Cleanup - for portablity we can keep the old ugly defines for retrieving active object, cfra and so on. But, they will use 'scene' not G.scene. - fixed code that uses those defines. - some unused variables/functions removed
		
			
				
	
	
		
			2571 lines
		
	
	
		
			66 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
			
		
		
	
	
			2571 lines
		
	
	
		
			66 KiB
		
	
	
	
		
			C
		
	
	
	
	
	
/**
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						|
 * $Id$
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 *
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 * ***** BEGIN GPL LICENSE BLOCK *****
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 *
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						|
 * This program is free software; you can redistribute it and/or
 | 
						|
 * modify it under the terms of the GNU General Public License
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						|
 * as published by the Free Software Foundation; either version 2
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 * of the License, or (at your option) any later version. 
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						|
 *
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						|
 * This program is distributed in the hope that it will be useful,
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						|
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 | 
						|
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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						|
 * GNU General Public License for more details.
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						|
 *
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 * You should have received a copy of the GNU General Public License
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						|
 * along with this program; if not, write to the Free Software Foundation,
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						|
 * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
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 *
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						|
 * The Original Code is Copyright (C) 2005 by the Blender Foundation.
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 * All rights reserved.
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 *
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 * The Original Code is: all of this file.
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						|
 *
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 * Contributor(s): none yet.
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 *
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 * ***** END GPL LICENSE BLOCK *****
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 */
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#include <stdlib.h>
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#include <string.h>
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						|
#include <math.h>
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 | 
						|
#ifdef HAVE_CONFIG_H
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						|
#include <config.h>
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#endif
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 | 
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#include "MEM_guardedalloc.h"
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						|
 | 
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#include "BMF_Api.h"
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 | 
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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						|
#include "DNA_constraint_types.h"
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						|
#include "DNA_ID.h"
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						|
#include "DNA_nla_types.h"
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						|
#include "DNA_object_types.h"
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						|
#include "DNA_scene_types.h"
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						|
#include "DNA_screen_types.h"
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						|
#include "DNA_space_types.h"
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						|
#include "DNA_view3d_types.h"
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						|
#include "DNA_userdef_types.h"
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						|
 | 
						|
#include "BLI_blenlib.h"
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						|
#include "BLI_arithb.h"
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						|
 | 
						|
#include "BKE_action.h"
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						|
#include "BKE_armature.h"
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						|
#include "BKE_constraint.h"
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						|
#include "BKE_context.h"
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						|
#include "BKE_depsgraph.h"
 | 
						|
#include "BKE_DerivedMesh.h"
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						|
#include "BKE_global.h"
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						|
#include "BKE_main.h"
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						|
#include "BKE_object.h"
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						|
#include "BKE_ipo.h"
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						|
#include "BKE_utildefines.h"
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						|
 | 
						|
#include "BIF_editarmature.h"
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						|
#include "BIF_gl.h"
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						|
#include "BIF_glutil.h"
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						|
 | 
						|
#include "ED_keyframes_draw.h"
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						|
 | 
						|
#include "WM_api.h"
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						|
#include "WM_types.h"
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						|
 | 
						|
#include "UI_resources.h"
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						|
 | 
						|
#include "view3d_intern.h"
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						|
 | 
						|
/* XXX ***************** */
 | 
						|
int pose_channel_in_IK_chain() {return 0;}
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						|
 | 
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/* *************** Armature Drawing - Coloring API ***************************** */
 | 
						|
 | 
						|
/* global here is reset before drawing each bone */
 | 
						|
static ThemeWireColor *bcolor= NULL;
 | 
						|
 | 
						|
/* values of colCode for set_pchan_glcolor */
 | 
						|
enum {
 | 
						|
	PCHAN_COLOR_NORMAL	= 0, 		/* normal drawing */
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						|
	PCHAN_COLOR_SOLID,				/* specific case where "solid" color is needed */
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						|
	PCHAN_COLOR_CONSTS,				/* "constraint" colors (which may/may-not be suppressed) */
 | 
						|
	
 | 
						|
	PCHAN_COLOR_SPHEREBONE_BASE,	/* for the 'stick' of sphere (envelope) bones */
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						|
	PCHAN_COLOR_SPHEREBONE_END,		/* for the ends of sphere (envelope) bones */
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						|
	PCHAN_COLOR_LINEBONE			/* for the middle of line-bones */
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						|
};	
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						|
 | 
						|
/* This function sets the color-set for coloring a certain bone */
 | 
						|
static void set_pchan_colorset (Object *ob, bPoseChannel *pchan)
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{
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						|
	bPose *pose= (ob) ? ob->pose : NULL;
 | 
						|
	bArmature *arm= (ob) ? ob->data : NULL;
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						|
	bActionGroup *grp= NULL;
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						|
	short color_index= 0;
 | 
						|
	
 | 
						|
	/* sanity check */
 | 
						|
	if (ELEM4(NULL, ob, arm, pose, pchan)) {
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						|
		bcolor= NULL;
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						|
		return;
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						|
	}
 | 
						|
	
 | 
						|
	/* only try to set custom color if enabled for armature */
 | 
						|
	if (arm->flag & ARM_COL_CUSTOM) {	
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						|
		/* currently, a bone can only use a custom color set if it's group (if it has one),
 | 
						|
		 * has been set to use one
 | 
						|
		 */
 | 
						|
		if (pchan->agrp_index) {
 | 
						|
			grp= (bActionGroup *)BLI_findlink(&pose->agroups, (pchan->agrp_index - 1));
 | 
						|
			if (grp)
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						|
				color_index= grp->customCol;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* bcolor is a pointer to the color set to use. If NULL, then the default
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	 * color set (based on the theme colors for 3d-view) is used. 
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						|
	 */
 | 
						|
	if (color_index > 0) {
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						|
		bTheme *btheme= U.themes.first;
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						|
		bcolor= &btheme->tarm[(color_index - 1)];
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						|
	}
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						|
	else if (color_index == -1) {
 | 
						|
		/* use the group's own custom color set */
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						|
		bcolor= (grp)? &grp->cs : NULL;
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						|
	}
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						|
	else 
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						|
		bcolor= NULL;
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						|
}
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/* This function is for brightening/darkening a given color (like UI_ThemeColorShade()) */
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						|
static void cp_shade_color3ub (char cp[], int offset)
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						|
{
 | 
						|
	int r, g, b;
 | 
						|
	
 | 
						|
	r= offset + (int) cp[0];
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						|
	CLAMP(r, 0, 255);
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						|
	g= offset + (int) cp[1];
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						|
	CLAMP(g, 0, 255);
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						|
	b= offset + (int) cp[2];
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						|
	CLAMP(b, 0, 255);
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						|
	
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						|
	cp[0]= r;
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						|
	cp[1]= g;
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	cp[2]= b;
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}
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						|
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						|
/* This function sets the gl-color for coloring a certain bone (based on bcolor) */
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						|
static short set_pchan_glColor (short colCode, int armflag, int boneflag, int constflag)
 | 
						|
{
 | 
						|
	switch (colCode) {
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						|
	case PCHAN_COLOR_NORMAL:
 | 
						|
	{
 | 
						|
		if (bcolor) {
 | 
						|
			char cp[3];
 | 
						|
			
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						|
			if (boneflag & BONE_ACTIVE) {
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						|
				VECCOPY(cp, bcolor->active);
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						|
			}
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						|
			else if (boneflag & BONE_SELECTED) {
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						|
				VECCOPY(cp, bcolor->select);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				/* a bit darker than solid */
 | 
						|
				VECCOPY(cp, bcolor->solid);
 | 
						|
				cp_shade_color3ub(cp, -50);
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						|
			}
 | 
						|
			
 | 
						|
			glColor3ub(cp[0], cp[1], cp[2]);
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						|
		}
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						|
		else {
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			if (boneflag & BONE_ACTIVE) UI_ThemeColorShade(TH_BONE_POSE, 40);
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						|
			else if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_BONE_POSE);
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						|
			else UI_ThemeColor(TH_WIRE);
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						|
		}
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						|
		
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						|
		return 1;
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						|
	}
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						|
		break;
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						|
	
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						|
	case PCHAN_COLOR_SOLID:
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						|
	{
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						|
		if (bcolor) {
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						|
			char *cp= bcolor->solid;
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						|
			glColor3ub(cp[0], cp[1], cp[2]);
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		}
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		else 
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			UI_ThemeColor(TH_BONE_SOLID);
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						|
			
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		return 1;
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	}
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		break;
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						|
		
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						|
	case PCHAN_COLOR_CONSTS:
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	{
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						|
		if ( (bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS) ) {
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			if (constflag & PCHAN_HAS_STRIDE) glColor4ub(0, 0, 200, 80);
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			else if (constflag & PCHAN_HAS_TARGET) glColor4ub(255, 150, 0, 80);
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			else if (constflag & PCHAN_HAS_IK) glColor4ub(255, 255, 0, 80);
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			else if (constflag & PCHAN_HAS_CONST) glColor4ub(0, 255, 120, 80);
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			else if (constflag) UI_ThemeColor4(TH_BONE_POSE);	// PCHAN_HAS_ACTION 
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			return 1;
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		}
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		else 
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			return 0;
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	}
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		break;
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						|
		
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	case PCHAN_COLOR_SPHEREBONE_BASE:
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	{
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		if (bcolor) {
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			char cp[3];
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						|
			
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			if (boneflag & BONE_ACTIVE) {
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				VECCOPY(cp, bcolor->active);
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			}
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			else if (boneflag & BONE_SELECTED) {
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						|
				VECCOPY(cp, bcolor->select);
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						|
			}
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			else {
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						|
				VECCOPY(cp, bcolor->solid);
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						|
			}
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			glColor3ub(cp[0], cp[1], cp[2]);
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		}
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		else {
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			if (boneflag & BONE_ACTIVE) UI_ThemeColorShade(TH_BONE_POSE, 40);
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			else if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_BONE_POSE);
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			else UI_ThemeColor(TH_BONE_SOLID);
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						|
		}
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						|
		
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		return 1;
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	}
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		break;
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						|
	case PCHAN_COLOR_SPHEREBONE_END:
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	{
 | 
						|
		if (bcolor) {
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						|
			char cp[3];
 | 
						|
			
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						|
			if (boneflag & BONE_ACTIVE) {
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						|
				VECCOPY(cp, bcolor->active);
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						|
				cp_shade_color3ub(cp, 10);
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						|
			}
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			else if (boneflag & BONE_SELECTED) {
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						|
				VECCOPY(cp, bcolor->select);
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						|
				cp_shade_color3ub(cp, -30);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				VECCOPY(cp, bcolor->solid);
 | 
						|
				cp_shade_color3ub(cp, -30);
 | 
						|
			}
 | 
						|
			
 | 
						|
			glColor3ub(cp[0], cp[1], cp[2]);
 | 
						|
		}
 | 
						|
		else {
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						|
			if (boneflag & BONE_ACTIVE) UI_ThemeColorShade(TH_BONE_POSE, 10);
 | 
						|
			else if (boneflag & BONE_SELECTED) UI_ThemeColorShade(TH_BONE_POSE, -30);
 | 
						|
			else UI_ThemeColorShade(TH_BONE_SOLID, -30);
 | 
						|
		}
 | 
						|
	}
 | 
						|
		break;
 | 
						|
		
 | 
						|
	case PCHAN_COLOR_LINEBONE:
 | 
						|
	{
 | 
						|
		/* inner part in background color or constraint */
 | 
						|
		if ( (constflag) && ((bcolor==NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) ) {
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			if (constflag & PCHAN_HAS_STRIDE) glColor3ub(0, 0, 200);
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						|
			else if (constflag & PCHAN_HAS_TARGET) glColor3ub(255, 150, 0);
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			else if (constflag & PCHAN_HAS_IK) glColor3ub(255, 255, 0);
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			else if (constflag & PCHAN_HAS_CONST) glColor3ub(0, 255, 120);
 | 
						|
			else if (constflag) UI_ThemeColor(TH_BONE_POSE);	/* PCHAN_HAS_ACTION */ 
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			if (bcolor) {
 | 
						|
				char *cp= bcolor->solid;
 | 
						|
				glColor4ub(cp[0], cp[1], cp[2], 0.8);	
 | 
						|
			}
 | 
						|
			else
 | 
						|
				UI_ThemeColorShade(TH_BACK, -30);
 | 
						|
		}
 | 
						|
		
 | 
						|
		return 1;
 | 
						|
	}
 | 
						|
		break;
 | 
						|
	}
 | 
						|
	
 | 
						|
	return 0;
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/* *************** Armature drawing, helper calls for parts ******************* */
 | 
						|
 | 
						|
/* half the cube, in Y */
 | 
						|
static float cube[8][3] = {
 | 
						|
{-1.0,  0.0, -1.0},
 | 
						|
{-1.0,  0.0,  1.0},
 | 
						|
{-1.0,  1.0,  1.0},
 | 
						|
{-1.0,  1.0, -1.0},
 | 
						|
{ 1.0,  0.0, -1.0},
 | 
						|
{ 1.0,  0.0,  1.0},
 | 
						|
{ 1.0,  1.0,  1.0},
 | 
						|
{ 1.0,  1.0, -1.0},
 | 
						|
};
 | 
						|
 | 
						|
static void drawsolidcube_size(float xsize, float ysize, float zsize)
 | 
						|
{
 | 
						|
	static GLuint displist=0;
 | 
						|
	float n[3];
 | 
						|
	
 | 
						|
	glScalef(xsize, ysize, zsize);
 | 
						|
	
 | 
						|
	n[0]=0; n[1]=0; n[2]=0;
 | 
						|
 | 
						|
	if(displist==0) {
 | 
						|
		displist= glGenLists(1);
 | 
						|
		glNewList(displist, GL_COMPILE_AND_EXECUTE);
 | 
						|
 | 
						|
		glBegin(GL_QUADS);
 | 
						|
		n[0]= -1.0;
 | 
						|
		glNormal3fv(n); 
 | 
						|
		glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]);
 | 
						|
		n[0]=0;
 | 
						|
		n[1]= -1.0;
 | 
						|
		glNormal3fv(n); 
 | 
						|
		glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[1]);
 | 
						|
		n[1]=0;
 | 
						|
		n[0]= 1.0;
 | 
						|
		glNormal3fv(n); 
 | 
						|
		glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glVertex3fv(cube[5]);
 | 
						|
		n[0]=0;
 | 
						|
		n[1]= 1.0;
 | 
						|
		glNormal3fv(n); 
 | 
						|
		glVertex3fv(cube[7]); glVertex3fv(cube[3]); glVertex3fv(cube[2]); glVertex3fv(cube[6]);
 | 
						|
		n[1]=0;
 | 
						|
		n[2]= 1.0;
 | 
						|
		glNormal3fv(n); 
 | 
						|
		glVertex3fv(cube[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[2]);
 | 
						|
		n[2]=0;
 | 
						|
		n[2]= -1.0;
 | 
						|
		glNormal3fv(n); 
 | 
						|
		glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]);
 | 
						|
		glEnd();
 | 
						|
 | 
						|
		glEndList();
 | 
						|
	}
 | 
						|
	else glCallList(displist);
 | 
						|
	
 | 
						|
}
 | 
						|
 | 
						|
static void drawcube_size(float xsize, float ysize, float zsize)
 | 
						|
{
 | 
						|
	static GLuint displist=0;
 | 
						|
	
 | 
						|
	glScalef(xsize, ysize, zsize);
 | 
						|
	
 | 
						|
	if(displist == 0) {
 | 
						|
		displist= glGenLists(1);
 | 
						|
		glNewList(displist, GL_COMPILE_AND_EXECUTE);
 | 
						|
		
 | 
						|
		glBegin(GL_LINE_STRIP);
 | 
						|
		glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
 | 
						|
		glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
 | 
						|
		glVertex3fv(cube[7]); glVertex3fv(cube[4]);
 | 
						|
		glEnd();
 | 
						|
		
 | 
						|
		glBegin(GL_LINES);
 | 
						|
		glVertex3fv(cube[1]); glVertex3fv(cube[5]);
 | 
						|
		glVertex3fv(cube[2]); glVertex3fv(cube[6]);
 | 
						|
		glVertex3fv(cube[3]); glVertex3fv(cube[7]);
 | 
						|
		glEnd();
 | 
						|
		
 | 
						|
		glEndList();
 | 
						|
	}
 | 
						|
	else glCallList(displist);
 | 
						|
	
