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

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C

/**
* $Id$
*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2005 by the Blender Foundation.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
*/
#include <stdlib.h>
#include <string.h>
#include <math.h>
#include "MEM_guardedalloc.h"
#include "DNA_anim_types.h"
#include "DNA_armature_types.h"
#include "DNA_constraint_types.h"
#include "DNA_scene_types.h"
#include "DNA_screen_types.h"
#include "DNA_view3d_types.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_dlrbTree.h"
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_constraint.h"
#include "BKE_context.h"
#include "BKE_depsgraph.h"
#include "BKE_DerivedMesh.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_modifier.h"
#include "BKE_nla.h"
#include "BKE_object.h"
#include "BKE_utildefines.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "ED_armature.h"
#include "ED_keyframes_draw.h"
#include "BLF_api.h"
#include "UI_resources.h"
#include "view3d_intern.h"
/* *************** Armature Drawing - Coloring API ***************************** */
/* global here is reset before drawing each bone */
static ThemeWireColor *bcolor= NULL;
/* values of colCode for set_pchan_glcolor */
enum {
PCHAN_COLOR_NORMAL = 0, /* normal drawing */
PCHAN_COLOR_SOLID, /* specific case where "solid" color is needed */
PCHAN_COLOR_CONSTS, /* "constraint" colors (which may/may-not be suppressed) */
PCHAN_COLOR_SPHEREBONE_BASE, /* for the 'stick' of sphere (envelope) bones */
PCHAN_COLOR_SPHEREBONE_END, /* for the ends of sphere (envelope) bones */
PCHAN_COLOR_LINEBONE /* for the middle of line-bones */
};
/* This function sets the color-set for coloring a certain bone */
static void set_pchan_colorset (Object *ob, bPoseChannel *pchan)
{
bPose *pose= (ob) ? ob->pose : NULL;
bArmature *arm= (ob) ? ob->data : NULL;
bActionGroup *grp= NULL;
short color_index= 0;
/* sanity check */
if (ELEM4(NULL, ob, arm, pose, pchan)) {
bcolor= NULL;
return;
}
/* only try to set custom color if enabled for armature */
if (arm->flag & ARM_COL_CUSTOM) {
/* currently, a bone can only use a custom color set if it's group (if it has one),
* has been set to use one
*/
if (pchan->agrp_index) {
grp= (bActionGroup *)BLI_findlink(&pose->agroups, (pchan->agrp_index - 1));
if (grp)
color_index= grp->customCol;
}
}
/* bcolor is a pointer to the color set to use. If NULL, then the default
* color set (based on the theme colors for 3d-view) is used.
*/
if (color_index > 0) {
bTheme *btheme= U.themes.first;
bcolor= &btheme->tarm[(color_index - 1)];
}
else if (color_index == -1) {
/* use the group's own custom color set */
bcolor= (grp)? &grp->cs : NULL;
}
else
bcolor= NULL;
}
/* This function is for brightening/darkening a given color (like UI_ThemeColorShade()) */
static void cp_shade_color3ub (char cp[], int offset)
{
int r, g, b;
r= offset + (int) cp[0];
CLAMP(r, 0, 255);
g= offset + (int) cp[1];
CLAMP(g, 0, 255);
b= offset + (int) cp[2];
CLAMP(b, 0, 255);
cp[0]= r;
cp[1]= g;
cp[2]= b;
}
/* This function sets the gl-color for coloring a certain bone (based on bcolor) */
static short set_pchan_glColor (short colCode, int armflag, int boneflag, int constflag)
{
switch (colCode) {
case PCHAN_COLOR_NORMAL:
{
if (bcolor) {
char cp[3];
if (boneflag & BONE_DRAW_ACTIVE) {
VECCOPY(cp, bcolor->active);
}
else if (boneflag & BONE_SELECTED) {
VECCOPY(cp, bcolor->select);
}
else {
/* a bit darker than solid */
VECCOPY(cp, bcolor->solid);
cp_shade_color3ub(cp, -50);
}
glColor3ub(cp[0], cp[1], cp[2]);
}
else {
if (boneflag & BONE_DRAW_ACTIVE) UI_ThemeColorShade(TH_BONE_POSE, 40);
else if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_BONE_POSE);
else UI_ThemeColor(TH_WIRE);
}
return 1;
}
break;
case PCHAN_COLOR_SOLID:
{
if (bcolor) {
char *cp= bcolor->solid;
glColor3ub(cp[0], cp[1], cp[2]);
}
else
UI_ThemeColor(TH_BONE_SOLID);
return 1;
}
break;
case PCHAN_COLOR_CONSTS:
{
if ( (bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS) ) {
if (constflag & PCHAN_HAS_STRIDE) glColor4ub(0, 0, 200, 80);
else if (constflag & PCHAN_HAS_TARGET) glColor4ub(255, 150, 0, 80);
else if (constflag & PCHAN_HAS_IK) glColor4ub(255, 255, 0, 80);
else if (constflag & PCHAN_HAS_SPLINEIK) glColor4ub(200, 255, 0, 80);
else if (constflag & PCHAN_HAS_CONST) glColor4ub(0, 255, 120, 80);
else if (constflag) UI_ThemeColor4(TH_BONE_POSE); // PCHAN_HAS_ACTION
