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blender-archive/source/blender/editors/space_view3d/view3d_ruler.c

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C

/*
* ***** BEGIN GPL 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.
*
* 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.
*
* Contributor(s): Campbell Barton
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_view3d/view3d_ruler.c
* \ingroup spview3d
*/
/* defines VIEW3D_OT_ruler modal operator */
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_gpencil_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BKE_context.h"
#include "BKE_unit.h"
#include "BKE_gpencil.h"
#include "BIF_gl.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "ED_space_api.h"
#include "BLF_api.h"
#include "BIF_glutil.h"
#include "UI_resources.h"
#include "UI_interface.h"
#include "view3d_intern.h" /* own include */
/* -------------------------------------------------------------------- */
/* Snapping (could be own function) */
/* NOTE - this is not very nice use of transform snapping */
#include "ED_transform.h"
#define MVAL_MAX_PX_DIST 12.0f
/**
* Convenience function for performing snapping.
*
* \param C Context.
* \param r_co hit location.
* \param r_no hit normal (optional).
* \param co_ss Screenspace coordinate.
* \param use_depth Snap to the closest element, use when using more than one snap type.
* \param use_obedit Use editmode cage.
* \param use_vert Snap to verts.
* \param use_edge Snap to edges.
* \param use_face Snap to faces.
* \return Snap success
*/
static bool ED_view3d_snap_co(bContext *C, float r_co[3], float r_no[3], const float co_ss[2],
bool use_depth, bool use_obedit,
bool use_vert, bool use_edge, bool use_face)
{
float dist_px = MVAL_MAX_PX_DIST; /* snap dist */
float r_no_dummy[3];
float ray_dist = TRANSFORM_DIST_MAX_RAY;
bool ret = false;
float *r_no_ptr = r_no ? r_no : r_no_dummy;
Scene *scene = CTX_data_scene(C);
View3D *v3d = CTX_wm_view3d(C);
ARegion *ar = CTX_wm_region(C);
struct Object *obedit = use_obedit ? CTX_data_edit_object(C) : NULL;
BLI_assert(use_vert || use_edge || use_face);
/* try snap edge, then face if it fails */
if (use_vert) {
ret |= snapObjectsEx(scene, NULL, v3d, ar, obedit, SCE_SNAP_MODE_VERTEX,
co_ss, &dist_px, r_co, r_no_ptr, &ray_dist, SNAP_ALL);
}
if (use_edge && (ret == false || use_depth)) {
if (use_depth == false) ray_dist = TRANSFORM_DIST_MAX_RAY;
ret |= snapObjectsEx(scene, NULL, v3d, ar, obedit, SCE_SNAP_MODE_EDGE,
co_ss, &dist_px, r_co, r_no_ptr, &ray_dist, SNAP_ALL);
}
if (use_face && (ret == false || use_depth)) {
if (use_depth == false) ray_dist = TRANSFORM_DIST_MAX_RAY;
ret |= snapObjectsEx(scene, NULL, v3d, ar, obedit, SCE_SNAP_MODE_FACE,
co_ss, &dist_px, r_co, r_no_ptr, &ray_dist, SNAP_ALL);
}
return ret;
}
static bool ED_view3d_snap_ray(bContext *C, float r_co[3],
const float ray_start[3], const float ray_normal[3])
{
float dist_px = MVAL_MAX_PX_DIST; /* snap dist */
float r_no_dummy[3];
float ray_dist = TRANSFORM_DIST_MAX_RAY;
bool ret;
Scene *scene = CTX_data_scene(C);
struct Object *obedit = CTX_data_edit_object(C);
/* try snap edge, then face if it fails */
ret = snapObjectsRayEx(scene, NULL, NULL, NULL, obedit, SCE_SNAP_MODE_FACE,
