X) {
if(G.f & G_PICKSEL) glLoadName(MAN_SCALE_X);
manipulator_setcolor('X');
drawsolidcube(cusize);
}
/* Y cube */
glTranslatef(-(1.0+cusize/2), 1.0+cusize/2, 0.0);
if(Gval & MAN_SCALE_Y) {
if(G.f & G_PICKSEL) glLoadName(MAN_SCALE_Y);
manipulator_setcolor('Y');
drawsolidcube(cusize);
}
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
/* if shiftkey, center point as last, for selectbuffer order */
if(G.f & G_PICKSEL) {
if(G.qual & LR_SHIFTKEY) {
glTranslatef(0.0, -(1.0+cusize/2), 0.0);
glLoadName(MAN_SCALE_C);
glBegin(GL_POINTS);
glVertex3f(0.0, 0.0, 0.0);
glEnd();
}
}
myloadmatrix(G.vd->viewmat);
if(G.zbuf) glEnable(GL_DEPTH_TEST); // shouldn't be global, tsk!
}
static void draw_manipulator_translate(float mat[][4])
{
GLUquadricObj *qobj = gluNewQuadric();
/* when called while moving in mixed mode, do not draw when... */
if((Gval & MAN_TRANS_C)==0) return;
if(G.moving) glTranslatef(Trans.vec[0], Trans.vec[1], Trans.vec[2]);
mymultmatrix(mat);
/* if not shiftkey, center point as first, for selectbuffer order */
if(G.f & G_PICKSEL) {
if(!(G.qual & LR_SHIFTKEY)) {
glLoadName(MAN_TRANS_C);
glBegin(GL_POINTS);
glVertex3f(0.0, 0.0, 0.0);
glEnd();
}
}
else {
float vec[3];
glDisable(GL_DEPTH_TEST);
/* axis */
glBegin(GL_LINES);
if(Gval & MAN_TRANS_X) {
manipulator_setcolor('x');
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(1.0, 0.0, 0.0);
}
if(Gval & MAN_TRANS_Y) {
manipulator_setcolor('y');
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 1.0, 0.0);
}
if(Gval & MAN_TRANS_Z) {
manipulator_setcolor('z');
glVertex3f(0.0, 0.0, 0.0);
glVertex3f(0.0, 0.0, 1.0);
}
glEnd();
/* only has to be set when not in picking */
gluQuadricDrawStyle(qobj, GLU_FILL);
gluQuadricNormals(qobj, GLU_SMOOTH);
glEnable(GL_CULL_FACE); // backface removal
glEnable(GL_LIGHTING);
glShadeModel(GL_SMOOTH);
/* center sphere */
BIF_GetThemeColor3fv(TH_TRANSFORM, vec);
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, vec);
gluSphere(qobj, CYWID, 8, 6);
}
/* Z Cone */
glTranslatef(0.0, 0.0, 1.0 - CYLEN);
if(Gval & MAN_TRANS_Z) {
if(G.f & G_PICKSEL) glLoadName(MAN_TRANS_Z);
manipulator_setcolor('Z');
gluCylinder(qobj, CYWID, 0.0, CYLEN, 8, 1);
gluQuadricOrientation(qobj, GLU_INSIDE);
gluDisk(qobj, 0.0, CYWID, 8, 1);
gluQuadricOrientation(qobj, GLU_OUTSIDE);
}
/* X Cone */
glTranslatef(1.0 - CYLEN, 0.0, -(1.0 - CYLEN));
if(Gval & MAN_TRANS_X) {
if(G.f & G_PICKSEL) glLoadName(MAN_TRANS_X);
glRotatef(90.0, 0.0, 1.0, 0.0);
manipulator_setcolor('X');
gluCylinder(qobj, CYWID, 0.0, CYLEN, 8, 1);
gluQuadricOrientation(qobj, GLU_INSIDE);
gluDisk(qobj, 0.0, CYWID, 8, 1);
gluQuadricOrientation(qobj, GLU_OUTSIDE);
glRotatef(-90.0, 0.0, 1.0, 0.0);
}
/* Y Cone */
glTranslatef(-(1.0 - CYLEN), 1.0 - CYLEN, 0.0);
if(Gval & MAN_TRANS_Y) {
if(G.f & G_PICKSEL) glLoadName(MAN_TRANS_Y);
glRotatef(-90.0, 1.0, 0.0, 0.0);
manipulator_setcolor('Y');
gluCylinder(qobj, CYWID, 0.0, CYLEN, 8, 1);
gluQuadricOrientation(qobj, GLU_INSIDE);
gluDisk(qobj, 0.0, CYWID, 8, 1);
}
glDisable(GL_CULL_FACE);
glDisable(GL_LIGHTING);
/* if shiftkey, center point as last, for selectbuffer order */
if(G.f & G_PICKSEL) {
if(G.qual & LR_SHIFTKEY) {
glRotatef(90.0, 1.0, 0.0, 0.0);
glTranslatef(0.0, -(1.0 - CYLEN), 0.0);
glLoadName(MAN_TRANS_C);
glBegin(GL_POINTS);
glVertex3f(0.0, 0.0, 0.0);
glEnd();
}
}
gluDeleteQuadric(qobj);
myloadmatrix(G.vd->viewmat);
if(G.zbuf) glEnable(GL_DEPTH_TEST); // shouldn't be global, tsk!