return 1;
}
else
return 0;
}
break;
case PCHAN_COLOR_SPHEREBONE_BASE:
{
if (bcolor) {
char cp[3];
if (boneflag & BONE_DRAW_ACTIVE) {
VECCOPY(cp, bcolor->active);
}
else if (boneflag & BONE_SELECTED) {
VECCOPY(cp, bcolor->select);
}
else {
VECCOPY(cp, bcolor->solid);
}
glColor3ub(cp[0], cp[1], cp[2]);
}
else {
if (boneflag & BONE_DRAW_ACTIVE) UI_ThemeColorShade(TH_BONE_POSE, 40);
else if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_BONE_POSE);
else UI_ThemeColor(TH_BONE_SOLID);
}
return 1;
}
break;
case PCHAN_COLOR_SPHEREBONE_END:
{
if (bcolor) {
char cp[3];
if (boneflag & BONE_DRAW_ACTIVE) {
VECCOPY(cp, bcolor->active);
cp_shade_color3ub(cp, 10);
}
else if (boneflag & BONE_SELECTED) {
VECCOPY(cp, bcolor->select);
cp_shade_color3ub(cp, -30);
}
else {
VECCOPY(cp, bcolor->solid);
cp_shade_color3ub(cp, -30);
}
glColor3ub(cp[0], cp[1], cp[2]);
}
else {
if (boneflag & BONE_DRAW_ACTIVE) UI_ThemeColorShade(TH_BONE_POSE, 10);
else if (boneflag & BONE_SELECTED) UI_ThemeColorShade(TH_BONE_POSE, -30);
else UI_ThemeColorShade(TH_BONE_SOLID, -30);
}
}
break;
case PCHAN_COLOR_LINEBONE:
{
/* inner part in background color or constraint */
if ( (constflag) && ((bcolor==NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) ) {
if (constflag & PCHAN_HAS_STRIDE) glColor3ub(0, 0, 200);
else if (constflag & PCHAN_HAS_TARGET) glColor3ub(255, 150, 0);
else if (constflag & PCHAN_HAS_IK) glColor3ub(255, 255, 0);
else if (constflag & PCHAN_HAS_SPLINEIK) glColor3ub(200, 255, 0);
else if (constflag & PCHAN_HAS_CONST) glColor3ub(0, 255, 120);
else if (constflag) UI_ThemeColor(TH_BONE_POSE); /* PCHAN_HAS_ACTION */
}
else {
if (bcolor) {
char *cp= bcolor->solid;
glColor4ub(cp[0], cp[1], cp[2], 204);
}
else
UI_ThemeColorShade(TH_BACK, -30);
}
return 1;
}
break;
}
return 0;
}
/* *************** Armature drawing, helper calls for parts ******************* */
/* half the cube, in Y */
static float cube[8][3] = {
{-1.0, 0.0, -1.0},
{-1.0, 0.0, 1.0},
{-1.0, 1.0, 1.0},
{-1.0, 1.0, -1.0},
{ 1.0, 0.0, -1.0},
{ 1.0, 0.0, 1.0},
{ 1.0, 1.0, 1.0},
{ 1.0, 1.0, -1.0},
};
static void drawsolidcube_size(float xsize, float ysize, float zsize)
{
static GLuint displist=0;
float n[3];
glScalef(xsize, ysize, zsize);
n[0]=0; n[1]=0; n[2]=0;
if(displist==0) {
displist= glGenLists(1);
glNewList(displist, GL_COMPILE_AND_EXECUTE);
glBegin(GL_QUADS);
n[0]= -1.0;
glNormal3fv(n);
glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]);
n[0]=0;
n[1]= -1.0;
glNormal3fv(n);
glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[1]);
n[1]=0;
n[0]= 1.0;
glNormal3fv(n);
glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glVertex3fv(cube[5]);
n[0]=0;
n[1]= 1.0;
glNormal3fv(n);
glVertex3fv(cube[7]); glVertex3fv(cube[3]); glVertex3fv(cube[2]); glVertex3fv(cube[6]);
n[1]=0;
n[2]= 1.0;
glNormal3fv(n);
glVertex3fv(cube[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[2]);
n[2]=0;
n[2]= -1.0;
glNormal3fv(n);
glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]);
glEnd();
glEndList();
}
else glCallList(displist);
}
static void drawcube_size(float xsize, float ysize, float zsize)
{
static GLuint displist=0;
glScalef(xsize, ysize, zsize);
if(displist == 0) {
displist= glGenLists(1);
glNewList(displist, GL_COMPILE_AND_EXECUTE);
glBegin(GL_LINE_STRIP);
glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
glVertex3fv(cube[7]); glVertex3fv(cube[4]);
glEnd();
glBegin(GL_LINES);
glVertex3fv(cube[1]); glVertex3fv(cube[5]);
glVertex3fv(cube[2]); glVertex3fv(cube[6]);
glVertex3fv(cube[3]); glVertex3fv(cube[7]);
glEnd();
glEndList();
}
else glCallList(displist);
}
static void draw_bonevert(void)
{
static GLuint displist=0;
if (displist == 0) {
GLUquadricObj *qobj;
displist= glGenLists(1);
glNewList(displist, GL_COMPILE_AND_EXECUTE);
glPushMatrix();
qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
gluDisk(qobj, 0.0, 0.05, 16, 1);
glRotatef(90, 0, 1, 0);
gluDisk(qobj, 0.0, 0.05, 16, 1);
glRotatef(90, 1, 0, 0);
gluDisk(qobj, 0.0, 0.05, 16, 1);
gluDeleteQuadric(qobj);
glPopMatrix();
glEndList();
}
else
glCallList(displist);
}
static void draw_bonevert_solid(void)
{
static GLuint displist=0;
if (displist == 0) {
GLUquadricObj *qobj;
displist= glGenLists(1);
glNewList(displist, GL_COMPILE_AND_EXECUTE);
qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glShadeModel(GL_SMOOTH);
gluSphere(qobj, 0.05, 8, 5);
glShadeModel(GL_FLAT);
gluDeleteQuadric(qobj);
glEndList();
}
else
glCallList(displist);
}