NULL, NULL,
ray_start, ray_normal, &ray_dist,
NULL, &dist_px, r_co, r_no_dummy, SNAP_ALL);
return ret;
}
/* done snapping */
/* -------------------------------------------------------------------- */
/* Ruler Item (we can have many) */
enum {
RULERITEM_USE_ANGLE = (1 << 0), /* use protractor */
RULERITEM_USE_RAYCAST = (1 << 1)
};
enum {
RULERITEM_DIRECTION_IN = 0,
RULERITEM_DIRECTION_OUT
};
/* keep smaller then selection, since we may want click elsewhere without selecting a ruler */
#define RULER_PICK_DIST 12.0f
#define RULER_PICK_DIST_SQ (RULER_PICK_DIST * RULER_PICK_DIST)
typedef struct RulerItem {
struct RulerItem *next, *prev;
/* worldspace coords, middle being optional */
float co[3][3];
/* selected coord */
char co_index; /* 0 -> 2*/
int flag;
int raycast_dir; /* RULER_DIRECTION_* */
} RulerItem;
/* -------------------------------------------------------------------- */
/* Ruler Info (one per session) */
enum {
RULER_STATE_NORMAL = 0,
RULER_STATE_DRAG
};
enum {
RULER_SNAP_OK = (1 << 0),
};
typedef struct RulerInfo {
ListBase items;
int item_active;
int flag;
int snap_flag;
int state;
float drag_start_co[3];
/* wm state */
wmWindow *win;
ScrArea *sa;
void *draw_handle_pixel;
ARegion *ar; /* re-assigned every modal update */
} RulerInfo;
/* -------------------------------------------------------------------- */
/* local functions */
static RulerItem *ruler_item_add(RulerInfo *ruler_info)
{
RulerItem *ruler_item = MEM_callocN(sizeof(RulerItem), "RulerItem");
BLI_addtail(&ruler_info->items, ruler_item);
return ruler_item;
}
static void ruler_item_remove(RulerInfo *ruler_info, RulerItem *ruler_item)
{
BLI_remlink(&ruler_info->items, ruler_item);
MEM_freeN(ruler_item);
}
static RulerItem *ruler_item_active_get(RulerInfo *ruler_info)
{
return BLI_findlink(&ruler_info->items, ruler_info->item_active);
}
static void ruler_item_active_set(RulerInfo *ruler_info, RulerItem *ruler_item)
{
ruler_info->item_active = BLI_findindex(&ruler_info->items, ruler_item);
}
static void ruler_item_as_string(RulerItem *ruler_item, UnitSettings *unit,
char *numstr, size_t numstr_size, int prec)
{
const bool do_split = (unit->flag & USER_UNIT_OPT_SPLIT) != 0;
if (ruler_item->flag & RULERITEM_USE_ANGLE) {
const float ruler_angle = angle_v3v3v3(ruler_item->co[0],
ruler_item->co[1],
ruler_item->co[2]);
if (unit->system == USER_UNIT_NONE) {
BLI_snprintf(numstr, numstr_size, "%.*f°", prec, RAD2DEGF(ruler_angle));
}
else {
bUnit_AsString(numstr, numstr_size,
(double)ruler_angle,
prec, unit->system, B_UNIT_ROTATION, do_split, false);
}
}
else {
const float ruler_len = len_v3v3(ruler_item->co[0],
ruler_item->co[2]);
if (unit->system == USER_UNIT_NONE) {
BLI_snprintf(numstr, numstr_size, "%.*f", prec, ruler_len);
}
else {
bUnit_AsString(numstr, numstr_size,
(double)(ruler_len * unit->scale_length),
prec, unit->system, B_UNIT_LENGTH, do_split, false);
}
}
}
static bool view3d_ruler_pick(RulerInfo *ruler_info, const float mval[2],
RulerItem **r_ruler_item, int *r_co_index)
{
ARegion *ar = ruler_info->ar;
RulerItem *ruler_item;
float dist_best = RULER_PICK_DIST_SQ;
RulerItem *ruler_item_best = NULL;
int co_index_best = -1;
