2559 lines
64 KiB
C
2559 lines
64 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
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* 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
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* 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) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* Trackball math (in calctrackballvec()) Copyright (C) Silicon Graphics, Inc.
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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 <math.h>
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#include <string.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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#ifdef WIN32
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#include <io.h>
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#else
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#include <unistd.h>
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#endif
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#include "MEM_guardedalloc.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_camera_types.h"
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#include "DNA_lamp_types.h"
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#include "DNA_object_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_space_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_view3d_types.h"
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#include "BKE_action.h"
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#include "BKE_anim.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_sculpt.h"
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#include "BKE_utildefines.h"
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#include "BIF_transform.h"
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#include "BIF_editparticle.h"
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#include "BIF_gl.h"
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#include "BIF_previewrender.h"
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#include "BIF_mywindow.h"
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#include "BIF_retopo.h"
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#include "BIF_space.h"
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#include "BIF_screen.h"
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#include "BIF_toolbox.h"
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#include "BSE_view.h"
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#include "BSE_edit.h" /* For countall */
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#include "BSE_drawview.h" /* For inner_play_anim_loop */
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#include "BDR_drawobject.h" /* For draw_object */
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#include "BDR_editface.h" /* For minmax_tface */
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#include "BDR_sculptmode.h"
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#include "mydevice.h"
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#include "blendef.h"
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#include "transform.h"
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#include "PIL_time.h" /* smoothview */
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#include <float.h>
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#define TRACKBALLSIZE (1.1)
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#define BL_NEAR_CLIP 0.001
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#define COS45 0.70710678118654746
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#define SIN45 COS45
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/* local prototypes ----------*/
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void setcameratoview3d(void); /* windows.c & toets.c */
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void persp_general(int a)
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{
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/* for all window types, not 3D */
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if(a== 0) {
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glPushMatrix();
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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glMatrixMode(GL_MODELVIEW);
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myortho2(-0.375f, ((float)(curarea->winx))-0.375f, -0.375f, ((float)(curarea->winy))-0.375f);
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glLoadIdentity();
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}
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else if(a== 1) {
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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glMatrixMode(GL_MODELVIEW);
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glPopMatrix();
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}
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}
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void persp(int a)
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{
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/* only 3D windows */
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if(curarea->spacetype!=SPACE_VIEW3D) persp_general(a);
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else if(a == PERSP_STORE) { // only store
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glMatrixMode(GL_PROJECTION);
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mygetmatrix(G.vd->winmat1);
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glMatrixMode(GL_MODELVIEW);
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mygetmatrix(G.vd->viewmat1);
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}
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else if(a== PERSP_WIN) { // only set
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myortho2(-0.375f, (float)(curarea->winx)-0.375f, -0.375f, (float)(curarea->winy)-0.375f);
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glLoadIdentity();
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}
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else if(a== PERSP_VIEW) {
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glMatrixMode(GL_PROJECTION);
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myloadmatrix(G.vd->winmat1); // put back
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Mat4CpyMat4(curarea->winmat, G.vd->winmat1); // to be sure?
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glMatrixMode(GL_MODELVIEW);
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myloadmatrix(G.vd->viewmat); // put back
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}
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}
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/* create intersection ray in view Z direction at mouse coordinates */
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void viewray(short mval[2], float ray_start[3], float ray_normal[3])
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{
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float ray_end[3];
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viewline(mval, ray_start, ray_end);
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VecSubf(ray_normal, ray_end, ray_start);
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Normalize(ray_normal);
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}
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/* create intersection coordinates in view Z direction at mouse coordinates */
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void viewline(short mval[2], float ray_start[3], float ray_end[3])
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{
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float vec[4];
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if(G.vd->persp != V3D_ORTHO){
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vec[0]= 2.0f * mval[0] / curarea->winx - 1;
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vec[1]= 2.0f * mval[1] / curarea->winy - 1;
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vec[2]= -1.0f;
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vec[3]= 1.0f;
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Mat4MulVec4fl(G.vd->persinv, vec);
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VecMulf(vec, 1.0f / vec[3]);
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VECCOPY(ray_start, G.vd->viewinv[3]);
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VECSUB(vec, vec, ray_start);
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Normalize(vec);
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VECADDFAC(ray_start, G.vd->viewinv[3], vec, G.vd->near);
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VECADDFAC(ray_end, G.vd->viewinv[3], vec, G.vd->far);
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}
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else {
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vec[0] = 2.0f * mval[0] / curarea->winx - 1;
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vec[1] = 2.0f * mval[1] / curarea->winy - 1;
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vec[2] = 0.0f;
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vec[3] = 1.0f;
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Mat4MulVec4fl(G.vd->persinv, vec);
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VECADDFAC(ray_start, vec, G.vd->viewinv[2], 1000.0f);
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VECADDFAC(ray_end, vec, G.vd->viewinv[2], -1000.0f);
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}
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}
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void initgrabz(float x, float y, float z)
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{
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if(G.vd==NULL) return;
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G.vd->zfac= G.vd->persmat[0][3]*x+ G.vd->persmat[1][3]*y+ G.vd->persmat[2][3]*z+ G.vd->persmat[3][3];
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/* if x,y,z is exactly the viewport offset, zfac is 0 and we don't want that
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* (accounting for near zero values)
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* */
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if (G.vd->zfac < 1.e-6f && G.vd->zfac > -1.e-6f) G.vd->zfac = 1.0f;
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/* Negative zfac means x, y, z was behind the camera (in perspective).
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* This gives flipped directions, so revert back to ok default case.
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*/
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if (G.vd->zfac < 0.0f) G.vd->zfac = 1.0f;
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}
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void window_to_3d(float *vec, short mx, short my)
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{
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/* always call initgrabz */
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float dx, dy;
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dx= 2.0f*mx*G.vd->zfac/curarea->winx;
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dy= 2.0f*my*G.vd->zfac/curarea->winy;
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vec[0]= (G.vd->persinv[0][0]*dx + G.vd->persinv[1][0]*dy);
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vec[1]= (G.vd->persinv[0][1]*dx + G.vd->persinv[1][1]*dy);
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vec[2]= (G.vd->persinv[0][2]*dx + G.vd->persinv[1][2]*dy);
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}
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void project_short(float *vec, short *adr) /* clips */
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{
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float fx, fy, vec4[4];
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adr[0]= IS_CLIPPED;
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if(G.vd->flag & V3D_CLIPPING) {
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if(view3d_test_clipping(G.vd, vec))
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return;
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}
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VECCOPY(vec4, vec);
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vec4[3]= 1.0;
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Mat4MulVec4fl(G.vd->persmat, vec4);
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if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
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fx= (curarea->winx/2)*(1 + vec4[0]/vec4[3]);
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if( fx>0 && fx<curarea->winx) {
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fy= (curarea->winy/2)*(1 + vec4[1]/vec4[3]);
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if(fy>0.0 && fy< (float)curarea->winy) {
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adr[0]= (short)floor(fx);
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adr[1]= (short)floor(fy);
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}
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}
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}
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}
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void project_int(float *vec, int *adr)
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{
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float fx, fy, vec4[4];
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adr[0]= (int)2140000000.0f;
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VECCOPY(vec4, vec);
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vec4[3]= 1.0;
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Mat4MulVec4fl(G.vd->persmat, vec4);
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if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
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fx= (curarea->winx/2)*(1 + vec4[0]/vec4[3]);
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if( fx>-2140000000.0f && fx<2140000000.0f) {
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fy= (curarea->winy/2)*(1 + vec4[1]/vec4[3]);
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if(fy>-2140000000.0f && fy<2140000000.0f) {
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adr[0]= (int)floor(fx);
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adr[1]= (int)floor(fy);
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}
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}
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}
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}
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void project_int_noclip(float *vec, int *adr)
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{
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float fx, fy, vec4[4];
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VECCOPY(vec4, vec);
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vec4[3]= 1.0;
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Mat4MulVec4fl(G.vd->persmat, vec4);
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if( fabs(vec4[3]) > BL_NEAR_CLIP ) {
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fx = (curarea->winx/2)*(1 + vec4[0]/vec4[3]);
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fy = (curarea->winy/2)*(1 + vec4[1]/vec4[3]);
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adr[0] = (int)floor(fx);
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adr[1] = (int)floor(fy);
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}
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else
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{
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adr[0] = curarea->winx / 2;
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adr[1] = curarea->winy / 2;
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}
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}
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void project_short_noclip(float *vec, short *adr)
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{
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float fx, fy, vec4[4];
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adr[0]= IS_CLIPPED;
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VECCOPY(vec4, vec);
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vec4[3]= 1.0;
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Mat4MulVec4fl(G.vd->persmat, vec4);