static void draw_bone_octahedral()
{
static GLuint displist=0;
if (displist == 0) {
float vec[6][3];
displist= glGenLists(1);
glNewList(displist, GL_COMPILE_AND_EXECUTE);
vec[0][0]= vec[0][1]= vec[0][2]= 0.0f;
vec[5][0]= vec[5][2]= 0.0f; vec[5][1]= 1.0f;
vec[1][0]= 0.1f; vec[1][2]= 0.1f; vec[1][1]= 0.1f;
vec[2][0]= 0.1f; vec[2][2]= -0.1f; vec[2][1]= 0.1f;
vec[3][0]= -0.1f; vec[3][2]= -0.1f; vec[3][1]= 0.1f;
vec[4][0]= -0.1f; vec[4][2]= 0.1f; vec[4][1]= 0.1f;
/* Section 1, sides */
glBegin(GL_LINE_LOOP);
glVertex3fv(vec[0]);
glVertex3fv(vec[1]);
glVertex3fv(vec[5]);
glVertex3fv(vec[3]);
glVertex3fv(vec[0]);
glVertex3fv(vec[4]);
glVertex3fv(vec[5]);
glVertex3fv(vec[2]);
glEnd();
/* Section 1, square */
glBegin(GL_LINE_LOOP);
glVertex3fv(vec[1]);
glVertex3fv(vec[2]);
glVertex3fv(vec[3]);
glVertex3fv(vec[4]);
glEnd();
glEndList();
}
else
glCallList(displist);
}
static void draw_bone_solid_octahedral(void)
{
static GLuint displist=0;
if (displist == 0) {
float vec[6][3], nor[3];
displist= glGenLists(1);
glNewList(displist, GL_COMPILE_AND_EXECUTE);
vec[0][0]= vec[0][1]= vec[0][2]= 0.0f;
vec[5][0]= vec[5][2]= 0.0f; vec[5][1]= 1.0f;
vec[1][0]= 0.1f; vec[1][2]= 0.1f; vec[1][1]= 0.1f;
vec[2][0]= 0.1f; vec[2][2]= -0.1f; vec[2][1]= 0.1f;
vec[3][0]= -0.1f; vec[3][2]= -0.1f; vec[3][1]= 0.1f;
vec[4][0]= -0.1f; vec[4][2]= 0.1f; vec[4][1]= 0.1f;
glBegin(GL_TRIANGLES);
/* bottom */
normal_tri_v3( nor,vec[2], vec[1], vec[0]);
glNormal3fv(nor);
glVertex3fv(vec[2]); glVertex3fv(vec[1]); glVertex3fv(vec[0]);
normal_tri_v3( nor,vec[3], vec[2], vec[0]);
glNormal3fv(nor);
glVertex3fv(vec[3]); glVertex3fv(vec[2]); glVertex3fv(vec[0]);
normal_tri_v3( nor,vec[4], vec[3], vec[0]);
glNormal3fv(nor);
glVertex3fv(vec[4]); glVertex3fv(vec[3]); glVertex3fv(vec[0]);
normal_tri_v3( nor,vec[1], vec[4], vec[0]);
glNormal3fv(nor);
glVertex3fv(vec[1]); glVertex3fv(vec[4]); glVertex3fv(vec[0]);
/* top */
normal_tri_v3( nor,vec[5], vec[1], vec[2]);
glNormal3fv(nor);
glVertex3fv(vec[5]); glVertex3fv(vec[1]); glVertex3fv(vec[2]);
normal_tri_v3( nor,vec[5], vec[2], vec[3]);
glNormal3fv(nor);
glVertex3fv(vec[5]); glVertex3fv(vec[2]); glVertex3fv(vec[3]);
normal_tri_v3( nor,vec[5], vec[3], vec[4]);
glNormal3fv(nor);
glVertex3fv(vec[5]); glVertex3fv(vec[3]); glVertex3fv(vec[4]);
normal_tri_v3( nor,vec[5], vec[4], vec[1]);
glNormal3fv(nor);
glVertex3fv(vec[5]); glVertex3fv(vec[4]); glVertex3fv(vec[1]);
glEnd();
glEndList();
}
else
glCallList(displist);
}
/* *************** Armature drawing, bones ******************* */
static void draw_bone_points(int dt, int armflag, unsigned int boneflag, int id)
{
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED)==0) {
if (id != -1)
glLoadName(id | BONESEL_ROOT);
if(dt <= OB_WIRE) {
if (armflag & ARM_EDITMODE) {
if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
else UI_ThemeColor(TH_VERTEX);
}
}
else {
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, 0);
else
UI_ThemeColor(TH_BONE_SOLID);
}
if (dt > OB_WIRE)
draw_bonevert_solid();
else
draw_bonevert();
}
/* Draw tip point */
if (id != -1)
glLoadName(id | BONESEL_TIP);
if (dt <= OB_WIRE) {
if (armflag & ARM_EDITMODE) {
if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
else UI_ThemeColor(TH_VERTEX);
}
}
else {
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, 0);
else
UI_ThemeColor(TH_BONE_SOLID);
}
glTranslatef(0.0f, 1.0f, 0.0f);
if (dt > OB_WIRE)
draw_bonevert_solid();
else
draw_bonevert();
glTranslatef(0.0f, -1.0f, 0.0f);
}
/* 16 values of sin function (still same result!) */
static float si[16] = {
0.00000000f,
0.20129852f, 0.39435585f,
0.57126821f, 0.72479278f,
0.84864425f, 0.93775213f,
0.98846832f, 0.99871650f,
0.96807711f, 0.89780453f,
0.79077573f, 0.65137248f,
0.48530196f, 0.29936312f,
0.10116832f
};
/* 16 values of cos function (still same result!) */
static float co[16] ={
1.00000000f,
0.97952994f, 0.91895781f,
0.82076344f, 0.68896691f,
0.52896401f, 0.34730525f,
0.15142777f, -0.05064916f,
-0.25065253f, -0.44039415f,
-0.61210598f, -0.75875812f,
-0.87434661f, -0.95413925f,
-0.99486932f
};
/* smat, imat = mat & imat to draw screenaligned */
static void draw_sphere_bone_dist(float smat[][4], float imat[][4], int boneflag, bPoseChannel *pchan, EditBone *ebone)
{
float head, tail, length, dist;
float *headvec, *tailvec, dirvec[3];
/* figure out the sizes of spheres */
if (ebone) {
/* this routine doesn't call get_matrix_editbone() that calculates it */