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static void draw_bonevert(void)
 | 
						|
{
 | 
						|
	static GLuint displist=0;
 | 
						|
	
 | 
						|
	if (displist == 0) {
 | 
						|
		GLUquadricObj	*qobj;
 | 
						|
		
 | 
						|
		displist= glGenLists(1);
 | 
						|
		glNewList(displist, GL_COMPILE_AND_EXECUTE);
 | 
						|
			
 | 
						|
		glPushMatrix();
 | 
						|
		
 | 
						|
		qobj	= gluNewQuadric(); 
 | 
						|
		gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); 
 | 
						|
		gluDisk(qobj, 0.0,  0.05, 16, 1);
 | 
						|
		
 | 
						|
		glRotatef(90, 0, 1, 0);
 | 
						|
		gluDisk(qobj, 0.0,  0.05, 16, 1);
 | 
						|
		
 | 
						|
		glRotatef(90, 1, 0, 0);
 | 
						|
		gluDisk(qobj, 0.0,  0.05, 16, 1);
 | 
						|
		
 | 
						|
		gluDeleteQuadric(qobj);  
 | 
						|
		
 | 
						|
		glPopMatrix();
 | 
						|
		glEndList();
 | 
						|
	}
 | 
						|
	else 
 | 
						|
		glCallList(displist);
 | 
						|
}
 | 
						|
 | 
						|
static void draw_bonevert_solid(void)
 | 
						|
{
 | 
						|
	static GLuint displist=0;
 | 
						|
	
 | 
						|
	if (displist == 0) {
 | 
						|
		GLUquadricObj	*qobj;
 | 
						|
		
 | 
						|
		displist= glGenLists(1);
 | 
						|
		glNewList(displist, GL_COMPILE_AND_EXECUTE);
 | 
						|
		
 | 
						|
		qobj	= gluNewQuadric();
 | 
						|
		gluQuadricDrawStyle(qobj, GLU_FILL); 
 | 
						|
		glShadeModel(GL_SMOOTH);
 | 
						|
		gluSphere( qobj, 0.05, 8, 5);
 | 
						|
		glShadeModel(GL_FLAT);
 | 
						|
		gluDeleteQuadric(qobj);  
 | 
						|
		
 | 
						|
		glEndList();
 | 
						|
	}
 | 
						|
	else 
 | 
						|
		glCallList(displist);
 | 
						|
}
 | 
						|
 | 
						|
static void draw_bone_octahedral()
 | 
						|
{
 | 
						|
	static GLuint displist=0;
 | 
						|
	
 | 
						|
	if (displist == 0) {
 | 
						|
		float vec[6][3];	
 | 
						|
		
 | 
						|
		displist= glGenLists(1);
 | 
						|
		glNewList(displist, GL_COMPILE_AND_EXECUTE);
 | 
						|
		
 | 
						|
		vec[0][0]= vec[0][1]= vec[0][2]= 0.0;
 | 
						|
		vec[5][0]= vec[5][2]= 0.0; vec[5][1]= 1.0;
 | 
						|
		
 | 
						|
		vec[1][0]= 0.1; vec[1][2]= 0.1; vec[1][1]= 0.1;
 | 
						|
		vec[2][0]= 0.1; vec[2][2]= -0.1; vec[2][1]= 0.1;
 | 
						|
		vec[3][0]= -0.1; vec[3][2]= -0.1; vec[3][1]= 0.1;
 | 
						|
		vec[4][0]= -0.1; vec[4][2]= 0.1; vec[4][1]= 0.1;
 | 
						|
		
 | 
						|
		/*	Section 1, sides */
 | 
						|
		glBegin(GL_LINE_LOOP);
 | 
						|
		glVertex3fv(vec[0]);
 | 
						|
		glVertex3fv(vec[1]);
 | 
						|
		glVertex3fv(vec[5]);
 | 
						|
		glVertex3fv(vec[3]);
 | 
						|
		glVertex3fv(vec[0]);
 | 
						|
		glVertex3fv(vec[4]);
 | 
						|
		glVertex3fv(vec[5]);
 | 
						|
		glVertex3fv(vec[2]);
 | 
						|
		glEnd();
 | 
						|
		
 | 
						|
		/*	Section 1, square */
 | 
						|
		glBegin(GL_LINE_LOOP);
 | 
						|
		glVertex3fv(vec[1]);
 | 
						|
		glVertex3fv(vec[2]);
 | 
						|
		glVertex3fv(vec[3]);
 | 
						|
		glVertex3fv(vec[4]);
 | 
						|
		glEnd();
 | 
						|
		
 | 
						|
		glEndList();
 | 
						|
	}
 | 
						|
	else 
 | 
						|
		glCallList(displist);
 | 
						|
}	
 | 
						|
 | 
						|
static void draw_bone_solid_octahedral(void)
 | 
						|
{
 | 
						|
	static GLuint displist=0;
 | 
						|
	
 | 
						|
	if (displist == 0) {
 | 
						|
		float vec[6][3], nor[3];	
 | 
						|
		
 | 
						|
		displist= glGenLists(1);
 | 
						|
		glNewList(displist, GL_COMPILE_AND_EXECUTE);
 | 
						|
		
 | 
						|
		vec[0][0]= vec[0][1]= vec[0][2]= 0.0;
 | 
						|
		vec[5][0]= vec[5][2]= 0.0; vec[5][1]= 1.0;
 | 
						|
		
 | 
						|
		vec[1][0]= 0.1; vec[1][2]= 0.1; vec[1][1]= 0.1;
 | 
						|
		vec[2][0]= 0.1; vec[2][2]= -0.1; vec[2][1]= 0.1;
 | 
						|
		vec[3][0]= -0.1; vec[3][2]= -0.1; vec[3][1]= 0.1;
 | 
						|
		vec[4][0]= -0.1; vec[4][2]= 0.1; vec[4][1]= 0.1;
 | 
						|
		
 | 
						|
		
 | 
						|
		glBegin(GL_TRIANGLES);
 | 
						|
		/* bottom */
 | 
						|
		CalcNormFloat(vec[2], vec[1], vec[0], nor);
 | 
						|
		glNormal3fv(nor);
 | 
						|
		glVertex3fv(vec[2]);glVertex3fv(vec[1]);glVertex3fv(vec[0]);
 | 
						|
		
 | 
						|
		CalcNormFloat(vec[3], vec[2], vec[0], nor);
 | 
						|
		glNormal3fv(nor);
 | 
						|
		glVertex3fv(vec[3]);glVertex3fv(vec[2]);glVertex3fv(vec[0]);
 | 
						|
		
 | 
						|
		CalcNormFloat(vec[4], vec[3], vec[0], nor);
 | 
						|
		glNormal3fv(nor);
 | 
						|
		glVertex3fv(vec[4]);glVertex3fv(vec[3]);glVertex3fv(vec[0]);
 | 
						|
 | 
						|
		CalcNormFloat(vec[1], vec[4], vec[0], nor);
 | 
						|
		glNormal3fv(nor);
 | 
						|
		glVertex3fv(vec[1]);glVertex3fv(vec[4]);glVertex3fv(vec[0]);
 | 
						|
 | 
						|
		/* top */
 | 
						|
		CalcNormFloat(vec[5], vec[1], vec[2], nor);
 | 
						|
		glNormal3fv(nor);
 | 
						|
		glVertex3fv(vec[5]);glVertex3fv(vec[1]);glVertex3fv(vec[2]);
 | 
						|
		
 | 
						|
		CalcNormFloat(vec[5], vec[2], vec[3], nor);
 | 
						|
		glNormal3fv(nor);
 | 
						|
		glVertex3fv(vec[5]);glVertex3fv(vec[2]);glVertex3fv(vec[3]);
 | 
						|
		
 | 
						|
		CalcNormFloat(vec[5], vec[3], vec[4], nor);
 | 
						|
		glNormal3fv(nor);
 | 
						|
		glVertex3fv(vec[5]);glVertex3fv(vec[3]);glVertex3fv(vec[4]);
 | 
						|
		
 | 
						|
		CalcNormFloat(vec[5], vec[4], vec[1], nor);
 | 
						|
		glNormal3fv(nor);
 | 
						|
		glVertex3fv(vec[5]);glVertex3fv(vec[4]);glVertex3fv(vec[1]);
 | 
						|
		
 | 
						|
		glEnd();
 | 
						|
		
 | 
						|
		glEndList();
 | 
						|
	}
 | 
						|
	else 
 | 
						|
		glCallList(displist);
 | 
						|
}	
 | 
						|
 | 
						|
/* *************** Armature drawing, bones ******************* */
 | 
						|
 | 
						|
 | 
						|
static void draw_bone_points(int dt, int armflag, unsigned int boneflag, int id)
 | 
						|
{
 | 
						|
	/*	Draw root point if we are not connected */
 | 
						|
	if ((boneflag & BONE_CONNECTED)==0) {
 | 
						|
		if (id != -1)
 | 
						|
			glLoadName(id | BONESEL_ROOT);
 | 
						|
		
 | 
						|
		if(dt <= OB_WIRE) {
 | 
						|
			if (armflag & ARM_EDITMODE) {
 | 
						|
				if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
 | 
						|
				else UI_ThemeColor(TH_VERTEX);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			if (armflag & ARM_POSEMODE) 
 | 
						|
				set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, 0);
 | 
						|
			else
 | 
						|
				UI_ThemeColor(TH_BONE_SOLID);
 | 
						|
		}
 | 
						|
		
 | 
						|
		if (dt > OB_WIRE) 
 | 
						|
			draw_bonevert_solid();
 | 
						|
		else 
 | 
						|
			draw_bonevert();
 | 
						|
	}
 | 
						|
	
 | 
						|
	/*	Draw tip point */
 | 
						|
	if (id != -1)
 | 
						|
		glLoadName(id | BONESEL_TIP);
 | 
						|
	
 | 
						|
	if (dt <= OB_WIRE) {
 | 
						|
		if (armflag & ARM_EDITMODE) {
 | 
						|
			if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
 | 
						|
			else UI_ThemeColor(TH_VERTEX);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		if (armflag & ARM_POSEMODE) 
 | 
						|
			set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, 0);
 | 
						|
		else
 | 
						|
			UI_ThemeColor(TH_BONE_SOLID);
 | 
						|
	}
 | 
						|
	
 | 
						|
	glTranslatef(0.0, 1.0, 0.0);
 | 
						|
	if (dt > OB_WIRE) 
 | 
						|
		draw_bonevert_solid();
 | 
						|
	else 
 | 
						|
		draw_bonevert();
 | 
						|
	glTranslatef(0.0, -1.0, 0.0);
 | 
						|
	
 | 
						|
}
 | 
						|
 | 
						|
/* 16 values of sin function (still same result!) */
 | 
						|
static float si[16] = {
 | 
						|
	0.00000000,
 | 
						|
	0.20129852, 0.39435585,
 | 
						|
	0.57126821, 0.72479278,
 | 
						|
	0.84864425, 0.93775213,
 | 
						|
	0.98846832, 0.99871650,
 | 
						|
	0.96807711, 0.89780453,
 | 
						|
	0.79077573, 0.65137248,
 | 
						|
	0.48530196, 0.29936312,
 | 
						|
	0.10116832
 | 
						|
};
 | 
						|
/* 16 values of cos function (still same result!) */
 | 
						|
static float co[16] ={
 | 
						|
	1.00000000,
 | 
						|
	0.97952994, 0.91895781,
 | 
						|
	0.82076344, 0.68896691,
 | 
						|
	0.52896401, 0.34730525,
 | 
						|
	0.15142777, -0.05064916,
 | 
						|
	-0.25065253, -0.44039415,
 | 
						|
	-0.61210598, -0.75875812,
 | 
						|
	-0.87434661, -0.95413925,
 | 
						|
	-0.99486932
 | 
						|
};
 | 
						|
 | 
						|
 | 
						|
 | 
						|
/* smat, imat = mat & imat to draw screenaligned */
 | 
						|
static void draw_sphere_bone_dist(float smat[][4], float imat[][4], int boneflag, bPoseChannel *pchan, EditBone *ebone)
 | 
						|
{
 | 
						|
	float head, tail, length, dist;
 | 
						|
	float *headvec, *tailvec, dirvec[3];
 | 
						|
	
 | 
						|
	/* figure out the sizes of spheres */
 | 
						|
	if (ebone) {
 | 
						|
		/* this routine doesn't call set_matrix_editbone() that calculates it */
 | 
						|
		ebone->length = VecLenf(ebone->head, ebone->tail);
 | 
						|
		
 | 
						|
		length= ebone->length;
 | 
						|
		tail= ebone->rad_tail;
 | 
						|
		dist= ebone->dist;
 | 
						|
		if (ebone->parent && (ebone->flag & BONE_CONNECTED))
 | 
						|
			head= ebone->parent->rad_tail;
 | 
						|
		else
 | 
						|
			head= ebone->rad_head;
 | 
						|
		headvec= ebone->head;
 | 
						|
		tailvec= ebone->tail;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		length= pchan->bone->length;
 | 
						|
		tail= pchan->bone->rad_tail;
 | 
						|
		dist= pchan->bone->dist;
 | 
						|
		if (pchan->parent && (pchan->bone->flag & BONE_CONNECTED))
 | 
						|
			head= pchan->parent->bone->rad_tail;
 | 
						|
		else
 | 
						|
			head= pchan->bone->rad_head;
 | 
						|
		headvec= pchan->pose_head;
 | 
						|
		tailvec= pchan->pose_tail;
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* ***** draw it ***** */
 | 
						|
	
 | 
						|
	/* move vector to viewspace */
 | 
						|
	VecSubf(dirvec, tailvec, headvec);
 | 
						|
	Mat4Mul3Vecfl(smat, dirvec);
 | 
						|
	/* clear zcomp */
 | 
						|
	dirvec[2]= 0.0;
 | 
						|
	/* move vector back */
 | 
						|
	Mat4Mul3Vecfl(imat, dirvec);
 | 
						|
	
 | 
						|
	if (0.0f != Normalize(dirvec)) {
 | 
						|
		float norvec[3], vec1[3], vec2[3], vec[3];
 | 
						|
		int a;
 | 
						|
		
 | 
						|
		//VecMulf(dirvec, head);
 | 
						|
		Crossf(norvec, dirvec, imat[2]);
 | 
						|
		