for (ruler_item = ruler_info->items.first; ruler_item; ruler_item = ruler_item->next) {
float co_ss[3][2];
float dist;
int j;
/* should these be checked? - ok for now not to */
for (j = 0; j < 3; j++) {
ED_view3d_project_float_global(ar, ruler_item->co[j], co_ss[j], V3D_PROJ_TEST_NOP);
}
if (ruler_item->flag & RULERITEM_USE_ANGLE) {
dist = min_ff(dist_squared_to_line_segment_v2(mval, co_ss[0], co_ss[1]),
dist_squared_to_line_segment_v2(mval, co_ss[1], co_ss[2]));
if (dist < dist_best) {
dist_best = dist;
ruler_item_best = ruler_item;
{
const float dist_points[3] = {
len_squared_v2v2(co_ss[0], mval),
len_squared_v2v2(co_ss[1], mval),
len_squared_v2v2(co_ss[2], mval),
};
if (min_fff(UNPACK3(dist_points)) < RULER_PICK_DIST_SQ) {
co_index_best = min_axis_v3(dist_points);
}
else {
co_index_best = -1;
}
}
}
}
else {
dist = dist_squared_to_line_segment_v2(mval, co_ss[0], co_ss[2]);
if (dist < dist_best) {
dist_best = dist;
ruler_item_best = ruler_item;
{
const float dist_points[2] = {
len_squared_v2v2(co_ss[0], mval),
len_squared_v2v2(co_ss[2], mval),
};
if (min_ff(UNPACK2(dist_points)) < RULER_PICK_DIST_SQ) {
co_index_best = (dist_points[0] < dist_points[1]) ? 0 : 2;
}
else {
co_index_best = -1;
}
}
}
}
}
if (ruler_item_best) {
*r_ruler_item = ruler_item_best;
*r_co_index = co_index_best;
return true;
}
else {
*r_ruler_item = NULL;
*r_co_index = -1;
return false;
}
}
#define RULER_ID "RulerData3D"
static bool view3d_ruler_to_gpencil(bContext *C, RulerInfo *ruler_info)
{
Scene *scene = CTX_data_scene(C);
bGPDlayer *gpl;
bGPDframe *gpf;
bGPDstroke *gps;
RulerItem *ruler_item;
const char *ruler_name = RULER_ID;
bool changed = false;
if (scene->gpd == NULL) {
scene->gpd = gpencil_data_addnew("GPencil");
}
gpl = BLI_findstring(&scene->gpd->layers, ruler_name, offsetof(bGPDlayer, info));
if (gpl == NULL) {
gpl = gpencil_layer_addnew(scene->gpd, ruler_name, false);
gpl->thickness = 1;
gpl->flag |= GP_LAYER_HIDE;
}
gpf = gpencil_layer_getframe(gpl, CFRA, true);
free_gpencil_strokes(gpf);
for (ruler_item = ruler_info->items.first; ruler_item; ruler_item = ruler_item->next) {
bGPDspoint *pt;
int j;
/* allocate memory for a new stroke */
gps = MEM_callocN(sizeof(bGPDstroke), "gp_stroke");
if (ruler_item->flag & RULERITEM_USE_ANGLE) {
gps->totpoints = 3;
pt = gps->points = MEM_callocN(sizeof(bGPDspoint) * gps->totpoints, "gp_stroke_points");
for (j = 0; j < 3; j++) {
copy_v3_v3(&pt->x, ruler_item->co[j]);
pt->pressure = 1.0f;
pt++;
}
}
else {
gps->totpoints = 2;
pt = gps->points = MEM_callocN(sizeof(bGPDspoint) * gps->totpoints, "gp_stroke_points");
for (j = 0; j < 3; j += 2) {
copy_v3_v3(&pt->x, ruler_item->co[j]);
pt->pressure = 1.0f;
pt++;
}
}
gps->flag = GP_STROKE_3DSPACE;
BLI_addtail(&gpf->strokes, gps);
changed = true;
}
return changed;
}
static bool view3d_ruler_from_gpencil(bContext *C, RulerInfo *ruler_info)
{
Scene *scene = CTX_data_scene(C);
bool changed = false;
if (scene->gpd) {
bGPDlayer *gpl;
const char *ruler_name = RULER_ID;
gpl = BLI_findstring(&scene->gpd->layers, ruler_name, offsetof(bGPDlayer, info));
if (gpl) {
bGPDframe *gpf;
gpf = gpencil_layer_getframe(gpl, CFRA, false);
if (gpf) {
bGPDstroke *gps;
for (gps = gpf->strokes.first; gps; gps = gps->next) {