ebone->length = len_v3v3(ebone->head, ebone->tail);
length= ebone->length;
tail= ebone->rad_tail;
dist= ebone->dist;
if (ebone->parent && (ebone->flag & BONE_CONNECTED))
head= ebone->parent->rad_tail;
else
head= ebone->rad_head;
headvec= ebone->head;
tailvec= ebone->tail;
}
else {
length= pchan->bone->length;
tail= pchan->bone->rad_tail;
dist= pchan->bone->dist;
if (pchan->parent && (pchan->bone->flag & BONE_CONNECTED))
head= pchan->parent->bone->rad_tail;
else
head= pchan->bone->rad_head;
headvec= pchan->pose_head;
tailvec= pchan->pose_tail;
}
/* ***** draw it ***** */
/* move vector to viewspace */
sub_v3_v3v3(dirvec, tailvec, headvec);
mul_mat3_m4_v3(smat, dirvec);
/* clear zcomp */
dirvec[2]= 0.0f;
/* move vector back */
mul_mat3_m4_v3(imat, dirvec);
if (0.0f != normalize_v3(dirvec)) {
float norvec[3], vec1[3], vec2[3], vec[3];
int a;
//mul_v3_fl(dirvec, head);
cross_v3_v3v3(norvec, dirvec, imat[2]);
glBegin(GL_QUAD_STRIP);
for (a=0; a<16; a++) {
vec[0]= - *(si+a) * dirvec[0] + *(co+a) * norvec[0];
vec[1]= - *(si+a) * dirvec[1] + *(co+a) * norvec[1];
vec[2]= - *(si+a) * dirvec[2] + *(co+a) * norvec[2];
vec1[0]= headvec[0] + head*vec[0];
vec1[1]= headvec[1] + head*vec[1];
vec1[2]= headvec[2] + head*vec[2];
vec2[0]= headvec[0] + (head+dist)*vec[0];
vec2[1]= headvec[1] + (head+dist)*vec[1];
vec2[2]= headvec[2] + (head+dist)*vec[2];
glColor4ub(255, 255, 255, 50);
glVertex3fv(vec1);
//glColor4ub(255, 255, 255, 0);
glVertex3fv(vec2);
}
for (a=15; a>=0; a--) {
vec[0]= *(si+a) * dirvec[0] + *(co+a) * norvec[0];
vec[1]= *(si+a) * dirvec[1] + *(co+a) * norvec[1];
vec[2]= *(si+a) * dirvec[2] + *(co+a) * norvec[2];
vec1[0]= tailvec[0] + tail*vec[0];
vec1[1]= tailvec[1] + tail*vec[1];
vec1[2]= tailvec[2] + tail*vec[2];
vec2[0]= tailvec[0] + (tail+dist)*vec[0];
vec2[1]= tailvec[1] + (tail+dist)*vec[1];
vec2[2]= tailvec[2] + (tail+dist)*vec[2];
//glColor4ub(255, 255, 255, 50);
glVertex3fv(vec1);
//glColor4ub(255, 255, 255, 0);
glVertex3fv(vec2);
}
/* make it cyclic... */
vec[0]= - *(si) * dirvec[0] + *(co) * norvec[0];
vec[1]= - *(si) * dirvec[1] + *(co) * norvec[1];
vec[2]= - *(si) * dirvec[2] + *(co) * norvec[2];
vec1[0]= headvec[0] + head*vec[0];
vec1[1]= headvec[1] + head*vec[1];
vec1[2]= headvec[2] + head*vec[2];
vec2[0]= headvec[0] + (head+dist)*vec[0];
vec2[1]= headvec[1] + (head+dist)*vec[1];
vec2[2]= headvec[2] + (head+dist)*vec[2];
//glColor4ub(255, 255, 255, 50);
glVertex3fv(vec1);
//glColor4ub(255, 255, 255, 0);
glVertex3fv(vec2);
glEnd();
}
}
/* smat, imat = mat & imat to draw screenaligned */
static void draw_sphere_bone_wire(float smat[][4], float imat[][4], int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
{
float head, tail, length;
float *headvec, *tailvec, dirvec[3];
/* figure out the sizes of spheres */
if (ebone) {
/* this routine doesn't call get_matrix_editbone() that calculates it */
ebone->length = len_v3v3(ebone->head, ebone->tail);
length= ebone->length;
tail= ebone->rad_tail;
if (ebone->parent && (boneflag & BONE_CONNECTED))
head= ebone->parent->rad_tail;
else
head= ebone->rad_head;
headvec= ebone->head;
tailvec= ebone->tail;
}
else {
length= pchan->bone->length;
tail= pchan->bone->rad_tail;
if ((pchan->parent) && (boneflag & BONE_CONNECTED))
head= pchan->parent->bone->rad_tail;
else
head= pchan->bone->rad_head;
headvec= pchan->pose_head;
tailvec= pchan->pose_tail;
}
/* sphere root color */
if (armflag & ARM_EDITMODE) {
if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
else UI_ThemeColor(TH_VERTEX);
}
else if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED)==0) {
if (id != -1)
glLoadName(id | BONESEL_ROOT);
drawcircball(GL_LINE_LOOP, headvec, head, imat);
}
/* Draw tip point */
if (armflag & ARM_EDITMODE) {
if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
else UI_ThemeColor(TH_VERTEX);
}
if (id != -1)
glLoadName(id | BONESEL_TIP);
drawcircball(GL_LINE_LOOP, tailvec, tail, imat);
/* base */
if (armflag & ARM_EDITMODE) {
if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_SELECT);
else UI_ThemeColor(TH_WIRE);
}
sub_v3_v3v3(dirvec, tailvec, headvec);
/* move vector to viewspace */
mul_mat3_m4_v3(smat, dirvec);
/* clear zcomp */
dirvec[2]= 0.0f;
/* move vector back */
mul_mat3_m4_v3(imat, dirvec);
if (0.0f != normalize_v3(dirvec)) {
float norvech[3], norvect[3], vec[3];
VECCOPY(vec, dirvec);
mul_v3_fl(dirvec, head);
cross_v3_v3v3(norvech, dirvec, imat[2]);
mul_v3_fl(vec, tail);
cross_v3_v3v3(norvect, vec, imat[2]);