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if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
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fx= (curarea->winx/2)*(1 + vec4[0]/vec4[3]);
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if( fx>-32700 && fx<32700) {
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fy= (curarea->winy/2)*(1 + vec4[1]/vec4[3]);
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if(fy>-32700.0 && fy<32700.0) {
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adr[0]= (short)floor(fx);
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adr[1]= (short)floor(fy);
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}
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}
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}
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}
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void project_float(float *vec, float *adr)
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{
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float vec4[4];
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adr[0]= IS_CLIPPED;
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VECCOPY(vec4, vec);
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vec4[3]= 1.0;
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Mat4MulVec4fl(G.vd->persmat, vec4);
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if( vec4[3]>BL_NEAR_CLIP ) {
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adr[0] = (float)(curarea->winx/2.0)+(curarea->winx/2.0)*vec4[0]/vec4[3];
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adr[1] = (float)(curarea->winy/2.0)+(curarea->winy/2.0)*vec4[1]/vec4[3];
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}
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}
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void project_float_noclip(float *vec, float *adr)
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{
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float vec4[4];
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VECCOPY(vec4, vec);
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vec4[3]= 1.0;
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Mat4MulVec4fl(G.vd->persmat, vec4);
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if( fabs(vec4[3]) > BL_NEAR_CLIP ) {
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adr[0] = (float)(curarea->winx/2.0)+(curarea->winx/2.0)*vec4[0]/vec4[3];
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adr[1] = (float)(curarea->winy/2.0)+(curarea->winy/2.0)*vec4[1]/vec4[3];
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}
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else
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{
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adr[0] = curarea->winx / 2.0f;
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adr[1] = curarea->winy / 2.0f;
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}
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}
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void view3d_get_object_project_mat(ScrArea *area, Object *ob, float pmat[4][4], float vmat[4][4])
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{
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if (area->spacetype!=SPACE_VIEW3D || !area->spacedata.first) {
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Mat4One(pmat);
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Mat4One(vmat);
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} else {
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View3D *vd = area->spacedata.first;
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Mat4MulMat4(vmat, ob->obmat, vd->viewmat);
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Mat4MulMat4(pmat, vmat, vd->winmat1);
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Mat4CpyMat4(vmat, ob->obmat);
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}
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}
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/* projectmat brings it to window coords, wmat to rotated world space */
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void view3d_project_short_clip(ScrArea *area, float *vec, short *adr, float projmat[4][4], float wmat[4][4])
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{
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View3D *v3d= area->spacedata.first;
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float fx, fy, vec4[4];
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adr[0]= IS_CLIPPED;
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/* clipplanes in eye space */
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if(v3d->flag & V3D_CLIPPING) {
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VECCOPY(vec4, vec);
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Mat4MulVecfl(wmat, vec4);
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if(view3d_test_clipping(v3d, vec4))
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return;
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}
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VECCOPY(vec4, vec);
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vec4[3]= 1.0;
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Mat4MulVec4fl(projmat, vec4);
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/* clipplanes in window space */
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if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
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fx= (area->winx/2)*(1 + vec4[0]/vec4[3]);
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if( fx>0 && fx<area->winx) {
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fy= (area->winy/2)*(1 + vec4[1]/vec4[3]);
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if(fy>0.0 && fy< (float)area->winy) {
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adr[0]= (short)floor(fx);
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adr[1]= (short)floor(fy);
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}
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}
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}
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}
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void view3d_project_short_noclip(ScrArea *area, float *vec, short *adr, float mat[4][4])
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{
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float fx, fy, vec4[4];
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adr[0]= IS_CLIPPED;
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VECCOPY(vec4, vec);
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vec4[3]= 1.0;
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Mat4MulVec4fl(mat, vec4);
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if( vec4[3]>BL_NEAR_CLIP ) { /* 0.001 is the NEAR clipping cutoff for picking */
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fx= (area->winx/2)*(1 + vec4[0]/vec4[3]);
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if( fx>-32700 && fx<32700) {
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fy= (area->winy/2)*(1 + vec4[1]/vec4[3]);
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if(fy>-32700.0 && fy<32700.0) {
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adr[0]= (short)floor(fx);
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adr[1]= (short)floor(fy);
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}
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}
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}
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}
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void view3d_project_float(ScrArea *area, float *vec, float *adr, float mat[4][4])
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{
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float vec4[4];
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adr[0]= IS_CLIPPED;
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VECCOPY(vec4, vec);
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vec4[3]= 1.0;
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Mat4MulVec4fl(mat, vec4);
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if( vec4[3]>FLT_EPSILON ) {
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adr[0] = (float)(area->winx/2.0f)+(area->winx/2.0f)*vec4[0]/vec4[3];
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adr[1] = (float)(area->winy/2.0f)+(area->winy/2.0f)*vec4[1]/vec4[3];
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} else {
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adr[0] = adr[1] = 0.0f;
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}
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}
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int boundbox_clip(float obmat[][4], BoundBox *bb)
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{
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/* return 1: draw */
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float mat[4][4];
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float vec[4], min, max;
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int a, flag= -1, fl;
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if(bb==NULL) return 1;
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if(bb->flag & OB_BB_DISABLED) return 1;
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Mat4MulMat4(mat, obmat, G.vd->persmat);
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for(a=0; a<8; a++) {
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VECCOPY(vec, bb->vec[a]);
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vec[3]= 1.0;
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Mat4MulVec4fl(mat, vec);
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max= vec[3];
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min= -vec[3];
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fl= 0;
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if(vec[0] < min) fl+= 1;
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if(vec[0] > max) fl+= 2;
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if(vec[1] < min) fl+= 4;
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if(vec[1] > max) fl+= 8;
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if(vec[2] < min) fl+= 16;
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if(vec[2] > max) fl+= 32;
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flag &= fl;
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if(flag==0) return 1;
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}
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|
|
return 0;
|
|
|
|
}
|
|
|
|
void fdrawline(float x1, float y1, float x2, float y2)
|
|
{
|
|
float v[2];
|
|
|
|
glBegin(GL_LINE_STRIP);
|
|
v[0] = x1; v[1] = y1;
|
|
glVertex2fv(v);
|
|
v[0] = x2; v[1] = y2;
|
|
glVertex2fv(v);
|
|
glEnd();
|
|
}
|
|
|
|
void fdrawbox(float x1, float y1, float x2, float y2)
|
|
{
|
|
float v[2];
|
|
|
|
glBegin(GL_LINE_STRIP);
|
|
|
|
v[0] = x1; v[1] = y1;
|
|
glVertex2fv(v);
|
|
v[0] = x1; v[1] = y2;
|
|
glVertex2fv(v);
|
|
v[0] = x2; v[1] = y2;
|
|
glVertex2fv(v);
|
|
v[0] = x2; v[1] = y1;
|
|
glVertex2fv(v);
|
|
v[0] = x1; v[1] = y1;
|
|
glVertex2fv(v);
|
|
|
|
glEnd();
|
|
}
|
|
|
|
void sdrawline(short x1, short y1, short x2, short y2)
|
|
{
|
|
short v[2];
|
|
|
|
glBegin(GL_LINE_STRIP);
|
|
v[0] = x1; v[1] = y1;
|
|
glVertex2sv(v);
|
|
v[0] = x2; v[1] = y2;
|
|
glVertex2sv(v);
|
|
glEnd();
|
|
}
|
|
|
|
void sdrawbox(short x1, short y1, short x2, short y2)
|
|
{
|
|
short v[2];
|
|
|
|
glBegin(GL_LINE_STRIP);
|
|
|
|
v[0] = x1; v[1] = y1;
|
|
glVertex2sv(v);
|
|
v[0] = x1; v[1] = y2;
|
|
glVertex2sv(v);
|
|
v[0] = x2; v[1] = y2;
|
|
glVertex2sv(v);
|
|
v[0] = x2; v[1] = y1;
|
|
glVertex2sv(v);
|
|
v[0] = x1; v[1] = y1;
|
|
glVertex2sv(v);
|
|
|
|
glEnd();
|
|
}
|
|
|
|
/* the central math in this function was copied from trackball.cpp, sample code from the
|
|
Developers Toolbox series by SGI. */
|
|
|
|
/* trackball: better one than a full spherical solution */
|
|
|
|
void calctrackballvecfirst(rcti *area, short *mval, float *vec)
|
|
{
|
|
float x, y, radius, d, z, t;
|
|
|
|
radius= TRACKBALLSIZE;
|
|
|
|
/* normalize x and y */
|
|
x= (area->xmax + area->xmin)/2 -mval[0];
|
|
x/= (float)((area->xmax - area->xmin)/2);
|
|
y= (area->ymax + area->ymin)/2 -mval[1];
|
|
y/= (float)((area->ymax - area->ymin)/2);
|
|
|
|
d = sqrt(x*x + y*y);
|
|
if (d < radius*M_SQRT1_2) /* Inside sphere */
|
|
z = sqrt(radius*radius - d*d);
|
|
else
|
|
{ /* On hyperbola */
|
|
t = radius / M_SQRT2;
|
|
z = t*t / d;
|
|
}
|
|
|
|
vec[0]= x;
|
|
vec[1]= y;
|
|
vec[2]= -z; /* yah yah! */
|
|
|
|
if( fabs(vec[2])>fabs(vec[1]) && fabs(vec[2])>fabs(vec[0]) ) {
|
|
vec[0]= 0.0;
|
|
vec[1]= 0.0;
|
|
if(vec[2]>0.0) vec[2]= 1.0; else vec[2]= -1.0;
|
|
}
|
|
else if( fabs(vec[1])>fabs(vec[0]) && fabs(vec[1])>fabs(vec[2]) ) {
|
|
vec[0]= 0.0;
|
|
vec[2]= 0.0;
|
|
if(vec[1]>0.0) vec[1]= 1.0; else vec[1]= -1.0;
|
|
}
|
|
else {
|
|
vec[1]= 0.0;
|
|
vec[2]= 0.0;
|
|
if(vec[0]>0.0) vec[0]= 1.0; else vec[0]= -1.0;
|
|
}
|
|
}
|
|
|
|
void calctrackballvec(rcti *area, short *mval, float *vec)
|
|
{
|
|
float x, y, radius, d, z, t;
|
|
|
|
radius= TRACKBALLSIZE;
|
|
|
|
/* x en y normalizeren */
|
|
x= (area->xmax + area->xmin)/2 -mval[0];
|
|
x/= (float)((area->xmax - area->xmin)/4);
|
|
y= (area->ymax + area->ymin)/2 -mval[1];
|
|
y/= (float)((area->ymax - area->ymin)/2);
|
|
|
|
d = sqrt(x*x + y*y);
|
|
if (d < radius*M_SQRT1_2) /* Inside sphere */
|
|
z = sqrt(radius*radius - d*d);
|
|
else
|
|
{ /* On hyperbola */
|
|
t = radius / M_SQRT2;
|
|
z = t*t / d;
|
|
}
|
|
|
|
vec[0]= x;
|
|
vec[1]= y;
|
|
vec[2]= -z; /* yah yah! */
|
|
|
|
}
|
|
|
|
|
|
// ndof scaling will be moved to user setting.
|
|
// In the mean time this is just a place holder.
|
|
|
|
// Note: scaling in the plugin and ghostwinlay.c
|
|
// should be removed. With driver default setting,
|
|
// each axis returns approx. +-200 max deflection.
|
|
|
|
// The values I selected are based on the older
|
|
// polling i/f. With event i/f, the sensistivity
|
|
// can be increased for improved response from
|
|
// small deflections of the device input.
|
|
|
|
|
|
// lukep notes : i disagree on the range.
|
|
// the normal 3Dconnection driver give +/-400
|
|
// on defaut range in other applications
|
|
// and up to +/- 1000 if set to maximum
|
|
// because i remove the scaling by delta,
|
|
// which was a bad idea as it depend of the system
|
|
// speed and os, i changed the scaling values, but
|
|
// those are still not ok
|
|
|
|
|
|
float ndof_axis_scale[6] = {
|
|
+0.01, // Tx
|
|
+0.01, // Tz
|
|
+0.01, // Ty
|
|
+0.0015, // Rx
|
|
+0.0015, // Rz
|
|
+0.0015 // Ry
|
|
};
|
|
|
|
// statics for controlling G.vd->dist corrections.
|
|
// viewmoveNDOF zeros and adjusts G.vd->ofs.
|
|
// viewmove restores based on dz_flag state.
|
|
|
|
int dz_flag = 0;
|
|
float m_dist;
|
|
|
|
void viewmoveNDOFfly(int mode)
|
|
{
|
|
int i;
|
|
float phi;
|
|
float dval[7];
|
|
// static fval[6] for low pass filter; device input vector is dval[6]
|
|
static float fval[6];
|
|
float tvec[3],rvec[3];
|
|
float q1[4];
|
|
float mat[3][3];
|
|
float upvec[3];
|
|
|
|
|
|
/*----------------------------------------------------
|
|
* sometimes this routine is called from headerbuttons
|
|
* viewmove needs to refresh the screen
|
|
*/
|
|
areawinset(curarea->win);
|
|
|
|
|
|
// fetch the current state of the ndof device
|
|
getndof(dval);
|
|
|
|
if (G.vd->ndoffilter)
|
|
filterNDOFvalues(fval);
|
|
|
|
// Scale input values
|
|
|
|
// if(dval[6] == 0) return; // guard against divide by zero
|
|
|
|
for(i=0;i<6;i++) {
|
|
|
|
// user scaling
|
|
dval[i] = dval[i] * ndof_axis_scale[i];
|
|
}
|
|
|
|
|
|
// low pass filter with zero crossing reset
|
|
|
|
for(i=0;i<6;i++) {
|
|
if((dval[i] * fval[i]) >= 0)
|
|
dval[i] = (fval[i] * 15 + dval[i]) / 16;
|
|
else
|
|
fval[i] = 0;
|
|
}
|
|
|
|
|
|
// force perspective mode. This is a hack and is
|
|
// incomplete. It doesn't actually effect the view
|
|
// until the first draw and doesn't update the menu
|
|
// to reflect persp mode.
|
|
|
|
G.vd->persp = V3D_PERSP;
|
|
|
|
|
|
// Correct the distance jump if G.vd->dist != 0
|
|
|
|
// This is due to a side effect of the original
|
|
// mouse view rotation code. The rotation point is
|
|
// set a distance in front of the viewport to
|
|
// make rotating with the mouse look better.
|
|
// The distance effect is written at a low level
|
|
// in the view management instead of the mouse
|
|
// view function. This means that all other view
|
|
// movement devices must subtract this from their
|
|
// view transformations.