bGPDspoint *pt = gps->points;
int j;
if (gps->totpoints == 3) {
RulerItem *ruler_item = ruler_item_add(ruler_info);
for (j = 0; j < 3; j++) {
copy_v3_v3(ruler_item->co[j], &pt->x);
pt++;
}
ruler_item->flag |= RULERITEM_USE_ANGLE;
changed = true;
}
else if (gps->totpoints == 2) {
RulerItem *ruler_item = ruler_item_add(ruler_info);
for (j = 0; j < 3; j += 2) {
copy_v3_v3(ruler_item->co[j], &pt->x);
pt++;
}
changed = true;
}
}
}
}
}
return changed;
}
/* -------------------------------------------------------------------- */
/* local callbacks */
static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *arg)
{
Scene *scene = CTX_data_scene(C);
UnitSettings *unit = &scene->unit;
RulerItem *ruler_item;
RulerInfo *ruler_info = arg;
RegionView3D *rv3d = ar->regiondata;
// ARegion *ar = ruler_info->ar;
const float cap_size = 4.0f;
const float bg_margin = 4.0f * U.pixelsize;
const float bg_radius = 4.0f * U.pixelsize;
const float arc_size = 64.0f * U.pixelsize;
#define ARC_STEPS 24
const int arc_steps = ARC_STEPS;
int i;
//unsigned int color_act = 0x666600;
unsigned int color_act = 0xffffff;
unsigned int color_base = 0x0;
unsigned char color_back[4] = {0xff, 0xff, 0xff, 0x80};
unsigned char color_text[3];
unsigned char color_wire[3];
/* anti-aliased lines for more consistent appearance */
glEnable(GL_LINE_SMOOTH);
BLF_enable(blf_mono_font, BLF_ROTATION);
BLF_size(blf_mono_font, 14 * U.pixelsize, U.dpi);
BLF_rotation(blf_mono_font, 0.0f);
UI_GetThemeColor3ubv(TH_TEXT, color_text);
UI_GetThemeColor3ubv(TH_WIRE, color_wire);
for (ruler_item = ruler_info->items.first, i = 0; ruler_item; ruler_item = ruler_item->next, i++) {
const bool is_act = (i == ruler_info->item_active);
float dir_ruler[2];
float co_ss[3][2];
int j;
/* should these be checked? - ok for now not to */
for (j = 0; j < 3; j++) {
ED_view3d_project_float_global(ar, ruler_item->co[j], co_ss[j], V3D_PROJ_TEST_NOP);
}
glEnable(GL_BLEND);
cpack(is_act ? color_act : color_base);
if (ruler_item->flag & RULERITEM_USE_ANGLE) {
glBegin(GL_LINE_STRIP);
for (j = 0; j < 3; j++) {
glVertex2fv(co_ss[j]);
}
glEnd();
cpack(0xaaaaaa);
setlinestyle(3);
glBegin(GL_LINE_STRIP);
for (j = 0; j < 3; j++) {
glVertex2fv(co_ss[j]);
}
glEnd();
setlinestyle(0);
/* arc */
{
float dir_tmp[3];
float co_tmp[3];
float arc_ss_coords[ARC_STEPS + 1][2];
float dir_a[3];
float dir_b[3];
float quat[4];
float axis[3];
float angle;
const float px_scale = (ED_view3d_pixel_size(rv3d, ruler_item->co[1]) *
min_fff(arc_size,
len_v2v2(co_ss[0], co_ss[1]) / 2.0f,
len_v2v2(co_ss[2], co_ss[1]) / 2.0f));
sub_v3_v3v3(dir_a, ruler_item->co[0], ruler_item->co[1]);
sub_v3_v3v3(dir_b, ruler_item->co[2], ruler_item->co[1]);
normalize_v3(dir_a);
normalize_v3(dir_b);
cross_v3_v3v3(axis, dir_a, dir_b);
angle = angle_normalized_v3v3(dir_a, dir_b);
axis_angle_to_quat(quat, axis, angle / arc_steps);
copy_v3_v3(dir_tmp, dir_a);
glColor3ubv(color_wire);
for (j = 0; j <= arc_steps; j++) {
madd_v3_v3v3fl(co_tmp, ruler_item->co[1], dir_tmp, px_scale);
ED_view3d_project_float_global(ar, co_tmp, arc_ss_coords[j], V3D_PROJ_TEST_NOP);
mul_qt_v3(quat, dir_tmp);
}
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(2, GL_FLOAT, 0, arc_ss_coords);