}
/* main call, does calc centers & orientation too */
void BIF_draw_manipulator(ScrArea *sa)
{
View3D *v3d= sa->spacedata.first;
float len1, len2, size, vec[3];
int totsel;
if(!(v3d->twflag & V3D_USE_MANIPULATOR)) return;
if(G.moving && (G.moving & G_TRANSFORM_MANIP)==0) return;
if(G.moving==0) {
v3d->twflag &= ~V3D_DRAW_MANIPULATOR;
totsel= calc_manipulator(sa);
if(totsel==0) return;
v3d->twflag |= V3D_DRAW_MANIPULATOR;
/* now we can define centre */
switch(v3d->around) {
case V3D_CENTRE:
case V3D_LOCAL:
v3d->twmat[3][0]= (G.scene->twmin[0] + G.scene->twmax[0])/2.0;
v3d->twmat[3][1]= (G.scene->twmin[1] + G.scene->twmax[1])/2.0;
v3d->twmat[3][2]= (G.scene->twmin[2] + G.scene->twmax[2])/2.0;
break;
case V3D_CENTROID:
VECCOPY(v3d->twmat[3], G.scene->twcent);
break;
case V3D_CURSOR:
VECCOPY(v3d->twmat[3], G.scene->cursor);
break;
}
/* size calculus, depending ortho/persp settings, like initgrabz() */
size= G.vd->persmat[0][3]*v3d->twmat[3][0]+ G.vd->persmat[1][3]*v3d->twmat[3][1]+ G.vd->persmat[2][3]*v3d->twmat[3][2]+ G.vd->persmat[3][3];
VECCOPY(vec, G.vd->persinv[0]);
len1= Normalise(vec);
VECCOPY(vec, G.vd->persinv[1]);
len2= Normalise(vec);
size*= MAN_SIZE*(len1>len2?len1:len2);
Mat4MulFloat3((float *)v3d->twmat, size);
}
if(v3d->twflag & V3D_DRAW_MANIPULATOR) {
if(v3d->twtype & V3D_MANIPULATOR_ROTATE)
draw_manipulator_rotate(v3d->twmat);
if(v3d->twtype & V3D_MANIPULATOR_SCALE)
draw_manipulator_scale(v3d->twmat);
if(v3d->twtype & V3D_MANIPULATOR_TRANSLATE)
draw_manipulator_translate(v3d->twmat);
}
}
static int manipulator_selectbuf(ScrArea *sa, float hotspot)
{
View3D *v3d= sa->spacedata.first;
rctf rect;
GLuint buffer[32]; // max 4 items per select, so large enuf
short hits, mval[2];
G.f |= G_PICKSEL;
getmouseco_areawin(mval);
rect.xmin= mval[0]-hotspot;
rect.xmax= mval[0]+hotspot;
rect.ymin= mval[1]-hotspot;
rect.ymax= mval[1]+hotspot;
/* get rid of overlay button matrix */
persp(PERSP_VIEW);
setwinmatrixview3d(&rect);
Mat4MulMat4(G.vd->persmat, G.vd->viewmat, sa->winmat);
glSelectBuffer( 32, buffer);
glRenderMode(GL_SELECT);
glInitNames(); /* these two calls whatfor? It doesnt work otherwise */
glPushName(-1);
/* do the drawing */
if(v3d->twtype & V3D_MANIPULATOR_ROTATE)
draw_manipulator_rotate(v3d->twmat);
if(v3d->twtype & V3D_MANIPULATOR_SCALE)
draw_manipulator_scale(v3d->twmat);
if(v3d->twtype & V3D_MANIPULATOR_TRANSLATE)
draw_manipulator_translate(v3d->twmat);
hits= glRenderMode(GL_RENDER);
G.f &= ~G_PICKSEL;
setwinmatrixview3d(0);
Mat4MulMat4(G.vd->persmat, G.vd->viewmat, sa->winmat);
persp(PERSP_WIN);
if(hits==1) return buffer[3];
else if(hits>1) {
/* we compare the two first in buffer, but exclude centers */
if(buffer[3]==MAN_TRANS_C || buffer[3]==MAN_SCALE_C);
else if(buffer[4+3]==MAN_TRANS_C || buffer[4+3]==MAN_SCALE_C);
else {
if(buffer[4+1] < buffer[1]) return buffer[4+3];
}
return buffer[3];
}
return 0;
}
int BIF_do_manipulator(ScrArea *sa)
{
View3D *v3d= sa->spacedata.first;
int val;
if(!(v3d->twflag & V3D_USE_MANIPULATOR)) return 0;
if(!(v3d->twflag & V3D_DRAW_MANIPULATOR)) return 0;
// find the hotspots (Gval is for draw). first test narrow hotspot
// warning, Gval is ugly global defining how it draws, don't set it before doing select calls!