|
|
|
|
if(G.vd->dist != 0.0) {
|
|
dz_flag = 1;
|
|
m_dist = G.vd->dist;
|
|
upvec[0] = upvec[1] = 0;
|
|
upvec[2] = G.vd->dist;
|
|
Mat3CpyMat4(mat, G.vd->viewinv);
|
|
Mat3MulVecfl(mat, upvec);
|
|
VecSubf(G.vd->ofs, G.vd->ofs, upvec);
|
|
G.vd->dist = 0.0;
|
|
}
|
|
|
|
|
|
// Apply rotation
|
|
// Rotations feel relatively faster than translations only in fly mode, so
|
|
// we have no choice but to fix that here (not in the plugins)
|
|
rvec[0] = -0.5 * dval[3];
|
|
rvec[1] = -0.5 * dval[4];
|
|
rvec[2] = -0.5 * dval[5];
|
|
|
|
// rotate device x and y by view z
|
|
|
|
Mat3CpyMat4(mat, G.vd->viewinv);
|
|
mat[2][2] = 0.0f;
|
|
Mat3MulVecfl(mat, rvec);
|
|
|
|
// rotate the view
|
|
|
|
phi = Normalize(rvec);
|
|
if(phi != 0) {
|
|
VecRotToQuat(rvec,phi,q1);
|
|
QuatMul(G.vd->viewquat, G.vd->viewquat, q1);
|
|
}
|
|
|
|
|
|
// Apply translation
|
|
|
|
tvec[0] = dval[0];
|
|
tvec[1] = dval[1];
|
|
tvec[2] = -dval[2];
|
|
|
|
// the next three lines rotate the x and y translation coordinates
|
|
// by the current z axis angle
|
|
|
|
Mat3CpyMat4(mat, G.vd->viewinv);
|
|
mat[2][2] = 0.0f;
|
|
Mat3MulVecfl(mat, tvec);
|
|
|
|
// translate the view
|
|
|
|
VecSubf(G.vd->ofs, G.vd->ofs, tvec);
|
|
|
|
|
|
/*----------------------------------------------------
|
|
* refresh the screen
|
|
*/
|
|
scrarea_do_windraw(curarea);
|
|
screen_swapbuffers();
|
|
|
|
// update render preview window
|
|
|
|
BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT);
|
|
}
|
|
|
|
int view_autodist( float mouse_worldloc[3] ) //, float *autodist )
|
|
{
|
|
View3D *v3d = G.vd;
|
|
|
|
/* Zooms in on a border drawn by the user */
|
|
short mval[2];
|
|
rcti rect;
|
|
|
|
/* ZBuffer depth vars */
|
|
bglMats mats;
|
|
float depth, depth_close= MAXFLOAT;
|
|
int had_depth = 0;
|
|
double cent[2], p[3];
|
|
int xs, ys;
|
|
|
|
getmouseco_areawin(mval);
|
|
|
|
persp(PERSP_VIEW);
|
|
|
|
rect.xmax = mval[0] + 4;
|
|
rect.ymax = mval[1] + 4;
|
|
|
|
rect.xmin = mval[0] - 4;
|
|
rect.ymin = mval[1] - 4;
|
|
|
|
/* Get Z Depths, needed for perspective, nice for ortho */
|
|
bgl_get_mats(&mats);
|
|
draw_depth(curarea, (void *)v3d, NULL);
|
|
|
|
/* force updating */
|
|
if (v3d->depths) {
|
|
had_depth = 1;
|
|
v3d->depths->damaged = 1;
|
|
}
|
|
|
|
view3d_update_depths(v3d);
|
|
|
|
/* Constrain rect to depth bounds */
|
|
if (rect.xmin < 0) rect.xmin = 0;
|
|
if (rect.ymin < 0) rect.ymin = 0;
|
|
if (rect.xmax >= v3d->depths->w) rect.xmax = v3d->depths->w-1;
|
|
if (rect.ymax >= v3d->depths->h) rect.ymax = v3d->depths->h-1;
|
|
|
|
/* Find the closest Z pixel */
|
|
for (xs=rect.xmin; xs < rect.xmax; xs++) {
|
|
for (ys=rect.ymin; ys < rect.ymax; ys++) {
|
|
depth= v3d->depths->depths[ys*v3d->depths->w+xs];
|
|
if(depth < v3d->depths->depth_range[1] && depth > v3d->depths->depth_range[0]) {
|
|
if (depth_close > depth) {
|
|
depth_close = depth;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if (depth_close==MAXFLOAT)
|
|
return 0;
|
|
|
|
if (had_depth==0) {
|
|
MEM_freeN(v3d->depths->depths);
|
|
v3d->depths->depths = NULL;
|
|
}
|
|
v3d->depths->damaged = 1;
|
|
|
|
cent[0] = (double)mval[0];
|
|
cent[1] = (double)mval[1];
|
|
|
|
if (!gluUnProject(cent[0], cent[1], depth_close, mats.modelview, mats.projection, mats.viewport, &p[0], &p[1], &p[2]))
|
|
return 0;
|
|
|
|
mouse_worldloc[0] = (float)p[0];
|
|
mouse_worldloc[1] = (float)p[1];
|
|
mouse_worldloc[2] = (float)p[2];
|
|
return 1;
|
|
}
|
|
|
|
void viewmove(int mode)
|
|
{
|
|
static float lastofs[3] = {0,0,0};
|
|
Object *ob = OBACT;
|
|
float firstvec[3], newvec[3], dvec[3];
|
|
float reverse, oldquat[4], q1[4], si, phi, dist0;
|
|
float ofs[3], obofs[3]= {0.0f, 0.0f, 0.0f};
|
|
int firsttime=1;
|
|
short mvalball[2], mval[2], mvalo[2], mval_area[2], mvali[2];
|
|
short use_sel = 0;
|
|
short preview3d_event= 1;
|
|
|
|
// locals for dist correction
|
|
float mat[3][3];
|
|
float upvec[3];
|
|
|
|
/* 3D window may not be defined */
|
|
if( !G.vd ) {
|
|
fprintf( stderr, "G.vd == NULL in viewmove()\n" );
|
|
return;
|
|
}
|
|
|
|
// dist correction from other movement devices
|
|
if((dz_flag)||G.vd->dist==0) {
|
|
dz_flag = 0;
|
|
G.vd->dist = m_dist;
|
|
upvec[0] = upvec[1] = 0;
|
|
upvec[2] = G.vd->dist;
|
|
Mat3CpyMat4(mat, G.vd->viewinv);
|
|
Mat3MulVecfl(mat, upvec);
|
|
VecAddf(G.vd->ofs, G.vd->ofs, upvec);
|
|
}
|
|
|
|
/* sometimes this routine is called from headerbuttons */
|
|
|
|
areawinset(curarea->win);
|
|
|
|
QUATCOPY(oldquat, G.vd->viewquat);
|
|
|
|
getmouseco_areawin(mval_area); /* for zoom to mouse loc */
|
|
getmouseco_sc(mvali); /* work with screen coordinates because of trackball function */
|
|
mvalball[0]= mvalo[0] = mvali[0]; /* needed for turntable to work */
|
|
mvalball[1]= mvalo[1] = mvali[1];
|
|
dist0= G.vd->dist;
|
|
|
|
calctrackballvec(&curarea->winrct, mvalo, firstvec);
|
|
|
|
/* cumultime(0); */
|
|
|
|
if(!G.obedit && (G.f & G_SCULPTMODE) && ob && G.vd->pivot_last) {
|
|
use_sel= 1;
|
|
VecCopyf(ofs, G.vd->ofs);
|
|
|
|
VecCopyf(obofs, sculpt_data()->pivot);
|
|
Mat4MulVecfl(ob->obmat, obofs);
|
|
obofs[0]= -obofs[0];
|
|
obofs[1]= -obofs[1];
|
|
obofs[2]= -obofs[2];
|
|
}
|
|
else if (U.uiflag & USER_ORBIT_SELECTION) {
|
|
use_sel = 1;
|
|
|
|
VECCOPY(ofs, G.vd->ofs);
|
|
|
|
/* If there's no selection, lastofs is unmodified and last value since static */
|
|
calculateTransformCenter(V3D_CENTROID, lastofs);
|
|
|
|
VECCOPY(obofs, lastofs);
|
|
VecMulf(obofs, -1.0f);
|
|
}
|
|
else if (U.uiflag & USER_ORBIT_ZBUF) {
|
|
if ((use_sel=view_autodist(obofs))) {
|
|
if (G.vd->persp==V3D_PERSP) {
|
|
float my_origin[3]; /* original G.vd->ofs */
|
|
float my_pivot[3]; /* view */
|
|
|
|
VECCOPY(my_origin, G.vd->ofs);
|
|
VecMulf(my_origin, -1.0f); /* ofs is flipped */
|
|
|
|
/* Set the dist value to be the distance from this 3d point */
|
|
/* this means youll always be able to zoom into it and panning wont go bad when dist was zero */
|
|
|
|
/* remove dist value */
|
|
upvec[0] = upvec[1] = 0;
|
|
upvec[2] = G.vd->dist;
|
|
Mat3CpyMat4(mat, G.vd->viewinv);
|
|
Mat3MulVecfl(mat, upvec);
|
|
VecSubf(my_pivot, G.vd->ofs, upvec);
|
|
VecMulf(my_pivot, -1.0f); /* ofs is flipped */
|
|
|
|
/* find a new ofs value that is allong the view axis (rather then the mouse location) */
|
|
lambda_cp_line_ex(obofs, my_pivot, my_origin, dvec);
|
|
dist0 = G.vd->dist = VecLenf(my_pivot, dvec);
|
|
|
|
VecMulf(dvec, -1.0f);
|
|
VECCOPY(G.vd->ofs, dvec);
|
|
}
|
|
VecMulf(obofs, -1.0f);
|
|
VECCOPY(ofs, G.vd->ofs);
|
|
} else {
|
|
ofs[0] = ofs[1] = ofs[2] = 0.0f;
|
|
}
|
|
}
|
|
else
|
|
ofs[0] = ofs[1] = ofs[2] = 0.0f;
|
|
|
|
initgrabz(-G.vd->ofs[0], -G.vd->ofs[1], -G.vd->ofs[2]);
|
|
|
|
reverse= 1.0f;
|
|
if (G.vd->persmat[2][1] < 0.0f)
|
|
reverse= -1.0f;
|
|
|
|
while(TRUE) {
|
|
getmouseco_sc(mval);
|
|
|
|
// if playanim = alt+A, screenhandlers are for animated UI, python, etc
|
|
if( (mode==2 && U.viewzoom==USER_ZOOM_CONT) || /* continues zoom always update */
|
|
mval[0]!=mvalo[0] || mval[1]!=mvalo[1] || /* mouse moved, so update */
|
|
(G.f & G_PLAYANIM) || do_screenhandlers(G.curscreen)
|
|
) {
|
|
|
|
if(firsttime) {
|
|
|
|
firsttime= 0;
|
|
/* are we translating, rotating or zooming? */
|
|
if(mode==0) {
|
|
if(G.vd->view!=0) scrarea_queue_headredraw(curarea); /*for button */
|
|
}
|
|
if(G.vd->persp==V3D_CAMOB && mode!=1 && G.vd->camera) {
|
|
G.vd->persp= V3D_PERSP;
|
|
scrarea_do_windraw(curarea);
|
|
scrarea_queue_headredraw(curarea);
|
|
}
|
|
}
|
|
|
|
if(mode==0) { /* view rotate */
|
|
G.vd->view= 0; /* need to reset everytime because of view snapping */
|
|
|
|
if (U.uiflag & USER_AUTOPERSP) G.vd->persp= V3D_PERSP;
|
|
|
|
if (U.flag & USER_TRACKBALL) mvalball[0]= mval[0];
|
|
mvalball[1]= mval[1];
|
|
|
|
calctrackballvec(&curarea->winrct, mvalball, newvec);
|
|
|
|
VecSubf(dvec, newvec, firstvec);
|
|
|
|
si= sqrt(dvec[0]*dvec[0]+ dvec[1]*dvec[1]+ dvec[2]*dvec[2]);
|
|
si/= (2.0*TRACKBALLSIZE);
|
|
|
|
if (U.flag & USER_TRACKBALL) {
|
|
Crossf(q1+1, firstvec, newvec);
|
|
|
|
Normalize(q1+1);
|
|
|
|
/* Allow for rotation beyond the interval
|
|
* [-pi, pi] */
|
|
while (si > 1.0)
|
|
si -= 2.0;
|
|
|
|
/* This relation is used instead of
|
|
* phi = asin(si) so that the angle
|
|
* of rotation is linearly proportional
|
|
* to the distance that the mouse is
|
|
* dragged. */
|
|
phi = si * M_PI / 2.0;
|
|
|
|
si= sin(phi);
|
|
q1[0]= cos(phi);
|
|
q1[1]*= si;
|
|
q1[2]*= si;
|
|
q1[3]*= si;
|
|
QuatMul(G.vd->viewquat, q1, oldquat);
|
|
|
|
if (use_sel) {
|
|
/* compute the post multiplication quat, to rotate the offset correctly */
|
|
QUATCOPY(q1, oldquat);
|
|
QuatConj(q1);
|
|
QuatMul(q1, q1, G.vd->viewquat);
|
|
|
|
QuatConj(q1); /* conj == inv for unit quat */
|
|
VECCOPY(G.vd->ofs, ofs);
|
|
VecSubf(G.vd->ofs, G.vd->ofs, obofs);
|
|
QuatMulVecf(q1, G.vd->ofs);
|
|
VecAddf(G.vd->ofs, G.vd->ofs, obofs);
|
|
}
|
|
} else {
|
|
/* New turntable view code by John Aughey */
|
|
|
|
float m[3][3];
|
|
float m_inv[3][3];
|
|
float xvec[3] = {1,0,0};
|
|
/* Sensitivity will control how fast the viewport rotates. 0.0035 was
|
|
obtained experimentally by looking at viewport rotation sensitivities
|
|
on other modeling programs. */
|
|
/* Perhaps this should be a configurable user parameter. */
|
|
const float sensitivity = 0.0035;
|
|
|
|
/* Get the 3x3 matrix and its inverse from the quaternion */
|
|
QuatToMat3(G.vd->viewquat, m);
|
|
Mat3Inv(m_inv,m);
|
|
|
|
/* Determine the direction of the x vector (for rotating up and down) */
|
|
/* This can likely be compuated directly from the quaternion. */
|
|
Mat3MulVecfl(m_inv,xvec);
|
|
|
|
/* Perform the up/down rotation */
|
|
phi = sensitivity * -(mval[1] - mvalo[1]);