glDrawArrays(GL_LINE_STRIP, 0, arc_steps + 1);
glDisableClientState(GL_VERTEX_ARRAY);
}
/* text */
{
char numstr[256];
float numstr_size[2];
float pos[2];
const int prec = 2; /* XXX, todo, make optional */
ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);
BLF_width_and_height(blf_mono_font, numstr, sizeof(numstr), &numstr_size[0], &numstr_size[1]);
pos[0] = co_ss[1][0] + (cap_size * 2.0f);
pos[1] = co_ss[1][1] - (numstr_size[1] / 2.0f);
/* draw text (bg) */
glColor4ubv(color_back);
UI_draw_roundbox_corner_set(UI_CNR_ALL);
UI_draw_roundbox(
pos[0] - bg_margin, pos[1] - bg_margin,
pos[0] + bg_margin + numstr_size[0], pos[1] + bg_margin + numstr_size[1],
bg_radius);
/* draw text */
glColor3ubv(color_text);
BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
BLF_rotation(blf_mono_font, 0.0f);
BLF_draw(blf_mono_font, numstr, sizeof(numstr));
}
/* capping */
{
float rot_90_vec_a[2];
float rot_90_vec_b[2];
float cap[2];
sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[1]);
rot_90_vec_a[0] = -dir_ruler[1];
rot_90_vec_a[1] = dir_ruler[0];
normalize_v2(rot_90_vec_a);
sub_v2_v2v2(dir_ruler, co_ss[1], co_ss[2]);
rot_90_vec_b[0] = -dir_ruler[1];
rot_90_vec_b[1] = dir_ruler[0];
normalize_v2(rot_90_vec_b);
glEnable(GL_BLEND);
glColor3ubv(color_wire);
glBegin(GL_LINES);
madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, cap_size);
glVertex2fv(cap);
madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, -cap_size);
glVertex2fv(cap);
madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, cap_size);
glVertex2fv(cap);
madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, -cap_size);
glVertex2fv(cap);
/* angle vertex */
glVertex2f(co_ss[1][0] - cap_size, co_ss[1][1] - cap_size);
glVertex2f(co_ss[1][0] + cap_size, co_ss[1][1] + cap_size);
glVertex2f(co_ss[1][0] - cap_size, co_ss[1][1] + cap_size);
glVertex2f(co_ss[1][0] + cap_size, co_ss[1][1] - cap_size);
glEnd();
glDisable(GL_BLEND);
}
}
else {
glBegin(GL_LINE_STRIP);
for (j = 0; j < 3; j += 2) {
glVertex2fv(co_ss[j]);
}
glEnd();
cpack(0xaaaaaa);
setlinestyle(3);
glBegin(GL_LINE_STRIP);
for (j = 0; j < 3; j += 2) {
glVertex2fv(co_ss[j]);
}
glEnd();
setlinestyle(0);
sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[2]);
/* text */
{
char numstr[256];
float numstr_size[2];
const int prec = 6; /* XXX, todo, make optional */
float pos[2];
ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);
BLF_width_and_height(blf_mono_font, numstr, sizeof(numstr), &numstr_size[0], &numstr_size[1]);
mid_v2_v2v2(pos, co_ss[0], co_ss[2]);
/* center text */
pos[0] -= numstr_size[0] / 2.0f;
pos[1] -= numstr_size[1] / 2.0f;
/* draw text (bg) */
glColor4ubv(color_back);
UI_draw_roundbox_corner_set(UI_CNR_ALL);
UI_draw_roundbox(pos[0] - bg_margin, pos[1] - bg_margin,
pos[0] + bg_margin + numstr_size[0], pos[1] + bg_margin + numstr_size[1],
bg_radius);
/* draw text */
glColor3ubv(color_text);
BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
BLF_draw(blf_mono_font, numstr, sizeof(numstr));
}
/* capping */
{
float rot_90_vec[2] = {-dir_ruler[1], dir_ruler[0]};
float cap[2];
normalize_v2(rot_90_vec);
glEnable(GL_BLEND);
glColor3ubv(color_wire);
glBegin(GL_LINES);
madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, cap_size);