 | 
						|
		glBegin(GL_QUAD_STRIP);
 | 
						|
		
 | 
						|
		for (a=0; a<16; a++) {
 | 
						|
			vec[0]= - *(si+a) * dirvec[0] + *(co+a) * norvec[0];
 | 
						|
			vec[1]= - *(si+a) * dirvec[1] + *(co+a) * norvec[1];
 | 
						|
			vec[2]= - *(si+a) * dirvec[2] + *(co+a) * norvec[2];
 | 
						|
			
 | 
						|
			vec1[0]= headvec[0] + head*vec[0];
 | 
						|
			vec1[1]= headvec[1] + head*vec[1];
 | 
						|
			vec1[2]= headvec[2] + head*vec[2];
 | 
						|
			vec2[0]= headvec[0] + (head+dist)*vec[0];
 | 
						|
			vec2[1]= headvec[1] + (head+dist)*vec[1];
 | 
						|
			vec2[2]= headvec[2] + (head+dist)*vec[2];
 | 
						|
			
 | 
						|
			glColor4ub(255, 255, 255, 50);
 | 
						|
			glVertex3fv(vec1);
 | 
						|
			//glColor4ub(255, 255, 255, 0);
 | 
						|
			glVertex3fv(vec2);
 | 
						|
		}
 | 
						|
		
 | 
						|
		for (a=15; a>=0; a--) {
 | 
						|
			vec[0]= *(si+a) * dirvec[0] + *(co+a) * norvec[0];
 | 
						|
			vec[1]= *(si+a) * dirvec[1] + *(co+a) * norvec[1];
 | 
						|
			vec[2]= *(si+a) * dirvec[2] + *(co+a) * norvec[2];
 | 
						|
			
 | 
						|
			vec1[0]= tailvec[0] + tail*vec[0];
 | 
						|
			vec1[1]= tailvec[1] + tail*vec[1];
 | 
						|
			vec1[2]= tailvec[2] + tail*vec[2];
 | 
						|
			vec2[0]= tailvec[0] + (tail+dist)*vec[0];
 | 
						|
			vec2[1]= tailvec[1] + (tail+dist)*vec[1];
 | 
						|
			vec2[2]= tailvec[2] + (tail+dist)*vec[2];
 | 
						|
			
 | 
						|
			//glColor4ub(255, 255, 255, 50);
 | 
						|
			glVertex3fv(vec1);
 | 
						|
			//glColor4ub(255, 255, 255, 0);
 | 
						|
			glVertex3fv(vec2);
 | 
						|
		}
 | 
						|
		/* make it cyclic... */
 | 
						|
		
 | 
						|
		vec[0]= - *(si) * dirvec[0] + *(co) * norvec[0];
 | 
						|
		vec[1]= - *(si) * dirvec[1] + *(co) * norvec[1];
 | 
						|
		vec[2]= - *(si) * dirvec[2] + *(co) * norvec[2];
 | 
						|
		
 | 
						|
		vec1[0]= headvec[0] + head*vec[0];
 | 
						|
		vec1[1]= headvec[1] + head*vec[1];
 | 
						|
		vec1[2]= headvec[2] + head*vec[2];
 | 
						|
		vec2[0]= headvec[0] + (head+dist)*vec[0];
 | 
						|
		vec2[1]= headvec[1] + (head+dist)*vec[1];
 | 
						|
		vec2[2]= headvec[2] + (head+dist)*vec[2];
 | 
						|
		
 | 
						|
		//glColor4ub(255, 255, 255, 50);
 | 
						|
		glVertex3fv(vec1);
 | 
						|
		//glColor4ub(255, 255, 255, 0);
 | 
						|
		glVertex3fv(vec2);
 | 
						|
		
 | 
						|
		glEnd();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/* smat, imat = mat & imat to draw screenaligned */
 | 
						|
static void draw_sphere_bone_wire(float smat[][4], float imat[][4], int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
 | 
						|
{
 | 
						|
	float head, tail, length;
 | 
						|
	float *headvec, *tailvec, dirvec[3];
 | 
						|
	
 | 
						|
	/* figure out the sizes of spheres */
 | 
						|
	if (ebone) {
 | 
						|
		/* this routine doesn't call set_matrix_editbone() that calculates it */
 | 
						|
		ebone->length = VecLenf(ebone->head, ebone->tail);
 | 
						|
		
 | 
						|
		length= ebone->length;
 | 
						|
		tail= ebone->rad_tail;
 | 
						|
		if (ebone->parent && (boneflag & BONE_CONNECTED))
 | 
						|
			head= ebone->parent->rad_tail;
 | 
						|
		else
 | 
						|
			head= ebone->rad_head;
 | 
						|
		headvec= ebone->head;
 | 
						|
		tailvec= ebone->tail;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		length= pchan->bone->length;
 | 
						|
		tail= pchan->bone->rad_tail;
 | 
						|
		if ((pchan->parent) && (boneflag & BONE_CONNECTED))
 | 
						|
			head= pchan->parent->bone->rad_tail;
 | 
						|
		else
 | 
						|
			head= pchan->bone->rad_head;
 | 
						|
		headvec= pchan->pose_head;
 | 
						|
		tailvec= pchan->pose_tail;
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* sphere root color */
 | 
						|
	if (armflag & ARM_EDITMODE) {
 | 
						|
		if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
 | 
						|
		else UI_ThemeColor(TH_VERTEX);
 | 
						|
	}
 | 
						|
	else if (armflag & ARM_POSEMODE)
 | 
						|
		set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
 | 
						|
	
 | 
						|
	/*	Draw root point if we are not connected */
 | 
						|
	if ((boneflag & BONE_CONNECTED)==0) {
 | 
						|
		if (id != -1)
 | 
						|
			glLoadName(id | BONESEL_ROOT);
 | 
						|
		
 | 
						|
		drawcircball(GL_LINE_LOOP, headvec, head, imat);
 | 
						|
	}
 | 
						|
	
 | 
						|
	/*	Draw tip point */
 | 
						|
	if (armflag & ARM_EDITMODE) {
 | 
						|
		if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
 | 
						|
		else UI_ThemeColor(TH_VERTEX);
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (id != -1)
 | 
						|
		glLoadName(id | BONESEL_TIP);
 | 
						|
	
 | 
						|
	drawcircball(GL_LINE_LOOP, tailvec, tail, imat);
 | 
						|
	
 | 
						|
	/* base */
 | 
						|
	if (armflag & ARM_EDITMODE) {
 | 
						|
		if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_SELECT);
 | 
						|
		else UI_ThemeColor(TH_WIRE);
 | 
						|
	}
 | 
						|
	
 | 
						|
	VecSubf(dirvec, tailvec, headvec);
 | 
						|
	
 | 
						|
	/* move vector to viewspace */
 | 
						|
	Mat4Mul3Vecfl(smat, dirvec);
 | 
						|
	/* clear zcomp */
 | 
						|
	dirvec[2]= 0.0;
 | 
						|
	/* move vector back */
 | 
						|
	Mat4Mul3Vecfl(imat, dirvec);
 | 
						|
	
 | 
						|
	if (0.0f != Normalize(dirvec)) {
 | 
						|
		float norvech[3], norvect[3], vec[3];
 | 
						|
		
 | 
						|
		VECCOPY(vec, dirvec);
 | 
						|
		
 | 
						|
		VecMulf(dirvec, head);
 | 
						|
		Crossf(norvech, dirvec, imat[2]);
 | 
						|
		
 | 
						|
		VecMulf(vec, tail);
 | 
						|
		Crossf(norvect, vec, imat[2]);
 | 
						|
		
 | 
						|
		if (id != -1)
 | 
						|
			glLoadName(id | BONESEL_BONE);
 | 
						|
		
 | 
						|
		glBegin(GL_LINES);
 | 
						|
		vec[0]= headvec[0] + norvech[0];
 | 
						|
		vec[1]= headvec[1] + norvech[1];
 | 
						|
		vec[2]= headvec[2] + norvech[2];
 | 
						|
		glVertex3fv(vec);
 | 
						|
		vec[0]= tailvec[0] + norvect[0];
 | 
						|
		vec[1]= tailvec[1] + norvect[1];
 | 
						|
		vec[2]= tailvec[2] + norvect[2];
 | 
						|
		glVertex3fv(vec);
 | 
						|
		vec[0]= headvec[0] - norvech[0];
 | 
						|
		vec[1]= headvec[1] - norvech[1];
 | 
						|
		vec[2]= headvec[2] - norvech[2];
 | 
						|
		glVertex3fv(vec);
 | 
						|
		vec[0]= tailvec[0] - norvect[0];
 | 
						|
		vec[1]= tailvec[1] - norvect[1];
 | 
						|
		vec[2]= tailvec[2] - norvect[2];
 | 
						|
		glVertex3fv(vec);
 | 
						|
		
 | 
						|
		glEnd();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* does wire only for outline selecting */
 | 
						|
static void draw_sphere_bone(int dt, int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
 | 
						|
{
 | 
						|
	GLUquadricObj	*qobj;
 | 
						|
	float head, tail, length;
 | 
						|
	float fac1, fac2;
 | 
						|
	
 | 
						|
	glPushMatrix();
 | 
						|
	qobj	= gluNewQuadric();
 | 
						|
 | 
						|
	/* figure out the sizes of spheres */
 | 
						|
	if (ebone) {
 | 
						|
		length= ebone->length;
 | 
						|
		tail= ebone->rad_tail;
 | 
						|
		if (ebone->parent && (boneflag & BONE_CONNECTED))
 | 
						|
			head= ebone->parent->rad_tail;
 | 
						|
		else
 | 
						|
			head= ebone->rad_head;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		length= pchan->bone->length;
 | 
						|
		tail= pchan->bone->rad_tail;
 | 
						|
		if (pchan->parent && (boneflag & BONE_CONNECTED))
 | 
						|
			head= pchan->parent->bone->rad_tail;
 | 
						|
		else
 | 
						|
			head= pchan->bone->rad_head;
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* move to z-axis space */
 | 
						|
	glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
 | 
						|
 | 
						|
	if (dt==OB_SOLID) {
 | 
						|
		/* set up solid drawing */
 | 
						|
		glEnable(GL_COLOR_MATERIAL);
 | 
						|
		glEnable(GL_LIGHTING);
 | 
						|
		
 | 
						|
		gluQuadricDrawStyle(qobj, GLU_FILL); 
 | 
						|
		glShadeModel(GL_SMOOTH);
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); 
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* sphere root color */
 | 
						|
	if (armflag & ARM_EDITMODE) {
 | 
						|
		if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
 | 
						|
		else UI_ThemeColorShade(TH_BONE_SOLID, -30);
 | 
						|
	}
 | 
						|
	else if (armflag & ARM_POSEMODE)
 | 
						|
		set_pchan_glColor(PCHAN_COLOR_SPHEREBONE_END, armflag, boneflag, constflag);
 | 
						|
	else if (dt==OB_SOLID) 
 | 
						|
		UI_ThemeColorShade(TH_BONE_SOLID, -30);
 | 
						|
	
 | 
						|
	/*	Draw root point if we are not connected */
 | 
						|
	if ((boneflag & BONE_CONNECTED)==0) {
 | 
						|
		if (id != -1)
 | 
						|
			glLoadName(id | BONESEL_ROOT);
 | 
						|
		gluSphere(qobj, head, 16, 10);
 | 
						|
	}
 | 
						|
	
 | 
						|
	/*	Draw tip point */
 | 
						|
	if (armflag & ARM_EDITMODE) {
 | 
						|
		if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
 | 
						|
		else UI_ThemeColorShade(TH_BONE_SOLID, -30);
 | 
						|
	}
 | 
						|
 | 
						|
	if (id != -1)
 | 
						|
		glLoadName(id | BONESEL_TIP);
 | 
						|
	
 | 
						|
	glTranslatef(0.0, 0.0, length);
 | 
						|
	gluSphere(qobj, tail, 16, 10);
 | 
						|
	glTranslatef(0.0, 0.0, -length);
 | 
						|
	
 | 
						|
	/* base */
 | 
						|
	if (armflag & ARM_EDITMODE) {
 | 
						|
		if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_SELECT);
 | 
						|
		else UI_ThemeColor(TH_BONE_SOLID);
 | 
						|
	}
 | 
						|
	else if (armflag & ARM_POSEMODE)
 | 
						|
		set_pchan_glColor(PCHAN_COLOR_SPHEREBONE_BASE, armflag, boneflag, constflag);
 | 
						|
	else if (dt == OB_SOLID)
 | 
						|
		UI_ThemeColor(TH_BONE_SOLID);
 | 
						|
	
 | 
						|
	fac1= (length-head)/length;
 | 
						|
	fac2= (length-tail)/length;
 | 
						|
	
 | 
						|
	if (length > (head+tail)) {
 | 
						|
		if (id != -1)
 | 
						|
			glLoadName (id | BONESEL_BONE);
 | 
						|
		
 | 
						|
		glEnable(GL_POLYGON_OFFSET_FILL);
 | 
						|
		glPolygonOffset(-1.0, -1.0);
 | 
						|
		
 | 
						|
		glTranslatef(0.0f, 0.0f, head);
 | 
						|
		gluCylinder(qobj, fac1*head + (1.0f-fac1)*tail, fac2*tail + (1.0f-fac2)*head, length-head-tail, 16, 1);
 | 
						|
		glTranslatef(0.0f, 0.0f, -head);
 | 
						|
		
 | 
						|
		glDisable(GL_POLYGON_OFFSET_FILL);
 | 
						|
		
 | 
						|
		/* draw sphere on extrema */
 | 
						|
		glTranslatef(0.0f, 0.0f, length-tail);
 | 
						|
		gluSphere(qobj, fac2*tail + (1.0f-fac2)*head, 16, 10);
 | 
						|
		glTranslatef(0.0f, 0.0f, -length+tail);
 | 
						|
		
 | 
						|
		glTranslatef(0.0f, 0.0f, head);
 | 
						|
		gluSphere(qobj, fac1*head + (1.0f-fac1)*tail, 16, 10);
 | 
						|
	}
 | 
						|
	else {		
 | 
						|
		/* 1 sphere in center */
 | 
						|
		glTranslatef(0.0f, 0.0f, (head + length-tail)/2.0);
 | 
						|
		gluSphere(qobj, fac1*head + (1.0f-fac1)*tail, 16, 10);
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* restore */
 | 
						|
	if (dt==OB_SOLID) {
 | 
						|
		glShadeModel(GL_FLAT);
 | 
						|
		glDisable(GL_LIGHTING);
 | 
						|
		glDisable(GL_COLOR_MATERIAL);
 | 
						|
	}
 | 
						|
	
 | 
						|
	glPopMatrix();
 | 
						|
	gluDeleteQuadric(qobj);  
 | 
						|
}
 | 
						|
 | 
						|
static GLubyte bm_dot6[]= {0x0, 0x18, 0x3C, 0x7E, 0x7E, 0x3C, 0x18, 0x0}; 
 | 
						|
static GLubyte bm_dot8[]= {0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C}; 
 | 
						|
 | 
						|
static GLubyte bm_dot5[]= {0x0, 0x0, 0x10, 0x38, 0x7c, 0x38, 0x10, 0x0}; 
 | 
						|
static GLubyte bm_dot7[]= {0x0, 0x38, 0x7C, 0xFE, 0xFE, 0xFE, 0x7C, 0x38}; 
 | 
						|
 | 
						|
 | 
						|
static void draw_line_bone(int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
 | 
						|
{
 | 
						|
	float length;
 | 
						|
	