|
|
si = sin(phi);
|
|
q1[0] = cos(phi);
|
|
q1[1] = si * xvec[0];
|
|
q1[2] = si * xvec[1];
|
|
q1[3] = si * xvec[2];
|
|
QuatMul(G.vd->viewquat, G.vd->viewquat, q1);
|
|
|
|
if (use_sel) {
|
|
QuatConj(q1); /* conj == inv for unit quat */
|
|
VecSubf(G.vd->ofs, G.vd->ofs, obofs);
|
|
QuatMulVecf(q1, G.vd->ofs);
|
|
VecAddf(G.vd->ofs, G.vd->ofs, obofs);
|
|
}
|
|
|
|
/* Perform the orbital rotation */
|
|
phi = sensitivity * reverse * (mval[0] - mvalo[0]);
|
|
q1[0] = cos(phi);
|
|
q1[1] = q1[2] = 0.0;
|
|
q1[3] = sin(phi);
|
|
QuatMul(G.vd->viewquat, G.vd->viewquat, q1);
|
|
|
|
if (use_sel) {
|
|
QuatConj(q1);
|
|
VecSubf(G.vd->ofs, G.vd->ofs, obofs);
|
|
QuatMulVecf(q1, G.vd->ofs);
|
|
VecAddf(G.vd->ofs, G.vd->ofs, obofs);
|
|
}
|
|
}
|
|
|
|
/* check for view snap */
|
|
if (G.qual==LR_CTRLKEY){
|
|
int i;
|
|
float viewmat[3][3];
|
|
|
|
static const float thres = 0.93f; //cos(20 deg);
|
|
|
|
static float snapquats[39][6] = {
|
|
/*{q0, q1, q3, q4, view, oposite_direction}*/
|
|
{COS45, -SIN45, 0.0, 0.0, 1, 0}, //front
|
|
{0.0, 0.0, -SIN45, -SIN45, 1, 1}, //back
|
|
{1.0, 0.0, 0.0, 0.0, 7, 0}, //top
|
|
{0.0, -1.0, 0.0, 0.0, 7, 1}, //bottom
|
|
{0.5, -0.5, -0.5, -0.5, 3, 0}, //left
|
|
{0.5, -0.5, 0.5, 0.5, 3, 1}, //right
|
|
|
|
/* some more 45 deg snaps */
|
|
{0.65328145027160645, -0.65328145027160645, 0.27059805393218994, 0.27059805393218994, 0, 0},
|
|
{0.92387950420379639, 0.0, 0.0, 0.38268342614173889, 0, 0},
|
|
{0.0, -0.92387950420379639, 0.38268342614173889, 0.0, 0, 0},
|
|
{0.35355335474014282, -0.85355335474014282, 0.35355338454246521, 0.14644660055637360, 0, 0},
|
|
{0.85355335474014282, -0.35355335474014282, 0.14644660055637360, 0.35355338454246521, 0, 0},
|
|
{0.49999994039535522, -0.49999994039535522, 0.49999997019767761, 0.49999997019767761, 0, 0},
|
|
{0.27059802412986755, -0.65328145027160645, 0.65328145027160645, 0.27059802412986755, 0, 0},
|
|
{0.65328145027160645, -0.27059802412986755, 0.27059802412986755, 0.65328145027160645, 0, 0},
|
|
{0.27059799432754517, -0.27059799432754517, 0.65328139066696167, 0.65328139066696167, 0, 0},
|
|
{0.38268336653709412, 0.0, 0.0, 0.92387944459915161, 0, 0},
|
|
{0.0, -0.38268336653709412, 0.92387944459915161, 0.0, 0, 0},
|
|
{0.14644658565521240, -0.35355335474014282, 0.85355335474014282, 0.35355335474014282, 0, 0},
|
|
{0.35355335474014282, -0.14644658565521240, 0.35355335474014282, 0.85355335474014282, 0, 0},
|
|
{0.0, 0.0, 0.92387944459915161, 0.38268336653709412, 0, 0},
|
|
{-0.0, 0.0, 0.38268336653709412, 0.92387944459915161, 0, 0},
|
|
{-0.27059802412986755, 0.27059802412986755, 0.65328133106231689, 0.65328133106231689, 0, 0},
|
|
{-0.38268339633941650, 0.0, 0.0, 0.92387938499450684, 0, 0},
|
|
{0.0, 0.38268339633941650, 0.92387938499450684, 0.0, 0, 0},
|
|
{-0.14644658565521240, 0.35355338454246521, 0.85355329513549805, 0.35355332493782043, 0, 0},
|
|
{-0.35355338454246521, 0.14644658565521240, 0.35355332493782043, 0.85355329513549805, 0, 0},
|
|
{-0.49999991059303284, 0.49999991059303284, 0.49999985098838806, 0.49999985098838806, 0, 0},
|
|
{-0.27059799432754517, 0.65328145027160645, 0.65328139066696167, 0.27059799432754517, 0, 0},
|
|
{-0.65328145027160645, 0.27059799432754517, 0.27059799432754517, 0.65328139066696167, 0, 0},
|
|
{-0.65328133106231689, 0.65328133106231689, 0.27059793472290039, 0.27059793472290039, 0, 0},
|
|
{-0.92387932538986206, 0.0, 0.0, 0.38268333673477173, 0, 0},
|
|
{0.0, 0.92387932538986206, 0.38268333673477173, 0.0, 0, 0},
|
|
{-0.35355329513549805, 0.85355329513549805, 0.35355329513549805, 0.14644657075405121, 0, 0},
|
|
{-0.85355329513549805, 0.35355329513549805, 0.14644657075405121, 0.35355329513549805, 0, 0},
|
|
{-0.38268330693244934, 0.92387938499450684, 0.0, 0.0, 0, 0},
|
|
{-0.92387938499450684, 0.38268330693244934, 0.0, 0.0, 0, 0},
|
|
{-COS45, 0.0, 0.0, SIN45, 0, 0},
|
|
{COS45, 0.0, 0.0, SIN45, 0, 0},
|
|
{0.0, 0.0, 0.0, 1.0, 0, 0}
|
|
};
|
|
|
|
QuatToMat3(G.vd->viewquat, viewmat);
|
|
|
|
for (i = 0 ; i < 39; i++){
|
|
float snapmat[3][3];
|
|
float view = (int)snapquats[i][4];
|
|
float oposite_dir = (int)snapquats[i][5];
|
|
|
|
QuatToMat3(snapquats[i], snapmat);
|
|
|
|
if ((Inpf(snapmat[0], viewmat[0]) > thres) &&
|
|
(Inpf(snapmat[1], viewmat[1]) > thres) &&
|
|
(Inpf(snapmat[2], viewmat[2]) > thres)){
|
|
|
|
QUATCOPY(G.vd->viewquat, snapquats[i]);
|
|
|
|
G.vd->view = view;
|
|
if (view){
|
|
if (oposite_dir){
|
|
G.vd->flag2 |= V3D_OPP_DIRECTION_NAME;
|
|
}else{
|
|
G.vd->flag2 &= ~V3D_OPP_DIRECTION_NAME;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if(mode==1) { /* translate */
|
|
if(G.vd->persp==V3D_CAMOB) {
|
|
float max= (float)MAX2(curarea->winx, curarea->winy);
|
|
|
|
G.vd->camdx += (mvalo[0]-mval[0])/(max);
|
|
G.vd->camdy += (mvalo[1]-mval[1])/(max);
|
|
CLAMP(G.vd->camdx, -1.0f, 1.0f);
|
|
CLAMP(G.vd->camdy, -1.0f, 1.0f);
|
|
preview3d_event= 0;
|
|
}
|
|
else {
|
|
window_to_3d(dvec, mval[0]-mvalo[0], mval[1]-mvalo[1]);
|
|
VecAddf(G.vd->ofs, G.vd->ofs, dvec);
|
|
}
|
|
}
|
|
else if(mode==2) {
|
|
float zfac=1.0;
|
|
|
|
/* use initial value (do not use mvalo (that is used to detect mouse moviments)) */
|
|
mvalo[0] = mvali[0];
|
|
mvalo[1] = mvali[1];
|
|
|
|
if(U.viewzoom==USER_ZOOM_CONT) {
|
|
// oldstyle zoom
|
|
zfac = 1.0+(float)(mvalo[0]-mval[0]+mvalo[1]-mval[1])/1000.0;
|
|
}
|
|
else if(U.viewzoom==USER_ZOOM_SCALE) {
|
|
int ctr[2], len1, len2;
|
|
// method which zooms based on how far you move the mouse
|
|
|
|
ctr[0] = (curarea->winrct.xmax + curarea->winrct.xmin)/2;
|
|
ctr[1] = (curarea->winrct.ymax + curarea->winrct.ymin)/2;
|
|
|
|
len1 = (int)sqrt((ctr[0] - mval[0])*(ctr[0] - mval[0]) + (ctr[1] - mval[1])*(ctr[1] - mval[1])) + 5;
|
|
len2 = (int)sqrt((ctr[0] - mvalo[0])*(ctr[0] - mvalo[0]) + (ctr[1] - mvalo[1])*(ctr[1] - mvalo[1])) + 5;
|
|
|
|
zfac = dist0 * ((float)len2/len1) / G.vd->dist;
|
|
}
|
|
else { /* USER_ZOOM_DOLLY */
|
|
float len1 = (curarea->winrct.ymax - mval[1]) + 5;
|
|
float len2 = (curarea->winrct.ymax - mvalo[1]) + 5;
|
|
zfac = dist0 * (2.0*((len2/len1)-1.0) + 1.0) / G.vd->dist;
|
|
}
|
|
|
|
if(zfac != 1.0 && zfac*G.vd->dist > 0.001*G.vd->grid &&
|
|
zfac*G.vd->dist < 10.0*G.vd->far)
|
|
view_zoom_mouseloc(zfac, mval_area);
|
|
|
|
|
|
if ((U.uiflag & USER_ORBIT_ZBUF) && (U.viewzoom==USER_ZOOM_CONT) && (G.vd->persp==V3D_PERSP)) {
|
|
/* Secret apricot feature, translate the view when in continues mode */
|
|
upvec[0] = upvec[1] = 0;
|
|
upvec[2] = (dist0 - G.vd->dist) * G.vd->grid;
|
|
G.vd->dist = dist0;
|
|
Mat3CpyMat4(mat, G.vd->viewinv);
|
|
Mat3MulVecfl(mat, upvec);
|
|
VecAddf(G.vd->ofs, G.vd->ofs, upvec);
|
|
} else {
|
|
/* these limits are in toets.c too */
|
|
if(G.vd->dist<0.001*G.vd->grid) G.vd->dist= 0.001*G.vd->grid;
|
|
if(G.vd->dist>10.0*G.vd->far) G.vd->dist=10.0*G.vd->far;
|
|
}
|
|
|
|
if(G.vd->persp==V3D_ORTHO || G.vd->persp==V3D_CAMOB) preview3d_event= 0;
|
|
}
|
|
|
|
|
|
|
|
mvalo[0]= mval[0];
|
|
mvalo[1]= mval[1];
|
|
|
|
if(G.f & G_PLAYANIM) inner_play_anim_loop(0, 0);
|
|
|
|
/* If in retopo paint mode, update lines */
|
|
if(retopo_mesh_paint_check() && G.vd->retopo_view_data) {
|
|
G.vd->retopo_view_data->queue_matrix_update= 1;
|
|
retopo_paint_view_update(G.vd);
|
|
}
|
|
|
|
scrarea_do_windraw(curarea);
|
|
screen_swapbuffers();
|
|
}
|
|
else {
|
|
short val;
|
|
unsigned short event;
|
|
/* we need to empty the queue... when you do this very long it overflows */
|
|
while(qtest()) event= extern_qread(&val);
|
|
|
|
BIF_wait_for_statechange();
|
|
}
|
|
|
|
/* this in the end, otherwise get_mbut does not work on a PC... */
|
|
if( !(get_mbut() & (L_MOUSE|M_MOUSE))) break;
|
|
}
|
|
|
|
if(G.vd->depths) G.vd->depths->damaged= 1;
|
|
retopo_queue_updates(G.vd);
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
if(preview3d_event)
|
|
BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT);
|
|
else
|
|
BIF_view3d_previewrender_signal(curarea, PR_PROJECTED);
|
|
|
|
}
|
|
|
|
void view_zoom_mouseloc(float dfac, short *mouseloc)
|
|
{
|
|
if(U.uiflag & USER_ZOOM_TO_MOUSEPOS) {
|
|
short vb[2];
|
|
float dvec[3];
|
|
float tvec[3];
|
|
float tpos[3];
|
|
float new_dist;
|
|
|
|
/* find the current window width and height */
|
|
vb[0] = G.vd->area->winx;
|
|
vb[1] = G.vd->area->winy;
|
|
|
|
tpos[0] = -G.vd->ofs[0];
|
|
tpos[1] = -G.vd->ofs[1];
|
|
tpos[2] = -G.vd->ofs[2];
|
|
|
|
/* Project cursor position into 3D space */
|
|
initgrabz(tpos[0], tpos[1], tpos[2]);
|
|
window_to_3d(dvec, mouseloc[0]-vb[0]/2, mouseloc[1]-vb[1]/2);
|
|
|
|
/* Calculate view target position for dolly */
|
|
tvec[0] = -(tpos[0] + dvec[0]);
|
|
tvec[1] = -(tpos[1] + dvec[1]);
|
|
tvec[2] = -(tpos[2] + dvec[2]);
|
|
|
|
/* Offset to target position and dolly */
|
|
new_dist = G.vd->dist * dfac;
|
|
|
|
VECCOPY(G.vd->ofs, tvec);
|
|
G.vd->dist = new_dist;
|
|
|
|
/* Calculate final offset */
|
|
dvec[0] = tvec[0] + dvec[0] * dfac;
|
|
dvec[1] = tvec[1] + dvec[1] * dfac;
|
|
dvec[2] = tvec[2] + dvec[2] * dfac;
|
|
|
|
VECCOPY(G.vd->ofs, dvec);
|
|
} else {
|
|
G.vd->dist *= dfac;
|
|
}
|
|
}
|
|
|
|
void viewmoveNDOF(int mode)
|
|
{
|
|
float fval[7];
|
|
float dvec[3];
|
|
float sbadjust = 1.0f;
|
|
float len;
|
|
short use_sel = 0;
|
|
Object *ob = OBACT;
|
|
float m[3][3];
|
|
float m_inv[3][3];
|
|
float xvec[3] = {1,0,0};
|
|
float yvec[3] = {0,-1,0};
|
|
float zvec[3] = {0,0,1};
|
|
float phi, si;
|
|
float q1[4];
|
|
float obofs[3];
|
|
float reverse;
|
|
//float diff[4];
|
|
float d, curareaX, curareaY;
|
|
float mat[3][3];
|
|
float upvec[3];
|
|
|
|
/* Sensitivity will control how fast the view rotates. The value was
|
|
* obtained experimentally by tweaking until the author didn't get dizzy watching.
