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blender-archive/source/blender/editors/gizmo_library/gizmo_library_presets.c
Sergey Sharybin f17fbf8065 Refactor: Rename Object->obmat to Object->object_to_world
Motivation is to disambiguate on the naming level what the matrix
actually means. It is very easy to understand the meaning backwards,
especially since in Python the name goes the opposite way (it is
called `world_matrix` in the Python API).

It is important to disambiguate the naming without making developers
to look into the comment in the header file (which is also not super
clear either). Additionally, more clear naming facilitates the unit
verification (or, in this case, space validation) when reading an
expression.

This patch calls the matrix `object_to_world` which makes it clear
from the local code what is it exactly going on. This is only done
on DNA level, and a lot of local variables still follow the old
naming.

A DNA rename is setup in a way that there is no change on the file
level, so there should be no regressions at all.

The possibility is to add `_matrix` or `_mat` suffix to the name
to make it explicit that it is a matrix. Although, not sure if it
really helps the readability, or is it something redundant.

Differential Revision: https://developer.blender.org/D16328
2022-11-01 10:48:18 +01:00

125 lines
3.3 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup edgizmolib
*
* \name Gizmo Lib Presets
*
* \brief Preset shapes that can be drawn from any gizmo type.
*/
#include "BLI_math.h"
#include "DNA_object_types.h"
#include "BKE_context.h"
#include "GPU_matrix.h"
#include "GPU_select.h"
#include "DEG_depsgraph.h"
#include "WM_types.h"
#include "ED_view3d.h"
/* own includes */
#include "ED_gizmo_library.h" /* own include */
#include "gizmo_library_intern.h" /* own include */
/* TODO: this is to be used by RNA. might move to ED_gizmo_library. */
/**
* Given a single axis, orient the matrix to a different direction.
*/
static void single_axis_convert(int src_axis,
const float src_mat[4][4],
int dst_axis,
float dst_mat[4][4])
{
copy_m4_m4(dst_mat, src_mat);
if (src_axis == dst_axis) {
return;
}
float rotmat[3][3];
mat3_from_axis_conversion_single(src_axis, dst_axis, rotmat);
transpose_m3(rotmat);
mul_m4_m4m3(dst_mat, src_mat, rotmat);
}
/**
* Use for all geometry.
*/
static void ed_gizmo_draw_preset_geometry(const struct wmGizmo *gz,
const float mat[4][4],
int select_id,
const GizmoGeomInfo *info)
{
const bool is_select = (select_id != -1);
const bool is_highlight = is_select && (gz->state & WM_GIZMO_STATE_HIGHLIGHT) != 0;
float color[4];
gizmo_color_get(gz, is_highlight, color);
if (is_select) {
GPU_select_load_id(select_id);
}
GPU_matrix_push();
GPU_matrix_mul(mat);
wm_gizmo_geometryinfo_draw(info, is_select, color);
GPU_matrix_pop();
if (is_select) {
GPU_select_load_id(-1);
}
}
void ED_gizmo_draw_preset_box(const struct wmGizmo *gz, float mat[4][4], int select_id)
{
ed_gizmo_draw_preset_geometry(gz, mat, select_id, &wm_gizmo_geom_data_cube);
}
void ED_gizmo_draw_preset_arrow(const struct wmGizmo *gz, float mat[4][4], int axis, int select_id)
{
float mat_rotate[4][4];
single_axis_convert(OB_POSZ, mat, axis, mat_rotate);
ed_gizmo_draw_preset_geometry(gz, mat_rotate, select_id, &wm_gizmo_geom_data_arrow);
}
void ED_gizmo_draw_preset_circle(const struct wmGizmo *gz,
float mat[4][4],
int axis,
int select_id)
{
float mat_rotate[4][4];
single_axis_convert(OB_POSZ, mat, axis, mat_rotate);
ed_gizmo_draw_preset_geometry(gz, mat_rotate, select_id, &wm_gizmo_geom_data_dial);
}
void ED_gizmo_draw_preset_facemap(
const bContext *C, const struct wmGizmo *gz, Object *ob, const int facemap, int select_id)
{
/* Dependency graph is supposed to be evaluated prior to draw. */
Depsgraph *depsgraph = CTX_data_expect_evaluated_depsgraph(C);
const bool is_select = (select_id != -1);
const bool is_highlight = is_select && (gz->state & WM_GIZMO_STATE_HIGHLIGHT) != 0;
float color[4];
gizmo_color_get(gz, is_highlight, color);
if (is_select) {
GPU_select_load_id(select_id);
}
GPU_matrix_push();
GPU_matrix_mul(ob->object_to_world);
ED_draw_object_facemap(depsgraph, ob, color, facemap);
GPU_matrix_pop();
if (is_select) {
GPU_select_load_id(-1);
}
}