glVertex2fv(cap);
madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, -cap_size);
glVertex2fv(cap);
madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, cap_size);
glVertex2fv(cap);
madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, -cap_size);
glVertex2fv(cap);
glEnd();
glDisable(GL_BLEND);
}
}
}
glDisable(GL_LINE_SMOOTH);
BLF_disable(blf_mono_font, BLF_ROTATION);
#undef ARC_STEPS
/* draw snap */
if ((ruler_info->snap_flag & RULER_SNAP_OK) && (ruler_info->state == RULER_STATE_DRAG)) {
ruler_item = ruler_item_active_get(ruler_info);
if (ruler_item) {
/* size from drawSnapping */
const float size = 2.5f * UI_GetThemeValuef(TH_VERTEX_SIZE);
float co_ss[3];
ED_view3d_project_float_global(ar, ruler_item->co[ruler_item->co_index], co_ss, V3D_PROJ_TEST_NOP);
cpack(color_act);
circ(co_ss[0], co_ss[1], size * U.pixelsize);
}
}
}
/* free, use for both cancel and finish */
static void view3d_ruler_end(const struct bContext *UNUSED(C), RulerInfo *ruler_info)
{
ED_region_draw_cb_exit(ruler_info->ar->type, ruler_info->draw_handle_pixel);
}
static void view3d_ruler_free(RulerInfo *ruler_info)
{
BLI_freelistN(&ruler_info->items);
MEM_freeN(ruler_info);
}
static void view3d_ruler_item_project(RulerInfo *ruler_info, float r_co[3],
const int xy[2])
{
ED_view3d_win_to_3d_int(ruler_info->ar, r_co, xy, r_co);
}
/* use for mousemove events */
static bool view3d_ruler_item_mousemove(bContext *C, RulerInfo *ruler_info, const int mval[2],
const bool do_thickness, const bool do_snap)
{
const float eps_bias = 0.0002f;
RulerItem *ruler_item = ruler_item_active_get(ruler_info);
ruler_info->snap_flag &= ~RULER_SNAP_OK;
if (ruler_item) {
float *co = ruler_item->co[ruler_item->co_index];
/* restore the initial depth */
copy_v3_v3(co, ruler_info->drag_start_co);
view3d_ruler_item_project(ruler_info, co, mval);
if (do_thickness && ruler_item->co_index != 1) {
const float mval_fl[2] = {UNPACK2(mval)};
float ray_normal[3];
float ray_start[3];
float *co_other;
co_other = ruler_item->co[ruler_item->co_index == 0 ? 2 : 0];
if (ED_view3d_snap_co(C, co, ray_normal, mval_fl, true, false,
false, false, true))
{
negate_v3(ray_normal);
/* add some bias */
madd_v3_v3v3fl(ray_start, co, ray_normal, eps_bias);
ED_view3d_snap_ray(C, co_other,
ray_start, ray_normal);
}
}
else if (do_snap) {
const float mval_fl[2] = {UNPACK2(mval)};
View3D *v3d = CTX_wm_view3d(C);
bool use_depth = (v3d->drawtype >= OB_SOLID);
bool is_hit = ED_view3d_snap_co(C, co, NULL, mval_fl, use_depth, false,
true, true, use_depth);
if (is_hit) {
ruler_info->snap_flag |= RULER_SNAP_OK;
}
}
return true;
}
else {
return false;
}
}
static void view3d_ruler_header_update(ScrArea *sa)
{
const char *text = "Ctrl+LMB: Add, "
"Del: Remove, "
"Ctrl+Drag: Snap, "
"Shift+Drag: Thickness, "
"Ctrl+C: Copy Value, "
"Enter: Store, "
"Esc: Cancel";
ED_area_headerprint(sa, text);
}
/* -------------------------------------------------------------------- */
/* Operator callbacks */
static int view3d_ruler_invoke(bContext *C, wmOperator *op, const wmEvent *UNUSED(event))
{
wmWindow *win = CTX_wm_window(C);
ScrArea *sa = CTX_wm_area(C);
ARegion *ar = CTX_wm_region(C);
RulerInfo *ruler_info;