if (id != -1)
glLoadName(id | BONESEL_BONE);
glBegin(GL_LINES);
vec[0]= headvec[0] + norvech[0];
vec[1]= headvec[1] + norvech[1];
vec[2]= headvec[2] + norvech[2];
glVertex3fv(vec);
vec[0]= tailvec[0] + norvect[0];
vec[1]= tailvec[1] + norvect[1];
vec[2]= tailvec[2] + norvect[2];
glVertex3fv(vec);
vec[0]= headvec[0] - norvech[0];
vec[1]= headvec[1] - norvech[1];
vec[2]= headvec[2] - norvech[2];
glVertex3fv(vec);
vec[0]= tailvec[0] - norvect[0];
vec[1]= tailvec[1] - norvect[1];
vec[2]= tailvec[2] - norvect[2];
glVertex3fv(vec);
glEnd();
}
}
/* does wire only for outline selecting */
static void draw_sphere_bone(int dt, int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
{
GLUquadricObj *qobj;
float head, tail, length;
float fac1, fac2;
glPushMatrix();
qobj = gluNewQuadric();
/* figure out the sizes of spheres */
if (ebone) {
length= ebone->length;
tail= ebone->rad_tail;
if (ebone->parent && (boneflag & BONE_CONNECTED))
head= ebone->parent->rad_tail;
else
head= ebone->rad_head;
}
else {
length= pchan->bone->length;
tail= pchan->bone->rad_tail;
if (pchan->parent && (boneflag & BONE_CONNECTED))
head= pchan->parent->bone->rad_tail;
else
head= pchan->bone->rad_head;
}
/* move to z-axis space */
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
if (dt==OB_SOLID) {
/* set up solid drawing */
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
gluQuadricDrawStyle(qobj, GLU_FILL);
glShadeModel(GL_SMOOTH);
}
else {
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
}
/* sphere root color */
if (armflag & ARM_EDITMODE) {
if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
else UI_ThemeColorShade(TH_BONE_SOLID, -30);
}
else if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SPHEREBONE_END, armflag, boneflag, constflag);
else if (dt==OB_SOLID)
UI_ThemeColorShade(TH_BONE_SOLID, -30);
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED)==0) {
if (id != -1)
glLoadName(id | BONESEL_ROOT);
gluSphere(qobj, head, 16, 10);
}
/* Draw tip point */
if (armflag & ARM_EDITMODE) {
if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
else UI_ThemeColorShade(TH_BONE_SOLID, -30);
}
if (id != -1)
glLoadName(id | BONESEL_TIP);
glTranslatef(0.0f, 0.0f, length);
gluSphere(qobj, tail, 16, 10);
glTranslatef(0.0f, 0.0f, -length);
/* base */
if (armflag & ARM_EDITMODE) {
if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_SELECT);
else UI_ThemeColor(TH_BONE_SOLID);
}
else if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SPHEREBONE_BASE, armflag, boneflag, constflag);
else if (dt == OB_SOLID)
UI_ThemeColor(TH_BONE_SOLID);
fac1= (length-head)/length;
fac2= (length-tail)/length;
if (length > (head+tail)) {
if (id != -1)
glLoadName (id | BONESEL_BONE);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
glTranslatef(0.0f, 0.0f, head);
gluCylinder(qobj, fac1*head + (1.0f-fac1)*tail, fac2*tail + (1.0f-fac2)*head, length-head-tail, 16, 1);
glTranslatef(0.0f, 0.0f, -head);
glDisable(GL_POLYGON_OFFSET_FILL);
/* draw sphere on extrema */
glTranslatef(0.0f, 0.0f, length-tail);
gluSphere(qobj, fac2*tail + (1.0f-fac2)*head, 16, 10);
glTranslatef(0.0f, 0.0f, -length+tail);
glTranslatef(0.0f, 0.0f, head);
gluSphere(qobj, fac1*head + (1.0f-fac1)*tail, 16, 10);
}
else {
/* 1 sphere in center */
glTranslatef(0.0f, 0.0f, (head + length-tail)/2.0f);
gluSphere(qobj, fac1*head + (1.0f-fac1)*tail, 16, 10);
}
/* restore */
if (dt==OB_SOLID) {
glShadeModel(GL_FLAT);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
}
glPopMatrix();
gluDeleteQuadric(qobj);
}
static GLubyte bm_dot6[]= {0x0, 0x18, 0x3C, 0x7E, 0x7E, 0x3C, 0x18, 0x0};
static GLubyte bm_dot8[]= {0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C};
static GLubyte bm_dot5[]= {0x0, 0x0, 0x10, 0x38, 0x7c, 0x38, 0x10, 0x0};
static GLubyte bm_dot7[]= {0x0, 0x38, 0x7C, 0xFE, 0xFE, 0xFE, 0x7C, 0x38};
static void draw_line_bone(int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
{
float length;
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (pchan)
length= pchan->bone->length;
else
length= ebone->length;
glPushMatrix();
glScalef(length, length, length);
/* this chunk not in object mode */
if (armflag & (ARM_EDITMODE|ARM_POSEMODE)) {
glLineWidth(4.0f);
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
else if (armflag & ARM_EDITMODE) {
UI_ThemeColor(TH_WIRE);
}
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED)==0) {
if (G.f & G_PICKSEL) { // no bitmap in selection mode, crashes 3d cards...