 | 
						|
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
 | 
						|
	
 | 
						|
	if (pchan) 
 | 
						|
		length= pchan->bone->length;
 | 
						|
	else 
 | 
						|
		length= ebone->length;
 | 
						|
	
 | 
						|
	glPushMatrix();
 | 
						|
	glScalef(length, length, length);
 | 
						|
	
 | 
						|
	/* this chunk not in object mode */
 | 
						|
	if (armflag & (ARM_EDITMODE|ARM_POSEMODE)) {
 | 
						|
		glLineWidth(4.0);
 | 
						|
		if (armflag & ARM_POSEMODE)
 | 
						|
			set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
 | 
						|
		else if (armflag & ARM_EDITMODE) {
 | 
						|
			UI_ThemeColor(TH_WIRE);
 | 
						|
		}
 | 
						|
		
 | 
						|
		/*	Draw root point if we are not connected */
 | 
						|
		if ((boneflag & BONE_CONNECTED)==0) {
 | 
						|
			if (G.f & G_PICKSEL) {	// no bitmap in selection mode, crashes 3d cards...
 | 
						|
				glLoadName (id | BONESEL_ROOT);
 | 
						|
				glBegin(GL_POINTS);
 | 
						|
				glVertex3f(0.0f, 0.0f, 0.0f);
 | 
						|
				glEnd();
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				glRasterPos3f(0.0f, 0.0f, 0.0f);
 | 
						|
				glBitmap(8, 8, 4, 4, 0, 0, bm_dot8);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		
 | 
						|
		if (id != -1)
 | 
						|
			glLoadName((GLuint) id|BONESEL_BONE);
 | 
						|
		
 | 
						|
		glBegin(GL_LINES);
 | 
						|
		glVertex3f(0.0f, 0.0f, 0.0f);
 | 
						|
		glVertex3f(0.0f, 1.0f, 0.0f);
 | 
						|
		glEnd();
 | 
						|
		
 | 
						|
		/* tip */
 | 
						|
		if (G.f & G_PICKSEL) {	
 | 
						|
			/* no bitmap in selection mode, crashes 3d cards... */
 | 
						|
			glLoadName(id | BONESEL_TIP);
 | 
						|
			glBegin(GL_POINTS);
 | 
						|
			glVertex3f(0.0f, 1.0f, 0.0f);
 | 
						|
			glEnd();
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			glRasterPos3f(0.0f, 1.0f, 0.0f);
 | 
						|
			glBitmap(8, 8, 4, 4, 0, 0, bm_dot7);
 | 
						|
		}
 | 
						|
		
 | 
						|
		/* further we send no names */
 | 
						|
		if (id != -1)
 | 
						|
			glLoadName(id & 0xFFFF);	/* object tag, for bordersel optim */
 | 
						|
		
 | 
						|
		if (armflag & ARM_POSEMODE)
 | 
						|
			set_pchan_glColor(PCHAN_COLOR_LINEBONE, armflag, boneflag, constflag);
 | 
						|
	}
 | 
						|
	
 | 
						|
	glLineWidth(2.0);
 | 
						|
	
 | 
						|
	/*Draw root point if we are not connected */
 | 
						|
	if ((boneflag & BONE_CONNECTED)==0) {
 | 
						|
		if ((G.f & G_PICKSEL)==0) {	
 | 
						|
			/* no bitmap in selection mode, crashes 3d cards... */
 | 
						|
			if (armflag & ARM_EDITMODE) {
 | 
						|
				if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
 | 
						|
				else UI_ThemeColor(TH_VERTEX);
 | 
						|
			}
 | 
						|
			glRasterPos3f(0.0f, 0.0f, 0.0f);
 | 
						|
			glBitmap(8, 8, 4, 4, 0, 0, bm_dot6);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (armflag & ARM_EDITMODE) {
 | 
						|
		if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_EDGE_SELECT);
 | 
						|
		else UI_ThemeColorShade(TH_BACK, -30);
 | 
						|
	}
 | 
						|
	glBegin(GL_LINES);
 | 
						|
	glVertex3f(0.0f, 0.0f, 0.0f);
 | 
						|
	glVertex3f(0.0f, 1.0f, 0.0f);
 | 
						|
	glEnd();
 | 
						|
	
 | 
						|
	/* tip */
 | 
						|
	if ((G.f & G_PICKSEL)==0) {	
 | 
						|
		/* no bitmap in selection mode, crashes 3d cards... */
 | 
						|
		if (armflag & ARM_EDITMODE) {
 | 
						|
			if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
 | 
						|
			else UI_ThemeColor(TH_VERTEX);
 | 
						|
		}
 | 
						|
		glRasterPos3f(0.0f, 1.0f, 0.0f);
 | 
						|
		glBitmap(8, 8, 4, 4, 0, 0, bm_dot5);
 | 
						|
	}
 | 
						|
	
 | 
						|
	glLineWidth(1.0);
 | 
						|
	
 | 
						|
	glPopMatrix();
 | 
						|
}
 | 
						|
 | 
						|
static void draw_b_bone_boxes(int dt, bPoseChannel *pchan, float xwidth, float length, float zwidth)
 | 
						|
{
 | 
						|
	int segments= 0;
 | 
						|
	
 | 
						|
	if (pchan) 
 | 
						|
		segments= pchan->bone->segments;
 | 
						|
	
 | 
						|
	if ((segments > 1) && (pchan)) {
 | 
						|
		float dlen= length/(float)segments;
 | 
						|
		Mat4 *bbone= b_bone_spline_setup(pchan, 0);
 | 
						|
		int a;
 | 
						|
		
 | 
						|
		for (a=0; a<segments; a++, bbone++) {
 | 
						|
			glPushMatrix();
 | 
						|
			glMultMatrixf(bbone->mat);
 | 
						|
			if (dt==OB_SOLID) drawsolidcube_size(xwidth, dlen, zwidth);
 | 
						|
			else drawcube_size(xwidth, dlen, zwidth);
 | 
						|
			glPopMatrix();
 | 
						|
		}
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		glPushMatrix();
 | 
						|
		if (dt==OB_SOLID) drawsolidcube_size(xwidth, length, zwidth);
 | 
						|
		else drawcube_size(xwidth, length, zwidth);
 | 
						|
		glPopMatrix();
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void draw_b_bone(int dt, int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
 | 
						|
{
 | 
						|
	float xwidth, length, zwidth;
 | 
						|
	
 | 
						|
	if (pchan) {
 | 
						|
		xwidth= pchan->bone->xwidth;
 | 
						|
		length= pchan->bone->length;
 | 
						|
		zwidth= pchan->bone->zwidth;
 | 
						|
	}
 | 
						|
	else {
 | 
						|
		xwidth= ebone->xwidth;
 | 
						|
		length= ebone->length;
 | 
						|
		zwidth= ebone->zwidth;
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* draw points only if... */
 | 
						|
	if (armflag & ARM_EDITMODE) {
 | 
						|
		/* move to unitspace */
 | 
						|
		glPushMatrix();
 | 
						|
		glScalef(length, length, length);
 | 
						|
		draw_bone_points(dt, armflag, boneflag, id);
 | 
						|
		glPopMatrix();
 | 
						|
		length*= 0.95f;	// make vertices visible
 | 
						|
	}
 | 
						|
 | 
						|
	/* colors for modes */
 | 
						|
	if (armflag & ARM_POSEMODE) {
 | 
						|
		if (dt <= OB_WIRE)
 | 
						|
			set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
 | 
						|
		else 
 | 
						|
			set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, constflag);
 | 
						|
	}
 | 
						|
	else if (armflag & ARM_EDITMODE) {
 | 
						|
		if (dt==OB_WIRE) {
 | 
						|
			if (boneflag & BONE_ACTIVE) UI_ThemeColor(TH_EDGE_SELECT);
 | 
						|
			else if (boneflag & BONE_SELECTED) UI_ThemeColorShade(TH_EDGE_SELECT, -20);
 | 
						|
			else UI_ThemeColor(TH_WIRE);
 | 
						|
		}
 | 
						|
		else 
 | 
						|
			UI_ThemeColor(TH_BONE_SOLID);
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (id != -1) {
 | 
						|
		glLoadName ((GLuint) id|BONESEL_BONE);
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* set up solid drawing */
 | 
						|
	if (dt > OB_WIRE) {
 | 
						|
		glEnable(GL_COLOR_MATERIAL);
 | 
						|
		glEnable(GL_LIGHTING);
 | 
						|
		
 | 
						|
		if (armflag & ARM_POSEMODE)
 | 
						|
			set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, constflag);
 | 
						|
		else
 | 
						|
			UI_ThemeColor(TH_BONE_SOLID);
 | 
						|
		
 | 
						|
		draw_b_bone_boxes(OB_SOLID, pchan, xwidth, length, zwidth);
 | 
						|
		
 | 
						|
		/* disable solid drawing */
 | 
						|
		glDisable(GL_COLOR_MATERIAL);
 | 
						|
		glDisable(GL_LIGHTING);
 | 
						|
	}
 | 
						|
	else {	
 | 
						|
		/* wire */
 | 
						|
		if (armflag & ARM_POSEMODE) {
 | 
						|
			if (constflag) {
 | 
						|
				/* set constraint colors */
 | 
						|
				if (set_pchan_glColor(PCHAN_COLOR_CONSTS, armflag, boneflag, constflag)) {
 | 
						|
					glEnable(GL_BLEND);
 | 
						|
					
 | 
						|
					draw_b_bone_boxes(OB_SOLID, pchan, xwidth, length, zwidth);
 | 
						|
					
 | 
						|
					glDisable(GL_BLEND);
 | 
						|
				}
 | 
						|
				
 | 
						|
				/* restore colors */
 | 
						|
				set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
 | 
						|
			}
 | 
						|
		}		
 | 
						|
		
 | 
						|
		draw_b_bone_boxes(OB_WIRE, pchan, xwidth, length, zwidth);		
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void draw_bone(int dt, int armflag, int boneflag, int constflag, unsigned int id, float length)
 | 
						|
{
 | 
						|
	
 | 
						|
	/*	Draw a 3d octahedral bone, we use normalized space based on length,
 | 
						|
	    for glDisplayLists */
 | 
						|
	
 | 
						|
	glScalef(length, length, length);
 | 
						|
 | 
						|
	/* set up solid drawing */
 | 
						|
	if (dt > OB_WIRE) {
 | 
						|
		glEnable(GL_COLOR_MATERIAL);
 | 
						|
		glEnable(GL_LIGHTING);
 | 
						|
		UI_ThemeColor(TH_BONE_SOLID);
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* colors for posemode */
 | 
						|
	if (armflag & ARM_POSEMODE) {
 | 
						|
		if (dt <= OB_WIRE)
 | 
						|
			set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
 | 
						|
		else 
 | 
						|
			set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, constflag);
 | 
						|
	}
 | 
						|
	
 | 
						|
	
 | 
						|
	draw_bone_points(dt, armflag, boneflag, id);
 | 
						|
	
 | 
						|
	/* now draw the bone itself */
 | 
						|
	if (id != -1) {
 | 
						|
		glLoadName((GLuint) id|BONESEL_BONE);
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* wire? */
 | 
						|
	if (dt <= OB_WIRE) {
 | 
						|
		/* colors */
 | 
						|
		if (armflag & ARM_EDITMODE) {
 | 
						|
			if (boneflag & BONE_ACTIVE) UI_ThemeColor(TH_EDGE_SELECT);
 | 
						|
			else if (boneflag & BONE_SELECTED) UI_ThemeColorShade(TH_EDGE_SELECT, -20);
 | 
						|
			else UI_ThemeColor(TH_WIRE);
 | 
						|
		}
 | 
						|
		else if (armflag & ARM_POSEMODE) {
 | 
						|
			if (constflag) {
 | 
						|
				/* draw constraint colors */
 | 
						|
				if (set_pchan_glColor(PCHAN_COLOR_CONSTS, armflag, boneflag, constflag)) {	
 | 
						|
					glEnable(GL_BLEND);
 | 
						|
					
 | 
						|
					draw_bone_solid_octahedral();
 | 
						|
					
 | 
						|
					glDisable(GL_BLEND);
 | 
						|
				}
 | 
						|
				
 | 
						|
				/* restore colors */
 | 
						|
				set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
 | 
						|
			}
 | 
						|
		}		
 | 
						|
		draw_bone_octahedral();
 | 
						|
	}
 | 
						|
	else {	
 | 
						|
		/* solid */
 | 
						|
		if (armflag & ARM_POSEMODE)
 | 
						|
			set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, constflag);
 | 
						|
		else
 | 
						|
			UI_ThemeColor(TH_BONE_SOLID);
 | 
						|
		draw_bone_solid_octahedral();
 | 
						|
	}
 | 
						|
 | 
						|
	/* disable solid drawing */
 | 
						|
	if (dt > OB_WIRE) {
 | 
						|
		glDisable(GL_COLOR_MATERIAL);
 | 
						|
		glDisable(GL_LIGHTING);
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void draw_custom_bone(Scene *scene, View3D *v3d, Object *ob, int dt, int armflag, int boneflag, unsigned int id, float length)
 | 
						|
{
 | 
						|
	if(ob==NULL) return;
 | 
						|
	
 | 
						|
	glScalef(length, length, length);
 | 
						|
	
 | 
						|
	/* colors for posemode */
 | 
						|
	if (armflag & ARM_POSEMODE) {
 | 
						|
		set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, 0);
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (id != -1) {
 | 
						|
		glLoadName((GLuint) id|BONESEL_BONE);
 | 
						|
	}
 | 
						|
	
 | 
						|
	draw_object_instance(scene, v3d, ob, dt, armflag & ARM_POSEMODE);
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
 | 
						|
{
 | 
						|
	bConstraint *con;
 | 
						|
	bPoseChannel *parchan;
 | 
						|
	
 | 
						|
	for (con= pchan->constraints.first; con; con= con->next) {
 | 
						|
		if (con->type == CONSTRAINT_TYPE_KINEMATIC && (con->enforce!=0.0)) {
 | 
						|
			bKinematicConstraint *data = (bKinematicConstraint*)con->data;
 | 
						|
			int segcount= 0;
 | 
						|
			
 | 
						|
			/* if only_temp, only draw if it is a temporary ik-chain */
 | 
						|
			if ((only_temp) && !(data->flag & CONSTRAINT_IK_TEMP))
 | 
						|
				continue;
 | 
						|
			
 | 
						|
			setlinestyle(3);
 | 
						|
			glBegin(GL_LINES);
 | 
						|
			
 | 
						|
			/* exclude tip from chain? */
 | 
						|
			if ((data->flag & CONSTRAINT_IK_TIP)==0)
 | 
						|
				parchan= pchan->parent;
 | 
						|
			else
 | 
						|
				parchan= pchan;
 | 
						|
			
 | 
						|
			glVertex3fv(parchan->pose_tail);
 | 
						|
			
 | 
						|
			/* Find the chain's root */
 | 
						|
			while (parchan->parent) {
 | 
						|
				segcount++;
 | 
						|
				if(segcount==data->rootbone || segcount>255) break; // 255 is weak
 | 
						|
				parchan= parchan->parent;
 | 
						|
			}
 | 
						|
			if (parchan)
 | 
						|
				glVertex3fv(parchan->pose_head);
 | 
						|
			