ruler_info = MEM_callocN(sizeof(RulerInfo), "RulerInfo");
if (view3d_ruler_from_gpencil(C, ruler_info)) {
WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, NULL);
}
op->customdata = ruler_info;
ruler_info->win = win;
ruler_info->sa = sa;
ruler_info->draw_handle_pixel = ED_region_draw_cb_activate(ar->type, ruler_info_draw_pixel,
ruler_info, REGION_DRAW_POST_PIXEL);
view3d_ruler_header_update(sa);
op->flag |= OP_IS_MODAL_CURSOR_REGION;
WM_cursor_modal_set(win, BC_CROSSCURSOR);
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
static void view3d_ruler_cancel(bContext *C, wmOperator *op)
{
RulerInfo *ruler_info = op->customdata;
view3d_ruler_end(C, ruler_info);
view3d_ruler_free(ruler_info);
op->customdata = NULL;
}
static int view3d_ruler_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
bool do_draw = false;
int exit_code = OPERATOR_RUNNING_MODAL;
RulerInfo *ruler_info = op->customdata;
ScrArea *sa = CTX_wm_area(C);
ARegion *ar = CTX_wm_region(C);
RegionView3D *rv3d = ar->regiondata;
/* its possible to change spaces while running the operator [#34894] */
if (UNLIKELY(sa != ruler_info->sa)) {
exit_code = OPERATOR_FINISHED;
goto exit;
}
ruler_info->ar = ar;
switch (event->type) {
case LEFTMOUSE:
if (event->val == KM_RELEASE) {
if (ruler_info->state == RULER_STATE_DRAG) {
/* rubber-band angle removal */
RulerItem *ruler_item = ruler_item_active_get(ruler_info);
if (ruler_item && (ruler_item->co_index == 1) && (ruler_item->flag & RULERITEM_USE_ANGLE)) {
if (!BLI_rcti_isect_pt_v(&ar->winrct, &event->x)) {
ruler_item->flag &= ~RULERITEM_USE_ANGLE;
do_draw = true;
}
}
if (ruler_info->snap_flag & RULER_SNAP_OK) {
ruler_info->snap_flag &= ~RULER_SNAP_OK;
do_draw = true;
}
ruler_info->state = RULER_STATE_NORMAL;
}
}
else {
if (ruler_info->state == RULER_STATE_NORMAL) {
if (event->ctrl ||
/* weak - but user friendly */
BLI_listbase_is_empty(&ruler_info->items))
{
View3D *v3d = CTX_wm_view3d(C);
const bool use_depth = (v3d->drawtype >= OB_SOLID);
/* Create new line */
RulerItem *ruler_item_prev = ruler_item_active_get(ruler_info);
RulerItem *ruler_item;
/* check if we want to drag an existing point or add a new one */
ruler_info->state = RULER_STATE_DRAG;
ruler_item = ruler_item_add(ruler_info);
ruler_item_active_set(ruler_info, ruler_item);
if (use_depth) {
/* snap the first point added, not essential but handy */
ruler_item->co_index = 0;
view3d_ruler_item_mousemove(C, ruler_info, event->mval, false, true);
copy_v3_v3(ruler_info->drag_start_co, ruler_item->co[ruler_item->co_index]);
}
else {
/* initial depth either previous ruler, view offset */
if (ruler_item_prev) {
copy_v3_v3(ruler_info->drag_start_co, ruler_item_prev->co[ruler_item_prev->co_index]);
}
else {
negate_v3_v3(ruler_info->drag_start_co, rv3d->ofs);
}
copy_v3_v3(ruler_item->co[0], ruler_info->drag_start_co);
view3d_ruler_item_project(ruler_info, ruler_item->co[0], event->mval);
}
copy_v3_v3(ruler_item->co[2], ruler_item->co[0]);
ruler_item->co_index = 2;
do_draw = true;
}
else {
float mval_fl[2] = {UNPACK2(event->mval)};
RulerItem *ruler_item_pick;
int co_index;
/* select and drag */
if (view3d_ruler_pick(ruler_info, mval_fl, &ruler_item_pick, &co_index)) {
if (co_index == -1) {
