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blender-archive/source/blender/src/editika.c
Kent Mein d0e346d544 updated .c files to include:
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

Just need to finish cpp files now :)

Kent
--
mein@cs.umn.edu
2002-11-25 12:02:15 +00:00

428 lines
8.3 KiB
C

/**
* $Id$
*
* ***** 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) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL/BL DUAL LICENSE BLOCK *****
*/
#include <math.h>
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
#ifdef WIN32
#include "BLI_winstuff.h"
#endif
#include "MEM_guardedalloc.h"
#include "BMF_Api.h"
#include "BLI_blenlib.h"
#include "BLI_arithb.h"
#include "BLI_editVert.h"
#include "DNA_object_types.h"
#include "DNA_screen_types.h"
#include "DNA_scene_types.h"
#include "DNA_ika_types.h"
#include "DNA_view3d_types.h"
#include "BKE_utildefines.h"
#include "BKE_object.h"
#include "BKE_ika.h"
#include "BKE_global.h"
#include "BKE_displist.h"
#include "BIF_gl.h"
#include "BIF_toolbox.h"
#include "BIF_mywindow.h"
#include "BIF_screen.h"
#include "BIF_space.h"
#include "BIF_editika.h"
#include "BSE_view.h"
#include "BSE_drawview.h"
#include "mydevice.h"
#include "blendef.h"
static void draw_limb(Limb *li, float small)
{
float vec[2];
glRotatef(( li->alpha*180.0/M_PI), 0.0, 0.0, 1.0);
{ GLUquadricObj *qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
gluPartialDisk( qobj, small, small, 32, 1, 180.0, 180.0);
gluDeleteQuadric(qobj);
};
vec[0]= 0.0; vec[1]= small;
glBegin(GL_LINE_STRIP);
glVertex2fv(vec);
vec[0]= li->len; vec[1]= 0.0;
glVertex2fv(vec);
vec[0]= 0.0; vec[1]= -small;
glVertex2fv(vec);
glEnd();
small*= 0.25;
if(li->next) circf(li->len, 0.0, small);
else circf(li->len, 0.0, small);
glTranslatef(li->len, 0.0, 0.0);
}
void draw_ika(Object *ob, int sel)
{
Ika *ika;
Limb *li;
float col[4];
float small= 0.15;
ika= ob->data;
li= ika->limbbase.first;
if(li==0) return;
/* we zijn al in objectspace */
glPushMatrix();
glGetFloatv(GL_CURRENT_COLOR, col);
if((ika->flag & IK_GRABEFF)==0) {
if(sel) cpack(0xFFFF);
circf(0.0, 0.0, 0.05*li->len);
glColor3f(col[0], col[1], col[2]);
}
while(li) {
small= 0.10*li->len;
draw_limb(li, small);
li= li->next;
}
if(ika->flag & IK_GRABEFF) {
if(sel) {
if(ika->def) cpack(0xFFFF00);
else cpack(0xFFFF);
}
circf(0.0, 0.0, 0.25*small);
glColor3f(col[0], col[1], col[2]);
}
glPopMatrix();
}
/* type 0: verts, type 1: limbs */
void draw_ika_nrs(Object *ob, int type)
{
Ika *ika;
Limb *li;
int nr=0;
char str[12];
if(curarea->spacetype!=SPACE_VIEW3D) return;
mywinset(curarea->win);
glDrawBuffer(GL_FRONT);
myloadmatrix(G.vd->viewmat);
mymultmatrix(ob->obmat);
ika= ob->data;
li= ika->limbbase.first;
/* we zijn al in objectspace */
glPushMatrix();
cpack(0xFFFFFF);
if(type==0) {
sprintf(str, " %d", nr++);
glRasterPos3f(0.0, 0.0, 0.0);
BMF_DrawString(G.font, str);
while(li) {
glRotatef(( li->alpha*180.0/M_PI), 0.0, 0.0, 1.0);
glTranslatef(li->len, 0.0, 0.0);
sprintf(str, " %d", nr++);
glRasterPos3f(0.0, 0.0, 0.0);
BMF_DrawString(G.font, str);
li= li->next;
}
}
else {
while(li) {
glRotatef(( li->alpha*180.0/M_PI), 0.0, 0.0, 1.0);
glTranslatef( 0.7*li->len, 0.0, 0.0);
sprintf(str, " %d", nr++);
glRasterPos3f(0.0, 0.0, 0.0);
BMF_DrawString(G.font, str);
glTranslatef( 0.3*li->len, 0.0, 0.0);
li= li->next;
}
}
glDrawBuffer(GL_BACK);
glPopMatrix();
}
int extrude_ika(Object *ob, int add)
{
Ika *ika;
Limb *li;
float dvec[3], dvecp[3], oldeul[3], mat[3][3], imat[3][3];
int firsttime= 1;
unsigned short event = 0;
short val, afbreek=0, mval[2], xo, yo;