 | 
						|
			glEnd();
 | 
						|
			setlinestyle(0);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
static void bgl_sphere_project(float ax, float az)
 | 
						|
{
 | 
						|
	float dir[3], sine, q3;
 | 
						|
 | 
						|
	sine= 1.0f-ax*ax-az*az;
 | 
						|
	q3= (sine < 0.0f)? 0.0f: 2.0f*sqrt(sine);
 | 
						|
 | 
						|
	dir[0]= -az*q3;
 | 
						|
	dir[1]= 1.0f-2.0f*sine;
 | 
						|
	dir[2]= ax*q3;
 | 
						|
 | 
						|
	glVertex3fv(dir);
 | 
						|
}
 | 
						|
 | 
						|
static void draw_dof_ellipse(float ax, float az)
 | 
						|
{
 | 
						|
	static float staticSine[16] = {
 | 
						|
		0.0, 0.104528463268, 0.207911690818, 0.309016994375,
 | 
						|
		0.406736643076, 0.5, 0.587785252292, 0.669130606359,
 | 
						|
		0.743144825477, 0.809016994375, 0.866025403784,
 | 
						|
		0.913545457643, 0.951056516295, 0.978147600734,
 | 
						|
		0.994521895368, 1.0
 | 
						|
	};
 | 
						|
 | 
						|
	int i, j, n=16;
 | 
						|
	float x, z, px, pz;
 | 
						|
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
	glDepthMask(0);
 | 
						|
 | 
						|
	glColor4ub(70, 70, 70, 50);
 | 
						|
 | 
						|
	glBegin(GL_QUADS);
 | 
						|
	pz= 0.0f;
 | 
						|
	for(i=1; i<n; i++) {
 | 
						|
		z= staticSine[i];
 | 
						|
 | 
						|
		px= 0.0f;
 | 
						|
		for(j=1; j<n-i+1; j++) {
 | 
						|
			x = staticSine[j];
 | 
						|
 | 
						|
			if(j == n-i) {
 | 
						|
				glEnd();
 | 
						|
				glBegin(GL_TRIANGLES);
 | 
						|
				bgl_sphere_project(ax*px, az*z);
 | 
						|
				bgl_sphere_project(ax*px, az*pz);
 | 
						|
				bgl_sphere_project(ax*x, az*pz);
 | 
						|
				glEnd();
 | 
						|
				glBegin(GL_QUADS);
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				bgl_sphere_project(ax*x, az*z);
 | 
						|
				bgl_sphere_project(ax*x, az*pz);
 | 
						|
				bgl_sphere_project(ax*px, az*pz);
 | 
						|
				bgl_sphere_project(ax*px, az*z);
 | 
						|
			}
 | 
						|
 | 
						|
			px= x;
 | 
						|
		}
 | 
						|
		pz= z;
 | 
						|
	}
 | 
						|
	glEnd();
 | 
						|
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
	glDepthMask(1);
 | 
						|
 | 
						|
	glColor3ub(0, 0, 0);
 | 
						|
 | 
						|
	glBegin(GL_LINE_STRIP);
 | 
						|
	for (i=0; i<n; i++)
 | 
						|
		bgl_sphere_project(staticSine[n-i-1]*ax, staticSine[i]*az);
 | 
						|
	glEnd();
 | 
						|
}
 | 
						|
 | 
						|
static void draw_pose_dofs(Object *ob)
 | 
						|
{
 | 
						|
	bArmature *arm= ob->data;
 | 
						|
	bPoseChannel *pchan;
 | 
						|
	Bone *bone;
 | 
						|
	
 | 
						|
	for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
 | 
						|
		bone= pchan->bone;
 | 
						|
		
 | 
						|
		if ( (bone) && !(bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))) {
 | 
						|
			if (bone->flag & BONE_SELECTED) {
 | 
						|
				if (bone->layer & arm->layer) {
 | 
						|
					if (pchan->ikflag & (BONE_IK_XLIMIT|BONE_IK_ZLIMIT)) {
 | 
						|
						if (pose_channel_in_IK_chain(ob, pchan)) {
 | 
						|
							float corner[4][3], posetrans[3], mat[4][4];
 | 
						|
							float phi=0.0f, theta=0.0f, scale;
 | 
						|
							int a, i;
 | 
						|
							
 | 
						|
							/* in parent-bone pose, but own restspace */
 | 
						|
							glPushMatrix();
 | 
						|
							
 | 
						|
							VECCOPY(posetrans, pchan->pose_mat[3]);
 | 
						|
							glTranslatef(posetrans[0], posetrans[1], posetrans[2]);
 | 
						|
							
 | 
						|
							if (pchan->parent) {
 | 
						|
								Mat4CpyMat4(mat, pchan->parent->pose_mat);
 | 
						|
								mat[3][0]= mat[3][1]= mat[3][2]= 0.0f;
 | 
						|
								glMultMatrixf(mat);
 | 
						|
							}
 | 
						|
							
 | 
						|
							Mat4CpyMat3(mat, pchan->bone->bone_mat);
 | 
						|
							glMultMatrixf(mat);
 | 
						|
							
 | 
						|
							scale= bone->length*pchan->size[1];
 | 
						|
							glScalef(scale, scale, scale);
 | 
						|
							
 | 
						|
							if (pchan->ikflag & BONE_IK_XLIMIT) {
 | 
						|
								if (pchan->ikflag & BONE_IK_ZLIMIT) {
 | 
						|
									float amin[3], amax[3];
 | 
						|
									
 | 
						|
									for (i=0; i<3; i++) {
 | 
						|
										amin[i]= sin(pchan->limitmin[i]*M_PI/360.0);
 | 
						|
										amax[i]= sin(pchan->limitmax[i]*M_PI/360.0);
 | 
						|
									}
 | 
						|
									
 | 
						|
									glScalef(1.0, -1.0, 1.0);
 | 
						|
									if (amin[0] != 0.0 && amin[2] != 0.0)
 | 
						|
										draw_dof_ellipse(amin[0], amin[2]);
 | 
						|
									if (amin[0] != 0.0 && amax[2] != 0.0)
 | 
						|
										draw_dof_ellipse(amin[0], amax[2]);
 | 
						|
									if (amax[0] != 0.0 && amin[2] != 0.0)
 | 
						|
										draw_dof_ellipse(amax[0], amin[2]);
 | 
						|
									if (amax[0] != 0.0 && amax[2] != 0.0)
 | 
						|
										draw_dof_ellipse(amax[0], amax[2]);
 | 
						|
									glScalef(1.0, -1.0, 1.0);
 | 
						|
								}
 | 
						|
							}
 | 
						|
							
 | 
						|
							/* arcs */
 | 
						|
							if (pchan->ikflag & BONE_IK_ZLIMIT) {
 | 
						|
								theta= 0.5*(pchan->limitmin[2]+pchan->limitmax[2]);
 | 
						|
								glRotatef(theta, 0.0f, 0.0f, 1.0f);
 | 
						|
								
 | 
						|
								glColor3ub(50, 50, 255);	// blue, Z axis limit
 | 
						|
								glBegin(GL_LINE_STRIP);
 | 
						|
								for (a=-16; a<=16; a++) {
 | 
						|
									float fac= ((float)a)/16.0f;
 | 
						|
									phi= fac*(M_PI/360.0f)*(pchan->limitmax[2]-pchan->limitmin[2]);
 | 
						|
									
 | 
						|
									i= (a == -16) ? 0 : 1;
 | 
						|
									corner[i][0]= sin(phi);
 | 
						|
									corner[i][1]= cos(phi);
 | 
						|
									corner[i][2]= 0.0f;
 | 
						|
									glVertex3fv(corner[i]);
 | 
						|
								}
 | 
						|
								glEnd();
 | 
						|
								
 | 
						|
								glRotatef(-theta, 0.0f, 0.0f, 1.0f);
 | 
						|
							}					
 | 
						|
							
 | 
						|
							if (pchan->ikflag & BONE_IK_XLIMIT) {
 | 
						|
								theta=  0.5*(pchan->limitmin[0]+pchan->limitmax[0]);
 | 
						|
								glRotatef(theta, 1.0f, 0.0f, 0.0f);
 | 
						|
								
 | 
						|
								glColor3ub(255, 50, 50);	// Red, X axis limit
 | 
						|
								glBegin(GL_LINE_STRIP);
 | 
						|
								for (a=-16; a<=16; a++) {
 | 
						|
									float fac= ((float)a)/16.0f;
 | 
						|
									phi= 0.5f*M_PI + fac*(M_PI/360.0f)*(pchan->limitmax[0]-pchan->limitmin[0]);
 | 
						|
									
 | 
						|
									i= (a == -16) ? 2 : 3;
 | 
						|
									corner[i][0]= 0.0f;
 | 
						|
									corner[i][1]= sin(phi);
 | 
						|
									corner[i][2]= cos(phi);
 | 
						|
									glVertex3fv(corner[i]);
 | 
						|
								}
 | 
						|
								glEnd();
 | 
						|
								
 | 
						|
								glRotatef(-theta, 1.0f, 0.0f, 0.0f);
 | 
						|
							}
 | 
						|
							
 | 
						|
							/* out of cone, out of bone */
 | 
						|
							glPopMatrix(); 
 | 
						|
						}
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* assumes object is Armature with pose */
 | 
						|
static void draw_pose_channels(Scene *scene, View3D *v3d, Base *base, int dt)
 | 
						|
{
 | 
						|
	Object *ob= base->object;
 | 
						|
	bArmature *arm= ob->data;
 | 
						|
	bPoseChannel *pchan;
 | 
						|
	Bone *bone;
 | 
						|
	GLfloat tmp;
 | 
						|
	float smat[4][4], imat[4][4];
 | 
						|
	int index= -1;
 | 
						|
	short do_dashed= 3, draw_wire= 0;
 | 
						|
	short flag, constflag;
 | 
						|
	
 | 
						|
	/* hacky... prevent outline select from drawing dashed helplines */
 | 
						|
	glGetFloatv(GL_LINE_WIDTH, &tmp);
 | 
						|
	if (tmp > 1.1) do_dashed &= ~1;
 | 
						|
	if (v3d->flag & V3D_HIDE_HELPLINES) do_dashed &= ~2;
 | 
						|
	
 | 
						|
	/* precalc inverse matrix for drawing screen aligned */
 | 
						|
	if (arm->drawtype==ARM_ENVELOPE) {
 | 
						|
		/* precalc inverse matrix for drawing screen aligned */
 | 
						|
		wmGetMatrix(smat);
 | 
						|
		Mat4MulFloat3(smat[0], 1.0f/VecLength(ob->obmat[0]));
 | 
						|
		Mat4Invert(imat, smat);
 | 
						|
		
 | 
						|
		/* and draw blended distances */
 | 
						|
		if (arm->flag & ARM_POSEMODE) {
 | 
						|
			glEnable(GL_BLEND);
 | 
						|
			//glShadeModel(GL_SMOOTH);
 | 
						|
			
 | 
						|
			if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
 | 
						|
			
 | 
						|
			for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
 | 
						|
				bone= pchan->bone;
 | 
						|
				if (bone && !(bone->flag & (BONE_HIDDEN_P|BONE_NO_DEFORM|BONE_HIDDEN_PG))) {
 | 
						|
					if (bone->flag & (BONE_SELECTED)) {
 | 
						|
						if (bone->layer & arm->layer)
 | 
						|
							draw_sphere_bone_dist(smat, imat, bone->flag, pchan, NULL);
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
			
 | 
						|
			if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
 | 
						|
			glDisable(GL_BLEND);
 | 
						|
			//glShadeModel(GL_FLAT);
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* little speedup, also make sure transparent only draws once */
 | 
						|
	glCullFace(GL_BACK); 
 | 
						|
	glEnable(GL_CULL_FACE);
 | 
						|
	
 | 
						|
	/* if solid we draw that first, with selection codes, but without names, axes etc */
 | 
						|
	if (dt > OB_WIRE) {
 | 
						|
		if (arm->flag & ARM_POSEMODE) 
 | 
						|
			index= base->selcol;
 | 
						|
		
 | 
						|
		for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
 | 
						|
			bone= pchan->bone;
 | 
						|
			
 | 
						|
			if ( (bone) && !(bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)) ) {
 | 
						|
				if (bone->layer & arm->layer) {
 | 
						|
					glPushMatrix();
 | 
						|
					glMultMatrixf(pchan->pose_mat);
 | 
						|
					
 | 
						|
					/* catch exception for bone with hidden parent */
 | 
						|
					flag= bone->flag;
 | 
						|
					if ( (bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)) )
 | 
						|
						flag &= ~BONE_CONNECTED;
 | 
						|
						
 | 
						|
					/* set color-set to use */
 | 
						|
					set_pchan_colorset(ob, pchan);
 | 
						|
					
 | 
						|
					if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM)) {
 | 
						|
						/* if drawwire, don't try to draw in solid */
 | 
						|
						if (pchan->bone->flag & BONE_DRAWWIRE) 
 | 
						|
							draw_wire= 1;
 | 
						|
						else
 | 
						|
							draw_custom_bone(scene, v3d, pchan->custom, OB_SOLID, arm->flag, flag, index, bone->length);
 | 
						|
					}
 | 
						|
					else if (arm->drawtype==ARM_LINE)
 | 
						|
						;	/* nothing in solid */
 | 
						|
					else if (arm->drawtype==ARM_ENVELOPE)
 | 
						|
						draw_sphere_bone(OB_SOLID, arm->flag, flag, 0, index, pchan, NULL);
 | 
						|
					else if (arm->drawtype==ARM_B_BONE)
 | 
						|
						draw_b_bone(OB_SOLID, arm->flag, flag, 0, index, pchan, NULL);
 | 
						|
					else
 | 
						|
						draw_bone(OB_SOLID, arm->flag, flag, 0, index, bone->length);
 | 
						|
						
 | 
						|
					glPopMatrix();
 | 
						|
				}
 | 
						|
			}
 | 
						|
			
 | 
						|
			if (index!= -1) 
 | 
						|
				index+= 0x10000;	// pose bones count in higher 2 bytes only
 | 
						|
		}
 | 
						|
		
 | 
						|
		/* very very confusing... but in object mode, solid draw, we cannot do glLoadName yet,
 | 
						|
		 * stick bones and/or wire custom-shapes are drawn in next loop 
 | 
						|
		 */
 | 
						|
		if ((arm->drawtype != ARM_LINE) && (draw_wire == 0)) {
 | 
						|
			/* object tag, for bordersel optim */
 | 
						|
			glLoadName(index & 0xFFFF);	
 | 
						|
			index= -1;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* draw custom bone shapes as wireframes */
 | 
						|
	if ( !(arm->flag & ARM_NO_CUSTOM) &&
 | 
						|
		 ((draw_wire) || (dt <= OB_WIRE)) ) 
 | 
						|
	{
 | 
						|
		if (arm->flag & ARM_POSEMODE)
 | 
						|
			index= base->selcol;
 | 
						|
			
 | 
						|
		/* only draw custom bone shapes that need to be drawn as wires */
 | 
						|
		for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
 | 
						|
			bone= pchan->bone;
 | 
						|
			
 | 
						|
			if ((bone) && !(bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))) {
 | 
						|
				if (bone->layer & arm->layer) {
 | 
						|
					if (pchan->custom) {
 | 
						|
						if ((dt < OB_SOLID) || (bone->flag & BONE_DRAWWIRE)) {
 | 
						|
							glPushMatrix();
 | 
						|
							glMultMatrixf(pchan->pose_mat);
 | 
						|
							