|
|
* Perhaps this should be a configurable user parameter.
|
|
*/
|
|
float psens = 0.005f * (float) U.ndof_pan; /* pan sensitivity */
|
|
float rsens = 0.005f * (float) U.ndof_rotate; /* rotate sensitivity */
|
|
float zsens = 0.3f; /* zoom sensitivity */
|
|
|
|
const float minZoom = -30.0f;
|
|
const float maxZoom = 300.0f;
|
|
|
|
//reset view type
|
|
G.vd->view = 0;
|
|
//printf("passing here \n");
|
|
//
|
|
if (G.obedit==NULL && ob && !(ob->flag & OB_POSEMODE)) {
|
|
use_sel = 1;
|
|
}
|
|
|
|
if((dz_flag)||G.vd->dist==0) {
|
|
dz_flag = 0;
|
|
G.vd->dist = m_dist;
|
|
upvec[0] = upvec[1] = 0;
|
|
upvec[2] = G.vd->dist;
|
|
Mat3CpyMat4(mat, G.vd->viewinv);
|
|
Mat3MulVecfl(mat, upvec);
|
|
VecAddf(G.vd->ofs, G.vd->ofs, upvec);
|
|
}
|
|
|
|
/*----------------------------------------------------
|
|
* sometimes this routine is called from headerbuttons
|
|
* viewmove needs to refresh the screen
|
|
*/
|
|
areawinset(curarea->win);
|
|
|
|
/*----------------------------------------------------
|
|
* record how much time has passed. clamp at 10 Hz
|
|
* pretend the previous frame occured at the clamped time
|
|
*/
|
|
// now = PIL_check_seconds_timer();
|
|
// frametime = (now - prevTime);
|
|
// if (frametime > 0.1f){ /* if more than 1/10s */
|
|
// frametime = 1.0f/60.0; /* clamp at 1/60s so no jumps when starting to move */
|
|
// }
|
|
// prevTime = now;
|
|
// sbadjust *= 60 * frametime; /* normalize ndof device adjustments to 100Hz for framerate independence */
|
|
|
|
/* fetch the current state of the ndof device & enforce dominant mode if selected */
|
|
getndof(fval);
|
|
if (G.vd->ndoffilter)
|
|
filterNDOFvalues(fval);
|
|
|
|
|
|
// put scaling back here, was previously in ghostwinlay
|
|
fval[0] = fval[0] * (1.0f/600.0f);
|
|
fval[1] = fval[1] * (1.0f/600.0f);
|
|
fval[2] = fval[2] * (1.0f/1100.0f);
|
|
fval[3] = fval[3] * 0.00005f;
|
|
fval[4] =-fval[4] * 0.00005f;
|
|
fval[5] = fval[5] * 0.00005f;
|
|
fval[6] = fval[6] / 1000000.0f;
|
|
|
|
// scale more if not in perspective mode
|
|
if (G.vd->persp == V3D_ORTHO) {
|
|
fval[0] = fval[0] * 0.05f;
|
|
fval[1] = fval[1] * 0.05f;
|
|
fval[2] = fval[2] * 0.05f;
|
|
fval[3] = fval[3] * 0.9f;
|
|
fval[4] = fval[4] * 0.9f;
|
|
fval[5] = fval[5] * 0.9f;
|
|
zsens *= 8;
|
|
}
|
|
|
|
|
|
/* set object offset */
|
|
if (ob) {
|
|
obofs[0] = -ob->obmat[3][0];
|
|
obofs[1] = -ob->obmat[3][1];
|
|
obofs[2] = -ob->obmat[3][2];
|
|
}
|
|
else {
|
|
VECCOPY(obofs, G.vd->ofs);
|
|
}
|
|
|
|
/* calc an adjustment based on distance from camera
|
|
disabled per patch 14402 */
|
|
d = 1.0f;
|
|
|
|
/* if (ob) {
|
|
VecSubf(diff, obofs, G.vd->ofs);
|
|
d = VecLength(diff);
|
|
}
|
|
*/
|
|
|
|
reverse = (G.vd->persmat[2][1] < 0.0f) ? -1.0f : 1.0f;
|
|
|
|
/*----------------------------------------------------
|
|
* ndof device pan
|
|
*/
|
|
psens *= 1.0f + d;
|
|
curareaX = sbadjust * psens * fval[0];
|
|
curareaY = sbadjust * psens * fval[1];
|
|
dvec[0] = curareaX * G.vd->persinv[0][0] + curareaY * G.vd->persinv[1][0];
|
|
dvec[1] = curareaX * G.vd->persinv[0][1] + curareaY * G.vd->persinv[1][1];
|
|
dvec[2] = curareaX * G.vd->persinv[0][2] + curareaY * G.vd->persinv[1][2];
|
|
VecAddf(G.vd->ofs, G.vd->ofs, dvec);
|
|
|
|
/*----------------------------------------------------
|
|
* ndof device dolly
|
|
*/
|
|
len = zsens * sbadjust * fval[2];
|
|
|
|
if (G.vd->persp==V3D_CAMOB) {
|
|
if(G.vd->persp==V3D_CAMOB) { /* This is stupid, please fix - TODO */
|
|
G.vd->camzoom+= 10.0f * -len;
|
|
}
|
|
if (G.vd->camzoom < minZoom) G.vd->camzoom = minZoom;
|
|
else if (G.vd->camzoom > maxZoom) G.vd->camzoom = maxZoom;
|
|
}
|
|
else if ((G.vd->dist> 0.001*G.vd->grid) && (G.vd->dist<10.0*G.vd->far)) {
|
|
G.vd->dist*=(1.0 + len);
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------
|
|
* ndof device turntable
|
|
* derived from the turntable code in viewmove
|
|
*/
|
|
|
|
/* Get the 3x3 matrix and its inverse from the quaternion */
|
|
QuatToMat3(G.vd->viewquat, m);
|
|
Mat3Inv(m_inv,m);
|
|
|
|
/* Determine the direction of the x vector (for rotating up and down) */
|
|
/* This can likely be compuated directly from the quaternion. */
|
|
Mat3MulVecfl(m_inv,xvec);
|
|
Mat3MulVecfl(m_inv,yvec);
|
|
Mat3MulVecfl(m_inv,zvec);
|
|
|
|
/* Perform the up/down rotation */
|
|
phi = sbadjust * rsens * /*0.5f * */ fval[3]; /* spin vertically half as fast as horizontally */
|
|
si = sin(phi);
|
|
q1[0] = cos(phi);
|
|
q1[1] = si * xvec[0];
|
|
q1[2] = si * xvec[1];
|
|
q1[3] = si * xvec[2];
|
|
QuatMul(G.vd->viewquat, G.vd->viewquat, q1);
|
|
|
|
if (use_sel) {
|
|
QuatConj(q1); /* conj == inv for unit quat */
|
|
VecSubf(G.vd->ofs, G.vd->ofs, obofs);
|
|
QuatMulVecf(q1, G.vd->ofs);
|
|
VecAddf(G.vd->ofs, G.vd->ofs, obofs);
|
|
}
|
|
|
|
/* Perform the orbital rotation */
|
|
/* Perform the orbital rotation
|
|
If the seen Up axis is parallel to the zoom axis, rotation should be
|
|
achieved with a pure Roll motion (no Spin) on the device. When you start
|
|
to tilt, moving from Top to Side view, Spinning will increasingly become
|
|
more relevant while the Roll component will decrease. When a full
|
|
Side view is reached, rotations around the world's Up axis are achieved
|
|
with a pure Spin-only motion. In other words the control of the spinning
|
|
around the world's Up axis should move from the device's Spin axis to the
|
|
device's Roll axis depending on the orientation of the world's Up axis
|
|
relative to the screen. */
|
|
//phi = sbadjust * rsens * reverse * fval[4]; /* spin the knob, y axis */
|
|
phi = sbadjust * rsens * (yvec[2] * fval[4] + zvec[2] * fval[5]);
|
|
q1[0] = cos(phi);
|
|
q1[1] = q1[2] = 0.0;
|
|
q1[3] = sin(phi);
|
|
QuatMul(G.vd->viewquat, G.vd->viewquat, q1);
|
|
|
|
if (use_sel) {
|
|
QuatConj(q1);
|
|
VecSubf(G.vd->ofs, G.vd->ofs, obofs);
|
|
QuatMulVecf(q1, G.vd->ofs);
|
|
VecAddf(G.vd->ofs, G.vd->ofs, obofs);
|
|
}
|
|
|
|
/*----------------------------------------------------
|
|
* refresh the screen
|
|
*/
|
|
scrarea_do_windraw(curarea);
|
|
screen_swapbuffers();
|
|
}
|
|
|
|
|
|
/* Gets the lens and clipping values from a camera of lamp type object */
|
|
void object_view_settings(Object *ob, float *lens, float *clipsta, float *clipend)
|
|
{
|
|
if (!ob) return;
|
|
|
|
if(ob->type==OB_LAMP ) {
|
|
Lamp *la = ob->data;
|
|
if (lens) {
|
|
float x1, fac;
|
|
fac= cos( M_PI*la->spotsize/360.0);
|
|
x1= saacos(fac);
|
|
*lens= 16.0*fac/sin(x1);
|
|
}
|
|
if (clipsta) *clipsta= la->clipsta;
|
|
if (clipend) *clipend= la->clipend;
|
|
}
|
|
else if(ob->type==OB_CAMERA) {
|
|
Camera *cam= ob->data;
|
|
if (lens) *lens= cam->lens;
|
|
if (clipsta) *clipsta= cam->clipsta;
|
|
if (clipend) *clipend= cam->clipend;
|
|
}
|
|
}
|
|
|
|
|
|
int get_view3d_viewplane(int winxi, int winyi, rctf *viewplane, float *clipsta, float *clipend, float *pixsize)
|
|
{
|
|
Camera *cam=NULL;
|
|
float lens, fac, x1, y1, x2, y2;
|
|
float winx= (float)winxi, winy= (float)winyi;
|
|
int orth= 0;
|
|
|
|
lens= G.vd->lens;
|
|
|
|
*clipsta= G.vd->near;
|
|
*clipend= G.vd->far;
|
|
|
|
/*
|
|
* Cant use this since we need the fac and x1 values set
|
|
* if(G.vd->persp==V3D_CAMOB)
|
|
object_view_settings(G.vd->camera, &lens, &(*clipsta), &(*clipend));*/
|
|
|
|
if(G.vd->persp==V3D_CAMOB) {
|
|
if(G.vd->camera) {
|
|
if(G.vd->camera->type==OB_LAMP ) {
|
|
Lamp *la;
|
|
|
|
la= G.vd->camera->data;
|
|
fac= cos( M_PI*la->spotsize/360.0);
|
|
|
|
x1= saacos(fac);
|
|
lens= 16.0*fac/sin(x1);
|
|
|
|
*clipsta= la->clipsta;
|
|
*clipend= la->clipend;
|
|
}
|
|
else if(G.vd->camera->type==OB_CAMERA) {
|
|
cam= G.vd->camera->data;
|
|
lens= cam->lens;
|
|
*clipsta= cam->clipsta;
|
|
*clipend= cam->clipend;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(G.vd->persp==V3D_ORTHO) {
|
|
if(winx>winy) x1= -G.vd->dist;
|
|
else x1= -winx*G.vd->dist/winy;
|
|
x2= -x1;
|
|
|
|
if(winx>winy) y1= -winy*G.vd->dist/winx;
|
|
else y1= -G.vd->dist;
|
|
y2= -y1;
|
|
|
|
*clipend *= 0.5; // otherwise too extreme low zbuffer quality
|
|
*clipsta= - *clipend;
|
|
orth= 1;
|
|
}
|
|
else {
|
|
/* fac for zoom, also used for camdx */
|
|
if(G.vd->persp==V3D_CAMOB) {
|
|
fac= (1.41421+( (float)G.vd->camzoom )/50.0);
|
|
fac*= fac;
|
|
}
|
|
else fac= 2.0;
|
|
|
|
/* viewplane size depends... */
|
|
if(cam && cam->type==CAM_ORTHO) {
|
|
/* ortho_scale == 1 means exact 1 to 1 mapping */
|
|
float dfac= 2.0*cam->ortho_scale/fac;
|
|
|
|
if(winx>winy) x1= -dfac;
|
|
else x1= -winx*dfac/winy;
|
|
x2= -x1;
|
|
|
|
if(winx>winy) y1= -winy*dfac/winx;
|
|
else y1= -dfac;
|
|
y2= -y1;
|
|
orth= 1;
|
|
}
|
|
else {
|
|
float dfac;
|
|
|
|
if(winx>winy) dfac= 64.0/(fac*winx*lens);
|
|
else dfac= 64.0/(fac*winy*lens);
|
|
|
|
x1= - *clipsta * winx*dfac;
|
|
x2= -x1;
|
|
y1= - *clipsta * winy*dfac;
|
|
y2= -y1;
|
|
orth= 0;
|
|
}
|
|
/* cam view offset */
|
|
if(cam) {
|
|
float dx= 0.5*fac*G.vd->camdx*(x2-x1);
|
|
float dy= 0.5*fac*G.vd->camdy*(y2-y1);
|
|
x1+= dx;
|
|
x2+= dx;
|
|
y1+= dy;
|
|
y2+= dy;
|
|
}
|
|
}
|
|
|
|
if(pixsize) {
|
|
float viewfac;
|
|
|
|
if(orth) {
|
|
viewfac= (winx >= winy)? winx: winy;
|
|
*pixsize= 1.0f/viewfac;
|
|
}
|
|
else {
|
|
viewfac= (((winx >= winy)? winx: winy)*lens)/32.0;
|
|
*pixsize= *clipsta/viewfac;
|
|
}
|
|
}
|
|
|
|
viewplane->xmin= x1;
|
|
viewplane->ymin= y1;
|
|
viewplane->xmax= x2;
|
|
viewplane->ymax= y2;
|
|
|
|
return orth;
|
|
}
|
|
|
|
/* important to not set windows active in here, can be renderwin for example */
|
|
void setwinmatrixview3d(int winx, int winy, rctf *rect) /* rect: for picking */
|
|
{
|
|
rctf viewplane;
|
|
float clipsta, clipend, x1, y1, x2, y2;
|
|
int orth;
|
|
|
|
orth= get_view3d_viewplane(winx, winy, &viewplane, &clipsta, &clipend, NULL);
|
|