glLoadName (id | BONESEL_ROOT);
glBegin(GL_POINTS);
glVertex3f(0.0f, 0.0f, 0.0f);
glEnd();
}
else {
glRasterPos3f(0.0f, 0.0f, 0.0f);
glBitmap(8, 8, 4, 4, 0, 0, bm_dot8);
}
}
if (id != -1)
glLoadName((GLuint) id|BONESEL_BONE);
glBegin(GL_LINES);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
glEnd();
/* tip */
if (G.f & G_PICKSEL) {
/* no bitmap in selection mode, crashes 3d cards... */
glLoadName(id | BONESEL_TIP);
glBegin(GL_POINTS);
glVertex3f(0.0f, 1.0f, 0.0f);
glEnd();
}
else {
glRasterPos3f(0.0f, 1.0f, 0.0f);
glBitmap(8, 8, 4, 4, 0, 0, bm_dot7);
}
/* further we send no names */
if (id != -1)
glLoadName(id & 0xFFFF); /* object tag, for bordersel optim */
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_LINEBONE, armflag, boneflag, constflag);
}
glLineWidth(2.0);
/*Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED)==0) {
if ((G.f & G_PICKSEL)==0) {
/* no bitmap in selection mode, crashes 3d cards... */
if (armflag & ARM_EDITMODE) {
if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
else UI_ThemeColor(TH_VERTEX);
}
glRasterPos3f(0.0f, 0.0f, 0.0f);
glBitmap(8, 8, 4, 4, 0, 0, bm_dot6);
}
}
if (armflag & ARM_EDITMODE) {
if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_EDGE_SELECT);
else UI_ThemeColorShade(TH_BACK, -30);
}
glBegin(GL_LINES);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, 1.0f, 0.0f);
glEnd();
/* tip */
if ((G.f & G_PICKSEL)==0) {
/* no bitmap in selection mode, crashes 3d cards... */
if (armflag & ARM_EDITMODE) {
if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
else UI_ThemeColor(TH_VERTEX);
}
glRasterPos3f(0.0f, 1.0f, 0.0f);
glBitmap(8, 8, 4, 4, 0, 0, bm_dot5);
}
glLineWidth(1.0);
glPopMatrix();
}
static void draw_b_bone_boxes(int dt, bPoseChannel *pchan, float xwidth, float length, float zwidth)
{
int segments= 0;
if (pchan)
segments= pchan->bone->segments;
if ((segments > 1) && (pchan)) {
float dlen= length/(float)segments;
Mat4 *bbone= b_bone_spline_setup(pchan, 0);
int a;
for (a=0; a<segments; a++, bbone++) {
glPushMatrix();
glMultMatrixf(bbone->mat);
if (dt==OB_SOLID) drawsolidcube_size(xwidth, dlen, zwidth);
else drawcube_size(xwidth, dlen, zwidth);
glPopMatrix();
}
}
else {
glPushMatrix();
if (dt==OB_SOLID) drawsolidcube_size(xwidth, length, zwidth);
else drawcube_size(xwidth, length, zwidth);
glPopMatrix();
}
}
static void draw_b_bone(int dt, int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
{
float xwidth, length, zwidth;
if (pchan) {
xwidth= pchan->bone->xwidth;
length= pchan->bone->length;
zwidth= pchan->bone->zwidth;
}
else {
xwidth= ebone->xwidth;
length= ebone->length;
zwidth= ebone->zwidth;
}
/* draw points only if... */
if (armflag & ARM_EDITMODE) {
/* move to unitspace */
glPushMatrix();
glScalef(length, length, length);
draw_bone_points(dt, armflag, boneflag, id);
glPopMatrix();
length*= 0.95f; // make vertices visible
}
/* colors for modes */
if (armflag & ARM_POSEMODE) {
if (dt <= OB_WIRE)
set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
else
set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, constflag);
}
else if (armflag & ARM_EDITMODE) {
if (dt==OB_WIRE) {
if (boneflag & BONE_DRAW_ACTIVE) UI_ThemeColor(TH_EDGE_SELECT);
else if (boneflag & BONE_SELECTED) UI_ThemeColorShade(TH_EDGE_SELECT, -20);
else UI_ThemeColor(TH_WIRE);
}
else
UI_ThemeColor(TH_BONE_SOLID);
}
if (id != -1) {
glLoadName ((GLuint) id|BONESEL_BONE);
}
/* set up solid drawing */
if (dt > OB_WIRE) {
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, constflag);
else
UI_ThemeColor(TH_BONE_SOLID);
draw_b_bone_boxes(OB_SOLID, pchan, xwidth, length, zwidth);
/* disable solid drawing */
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
}
else {
/* wire */
if (armflag & ARM_POSEMODE) {
if (constflag) {
/* set constraint colors */
if (set_pchan_glColor(PCHAN_COLOR_CONSTS, armflag, boneflag, constflag)) {
glEnable(GL_BLEND);
draw_b_bone_boxes(OB_SOLID, pchan, xwidth, length, zwidth);
glDisable(GL_BLEND);
}
/* restore colors */
set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
}
}
draw_b_bone_boxes(OB_WIRE, pchan, xwidth, length, zwidth);
}
}
static void draw_bone(int dt, int armflag, int boneflag, int constflag, unsigned int id, float length)
{
/* Draw a 3d octahedral bone, we use normalized space based on length,
for glDisplayLists */
glScalef(length, length, length);
/* set up solid drawing */
if (dt > OB_WIRE) {
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
UI_ThemeColor(TH_BONE_SOLID);
}
/* colors for posemode */
if (armflag & ARM_POSEMODE) {
if (dt <= OB_WIRE)
set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
else
set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, constflag);
}
draw_bone_points(dt, armflag, boneflag, id);
/* now draw the bone itself */
if (id != -1) {
glLoadName((GLuint) id|BONESEL_BONE);
}
/* wire? */
if (dt <= OB_WIRE) {
/* colors */