 | 
						|
							/* prepare colors */
 | 
						|
							if (arm->flag & ARM_POSEMODE)	
 | 
						|
								set_pchan_colorset(ob, pchan);
 | 
						|
							else {
 | 
						|
								if ((scene->basact)==base) {
 | 
						|
									if (base->flag & (SELECT+BA_WAS_SEL)) UI_ThemeColor(TH_ACTIVE);
 | 
						|
									else UI_ThemeColor(TH_WIRE);
 | 
						|
								}
 | 
						|
								else {
 | 
						|
									if (base->flag & (SELECT+BA_WAS_SEL)) UI_ThemeColor(TH_SELECT);
 | 
						|
									else UI_ThemeColor(TH_WIRE);
 | 
						|
								}
 | 
						|
							}
 | 
						|
								
 | 
						|
							/* catch exception for bone with hidden parent */
 | 
						|
							flag= bone->flag;
 | 
						|
							if ((bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)))
 | 
						|
								flag &= ~BONE_CONNECTED;
 | 
						|
							
 | 
						|
							draw_custom_bone(scene, v3d, pchan->custom, OB_WIRE, arm->flag, flag, index, bone->length);
 | 
						|
							
 | 
						|
							glPopMatrix();
 | 
						|
						}
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
			
 | 
						|
			if (index != -1) 
 | 
						|
				index+= 0x10000;	// pose bones count in higher 2 bytes only
 | 
						|
		}
 | 
						|
		
 | 
						|
		if (draw_wire) {
 | 
						|
			/* object tag, for bordersel optim */
 | 
						|
			glLoadName(index & 0xFFFF);	
 | 
						|
			index= -1;
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* wire draw over solid only in posemode */
 | 
						|
	if ((dt <= OB_WIRE) || (arm->flag & ARM_POSEMODE) || (arm->drawtype==ARM_LINE)) {
 | 
						|
		/* draw line check first. we do selection indices */
 | 
						|
		if (arm->drawtype==ARM_LINE) {
 | 
						|
			if (arm->flag & ARM_POSEMODE) 
 | 
						|
				index= base->selcol;
 | 
						|
		}
 | 
						|
		/* if solid && posemode, we draw again with polygonoffset */
 | 
						|
		else if ((dt > OB_WIRE) && (arm->flag & ARM_POSEMODE)) {
 | 
						|
			bglPolygonOffset(v3d->dist, 1.0);
 | 
						|
		}
 | 
						|
		else {
 | 
						|
			/* and we use selection indices if not done yet */
 | 
						|
			if (arm->flag & ARM_POSEMODE) 
 | 
						|
				index= base->selcol;
 | 
						|
		}
 | 
						|
		
 | 
						|
		for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
 | 
						|
			bone= pchan->bone;
 | 
						|
			
 | 
						|
			if ((bone) && !(bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))) {
 | 
						|
				if (bone->layer & arm->layer) {
 | 
						|
					if ((do_dashed & 1) && (bone->parent)) {
 | 
						|
						/* Draw a line from our root to the parent's tip 
 | 
						|
						 *	- only if V3D_HIDE_HELPLINES is enabled...
 | 
						|
						 */
 | 
						|
						if ( (do_dashed & 2) && ((bone->flag & BONE_CONNECTED)==0) ) {
 | 
						|
							if (arm->flag & ARM_POSEMODE) {
 | 
						|
								glLoadName(index & 0xFFFF);	// object tag, for bordersel optim
 | 
						|
								UI_ThemeColor(TH_WIRE);
 | 
						|
							}
 | 
						|
							setlinestyle(3);
 | 
						|
							glBegin(GL_LINES);
 | 
						|
							glVertex3fv(pchan->pose_head);
 | 
						|
							glVertex3fv(pchan->parent->pose_tail);
 | 
						|
							glEnd();
 | 
						|
							setlinestyle(0);
 | 
						|
						}
 | 
						|
						
 | 
						|
						/* Draw a line to IK root bone 
 | 
						|
						 * 	- only if temporary chain (i.e. "autoik")
 | 
						|
						 */
 | 
						|
						if (arm->flag & ARM_POSEMODE) {
 | 
						|
							if (pchan->constflag & PCHAN_HAS_IK) {
 | 
						|
								if (bone->flag & BONE_SELECTED) {
 | 
						|
									if (pchan->constflag & PCHAN_HAS_TARGET) glColor3ub(200, 120, 0);
 | 
						|
									else glColor3ub(200, 200, 50);	// add theme!
 | 
						|
									
 | 
						|
									glLoadName(index & 0xFFFF);
 | 
						|
									pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
 | 
						|
								}
 | 
						|
							}
 | 
						|
						}
 | 
						|
					}
 | 
						|
					
 | 
						|
					glPushMatrix();
 | 
						|
					if (arm->drawtype != ARM_ENVELOPE)
 | 
						|
						glMultMatrixf(pchan->pose_mat);
 | 
						|
					
 | 
						|
					/* catch exception for bone with hidden parent */
 | 
						|
					flag= bone->flag;
 | 
						|
					if ((bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)))
 | 
						|
						flag &= ~BONE_CONNECTED;
 | 
						|
					
 | 
						|
					/* extra draw service for pose mode */
 | 
						|
					constflag= pchan->constflag;
 | 
						|
					if (pchan->flag & (POSE_ROT|POSE_LOC|POSE_SIZE))
 | 
						|
						constflag |= PCHAN_HAS_ACTION;
 | 
						|
					if (pchan->flag & POSE_STRIDE)
 | 
						|
						constflag |= PCHAN_HAS_STRIDE;
 | 
						|
						
 | 
						|
					/* set color-set to use */
 | 
						|
					set_pchan_colorset(ob, pchan);
 | 
						|
					
 | 
						|
					if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM))
 | 
						|
						; // custom bone shapes should not be drawn here!
 | 
						|
					else if (arm->drawtype==ARM_ENVELOPE) {
 | 
						|
						if (dt < OB_SOLID)
 | 
						|
							draw_sphere_bone_wire(smat, imat, arm->flag, flag, constflag, index, pchan, NULL);
 | 
						|
					}
 | 
						|
					else if (arm->drawtype==ARM_LINE)
 | 
						|
						draw_line_bone(arm->flag, flag, constflag, index, pchan, NULL);
 | 
						|
					else if (arm->drawtype==ARM_B_BONE)
 | 
						|
						draw_b_bone(OB_WIRE, arm->flag, flag, constflag, index, pchan, NULL);
 | 
						|
					else
 | 
						|
						draw_bone(OB_WIRE, arm->flag, flag, constflag, index, bone->length);
 | 
						|
					
 | 
						|
					glPopMatrix();
 | 
						|
				}
 | 
						|
			}
 | 
						|
			
 | 
						|
			/* pose bones count in higher 2 bytes only */
 | 
						|
			if (index != -1) 
 | 
						|
				index+= 0x10000;	
 | 
						|
		}
 | 
						|
		/* restore things */
 | 
						|
		if ((arm->drawtype!=ARM_LINE)&& (dt>OB_WIRE) && (arm->flag & ARM_POSEMODE))
 | 
						|
			bglPolygonOffset(v3d->dist, 0.0);
 | 
						|
	}	
 | 
						|
	
 | 
						|
	/* restore */
 | 
						|
	glDisable(GL_CULL_FACE);
 | 
						|
	
 | 
						|
	/* draw DoFs */
 | 
						|
	if (arm->flag & ARM_POSEMODE)
 | 
						|
		draw_pose_dofs(ob);
 | 
						|
 | 
						|
	/* finally names and axes */
 | 
						|
	if (arm->flag & (ARM_DRAWNAMES|ARM_DRAWAXES)) {
 | 
						|
		/* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */
 | 
						|
		if ((G.f & G_PICKSEL) == 0) {
 | 
						|
			float vec[3];
 | 
						|
			
 | 
						|
			if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
 | 
						|
			
 | 
						|
			for (pchan=ob->pose->chanbase.first; pchan; pchan=pchan->next) {
 | 
						|
				if ((pchan->bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))==0) {
 | 
						|
					if (pchan->bone->layer & arm->layer) {
 | 
						|
						if (arm->flag & (ARM_EDITMODE|ARM_POSEMODE)) {
 | 
						|
							bone= pchan->bone;
 | 
						|
							
 | 
						|
							if (bone->flag & BONE_SELECTED) UI_ThemeColor(TH_TEXT_HI);
 | 
						|
							else UI_ThemeColor(TH_TEXT);
 | 
						|
						}
 | 
						|
						else if (dt > OB_WIRE)
 | 
						|
							UI_ThemeColor(TH_TEXT);
 | 
						|
						
 | 
						|
						/* 	Draw names of bone 	*/
 | 
						|
						if (arm->flag & ARM_DRAWNAMES) {
 | 
						|
							VecMidf(vec, pchan->pose_head, pchan->pose_tail);
 | 
						|
							glRasterPos3fv(vec);
 | 
						|
							BMF_DrawString(G.font, " ");
 | 
						|
							BMF_DrawString(G.font, pchan->name);
 | 
						|
						}	
 | 
						|
						
 | 
						|
						/*	Draw additional axes on the bone tail  */
 | 
						|
						if ( (arm->flag & ARM_DRAWAXES) && (arm->flag & ARM_POSEMODE) ) {
 | 
						|
							glPushMatrix();
 | 
						|
							glMultMatrixf(pchan->pose_mat);
 | 
						|
							glTranslatef(0.0f, pchan->bone->length, 0.0f);
 | 
						|
							drawaxes(0.25f*pchan->bone->length, 0, OB_ARROWS);
 | 
						|
							glPopMatrix();
 | 
						|
						}
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
			
 | 
						|
			if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* in editmode, we don't store the bone matrix... */
 | 
						|
static void set_matrix_editbone(EditBone *eBone)
 | 
						|
{
 | 
						|
	float		delta[3],offset[3];
 | 
						|
	float		mat[3][3], bmat[4][4];
 | 
						|
	
 | 
						|
	/* Compose the parent transforms (i.e. their translations) */
 | 
						|
	VECCOPY(offset, eBone->head);
 | 
						|
	
 | 
						|
	glTranslatef(offset[0],offset[1],offset[2]);
 | 
						|
	
 | 
						|
	VecSubf(delta, eBone->tail, eBone->head);	
 | 
						|
	
 | 
						|
	eBone->length = sqrt (delta[0]*delta[0] + delta[1]*delta[1] +delta[2]*delta[2]);
 | 
						|
	
 | 
						|
	vec_roll_to_mat3(delta, eBone->roll, mat);
 | 
						|
	Mat4CpyMat3(bmat, mat);
 | 
						|
		
 | 
						|
	glMultMatrixf(bmat);
 | 
						|
	
 | 
						|
}
 | 
						|
 | 
						|
static void draw_ebones(View3D *v3d, Object *ob, int dt)
 | 
						|
{
 | 
						|
	EditBone *eBone;
 | 
						|
	bArmature *arm= ob->data;
 | 
						|
	float smat[4][4], imat[4][4];
 | 
						|
	unsigned int index;
 | 
						|
	int flag;
 | 
						|
	
 | 
						|
	/* envelope (deform distance) */
 | 
						|
	if(arm->drawtype==ARM_ENVELOPE) {
 | 
						|
		/* precalc inverse matrix for drawing screen aligned */
 | 
						|
		wmGetMatrix(smat);
 | 
						|
		Mat4MulFloat3(smat[0], 1.0f/VecLength(ob->obmat[0]));
 | 
						|
		Mat4Invert(imat, smat);
 | 
						|
		
 | 
						|
		/* and draw blended distances */
 | 
						|
		glEnable(GL_BLEND);
 | 
						|
		//glShadeModel(GL_SMOOTH);
 | 
						|
		
 | 
						|
		if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
 | 
						|
 | 
						|
		for (eBone=G.edbo.first, index=0; eBone; eBone=eBone->next, index++) {
 | 
						|
			if (eBone->layer & arm->layer) {
 | 
						|
				if ((eBone->flag & (BONE_HIDDEN_A|BONE_NO_DEFORM))==0) {
 | 
						|
					if (eBone->flag & (BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL))
 | 
						|
						draw_sphere_bone_dist(smat, imat, eBone->flag, NULL, eBone);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
		
 | 
						|
		if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
 | 
						|
		glDisable(GL_BLEND);
 | 
						|
		//glShadeModel(GL_FLAT);
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* if solid we draw it first */
 | 
						|
	if ((dt > OB_WIRE) && (arm->drawtype!=ARM_LINE)) {
 | 
						|
		index= 0;
 | 
						|
		for (eBone=G.edbo.first, index=0; eBone; eBone=eBone->next, index++) {
 | 
						|
			if (eBone->layer & arm->layer) {
 | 
						|
				if ((eBone->flag & BONE_HIDDEN_A)==0) {
 | 
						|
					glPushMatrix();
 | 
						|
					set_matrix_editbone(eBone);
 | 
						|
					
 | 
						|
					/* catch exception for bone with hidden parent */
 | 
						|
					flag= eBone->flag;
 | 
						|
					if ( (eBone->parent) && ((eBone->parent->flag & BONE_HIDDEN_A) || (eBone->parent->layer & arm->layer)==0) )
 | 
						|
						flag &= ~BONE_CONNECTED;
 | 
						|
					
 | 
						|
					if (arm->drawtype==ARM_ENVELOPE)
 | 
						|
						draw_sphere_bone(OB_SOLID, arm->flag, flag, 0, index, NULL, eBone);
 | 
						|
					else if(arm->drawtype==ARM_B_BONE)
 | 
						|
						draw_b_bone(OB_SOLID, arm->flag, flag, 0, index, NULL, eBone);
 | 
						|
					else {
 | 
						|
						draw_bone(OB_SOLID, arm->flag, flag, 0, index, eBone->length);
 | 
						|
					}
 | 
						|
					
 | 
						|
					glPopMatrix();
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* if wire over solid, set offset */
 | 
						|
	index= -1;
 | 
						|
	glLoadName(-1);
 | 
						|
	if (arm->drawtype==ARM_LINE) {
 | 
						|
		if(G.f & G_PICKSEL)
 | 
						|
			index= 0;
 | 
						|
	}
 | 
						|
	else if (dt > OB_WIRE) 
 | 
						|
		bglPolygonOffset(v3d->dist, 1.0);
 | 
						|
	else if (arm->flag & ARM_EDITMODE) 
 | 
						|
		index= 0;	/* do selection codes */
 | 
						|
	
 | 
						|
	for (eBone=G.edbo.first; eBone; eBone=eBone->next) {
 | 
						|
		if (eBone->layer & arm->layer) {
 | 
						|
			if ((eBone->flag & BONE_HIDDEN_A)==0) {
 | 
						|
				
 | 
						|
				/* catch exception for bone with hidden parent */
 | 
						|
				flag= eBone->flag;
 | 
						|
				if ( (eBone->parent) && ((eBone->parent->flag & BONE_HIDDEN_A) || (eBone->parent->layer & arm->layer)==0) )
 | 
						|
					flag &= ~BONE_CONNECTED;
 | 
						|
				