val= manipulator_selectbuf(sa, 7.0);
if(val) {
Gval= manipulator_selectbuf(sa, 3.0);
if(Gval) val= Gval;
else Gval= val;
}
switch(val) {
case MAN_TRANS_C:
ManipulatorTransform(TFM_TRANSLATION);
break;
case MAN_TRANS_X:
if(G.qual & LR_SHIFTKEY) {
Gval= MAN_TRANS_Y|MAN_TRANS_Z;
BIF_setDualAxisConstraint(v3d->twmat[1], v3d->twmat[2]);
}
else
BIF_setSingleAxisConstraint(v3d->twmat[0]);
ManipulatorTransform(TFM_TRANSLATION);
break;
case MAN_TRANS_Y:
if(G.qual & LR_SHIFTKEY) {
Gval= MAN_TRANS_X|MAN_TRANS_Z;
BIF_setDualAxisConstraint(v3d->twmat[0], v3d->twmat[2]);
}
else
BIF_setSingleAxisConstraint(v3d->twmat[1]);
ManipulatorTransform(TFM_TRANSLATION);
break;
case MAN_TRANS_Z:
if(G.qual & LR_SHIFTKEY) {
Gval= MAN_TRANS_X|MAN_TRANS_Y;
BIF_setDualAxisConstraint(v3d->twmat[0], v3d->twmat[1]);
}
else
BIF_setSingleAxisConstraint(v3d->twmat[2]);
ManipulatorTransform(TFM_TRANSLATION);
break;
case MAN_SCALE_C:
ManipulatorTransform(TFM_RESIZE);
break;
case MAN_SCALE_X:
if(G.qual & LR_SHIFTKEY) {
Gval= MAN_SCALE_Y|MAN_SCALE_Z;
BIF_setDualAxisConstraint(v3d->twmat[1], v3d->twmat[2]);
}
else
BIF_setSingleAxisConstraint(v3d->twmat[0]);
ManipulatorTransform(TFM_RESIZE);
break;
case MAN_SCALE_Y:
if(G.qual & LR_SHIFTKEY) {
Gval= MAN_SCALE_X|MAN_SCALE_Z;
BIF_setDualAxisConstraint(v3d->twmat[0], v3d->twmat[2]);
}
else
BIF_setSingleAxisConstraint(v3d->twmat[1]);
ManipulatorTransform(TFM_RESIZE);
break;
case MAN_SCALE_Z:
if(G.qual & LR_SHIFTKEY) {
Gval= MAN_SCALE_X|MAN_SCALE_Y;
BIF_setDualAxisConstraint(v3d->twmat[0], v3d->twmat[1]);
}
else
BIF_setSingleAxisConstraint(v3d->twmat[2]);
ManipulatorTransform(TFM_RESIZE);
break;
case MAN_ROT_X:
BIF_setSingleAxisConstraint(v3d->twmat[0]);
ManipulatorTransform(TFM_ROTATION);
break;
case MAN_ROT_Y:
BIF_setSingleAxisConstraint(v3d->twmat[1]);
ManipulatorTransform(TFM_ROTATION);
break;
case MAN_ROT_Z:
BIF_setSingleAxisConstraint(v3d->twmat[2]);
ManipulatorTransform(TFM_ROTATION);
break;
case MAN_ROT_T:
ManipulatorTransform(TFM_TRACKBALL);
break;
case MAN_ROT_V:
ManipulatorTransform(TFM_ROTATION);
break;
}
Gval= 0xFFFF;
return val;
}