if (armflag & ARM_EDITMODE) {
if (boneflag & BONE_DRAW_ACTIVE) UI_ThemeColor(TH_EDGE_SELECT);
else if (boneflag & BONE_SELECTED) UI_ThemeColorShade(TH_EDGE_SELECT, -20);
else UI_ThemeColor(TH_WIRE);
}
else if (armflag & ARM_POSEMODE) {
if (constflag) {
/* draw constraint colors */
if (set_pchan_glColor(PCHAN_COLOR_CONSTS, armflag, boneflag, constflag)) {
glEnable(GL_BLEND);
draw_bone_solid_octahedral();
glDisable(GL_BLEND);
}
/* restore colors */
set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
}
}
draw_bone_octahedral();
}
else {
/* solid */
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, constflag);
else
UI_ThemeColor(TH_BONE_SOLID);
draw_bone_solid_octahedral();
}
/* disable solid drawing */
if (dt > OB_WIRE) {
glDisable(GL_COLOR_MATERIAL);
glDisable(GL_LIGHTING);
}
}
static void draw_custom_bone(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, int dt, int armflag, int boneflag, unsigned int id, float length)
{
if(ob==NULL) return;
glScalef(length, length, length);
/* colors for posemode */
if (armflag & ARM_POSEMODE) {
set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, 0);
}
if (id != -1) {
glLoadName((GLuint) id|BONESEL_BONE);
}
draw_object_instance(scene, v3d, rv3d, ob, dt, armflag & ARM_POSEMODE);
}
static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
{
bConstraint *con;
bPoseChannel *parchan;
for (con= pchan->constraints.first; con; con= con->next) {
if (con->enforce == 0.0f)
continue;
switch (con->type) {
case CONSTRAINT_TYPE_KINEMATIC:
{
bKinematicConstraint *data = (bKinematicConstraint*)con->data;
int segcount= 0;
/* if only_temp, only draw if it is a temporary ik-chain */
if ((only_temp) && !(data->flag & CONSTRAINT_IK_TEMP))
continue;
setlinestyle(3);
glBegin(GL_LINES);
/* exclude tip from chain? */
if ((data->flag & CONSTRAINT_IK_TIP)==0)
parchan= pchan->parent;
else
parchan= pchan;
glVertex3fv(parchan->pose_tail);
/* Find the chain's root */
while (parchan->parent) {
segcount++;
if(segcount==data->rootbone || segcount>255) break; // 255 is weak
parchan= parchan->parent;
}
if (parchan)
glVertex3fv(parchan->pose_head);
glEnd();
setlinestyle(0);
}
break;
case CONSTRAINT_TYPE_SPLINEIK:
{
bSplineIKConstraint *data = (bSplineIKConstraint*)con->data;
int segcount= 0;
setlinestyle(3);
glBegin(GL_LINES);
parchan= pchan;
glVertex3fv(parchan->pose_tail);
/* Find the chain's root */
while (parchan->parent) {
segcount++;
// FIXME: revise the breaking conditions
if(segcount==data->chainlen || segcount>255) break; // 255 is weak
parchan= parchan->parent;
}
if (parchan) // XXX revise the breaking conditions to only stop at the tail?
glVertex3fv(parchan->pose_head);
glEnd();
setlinestyle(0);
}
break;
}
}
}
static void bgl_sphere_project(float ax, float az)
{
float dir[3], sine, q3;
sine= 1.0f - ax*ax - az*az;
q3= (sine < 0.0f)? 0.0f: (float)(2.0*sqrt(sine));
dir[0]= -az*q3;
dir[1]= 1.0f - 2.0f*sine;
dir[2]= ax*q3;
glVertex3fv(dir);
}
static void draw_dof_ellipse(float ax, float az)
{
static float staticSine[16] = {
0.0f, 0.104528463268f, 0.207911690818f, 0.309016994375f,
0.406736643076f, 0.5f, 0.587785252292f, 0.669130606359f,
0.743144825477f, 0.809016994375f, 0.866025403784f,
0.913545457643f, 0.951056516295f, 0.978147600734f,
0.994521895368f, 1.0f
};
int i, j, n=16;
float x, z, px, pz;
glEnable(GL_BLEND);
glDepthMask(0);
glColor4ub(70, 70, 70, 50);
glBegin(GL_QUADS);
pz= 0.0f;
for(i=1; i<n; i++) {
z= staticSine[i];
px= 0.0f;
for(j=1; j<n-i+1; j++) {
x = staticSine[j];
if(j == n-i) {
glEnd();
glBegin(GL_TRIANGLES);
bgl_sphere_project(ax*px, az*z);
bgl_sphere_project(ax*px, az*pz);
bgl_sphere_project(ax*x, az*pz);
glEnd();
glBegin(GL_QUADS);
}
else {
bgl_sphere_project(ax*x, az*z);
bgl_sphere_project(ax*x, az*pz);
bgl_sphere_project(ax*px, az*pz);
bgl_sphere_project(ax*px, az*z);
}
px= x;
}
pz= z;
}
glEnd();
glDisable(GL_BLEND);
glDepthMask(1);
glColor3ub(0, 0, 0);
glBegin(GL_LINE_STRIP);
for (i=0; i<n; i++)
bgl_sphere_project(staticSine[n-i-1]*ax, staticSine[i]*az);
glEnd();
}
static void draw_pose_dofs(Object *ob)
{
bArmature *arm= ob->data;
bPoseChannel *pchan;
Bone *bone;
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
bone= pchan->bone;
if ( (bone) && !(bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))) {
if (bone->flag & BONE_SELECTED) {
if (bone->layer & arm->layer) {
if (pchan->ikflag & (BONE_IK_XLIMIT|BONE_IK_ZLIMIT)) {
if (ED_pose_channel_in_IK_chain(ob, pchan)) {
float corner[4][3], posetrans[3], mat[4][4];
float phi=0.0f, theta=0.0f, scale;
int a, i;
/* in parent-bone pose, but own restspace */
glPushMatrix();
VECCOPY(posetrans, pchan->pose_mat[3]);
glTranslatef(posetrans[0], posetrans[1], posetrans[2]);
if (pchan->parent) {
copy_m4_m4(mat, pchan->parent->pose_mat);
mat[3][0]= mat[3][1]= mat[3][2]= 0.0f;
glMultMatrixf(mat);
}
copy_m4_m3(mat, pchan->bone->bone_mat);
glMultMatrixf(mat);