 | 
						|
				if (arm->drawtype == ARM_ENVELOPE) {
 | 
						|
					if (dt < OB_SOLID)
 | 
						|
						draw_sphere_bone_wire(smat, imat, arm->flag, flag, 0, index, NULL, eBone);
 | 
						|
				}
 | 
						|
				else {
 | 
						|
					glPushMatrix();
 | 
						|
					set_matrix_editbone(eBone);
 | 
						|
					
 | 
						|
					if (arm->drawtype == ARM_LINE) 
 | 
						|
						draw_line_bone(arm->flag, flag, 0, index, NULL, eBone);
 | 
						|
					else if (arm->drawtype == ARM_B_BONE)
 | 
						|
						draw_b_bone(OB_WIRE, arm->flag, flag, 0, index, NULL, eBone);
 | 
						|
					else
 | 
						|
						draw_bone(OB_WIRE, arm->flag, flag, 0, index, eBone->length);
 | 
						|
					
 | 
						|
					glPopMatrix();
 | 
						|
				}
 | 
						|
				
 | 
						|
				/* offset to parent */
 | 
						|
				if (eBone->parent) {
 | 
						|
					UI_ThemeColor(TH_WIRE);
 | 
						|
					glLoadName (-1);		// -1 here is OK!
 | 
						|
					setlinestyle(3);
 | 
						|
					
 | 
						|
					glBegin(GL_LINES);
 | 
						|
					glVertex3fv(eBone->parent->tail);
 | 
						|
					glVertex3fv(eBone->head);
 | 
						|
					glEnd();
 | 
						|
					
 | 
						|
					setlinestyle(0);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
		if(index!=-1) index++;
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* restore */
 | 
						|
	if (arm->drawtype==ARM_LINE);
 | 
						|
	else if (dt>OB_WIRE) bglPolygonOffset(v3d->dist, 0.0);
 | 
						|
	
 | 
						|
	/* finally names and axes */
 | 
						|
	if (arm->flag & (ARM_DRAWNAMES|ARM_DRAWAXES)) {
 | 
						|
		// patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing
 | 
						|
		if ((G.f & G_PICKSEL) == 0) {
 | 
						|
			float vec[3];
 | 
						|
			
 | 
						|
			if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
 | 
						|
			
 | 
						|
			for (eBone=G.edbo.first, index=0; eBone; eBone=eBone->next, index++) {
 | 
						|
				if(eBone->layer & arm->layer) {
 | 
						|
					if ((eBone->flag & BONE_HIDDEN_A)==0) {
 | 
						|
						
 | 
						|
						if (eBone->flag & BONE_SELECTED) UI_ThemeColor(TH_TEXT_HI);
 | 
						|
						else UI_ThemeColor(TH_TEXT);
 | 
						|
						
 | 
						|
						/*	Draw name */
 | 
						|
						if (arm->flag & ARM_DRAWNAMES) {
 | 
						|
							VecMidf(vec, eBone->head, eBone->tail);
 | 
						|
							glRasterPos3fv(vec);
 | 
						|
							BMF_DrawString(G.font, " ");
 | 
						|
							BMF_DrawString(G.font, eBone->name);
 | 
						|
						}					
 | 
						|
						/*	Draw additional axes */
 | 
						|
						if (arm->flag & ARM_DRAWAXES) {
 | 
						|
							glPushMatrix();
 | 
						|
							set_matrix_editbone(eBone);
 | 
						|
							glTranslatef(0.0f, eBone->length, 0.0f);
 | 
						|
							drawaxes(eBone->length*0.25f, 0, OB_ARROWS);
 | 
						|
							glPopMatrix();
 | 
						|
						}
 | 
						|
						
 | 
						|
					}
 | 
						|
				}
 | 
						|
			}
 | 
						|
			
 | 
						|
			if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* ****************************** Armature Visualisation ******************************** */
 | 
						|
 | 
						|
/* ---------- Paths --------- */
 | 
						|
 | 
						|
/* draw bone paths
 | 
						|
 *	- in view space 
 | 
						|
 */
 | 
						|
static void draw_pose_paths(Scene *scene, View3D *v3d, Object *ob)
 | 
						|
{
 | 
						|
	bArmature *arm= ob->data;
 | 
						|
	bPoseChannel *pchan;
 | 
						|
	bAction *act;
 | 
						|
	bActionChannel *achan;
 | 
						|
	ActKeyColumn *ak;
 | 
						|
	ListBase keys;
 | 
						|
	float *fp, *fp_start;
 | 
						|
	int a, stepsize;
 | 
						|
	int sfra, efra, len;
 | 
						|
	
 | 
						|
	if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
 | 
						|
	
 | 
						|
	glPushMatrix();
 | 
						|
	glLoadMatrixf(v3d->viewmat);
 | 
						|
	
 | 
						|
	/* version patch here - cannot access frame info from file reading */
 | 
						|
	if (arm->pathsize == 0) arm->pathsize= 1;
 | 
						|
	stepsize = arm->pathsize;
 | 
						|
	
 | 
						|
	for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
 | 
						|
		if (pchan->bone->layer & arm->layer) {
 | 
						|
			if (pchan->path) {
 | 
						|
				/* version patch here - cannot access frame info from file reading */
 | 
						|
				if ((pchan->pathsf == 0) || (pchan->pathef == 0)) {
 | 
						|
					pchan->pathsf= SFRA;
 | 
						|
					pchan->pathef= EFRA;
 | 
						|
				}
 | 
						|
				
 | 
						|
				/* get frame ranges */
 | 
						|
				if (arm->pathflag & ARM_PATH_ACFRA) {
 | 
						|
					int sind;
 | 
						|
					
 | 
						|
					/* With "Around Current", we only choose frames from around 
 | 
						|
					 * the current frame to draw. However, this range is still 
 | 
						|
					 * restricted by the limits of the original path.
 | 
						|
					 */
 | 
						|
					sfra= CFRA - arm->pathbc;
 | 
						|
					efra= CFRA + arm->pathac;
 | 
						|
					if (sfra < pchan->pathsf) sfra= pchan->pathsf;
 | 
						|
					if (efra > pchan->pathef) efra= pchan->pathef;
 | 
						|
					
 | 
						|
					len= efra - sfra;
 | 
						|
					
 | 
						|
					sind= sfra - pchan->pathsf;
 | 
						|
					fp_start= (pchan->path + (3*sind));
 | 
						|
				}
 | 
						|
				else {
 | 
						|
					sfra= pchan->pathsf;
 | 
						|
					efra = sfra + pchan->pathlen;
 | 
						|
					len = pchan->pathlen;
 | 
						|
					fp_start = pchan->path;
 | 
						|
				}
 | 
						|
				
 | 
						|
				/* draw curve-line of path */
 | 
						|
				glShadeModel(GL_SMOOTH);
 | 
						|
				
 | 
						|
				glBegin(GL_LINE_STRIP); 				
 | 
						|
				for (a=0, fp=fp_start; a<len; a++, fp+=3) {
 | 
						|
					float intensity; /* how faint */
 | 
						|
					
 | 
						|
					/* set color
 | 
						|
					 * 	- more intense for active/selected bones, less intense for unselected bones
 | 
						|
					 * 	- black for before current frame, green for current frame, blue for after current frame
 | 
						|
					 * 	- intensity decreases as distance from current frame increases
 | 
						|
					 */
 | 
						|
					#define SET_INTENSITY(A, B, C, min, max) (((1.0f - ((C - B) / (C - A))) * (max-min)) + min) 
 | 
						|
					if ((a+sfra) < CFRA) {
 | 
						|
						/* black - before cfra */
 | 
						|
						if (pchan->bone->flag & BONE_SELECTED) {
 | 
						|
							// intensity= 0.5;
 | 
						|
							intensity = SET_INTENSITY(sfra, a, CFRA, 0.25f, 0.75f);
 | 
						|
						}
 | 
						|
						else {
 | 
						|
							//intensity= 0.8;
 | 
						|
							intensity = SET_INTENSITY(sfra, a, CFRA, 0.68f, 0.92f);
 | 
						|
						}
 | 
						|
						UI_ThemeColorBlend(TH_WIRE, TH_BACK, intensity);
 | 
						|
					}
 | 
						|
					else if ((a+sfra) > CFRA) {
 | 
						|
						/* blue - after cfra */
 | 
						|
						if (pchan->bone->flag & BONE_SELECTED) {
 | 
						|
							//intensity = 0.5;
 | 
						|
							intensity = SET_INTENSITY(CFRA, a, efra, 0.25f, 0.75f);
 | 
						|
						}
 | 
						|
						else {
 | 
						|
							//intensity = 0.8;
 | 
						|
							intensity = SET_INTENSITY(CFRA, a, efra, 0.68f, 0.92f);
 | 
						|
						}
 | 
						|
						UI_ThemeColorBlend(TH_BONE_POSE, TH_BACK, intensity);
 | 
						|
					}
 | 
						|
					else {
 | 
						|
						/* green - on cfra */
 | 
						|
						if (pchan->bone->flag & BONE_SELECTED) {
 | 
						|
							intensity= 0.5;
 | 
						|
						}
 | 
						|
						else {
 | 
						|
							intensity= 0.99;
 | 
						|
						}
 | 
						|
						UI_ThemeColorBlendShade(TH_CFRAME, TH_BACK, intensity, 10);
 | 
						|
					}	
 | 
						|
					
 | 
						|
					/* draw a vertex with this color */ 
 | 
						|
					glVertex3fv(fp);
 | 
						|
				}
 | 
						|
				
 | 
						|
				glEnd();
 | 
						|
				glShadeModel(GL_FLAT);
 | 
						|
				
 | 
						|
				glPointSize(1.0);
 | 
						|
				
 | 
						|
				/* draw little black point at each frame
 | 
						|
				 * NOTE: this is not really visible/noticable
 | 
						|
				 */
 | 
						|
				glBegin(GL_POINTS);
 | 
						|
				for (a=0, fp=fp_start; a<len; a++, fp+=3) 
 | 
						|
					glVertex3fv(fp);
 | 
						|
				glEnd();
 | 
						|
				
 | 
						|
				/* Draw little white dots at each framestep value */
 | 
						|
				UI_ThemeColor(TH_TEXT_HI);
 | 
						|
				glBegin(GL_POINTS);
 | 
						|
				for (a=0, fp=fp_start; a<len; a+=stepsize, fp+=(stepsize*3)) 
 | 
						|
					glVertex3fv(fp);
 | 
						|
				glEnd();
 | 
						|
				
 | 
						|
				/* Draw frame numbers at each framestep value */
 | 
						|
				if (arm->pathflag & ARM_PATH_FNUMS) {
 | 
						|
					for (a=0, fp=fp_start; a<len; a+=stepsize, fp+=(stepsize*3)) {
 | 
						|
						char str[32];
 | 
						|
						
 | 
						|
						/* only draw framenum if several consecutive highlighted points don't occur on same point */
 | 
						|
						if (a == 0) {
 | 
						|
							glRasterPos3fv(fp);
 | 
						|
							sprintf(str, "  %d\n", (a+sfra));
 | 
						|
							BMF_DrawString(G.font, str);
 | 
						|
						}
 | 
						|
						else if ((a > stepsize) && (a < len-stepsize)) { 
 | 
						|
							if ((VecEqual(fp, fp-(stepsize*3))==0) || (VecEqual(fp, fp+(stepsize*3))==0)) {
 | 
						|
								glRasterPos3fv(fp);
 | 
						|
								sprintf(str, "  %d\n", (a+sfra));
 | 
						|
								BMF_DrawString(G.font, str);
 | 
						|
							}
 | 
						|
						}
 | 
						|
					}
 | 
						|
				}
 | 
						|
				
 | 
						|
				/* Keyframes - dots and numbers */
 | 
						|
				if (arm->pathflag & ARM_PATH_KFRAS) {
 | 
						|
					/* build list of all keyframes in active action for pchan */
 | 
						|
					keys.first = keys.last = NULL;	
 | 
						|
					act= ob->action;
 | 
						|
					if (act) {
 | 
						|
						achan= get_action_channel(act, pchan->name);
 | 
						|
						if (achan) 
 | 
						|
							ipo_to_keylist(achan->ipo, &keys, NULL, NULL);
 | 
						|
					}
 | 
						|
					
 | 
						|
					/* Draw slightly-larger yellow dots at each keyframe */
 | 
						|
					UI_ThemeColor(TH_VERTEX_SELECT);
 | 
						|
					glPointSize(5.0);
 | 
						|
					
 | 
						|
					glBegin(GL_POINTS);
 | 
						|
					for (a=0, fp=fp_start; a<len; a++, fp+=3) {
 | 
						|
						for (ak= keys.first; ak; ak= ak->next) {
 | 
						|
							if (ak->cfra == (a+sfra))
 | 
						|
								glVertex3fv(fp);
 | 
						|
						}
 | 
						|
					}
 | 
						|
					glEnd();
 | 
						|
					
 | 
						|
					glPointSize(1.0);
 | 
						|
					
 | 
						|
					/* Draw frame numbers of keyframes  */
 | 
						|
					if ((arm->pathflag & ARM_PATH_FNUMS) || (arm->pathflag & ARM_PATH_KFNOS)) {
 | 
						|
						for(a=0, fp=fp_start; a<len; a++, fp+=3) {
 | 
						|
							for (ak= keys.first; ak; ak= ak->next) {
 | 
						|
								if (ak->cfra == (a+sfra)) {
 | 
						|
									char str[32];
 | 
						|
									
 | 
						|
									glRasterPos3fv(fp);
 | 
						|
									sprintf(str, "  %d\n", (a+sfra));
 | 
						|
									BMF_DrawString(G.font, str);
 | 
						|
								}
 | 
						|
							}
 | 
						|
						}
 | 
						|
					}
 | 
						|
					
 | 
						|
					BLI_freelistN(&keys);
 | 
						|
				}
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	
 | 
						|
	if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
 | 
						|
	glPopMatrix();
 | 
						|
}
 | 
						|
 | 
						|
 | 
						|
/* ---------- Ghosts --------- */
 | 
						|
 | 
						|
/* helper function for ghost drawing - sets/removes flags for temporarily 
 | 
						|
 * hiding unselected bones while drawing ghosts
 | 
						|
 */
 | 
						|
static void ghost_poses_tag_unselected(Object *ob, short unset)
 | 
						|
{
 | 
						|
	bArmature *arm= ob->data;
 | 
						|
	bPose *pose= ob->pose;
 | 
						|
	bPoseChannel *pchan;
 | 
						|
	
 | 
						|
	/* don't do anything if no hiding any bones */
 | 
						|
	if ((arm->flag & ARM_GHOST_ONLYSEL)==0)
 | 
						|
		return;
 | 
						|
		
 | 
						|
	/* loop over all pchans, adding/removing tags as appropriate */
 | 
						|
	for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
 | 
						|
		if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
 | 
						|
			if (unset) {
 | 
						|
				/* remove tags from all pchans if cleaning up */
 | 
						|
				pchan->bone->flag &= ~BONE_HIDDEN_PG;
 | 
						|
			}
 | 
						|
			else {
 | 
						|
				/* set tags on unselected pchans only */
 | 
						|
				if ((pchan->bone->flag & BONE_SELECTED)==0)
 | 
						|
					pchan->bone->flag |= BONE_HIDDEN_PG;
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
}
 | 
						|
 | 
						|
/* draw ghosts that occur within a frame range 
 | 
						|
 * 	note: object should be in posemode 
 | 
						|
 */
 | 
						|
static void draw_ghost_poses_range(Scene *scene, View3D *v3d, Base *base)
 | 
						|
{
 | 
						|
	Object *ob= base->object;
 | 
						|
	bArmature *arm= ob->data;
 | 
						|
	bPose *posen, *poseo;
 | 
						|
	float start, end, stepsize, range, colfac;
 | 
						|
	int cfrao, flago, ipoflago;
 | 
						|
	
 | 
						|
	start = arm->ghostsf;
 | 
						|
	end = arm->ghostef;
 | 
						|
	if (end <= start)
 | 
						|
		return;
 | 
						|
	
 | 
						|
	stepsize= (float)(arm->ghostsize);
 | 
						|
	range= (float)(end - start);
 | 
						|
	
 | 
						|
	/* store values */
 | 
						|
	ob->flag &= ~OB_POSEMODE;
 | 
						|
	cfrao= CFRA;
 | 
						|
	flago= arm->flag;
 | 
						|
	arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
 | 
						|
	ipoflago= ob->ipoflag; 
 | 
						|
	ob->ipoflag |= OB_DISABLE_PATH;
 | 
						|
	
 | 
						|
	/* copy the pose */
 | 
						|
	poseo= ob->pose;
 | 
						|
	copy_pose(&posen, ob->pose, 1);
 | 
						|
	ob->pose= posen;
 | 
						|
	armature_rebuild_pose(ob, ob->data);	/* child pointers for IK */
 | 
						|
	ghost_poses_tag_unselected(ob, 0);		/* hide unselected bones if need be */
 | 
						|
	