// printf("%d %d %f %f %f %f %f %f\n", winx, winy, viewplane.xmin, viewplane.ymin, viewplane.xmax, viewplane.ymax, clipsta, clipend);
|
|
x1= viewplane.xmin;
|
|
y1= viewplane.ymin;
|
|
x2= viewplane.xmax;
|
|
y2= viewplane.ymax;
|
|
|
|
if(rect) { /* picking */
|
|
rect->xmin/= (float)curarea->winx;
|
|
rect->xmin= x1+rect->xmin*(x2-x1);
|
|
rect->ymin/= (float)curarea->winy;
|
|
rect->ymin= y1+rect->ymin*(y2-y1);
|
|
rect->xmax/= (float)curarea->winx;
|
|
rect->xmax= x1+rect->xmax*(x2-x1);
|
|
rect->ymax/= (float)curarea->winy;
|
|
rect->ymax= y1+rect->ymax*(y2-y1);
|
|
|
|
if(orth) myortho(rect->xmin, rect->xmax, rect->ymin, rect->ymax, -clipend, clipend);
|
|
else mywindow(rect->xmin, rect->xmax, rect->ymin, rect->ymax, clipsta, clipend);
|
|
|
|
}
|
|
else {
|
|
if(orth) myortho(x1, x2, y1, y2, clipsta, clipend);
|
|
else mywindow(x1, x2, y1, y2, clipsta, clipend);
|
|
}
|
|
|
|
/* not sure what this was for? (ton) */
|
|
glMatrixMode(GL_PROJECTION);
|
|
mygetmatrix(curarea->winmat);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
}
|
|
|
|
void obmat_to_viewmat(Object *ob, short smooth)
|
|
{
|
|
float bmat[4][4];
|
|
float tmat[3][3];
|
|
|
|
G.vd->view= 0; /* dont show the grid */
|
|
|
|
Mat4CpyMat4(bmat, ob->obmat);
|
|
Mat4Ortho(bmat);
|
|
Mat4Invert(G.vd->viewmat, bmat);
|
|
|
|
/* view quat calculation, needed for add object */
|
|
Mat3CpyMat4(tmat, G.vd->viewmat);
|
|
if (smooth) {
|
|
float new_quat[4];
|
|
if (G.vd->persp==V3D_CAMOB && G.vd->camera) {
|
|
/* were from a camera view */
|
|
|
|
float orig_ofs[3];
|
|
float orig_dist= G.vd->dist;
|
|
float orig_lens= G.vd->lens;
|
|
VECCOPY(orig_ofs, G.vd->ofs);
|
|
|
|
/* Switch from camera view */
|
|
Mat3ToQuat(tmat, new_quat);
|
|
|
|
G.vd->persp=V3D_PERSP;
|
|
G.vd->dist= 0.0;
|
|
|
|
view_settings_from_ob(G.vd->camera, G.vd->ofs, NULL, NULL, &G.vd->lens);
|
|
smooth_view(G.vd, orig_ofs, new_quat, &orig_dist, &orig_lens);
|
|
|
|
G.vd->persp=V3D_CAMOB; /* just to be polite, not needed */
|
|
|
|
} else {
|
|
Mat3ToQuat(tmat, new_quat);
|
|
smooth_view(G.vd, NULL, new_quat, NULL, NULL);
|
|
}
|
|
} else {
|
|
Mat3ToQuat(tmat, G.vd->viewquat);
|
|
}
|
|
}
|
|
|
|
/* dont set windows active in in here, is used by renderwin too */
|
|
void setviewmatrixview3d()
|
|
{
|
|
if(G.vd->persp==V3D_CAMOB) { /* obs/camera */
|
|
if(G.vd->camera) {
|
|
where_is_object(G.vd->camera);
|
|
obmat_to_viewmat(G.vd->camera, 0);
|
|
}
|
|
else {
|
|
QuatToMat4(G.vd->viewquat, G.vd->viewmat);
|
|
G.vd->viewmat[3][2]-= G.vd->dist;
|
|
}
|
|
}
|
|
else {
|
|
|
|
QuatToMat4(G.vd->viewquat, G.vd->viewmat);
|
|
if(G.vd->persp==V3D_PERSP) G.vd->viewmat[3][2]-= G.vd->dist;
|
|
if(G.vd->ob_centre) {
|
|
Object *ob= G.vd->ob_centre;
|
|
float vec[3];
|
|
|
|
VECCOPY(vec, ob->obmat[3]);
|
|
if(ob->type==OB_ARMATURE && G.vd->ob_centre_bone[0]) {
|
|
bPoseChannel *pchan= get_pose_channel(ob->pose, G.vd->ob_centre_bone);
|
|
if(pchan) {
|
|
VECCOPY(vec, pchan->pose_mat[3]);
|
|
Mat4MulVecfl(ob->obmat, vec);
|
|
}
|
|
}
|
|
i_translate(-vec[0], -vec[1], -vec[2], G.vd->viewmat);
|
|
}
|
|
else i_translate(G.vd->ofs[0], G.vd->ofs[1], G.vd->ofs[2], G.vd->viewmat);
|
|
}
|
|
}
|
|
|
|
void setcameratoview3d(void)
|
|
{
|
|
Object *ob;
|
|
float dvec[3];
|
|
|
|
ob= G.vd->camera;
|
|
dvec[0]= G.vd->dist*G.vd->viewinv[2][0];
|
|
dvec[1]= G.vd->dist*G.vd->viewinv[2][1];
|
|
dvec[2]= G.vd->dist*G.vd->viewinv[2][2];
|
|
VECCOPY(ob->loc, dvec);
|
|
VecSubf(ob->loc, ob->loc, G.vd->ofs);
|
|
G.vd->viewquat[0]= -G.vd->viewquat[0];
|
|
/* */
|
|
/*if (ob->transflag & OB_QUAT) {
|
|
QUATCOPY(ob->quat, G.vd->viewquat);
|
|
} else {*/
|
|
QuatToEul(G.vd->viewquat, ob->rot);
|
|
/*}*/
|
|
G.vd->viewquat[0]= -G.vd->viewquat[0];
|
|
}
|
|
|
|
/* IGLuint-> GLuint*/
|
|
/* Warning: be sure to account for a negative return value
|
|
* This is an error, "Too many objects in select buffer"
|
|
* and no action should be taken (can crash blender) if this happens
|
|
*/
|
|
short view3d_opengl_select(unsigned int *buffer, unsigned int bufsize, short x1, short y1, short x2, short y2)
|
|
{
|
|
rctf rect;
|
|
short mval[2], code, hits;
|
|
|
|
G.f |= G_PICKSEL;
|
|
|
|
if(x1==0 && x2==0 && y1==0 && y2==0) {
|
|
getmouseco_areawin(mval);
|
|
rect.xmin= mval[0]-12; // seems to be default value for bones only now
|
|
rect.xmax= mval[0]+12;
|
|
rect.ymin= mval[1]-12;
|
|
rect.ymax= mval[1]+12;
|
|
}
|
|
else {
|
|
rect.xmin= x1;
|
|
rect.xmax= x2;
|
|
rect.ymin= y1;
|
|
rect.ymax= y2;
|
|
}
|
|
/* get rid of overlay button matrix */
|
|
persp(PERSP_VIEW);
|
|
setwinmatrixview3d(curarea->winx, curarea->winy, &rect);
|
|
Mat4MulMat4(G.vd->persmat, G.vd->viewmat, curarea->winmat);
|
|
|
|
if(G.vd->drawtype > OB_WIRE) {
|
|
G.vd->zbuf= TRUE;
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
if(G.vd->flag & V3D_CLIPPING)
|
|
view3d_set_clipping(G.vd);
|
|
|
|
glSelectBuffer( bufsize, (GLuint *)buffer);
|
|
glRenderMode(GL_SELECT);
|
|
glInitNames(); /* these two calls whatfor? It doesnt work otherwise */
|
|
glPushName(-1);
|
|
code= 1;
|
|
|
|
if(G.obedit && G.obedit->type==OB_MBALL) {
|
|
draw_object(BASACT, DRAW_PICKING|DRAW_CONSTCOLOR);
|
|
}
|
|
else if ((G.obedit && G.obedit->type==OB_ARMATURE)) {
|
|
draw_object(BASACT, DRAW_PICKING|DRAW_CONSTCOLOR);
|
|
}
|
|
else {
|
|
Base *base;
|
|
|
|
G.vd->xray= TRUE; // otherwise it postpones drawing
|
|
for(base= G.scene->base.first; base; base= base->next) {
|
|
if(base->lay & G.vd->lay) {
|
|
|
|
if (base->object->restrictflag & OB_RESTRICT_SELECT)
|
|
base->selcol= 0;
|
|
else {
|
|
base->selcol= code;
|
|
glLoadName(code);
|
|
draw_object(base, DRAW_PICKING|DRAW_CONSTCOLOR);
|
|
|
|
/* we draw group-duplicators for selection too */
|
|
if((base->object->transflag & OB_DUPLI) && base->object->dup_group) {
|
|
ListBase *lb;
|
|
DupliObject *dob;
|
|
Base tbase;
|
|
|
|
tbase.flag= OB_FROMDUPLI;
|
|
lb= object_duplilist(G.scene, base->object);
|
|
|
|
for(dob= lb->first; dob; dob= dob->next) {
|
|
tbase.object= dob->ob;
|
|
Mat4CpyMat4(dob->ob->obmat, dob->mat);
|
|
|
|
draw_object(&tbase, DRAW_PICKING|DRAW_CONSTCOLOR);
|
|
|
|
Mat4CpyMat4(dob->ob->obmat, dob->omat);
|
|
}
|
|
free_object_duplilist(lb);
|
|
}
|
|
code++;
|
|
}
|
|
}
|
|
}
|
|
G.vd->xray= FALSE; // restore
|
|
}
|
|
|
|
glPopName(); /* see above (pushname) */
|
|
hits= glRenderMode(GL_RENDER);
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
setwinmatrixview3d(curarea->winx, curarea->winy, NULL);
|
|
Mat4MulMat4(G.vd->persmat, G.vd->viewmat, curarea->winmat);
|
|
|
|
if(G.vd->drawtype > OB_WIRE) {
|
|
G.vd->zbuf= 0;
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
persp(PERSP_WIN);
|
|
|
|
if(G.vd->flag & V3D_CLIPPING)
|
|
view3d_clr_clipping();
|
|
|
|
if(hits<0) error("Too many objects in select buffer");
|
|
|
|
return hits;
|
|
}
|
|
|
|
float *give_cursor()
|
|
{
|
|
if(G.vd && G.vd->localview) return G.vd->cursor;
|
|
else return G.scene->cursor;
|
|
}
|
|
|
|
unsigned int free_localbit()
|
|
{
|
|
unsigned int lay;
|
|
ScrArea *sa;
|
|
bScreen *sc;
|
|
|
|
lay= 0;
|
|
|
|
/* sometimes we loose a localview: when an area is closed */
|
|
/* check all areas: which localviews are in use? */
|
|
sc= G.main->screen.first;
|
|
while(sc) {
|
|
sa= sc->areabase.first;
|
|
while(sa) {
|
|
SpaceLink *sl= sa->spacedata.first;
|
|
while(sl) {
|
|
if(sl->spacetype==SPACE_VIEW3D) {
|
|
View3D *v3d= (View3D*) sl;
|
|
lay |= v3d->lay;
|
|
}
|
|
sl= sl->next;
|
|
}
|
|
sa= sa->next;
|
|
}
|
|
sc= sc->id.next;
|
|
}
|
|
|
|
if( (lay & 0x01000000)==0) return 0x01000000;
|
|
if( (lay & 0x02000000)==0) return 0x02000000;
|
|
if( (lay & 0x04000000)==0) return 0x04000000;
|
|
if( (lay & 0x08000000)==0) return 0x08000000;
|
|
if( (lay & 0x10000000)==0) return 0x10000000;
|
|
if( (lay & 0x20000000)==0) return 0x20000000;
|
|
if( (lay & 0x40000000)==0) return 0x40000000;
|
|
if( (lay & 0x80000000)==0) return 0x80000000;
|
|
|
|
return 0;
|
|
}
|
|
|
|
|
|
void initlocalview()
|
|
{
|
|
Base *base;
|
|
float size = 0.0, min[3], max[3], afm[3];
|
|
unsigned int locallay;
|
|
int ok=0;
|
|
|
|
if(G.vd->localvd) return;
|
|
|
|
INIT_MINMAX(min, max);
|
|
|
|
locallay= free_localbit();
|
|
|
|
if(locallay==0) {
|
|
error("Sorry, no more than 8 localviews");
|
|
ok= 0;
|
|
}
|
|
else {
|
|
if(G.obedit) {
|
|
minmax_object(G.obedit, min, max);
|
|
|
|
ok= 1;
|
|
|
|
BASACT->lay |= locallay;
|
|
G.obedit->lay= BASACT->lay;
|
|
}
|
|
else {
|
|
base= FIRSTBASE;
|
|
while(base) {
|
|
if TESTBASE(base) {
|
|
minmax_object(base->object, min, max);
|
|
base->lay |= locallay;
|
|
base->object->lay= base->lay;
|
|
ok= 1;
|
|
}
|
|
base= base->next;
|
|
}
|
|
}
|
|
|
|
afm[0]= (max[0]-min[0]);
|
|
afm[1]= (max[1]-min[1]);
|
|
afm[2]= (max[2]-min[2]);
|
|
size= 0.7*MAX3(afm[0], afm[1], afm[2]);
|
|
if(size<=0.01) size= 0.01;
|
|
}
|
|
|
|
if(ok) {
|
|
G.vd->localvd= MEM_mallocN(sizeof(View3D), "localview");
|
|
memcpy(G.vd->localvd, G.vd, sizeof(View3D));
|
|
|
|
G.vd->ofs[0]= -(min[0]+max[0])/2.0;
|
|
G.vd->ofs[1]= -(min[1]+max[1])/2.0;
|
|
G.vd->ofs[2]= -(min[2]+max[2])/2.0;
|
|
|
|
G.vd->dist= size;
|
|
|
|
// correction for window aspect ratio
|
|
if(curarea->winy>2 && curarea->winx>2) {
|
|
size= (float)curarea->winx/(float)curarea->winy;
|
|
if(size<1.0) size= 1.0/size;
|
|
G.vd->dist*= size;
|
|
}
|
|
|
|
if (G.vd->persp==V3D_CAMOB) G.vd->persp= V3D_PERSP;
|
|
if (G.vd->near> 0.1) G.vd->near= 0.1;
|
|
|
|
G.vd->cursor[0]= -G.vd->ofs[0];
|
|
G.vd->cursor[1]= -G.vd->ofs[1];
|
|
G.vd->cursor[2]= -G.vd->ofs[2];
|
|
|
|
G.vd->lay= locallay;
|
|
|
|
countall();
|
|
scrarea_queue_winredraw(curarea);
|
|
}
|
|
else {
|
|
/* clear flags */
|
|
base= FIRSTBASE;
|
|
while(base) {
|
|
if( base->lay & locallay ) {
|
|
base->lay-= locallay;
|
|
if(base->lay==0) base->lay= G.vd->layact;
|
|
if(base->object != G.obedit) base->flag |= SELECT;
|
|
base->object->lay= base->lay;