if ((ruler_item_pick->flag & RULERITEM_USE_ANGLE) == 0) {
/* Add Center Point */
ruler_item_active_set(ruler_info, ruler_item_pick);
ruler_item_pick->flag |= RULERITEM_USE_ANGLE;
ruler_item_pick->co_index = 1;
ruler_info->state = RULER_STATE_DRAG;
/* find the factor */
{
float co_ss[2][2];
float fac;
ED_view3d_project_float_global(ar, ruler_item_pick->co[0], co_ss[0], V3D_PROJ_TEST_NOP);
ED_view3d_project_float_global(ar, ruler_item_pick->co[2], co_ss[1], V3D_PROJ_TEST_NOP);
fac = line_point_factor_v2(mval_fl, co_ss[0], co_ss[1]);
CLAMP(fac, 0.0f, 1.0f);
interp_v3_v3v3(ruler_item_pick->co[1],
ruler_item_pick->co[0],
ruler_item_pick->co[2], fac);
}
/* update the new location */
view3d_ruler_item_mousemove(C, ruler_info, event->mval,
event->shift != 0, event->ctrl != 0);
do_draw = true;
}
}
else {
ruler_item_active_set(ruler_info, ruler_item_pick);
ruler_item_pick->co_index = co_index;
ruler_info->state = RULER_STATE_DRAG;
/* store the initial depth */
copy_v3_v3(ruler_info->drag_start_co, ruler_item_pick->co[ruler_item_pick->co_index]);
do_draw = true;
}
}
else {
exit_code = OPERATOR_PASS_THROUGH;
}
}
}
}
break;
case CKEY:
{
if (event->ctrl) {
RulerItem *ruler_item = ruler_item_active_get(ruler_info);
if (ruler_item) {
const int prec = 8;
char numstr[256];
Scene *scene = CTX_data_scene(C);
UnitSettings *unit = &scene->unit;
ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);
WM_clipboard_text_set((void *) numstr, false);
}
}
break;
}
case RIGHTCTRLKEY:
case LEFTCTRLKEY:
{
WM_event_add_mousemove(C);
break;
}
case MOUSEMOVE:
{
if (ruler_info->state == RULER_STATE_DRAG) {
if (view3d_ruler_item_mousemove(C, ruler_info, event->mval,
event->shift != 0, event->ctrl != 0))
{
do_draw = true;
}
}
break;
}
case ESCKEY:
{
do_draw = true;
exit_code = OPERATOR_CANCELLED;
break;
}
case RETKEY:
{
view3d_ruler_to_gpencil(C, ruler_info);
do_draw = true;
exit_code = OPERATOR_FINISHED;
break;
}
case DELKEY:
{
if (event->val == KM_PRESS) {
if (ruler_info->state == RULER_STATE_NORMAL) {
RulerItem *ruler_item = ruler_item_active_get(ruler_info);
if (ruler_item) {
RulerItem *ruler_item_other = ruler_item->prev ? ruler_item->prev : ruler_item->next;
ruler_item_remove(ruler_info, ruler_item);
ruler_item_active_set(ruler_info, ruler_item_other);
do_draw = true;
}
}
}
break;
}
default:
exit_code = OPERATOR_PASS_THROUGH;
break;
}
if (ruler_info->state == RULER_STATE_DRAG) {
op->flag &= ~OP_IS_MODAL_CURSOR_REGION;
}
else {
op->flag |= OP_IS_MODAL_CURSOR_REGION;
}
if (do_draw) {
view3d_ruler_header_update(sa);
/* all 3d views draw rulers */
WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, NULL);
}
exit:
if (ELEM(exit_code, OPERATOR_FINISHED, OPERATOR_CANCELLED)) {
WM_cursor_modal_restore(ruler_info->win);
view3d_ruler_end(C, ruler_info);
view3d_ruler_free(ruler_info);
op->customdata = NULL;
ED_area_headerprint(sa, NULL);
}
return exit_code;
}
void VIEW3D_OT_ruler(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Ruler/Protractor";
ot->description = "Interactive ruler";
ot->idname = "VIEW3D_OT_ruler";
/* api callbacks */
ot->invoke = view3d_ruler_invoke;
ot->cancel = view3d_ruler_cancel;
ot->modal = view3d_ruler_modal;
ot->poll = ED_operator_view3d_active;
/* flags */
ot->flag = 0;
}