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
	if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
 | 
						|
	
 | 
						|
	/* draw from first frame of range to last */
 | 
						|
	for (CFRA= start; CFRA<end; CFRA+=stepsize) {
 | 
						|
		colfac = (end-CFRA)/range;
 | 
						|
		UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0f*sqrt(colfac)));
 | 
						|
		
 | 
						|
		do_all_pose_actions(ob);
 | 
						|
		where_is_pose(ob);
 | 
						|
		draw_pose_channels(scene, v3d, base, OB_WIRE);
 | 
						|
	}
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
	if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
 | 
						|
 | 
						|
	ghost_poses_tag_unselected(ob, 1);		/* unhide unselected bones if need be */
 | 
						|
	free_pose(posen);
 | 
						|
	
 | 
						|
	/* restore */
 | 
						|
	CFRA= cfrao;
 | 
						|
	ob->pose= poseo;
 | 
						|
	arm->flag= flago;
 | 
						|
	armature_rebuild_pose(ob, ob->data);
 | 
						|
	ob->flag |= OB_POSEMODE;
 | 
						|
	ob->ipoflag= ipoflago; 
 | 
						|
}
 | 
						|
 | 
						|
/* draw ghosts on keyframes in action within range 
 | 
						|
 *	- object should be in posemode 
 | 
						|
 */
 | 
						|
static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, Base *base)
 | 
						|
{
 | 
						|
	Object *ob= base->object;
 | 
						|
	bAction *act= ob->action;
 | 
						|
	bArmature *arm= ob->data;
 | 
						|
	bPose *posen, *poseo;
 | 
						|
	ListBase keys= {NULL, NULL};
 | 
						|
	ActKeysInc aki = {0, 0, 0};
 | 
						|
	ActKeyColumn *ak, *akn;
 | 
						|
	float start, end, range, colfac, i;
 | 
						|
	int cfrao, flago, ipoflago;
 | 
						|
	
 | 
						|
	aki.start= start = arm->ghostsf;
 | 
						|
	aki.end= end = arm->ghostef;
 | 
						|
	if (end <= start)
 | 
						|
		return;
 | 
						|
	
 | 
						|
	/* get keyframes - then clip to only within range */
 | 
						|
	action_to_keylist(act, &keys, NULL, &aki);
 | 
						|
	range= 0;
 | 
						|
	for (ak= keys.first; ak; ak= akn) {
 | 
						|
		akn= ak->next;
 | 
						|
		
 | 
						|
		if ((ak->cfra < start) || (ak->cfra > end))
 | 
						|
			BLI_freelinkN(&keys, ak);
 | 
						|
		else
 | 
						|
			range++;
 | 
						|
	}
 | 
						|
	if (range == 0) return;
 | 
						|
	
 | 
						|
	/* store values */
 | 
						|
	ob->flag &= ~OB_POSEMODE;
 | 
						|
	cfrao= CFRA;
 | 
						|
	flago= arm->flag;
 | 
						|
	arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
 | 
						|
	ipoflago= ob->ipoflag; 
 | 
						|
	ob->ipoflag |= OB_DISABLE_PATH;
 | 
						|
	
 | 
						|
	/* copy the pose */
 | 
						|
	poseo= ob->pose;
 | 
						|
	copy_pose(&posen, ob->pose, 1);
 | 
						|
	ob->pose= posen;
 | 
						|
	armature_rebuild_pose(ob, ob->data);	/* child pointers for IK */
 | 
						|
	ghost_poses_tag_unselected(ob, 0);		/* hide unselected bones if need be */
 | 
						|
	
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
	if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
 | 
						|
	
 | 
						|
	/* draw from first frame of range to last */
 | 
						|
	for (ak=keys.first, i=0; ak; ak=ak->next, i++) {
 | 
						|
		colfac = i/range;
 | 
						|
		UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0f*sqrt(colfac)));
 | 
						|
		
 | 
						|
		CFRA= (int)ak->cfra;
 | 
						|
		
 | 
						|
		do_all_pose_actions(ob);
 | 
						|
		where_is_pose(ob);
 | 
						|
		draw_pose_channels(scene, v3d, base, OB_WIRE);
 | 
						|
	}
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
	if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
 | 
						|
 | 
						|
	ghost_poses_tag_unselected(ob, 1);		/* unhide unselected bones if need be */
 | 
						|
	BLI_freelistN(&keys);
 | 
						|
	free_pose(posen);
 | 
						|
	
 | 
						|
	/* restore */
 | 
						|
	CFRA= cfrao;
 | 
						|
	ob->pose= poseo;
 | 
						|
	arm->flag= flago;
 | 
						|
	armature_rebuild_pose(ob, ob->data);
 | 
						|
	ob->flag |= OB_POSEMODE;
 | 
						|
	ob->ipoflag= ipoflago; 
 | 
						|
}
 | 
						|
 | 
						|
/* draw ghosts around current frame
 | 
						|
 * 	- object is supposed to be armature in posemode 
 | 
						|
 */
 | 
						|
static void draw_ghost_poses(Scene *scene, View3D *v3d, Base *base)
 | 
						|
{
 | 
						|
	Object *ob= base->object;
 | 
						|
	bArmature *arm= ob->data;
 | 
						|
	bPose *posen, *poseo;
 | 
						|
	bActionStrip *strip;
 | 
						|
	float cur, start, end, stepsize, range, colfac, actframe, ctime;
 | 
						|
	int cfrao, maptime, flago, ipoflago;
 | 
						|
	
 | 
						|
	/* pre conditions, get an action with sufficient frames */
 | 
						|
	if (ob->action==NULL)
 | 
						|
		return;
 | 
						|
 | 
						|
	calc_action_range(ob->action, &start, &end, 0);
 | 
						|
	if (start == end)
 | 
						|
		return;
 | 
						|
 | 
						|
	stepsize= (float)(arm->ghostsize);
 | 
						|
	range= (float)(arm->ghostep)*stepsize + 0.5f;	/* plus half to make the for loop end correct */
 | 
						|
	
 | 
						|
	/* we only map time for armature when an active strip exists */
 | 
						|
	for (strip=ob->nlastrips.first; strip; strip=strip->next)
 | 
						|
		if (strip->flag & ACTSTRIP_ACTIVE)
 | 
						|
			break;
 | 
						|
	
 | 
						|
	maptime= (strip!=NULL);
 | 
						|
	
 | 
						|
	/* store values */
 | 
						|
	ob->flag &= ~OB_POSEMODE;
 | 
						|
	cfrao= CFRA;
 | 
						|
	if (maptime) actframe= get_action_frame(ob, (float)CFRA);
 | 
						|
	else actframe= CFRA;
 | 
						|
	flago= arm->flag;
 | 
						|
	arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
 | 
						|
	ipoflago= ob->ipoflag; 
 | 
						|
	ob->ipoflag |= OB_DISABLE_PATH;
 | 
						|
	
 | 
						|
	/* copy the pose */
 | 
						|
	poseo= ob->pose;
 | 
						|
	copy_pose(&posen, ob->pose, 1);
 | 
						|
	ob->pose= posen;
 | 
						|
	armature_rebuild_pose(ob, ob->data);	/* child pointers for IK */
 | 
						|
	ghost_poses_tag_unselected(ob, 0);		/* hide unselected bones if need be */
 | 
						|
	
 | 
						|
	glEnable(GL_BLEND);
 | 
						|
	if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
 | 
						|
	
 | 
						|
	/* draw from darkest blend to lowest */
 | 
						|
	for(cur= stepsize; cur<range; cur+=stepsize) {
 | 
						|
		ctime= cur - fmod((float)cfrao, stepsize);	/* ensures consistant stepping */
 | 
						|
		colfac= ctime/range;
 | 
						|
		UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0f*sqrt(colfac)));
 | 
						|
		
 | 
						|
		/* only within action range */
 | 
						|
		if (actframe+ctime >= start && actframe+ctime <= end) {
 | 
						|
			if (maptime) CFRA= (int)get_action_frame_inv(ob, actframe+ctime);
 | 
						|
			else CFRA= (int)floor(actframe+ctime);
 | 
						|
			
 | 
						|
			if (CFRA!=cfrao) {
 | 
						|
				do_all_pose_actions(ob);
 | 
						|
				where_is_pose(ob);
 | 
						|
				draw_pose_channels(scene, v3d, base, OB_WIRE);
 | 
						|
			}
 | 
						|
		}
 | 
						|
		
 | 
						|
		ctime= cur + fmod((float)cfrao, stepsize) - stepsize+1.0f;	/* ensures consistant stepping */
 | 
						|
		colfac= ctime/range;
 | 
						|
		UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0f*sqrt(colfac)));
 | 
						|
		
 | 
						|
		/* only within action range */
 | 
						|
		if ((actframe-ctime >= start) && (actframe-ctime <= end)) {
 | 
						|
			if (maptime) CFRA= (int)get_action_frame_inv(ob, actframe-ctime);
 | 
						|
			else CFRA= (int)floor(actframe-ctime);
 | 
						|
			
 | 
						|
			if (CFRA != cfrao) {
 | 
						|
				do_all_pose_actions(ob);
 | 
						|
				where_is_pose(ob);
 | 
						|
				draw_pose_channels(scene, v3d, base, OB_WIRE);
 | 
						|
			}
 | 
						|
		}
 | 
						|
	}
 | 
						|
	glDisable(GL_BLEND);
 | 
						|
	if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
 | 
						|
 | 
						|
	ghost_poses_tag_unselected(ob, 1);		/* unhide unselected bones if need be */
 | 
						|
	free_pose(posen);
 | 
						|
	
 | 
						|
	/* restore */
 | 
						|
	CFRA= cfrao;
 | 
						|
	ob->pose= poseo;
 | 
						|
	arm->flag= flago;
 | 
						|
	armature_rebuild_pose(ob, ob->data);
 | 
						|
	ob->flag |= OB_POSEMODE;
 | 
						|
	ob->ipoflag= ipoflago; 
 | 
						|
}
 | 
						|
 | 
						|
/* ********************************** Armature Drawing - Main ************************* */
 | 
						|
 | 
						|
/* called from drawobject.c, return 1 if nothing was drawn */
 | 
						|
int draw_armature(Scene *scene, View3D *v3d, Base *base, int dt, int flag)
 | 
						|
{
 | 
						|
	Object *ob= base->object;
 | 
						|
	bArmature *arm= ob->data;
 | 
						|
	int retval= 0;
 | 
						|
 | 
						|
	if(G.f & G_RENDER_SHADOW)
 | 
						|
		return 1;
 | 
						|
	
 | 
						|
	if(dt>OB_WIRE && arm->drawtype!=ARM_LINE) {
 | 
						|
		/* we use color for solid lighting */
 | 
						|
		glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
 | 
						|
		glEnable(GL_COLOR_MATERIAL);
 | 
						|
		glColor3ub(0,0,0);	// clear spec
 | 
						|
		glDisable(GL_COLOR_MATERIAL);
 | 
						|
		
 | 
						|
		glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
 | 
						|
		glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);	// only for lighting...
 | 
						|
	}
 | 
						|
	
 | 
						|
	/* arm->flag is being used to detect mode... */
 | 
						|
	/* editmode? */
 | 
						|
	if(ob==G.obedit || (G.obedit && ob->data==G.obedit->data)) {
 | 
						|
		if(ob==G.obedit) arm->flag |= ARM_EDITMODE;
 | 
						|
		draw_ebones(v3d, ob, dt);
 | 
						|
		arm->flag &= ~ARM_EDITMODE;
 | 
						|
	}
 | 
						|
	else{
 | 
						|
		/*	Draw Pose */
 | 
						|
		if(ob->pose && ob->pose->chanbase.first) {
 | 
						|
			/* drawing posemode selection indices or colors only in these cases */
 | 
						|
			if(!(base->flag & OB_FROMDUPLI)) {
 | 
						|
				if(G.f & G_PICKSEL) {
 | 
						|
					if(ob->flag & OB_POSEMODE) 
 | 
						|
						arm->flag |= ARM_POSEMODE;
 | 
						|
				}
 | 
						|
				else if(ob->flag & OB_POSEMODE) {
 | 
						|
					if (arm->ghosttype == ARM_GHOST_RANGE) {
 | 
						|
						draw_ghost_poses_range(scene, v3d, base);
 | 
						|
					}
 | 
						|
					else if (arm->ghosttype == ARM_GHOST_KEYS) {
 | 
						|
						draw_ghost_poses_keys(scene, v3d, base);
 | 
						|
					}
 | 
						|
					else if (arm->ghosttype == ARM_GHOST_CUR) {
 | 
						|
						if (arm->ghostep)
 | 
						|
							draw_ghost_poses(scene, v3d, base);
 | 
						|
					}
 | 
						|
					if ((flag & DRAW_SCENESET)==0) {
 | 
						|
						if(ob==OBACT) 
 | 
						|
							arm->flag |= ARM_POSEMODE;
 | 
						|
						else if(G.f & G_WEIGHTPAINT)
 | 
						|
							arm->flag |= ARM_POSEMODE;
 | 
						|
					
 | 
						|
						draw_pose_paths(scene, v3d, ob);
 | 
						|
					}
 | 
						|
				}	
 | 
						|
			}
 | 
						|
			draw_pose_channels(scene, v3d, base, dt);
 | 
						|
			arm->flag &= ~ARM_POSEMODE; 
 | 
						|
			
 | 
						|
			if(ob->flag & OB_POSEMODE)
 | 
						|
				UI_ThemeColor(TH_WIRE);	/* restore, for extra draw stuff */
 | 
						|
		}
 | 
						|
		else retval= 1;
 | 
						|
	}
 | 
						|
	/* restore */
 | 
						|
	glFrontFace(GL_CCW);
 | 
						|
 | 
						|
	return retval;
 | 
						|
}
 | 
						|
 | 
						|
/* *************** END Armature drawing ******************* */
 | 
						|
 | 
						|
 |