/* init */
VECCOPY(oldeul, ob->rot);
initgrabz(ob->obmat[3][0], ob->obmat[3][1], ob->obmat[3][2]);
Mat3CpyMat4(mat, ob->obmat);
Mat3Inv(imat, mat);
getmouseco_areawin(mval);
xo= mval[0];
yo= mval[1];
/* het laatste punt van de ika */
ika= ob->data;
if(add) {
/* een erbij: */
li= MEM_callocN(sizeof(Limb), "limb");
BLI_addtail(&ika->limbbase, li);
if(li->prev) {
li->eff[0]= li->prev->eff[0];
li->eff[1]= li->prev->eff[1];
}
li->eff[0]+= 0.5;
}
li= ika->limbbase.last;
if(li==0) return 0;
while(TRUE) {
getmouseco_areawin(mval);
if(mval[0]!=xo || mval[1]!=yo || firsttime) {
firsttime= 0;
window_to_3d(dvec, mval[0]-xo, mval[1]-yo);
VECCOPY(dvecp, dvec);
/* apply */
Mat3MulVecfl(imat, dvecp);
li->eff[0]+= dvecp[0];
li->eff[1]+= dvecp[1];
calc_limb(li);
if(li->prev==0) {
VECCOPY(ob->rot, oldeul);
euler_rot(ob->rot, li->alpha, 'z');
li->alpha= li->alphao= 0.0;
}
xo= mval[0];
yo= mval[1];
force_draw();
}
while(qtest()) {
event= extern_qread(&val);
if(val) {
switch(event) {
case ESCKEY:
case LEFTMOUSE:
case MIDDLEMOUSE:
case SPACEKEY:
case RETKEY:
afbreek= 1;
break;
}
}
if(afbreek) break;
}
if(afbreek) break;
}
if(event==ESCKEY) {
if(ika->limbbase.first!=ika->limbbase.last) {
li= ika->limbbase.last;
BLI_remlink(&ika->limbbase, li);
MEM_freeN(li);
}
}
else if(add) init_defstate_ika(ob);
allqueue(REDRAWVIEW3D, 0);
if(event==LEFTMOUSE) return 0;
return 1;
}
void delete_skeleton(void)
{
Object *ob;
Ika *ika;
ob= OBACT;
if(ob==0 || ob->type!=OB_IKA || (ob->flag & SELECT)==0) return;
ika= ob->data;
if(!ika->def) return;
if(!okee("Delete Skeleton")) return;
if(ika->def) MEM_freeN(ika->def);
ika->def= 0;
ika->totdef= 0;
allqueue(REDRAWVIEW3D, 0);
}
static void copy_deform(int tot, Deform *defbase, Deform *def)
{
/* defbase is the old one, *def is new. When they match,
the deform data is copied */
while(tot--) {
if(defbase->ob==def->ob && defbase->par1==def->par1) {
def->fac= defbase->fac;
def->dist= defbase->dist;
return;
}
defbase++;
}
}
void make_skeleton(void)
{
Object *ob;
Base *base;
Ika *ika;
Deform *def, *defbase;
Limb *li;
int a, totdef=0;
ob= OBACT;
if(ob==0 || ob->type!=OB_IKA || (ob->flag & SELECT)==0) return;
if(!okee("Make Skeleton")) return;
ika= ob->data;
/* per selected ob, per limb, de obmat en imat berekenen */
base= FIRSTBASE;
while(base) {
if TESTBASE(base) {
if(base->object->type==OB_IKA) totdef+= count_limbs(base->object);
else totdef++;
}
base= base->next;
}
if(totdef==0) {
error("Nothing selected");
return;
}
def=defbase= MEM_callocN(totdef*sizeof(Deform), "deform");
base= FIRSTBASE;
while(base) {
if TESTBASE(base) {
if(base->object->type==OB_IKA) {
li= ( (Ika *)(base->object->data) )->limbbase.first;
a= 0;
while(li) {
what_does_parent1(base->object, PARLIMB, a, 0, 0);
def->ob= base->object;
def->partype= PARLIMB;
def->par1= a;
Mat4Invert(def->imat, workob.obmat);
def->vec[0]= li->len;
def->fac= 1.0;
copy_deform(ika->totdef, ika->def, def);
def++;
a++;
li= li->next;
}
}
else {
what_does_parent1(base->object, PAROBJECT, 0, 0, 0);
def->ob= base->object;
def->partype= PAROBJECT;
def->vec[0]= 0.0;
def->fac= 1.0;
def->dist= 0.0;
copy_deform(ika->totdef, ika->def, def);
Mat4Invert(def->imat, workob.obmat);
def++;
}
}
base= base->next;
}
if(ika->def) MEM_freeN(ika->def);
ika->def= defbase;
ika->totdef= totdef;
/* Recalculate the deformation on any object
* that was parented to the old skeleton.
*/
for (base= FIRSTBASE; base; base= base->next)
if (base->object->parent==ob)
makeDispList(base->object);
allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWBUTSEDIT, 0);
}