|
|
}
|
|
base= base->next;
|
|
}
|
|
scrarea_queue_headredraw(curarea);
|
|
|
|
G.vd->localview= 0;
|
|
}
|
|
BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT);
|
|
}
|
|
|
|
void centerview() /* like a localview without local! */
|
|
{
|
|
Object *ob= OBACT;
|
|
float size, min[3], max[3], afm[3];
|
|
int ok=0;
|
|
|
|
/* SMOOTHVIEW */
|
|
float new_ofs[3];
|
|
float new_dist;
|
|
|
|
INIT_MINMAX(min, max);
|
|
|
|
if (G.f & G_WEIGHTPAINT) {
|
|
/* hardcoded exception, we look for the one selected armature */
|
|
/* this is weak code this way, we should make a generic active/selection callback interface once... */
|
|
Base *base;
|
|
for(base=FIRSTBASE; base; base= base->next) {
|
|
if(TESTBASELIB(base)) {
|
|
if(base->object->type==OB_ARMATURE)
|
|
if(base->object->flag & OB_POSEMODE)
|
|
break;
|
|
}
|
|
}
|
|
if(base)
|
|
ob= base->object;
|
|
}
|
|
|
|
|
|
if(G.obedit) {
|
|
ok = minmax_verts(min, max); /* only selected */
|
|
}
|
|
else if(ob && (ob->flag & OB_POSEMODE)) {
|
|
if(ob->pose) {
|
|
bArmature *arm= ob->data;
|
|
bPoseChannel *pchan;
|
|
float vec[3];
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
if(pchan->bone->flag & BONE_SELECTED) {
|
|
if(pchan->bone->layer & arm->layer) {
|
|
ok= 1;
|
|
VECCOPY(vec, pchan->pose_head);
|
|
Mat4MulVecfl(ob->obmat, vec);
|
|
DO_MINMAX(vec, min, max);
|
|
VECCOPY(vec, pchan->pose_tail);
|
|
Mat4MulVecfl(ob->obmat, vec);
|
|
DO_MINMAX(vec, min, max);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if (FACESEL_PAINT_TEST) {
|
|
ok= minmax_tface(min, max);
|
|
}
|
|
else if (G.f & G_PARTICLEEDIT) {
|
|
ok= PE_minmax(min, max);
|
|
}
|
|
else {
|
|
Base *base= FIRSTBASE;
|
|
while(base) {
|
|
if TESTBASE(base) {
|
|
minmax_object(base->object, min, max);
|
|
/* account for duplis */
|
|
minmax_object_duplis(base->object, min, max);
|
|
|
|
ok= 1;
|
|
}
|
|
base= base->next;
|
|
}
|
|
}
|
|
|
|
if(ok==0) return;
|
|
|
|
afm[0]= (max[0]-min[0]);
|
|
afm[1]= (max[1]-min[1]);
|
|
afm[2]= (max[2]-min[2]);
|
|
size= 0.7f*MAX3(afm[0], afm[1], afm[2]);
|
|
|
|
if(size <= G.vd->near*1.5f) size= G.vd->near*1.5f;
|
|
|
|
new_ofs[0]= -(min[0]+max[0])/2.0f;
|
|
new_ofs[1]= -(min[1]+max[1])/2.0f;
|
|
new_ofs[2]= -(min[2]+max[2])/2.0f;
|
|
|
|
new_dist = size;
|
|
|
|
/* correction for window aspect ratio */
|
|
if(curarea->winy>2 && curarea->winx>2) {
|
|
size= (float)curarea->winx/(float)curarea->winy;
|
|
if(size<1.0f) size= 1.0f/size;
|
|
new_dist*= size;
|
|
}
|
|
|
|
G.vd->cursor[0]= -new_ofs[0];
|
|
G.vd->cursor[1]= -new_ofs[1];
|
|
G.vd->cursor[2]= -new_ofs[2];
|
|
|
|
if (G.vd->persp==V3D_CAMOB && G.vd->camera) {
|
|
float orig_lens= G.vd->lens;
|
|
|
|
G.vd->persp=V3D_PERSP;
|
|
G.vd->dist= 0.0f;
|
|
view_settings_from_ob(G.vd->camera, G.vd->ofs, NULL, NULL, &G.vd->lens);
|
|
smooth_view(G.vd, new_ofs, NULL, &new_dist, &orig_lens);
|
|
} else {
|
|
if(G.vd->persp==V3D_CAMOB)
|
|
G.vd->persp= V3D_PERSP;
|
|
|
|
smooth_view(G.vd, new_ofs, NULL, &new_dist, NULL);
|
|
}
|
|
scrarea_queue_winredraw(curarea);
|
|
BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT);
|
|
|
|
}
|
|
|
|
|
|
void restore_localviewdata(View3D *vd)
|
|
{
|
|
if(vd->localvd==0) return;
|
|
|
|
VECCOPY(vd->ofs, vd->localvd->ofs);
|
|
vd->dist= vd->localvd->dist;
|
|
vd->persp= vd->localvd->persp;
|
|
vd->view= vd->localvd->view;
|
|
vd->near= vd->localvd->near;
|
|
vd->far= vd->localvd->far;
|
|
vd->lay= vd->localvd->lay;
|
|
vd->layact= vd->localvd->layact;
|
|
vd->drawtype= vd->localvd->drawtype;
|
|
vd->camera= vd->localvd->camera;
|
|
QUATCOPY(vd->viewquat, vd->localvd->viewquat);
|
|
|
|
}
|
|
|
|
void endlocalview(ScrArea *sa)
|
|
{
|
|
View3D *v3d;
|
|
struct Base *base;
|
|
unsigned int locallay;
|
|
|
|
if(sa->spacetype!=SPACE_VIEW3D) return;
|
|
v3d= sa->spacedata.first;
|
|
|
|
if(v3d->localvd) {
|
|
|
|
locallay= v3d->lay & 0xFF000000;
|
|
|
|
restore_localviewdata(v3d);
|
|
|
|
MEM_freeN(v3d->localvd);
|
|
v3d->localvd= 0;
|
|
v3d->localview= 0;
|
|
|
|
/* for when in other window the layers have changed */
|
|
if(v3d->scenelock) v3d->lay= G.scene->lay;
|
|
|
|
base= FIRSTBASE;
|
|
while(base) {
|
|
if( base->lay & locallay ) {
|
|
base->lay-= locallay;
|
|
if(base->lay==0) base->lay= v3d->layact;
|
|
if(base->object != G.obedit) {
|
|
base->flag |= SELECT;
|
|
base->object->flag |= SELECT;
|
|
}
|
|
base->object->lay= base->lay;
|
|
}
|
|
base= base->next;
|
|
}
|
|
|
|
countall();
|
|
allqueue(REDRAWVIEW3D, 0); /* because of select */
|
|
allqueue(REDRAWOOPS, 0); /* because of select */
|
|
BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT);
|
|
}
|
|
}
|
|
|
|
void view3d_home(int center)
|
|
{
|
|
Base *base;
|
|
float size, min[3], max[3], afm[3];
|
|
int ok= 1, onedone=0;
|
|
|
|
if(center) {
|
|
min[0]= min[1]= min[2]= 0.0f;
|
|
max[0]= max[1]= max[2]= 0.0f;
|
|
}
|
|
else {
|
|
INIT_MINMAX(min, max);
|
|
}
|
|
|
|
for(base= FIRSTBASE; base; base= base->next) {
|
|
if(base->lay & G.vd->lay) {
|
|
onedone= 1;
|
|
minmax_object(base->object, min, max);
|
|
}
|
|
}
|
|
if(!onedone) return;
|
|
|
|
afm[0]= (max[0]-min[0]);
|
|
afm[1]= (max[1]-min[1]);
|
|
afm[2]= (max[2]-min[2]);
|
|
size= 0.7f*MAX3(afm[0], afm[1], afm[2]);
|
|
if(size==0.0) ok= 0;
|
|
|
|
if(ok) {
|
|
float new_dist;
|
|
float new_ofs[3];
|
|
|
|
new_dist = size;
|
|
new_ofs[0]= -(min[0]+max[0])/2.0f;
|
|
new_ofs[1]= -(min[1]+max[1])/2.0f;
|
|
new_ofs[2]= -(min[2]+max[2])/2.0f;
|
|
|
|
// correction for window aspect ratio
|
|
if(curarea->winy>2 && curarea->winx>2) {
|
|
size= (float)curarea->winx/(float)curarea->winy;
|
|
if(size<1.0) size= 1.0f/size;
|
|
new_dist*= size;
|
|
}
|
|
|
|
if (G.vd->persp==V3D_CAMOB && G.vd->camera) {
|
|
/* switch out of camera view */
|
|
float orig_lens= G.vd->lens;
|
|
|
|
G.vd->persp= V3D_PERSP;
|
|
G.vd->dist= 0.0;
|
|
view_settings_from_ob(G.vd->camera, G.vd->ofs, NULL, NULL, &G.vd->lens);
|
|
smooth_view(G.vd, new_ofs, NULL, &new_dist, &orig_lens);
|
|
|
|
} else {
|
|
if(G.vd->persp==V3D_CAMOB) G.vd->persp= V3D_PERSP;
|
|
smooth_view(G.vd, new_ofs, NULL, &new_dist, NULL);
|
|
}
|
|
scrarea_queue_winredraw(curarea);
|
|
}
|
|
BIF_view3d_previewrender_signal(curarea, PR_DBASE|PR_DISPRECT);
|
|
|
|
}
|
|
|
|
|
|
void view3d_align_axis_to_vector(View3D *v3d, int axisidx, float vec[3])
|
|
{
|
|
float alignaxis[3] = {0.0, 0.0, 0.0};
|
|
float norm[3], axis[3], angle, new_quat[4];
|
|
|
|
if(axisidx > 0) alignaxis[axisidx-1]= 1.0;
|
|
else alignaxis[-axisidx-1]= -1.0;
|
|
|
|
VECCOPY(norm, vec);
|
|
Normalize(norm);
|
|
|
|
angle= (float)acos(Inpf(alignaxis, norm));
|
|
Crossf(axis, alignaxis, norm);
|
|
VecRotToQuat(axis, -angle, new_quat);
|
|
|
|
v3d->view= 0;
|
|
|
|
if (v3d->persp==V3D_CAMOB && v3d->camera) {
|
|
/* switch out of camera view */
|
|
float orig_ofs[3];
|
|
float orig_dist= v3d->dist;
|
|
float orig_lens= v3d->lens;
|
|
|
|
VECCOPY(orig_ofs, v3d->ofs);
|
|
G.vd->persp= V3D_PERSP;
|
|
G.vd->dist= 0.0;
|
|
view_settings_from_ob(v3d->camera, v3d->ofs, NULL, NULL, &v3d->lens);
|
|
smooth_view(G.vd, orig_ofs, new_quat, &orig_dist, &orig_lens);
|
|
} else {
|
|
if (v3d->persp==V3D_CAMOB) v3d->persp= V3D_PERSP; /* switch out of camera mode */
|
|
smooth_view(v3d, NULL, new_quat, NULL, NULL);
|
|
}
|
|
}
|
|
|
|
|
|
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/* SMOOTHVIEW */
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void smooth_view(View3D *v3d, float *ofs, float *quat, float *dist, float *lens)
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{
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/* View Animation enabled */
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if (U.smooth_viewtx) {
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int i;
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char changed = 0;
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float step = 0.0, step_inv;
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float orig_dist;
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float orig_lens;
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float orig_quat[4];
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float orig_ofs[3];
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double time_allowed, time_current, time_start;
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/* if there is no difference, return */
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changed = 0; /* zero means no difference */
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if (dist) {
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if ((*dist) != v3d->dist)
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changed = 1;
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}
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if (lens) {
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if ((*lens) != v3d->lens)
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changed = 1;
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}
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if (!changed && ofs) {
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if ((ofs[0]!=v3d->ofs[0]) ||
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(ofs[1]!=v3d->ofs[1]) ||
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(ofs[2]!=v3d->ofs[2]) )
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changed = 1;
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}
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if (!changed && quat ) {
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if ((quat[0]!=v3d->viewquat[0]) ||
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(quat[1]!=v3d->viewquat[1]) ||
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(quat[2]!=v3d->viewquat[2]) ||
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(quat[3]!=v3d->viewquat[3]) )
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changed = 1;
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}
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/* The new view is different from the old one
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* so animate the view */
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if (changed) {
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/* store original values */
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VECCOPY(orig_ofs, v3d->ofs);
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QUATCOPY(orig_quat, v3d->viewquat);
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orig_dist = v3d->dist;
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orig_lens = v3d->lens;
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time_allowed= (float)U.smooth_viewtx / 1000.0;
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time_current = time_start = PIL_check_seconds_timer();
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/* if this is view rotation only
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* we can decrease the time allowed by
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* the angle between quats
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* this means small rotations wont lag */
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if (quat && !ofs && !dist) {
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float vec1[3], vec2[3];
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VECCOPY(vec1, quat);
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VECCOPY(vec2, v3d->viewquat);
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Normalize(vec1);
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Normalize(vec2);
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/* scale the time allowed by the rotation */
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time_allowed *= NormalizedVecAngle2(vec1, vec2)/(M_PI/2);
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}
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while (time_start + time_allowed > time_current) {
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step = (float)((time_current-time_start) / time_allowed);
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/* ease in/out */
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if (step < 0.5) step = (float)pow(step*2, 2)/2;
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else step = (float)1-(pow(2*(1-step),2)/2);
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step_inv = 1-step;
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if (ofs)
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for (i=0; i<3; i++)
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v3d->ofs[i] = ofs[i]*step + orig_ofs[i]*step_inv;
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if (quat)
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QuatInterpol(v3d->viewquat, orig_quat, quat, step);
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if (dist)
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v3d->dist = ((*dist)*step) + (orig_dist*step_inv);
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if (lens)
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v3d->lens = ((*lens)*step) + (orig_lens*step_inv);
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/*redraw the view*/
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scrarea_do_windraw(curarea);
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screen_swapbuffers();
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time_current= PIL_check_seconds_timer();
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}
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}
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}
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/* set these values even if animation is enabled because flaot
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* error will make then not quite accurate */
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if (ofs)
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VECCOPY(v3d->ofs, ofs);
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if (quat)
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QUATCOPY(v3d->viewquat, quat);
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if (dist)
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v3d->dist = *dist;
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if (lens)
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v3d->lens = *lens;
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}
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/* Gets the view trasnformation from a camera
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* currently dosnt take camzoom into account
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*
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* The dist is not modified for this function, if NULL its assimed zero
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* */
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void view_settings_from_ob(Object *ob, float *ofs, float *quat, float *dist, float *lens)
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{
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float bmat[4][4];
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float imat[4][4];
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float tmat[3][3];
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if (!ob) return;
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/* Offset */
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if (ofs) {
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where_is_object(ob);
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VECCOPY(ofs, ob->obmat[3]);
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VecMulf(ofs, -1.0f); /*flip the vector*/
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}
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/* Quat */
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if (quat) {
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Mat4CpyMat4(bmat, ob->obmat);
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Mat4Ortho(bmat);
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Mat4Invert(imat, bmat);
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Mat3CpyMat4(tmat, imat);
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Mat3ToQuat(tmat, quat);
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}
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if (dist) {
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float vec[3];
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Mat3CpyMat4(tmat, ob->obmat);
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vec[0]= vec[1] = 0.0;
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vec[2]= -(*dist);
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Mat3MulVecfl(tmat, vec);
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VecSubf(ofs, ofs, vec);
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}
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/* Lens */
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if (lens)
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object_view_settings(ob, lens, NULL, NULL);
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}
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/* For use with smooth view
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*
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* the current view is unchanged, blend between the current view and the
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* camera view
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* */
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void smooth_view_to_camera(View3D *v3d)
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{
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if (!U.smooth_viewtx || !v3d->camera || G.vd->persp != V3D_CAMOB) {
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return;
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} else {
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Object *ob = v3d->camera;
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float orig_ofs[3];
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float orig_dist=v3d->dist;
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float orig_lens=v3d->lens;
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float new_dist=0.0;
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float new_lens=35.0;
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float new_quat[4];
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float new_ofs[3];
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VECCOPY(orig_ofs, v3d->ofs);
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view_settings_from_ob(ob, new_ofs, new_quat, NULL, &new_lens);
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G.vd->persp= V3D_PERSP;
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smooth_view(v3d, new_ofs, new_quat, &new_dist, &new_lens);
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VECCOPY(v3d->ofs, orig_ofs);
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v3d->lens= orig_lens;
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v3d->dist = orig_dist; /* restore the dist */
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v3d->camera = ob;
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v3d->persp= V3D_CAMOB;
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}
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}
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