scale= bone->length*pchan->size[1];
glScalef(scale, scale, scale);
if (pchan->ikflag & BONE_IK_XLIMIT) {
if (pchan->ikflag & BONE_IK_ZLIMIT) {
float amin[3], amax[3];
for (i=0; i<3; i++) {
/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
amin[i]= (float)sin(pchan->limitmin[i]*0.5f);
amax[i]= (float)sin(pchan->limitmax[i]*0.5f);
}
glScalef(1.0f, -1.0f, 1.0f);
if ((amin[0] != 0.0f) && (amin[2] != 0.0f))
draw_dof_ellipse(amin[0], amin[2]);
if ((amin[0] != 0.0f) && (amax[2] != 0.0f))
draw_dof_ellipse(amin[0], amax[2]);
if ((amax[0] != 0.0f) && (amin[2] != 0.0f))
draw_dof_ellipse(amax[0], amin[2]);
if ((amax[0] != 0.0f) && (amax[2] != 0.0f))
draw_dof_ellipse(amax[0], amax[2]);
glScalef(1.0f, -1.0f, 1.0f);
}
}
/* arcs */
if (pchan->ikflag & BONE_IK_ZLIMIT) {
/* OpenGL requires rotations in degrees; so we're taking the average angle here */
theta= 0.5f*(pchan->limitmin[2]+pchan->limitmax[2]) * (float)(180.0f/M_PI);
glRotatef(theta, 0.0f, 0.0f, 1.0f);
glColor3ub(50, 50, 255); // blue, Z axis limit
glBegin(GL_LINE_STRIP);
for (a=-16; a<=16; a++) {
float fac= ((float)a)/16.0f * 0.5f; /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
phi= fac * (pchan->limitmax[2] - pchan->limitmin[2]);
i= (a == -16) ? 0 : 1;
corner[i][0]= (float)sin(phi);
corner[i][1]= (float)cos(phi);
corner[i][2]= 0.0f;
glVertex3fv(corner[i]);
}
glEnd();
glRotatef(-theta, 0.0f, 0.0f, 1.0f);
}
if (pchan->ikflag & BONE_IK_XLIMIT) {
/* OpenGL requires rotations in degrees; so we're taking the average angle here */
theta= 0.5f*(pchan->limitmin[0] + pchan->limitmax[0]) * (float)(180.0f/M_PI);
glRotatef(theta, 1.0f, 0.0f, 0.0f);
glColor3ub(255, 50, 50); // Red, X axis limit
glBegin(GL_LINE_STRIP);
for (a=-16; a<=16; a++) {
float fac= ((float)a)/16.0f * 0.5f; /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
phi= (float)(0.5*M_PI) + fac * (pchan->limitmax[0] - pchan->limitmin[0]);
i= (a == -16) ? 2 : 3;
corner[i][0]= 0.0f;
corner[i][1]= (float)sin(phi);
corner[i][2]= (float)cos(phi);
glVertex3fv(corner[i]);
}
glEnd();
glRotatef(-theta, 1.0f, 0.0f, 0.0f);
}
/* out of cone, out of bone */
glPopMatrix();
}
}
}
}
}
}
}
static void bone_matrix_translate_y(float mat[][4], float y)
{
float trans[3];
VECCOPY(trans, mat[1]);
mul_v3_fl(trans, y);
add_v3_v3(mat[3], trans);
}
/* assumes object is Armature with pose */
static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt)
{
RegionView3D *rv3d= ar->regiondata;
Object *ob= base->object;
bArmature *arm= ob->data;
bPoseChannel *pchan;
Bone *bone;
GLfloat tmp;
float smat[4][4], imat[4][4], bmat[4][4];
int index= -1;
short do_dashed= 3, draw_wire= 0;
short flag, constflag;
/* hacky... prevent outline select from drawing dashed helplines */
glGetFloatv(GL_LINE_WIDTH, &tmp);
if (tmp > 1.1) do_dashed &= ~1;
if (v3d->flag & V3D_HIDE_HELPLINES) do_dashed &= ~2;
/* precalc inverse matrix for drawing screen aligned */
if (arm->drawtype==ARM_ENVELOPE) {
/* precalc inverse matrix for drawing screen aligned */
copy_m4_m4(smat, rv3d->viewmatob);
mul_mat3_m4_fl(smat, 1.0f/len_v3(ob->obmat[0]));
invert_m4_m4(imat, smat);
/* and draw blended distances */
if (arm->flag & ARM_POSEMODE) {
glEnable(GL_BLEND);
//glShadeModel(GL_SMOOTH);
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
bone= pchan->bone;
if (bone && !(bone->flag & (BONE_HIDDEN_P|BONE_NO_DEFORM|BONE_HIDDEN_PG))) {
if (bone->flag & (BONE_SELECTED)) {
if (bone->layer & arm->layer)
draw_sphere_bone_dist(smat, imat, bone->flag, pchan, NULL);
}
}
}
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
//glShadeModel(GL_FLAT);
}
}
/* little speedup, also make sure transparent only draws once */
glCullFace(GL_BACK);
glEnable(GL_CULL_FACE);
/* if solid we draw that first, with selection codes, but without names, axes etc */
if (dt > OB_WIRE) {
if (arm->flag & ARM_POSEMODE)
index= base->selcol;
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
bone= pchan->bone;
if ( (bone) && !(bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)) ) {
if (bone->layer & arm->layer) {
int use_custom = (pchan->custom) && !(arm->flag & ARM_NO_CUSTOM);
glPushMatrix();
if(use_custom && pchan->custom_tx) {
glMultMatrixf(pchan->custom_tx->pose_mat);
} else {
glMultMatrixf(pchan->pose_mat);
}
/* catch exception for bone with hidden parent */
flag= bone->flag;
if ( (bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)) )
flag &= ~BONE_CONNECTED;
/* set temporary flag for drawing bone as active, but only if selected */
if ((bone == arm->act_bone) && (bone->flag & BONE_SELECTED))
flag |= BONE_DRAW_ACTIVE;
/* set color-set to use */
set_pchan_colorset(ob, pchan);
if (use_custom) {
/* if drawwire, don't try to draw in solid */
if (pchan->bone->flag & BONE_DRAWWIRE)
draw_wire= 1;
else
draw_custom_bone(scene, v3d, rv3d, pchan->custom, OB_SOLID, arm->flag, flag, index, bone->length);
}
else if (arm->drawtype==ARM_LINE)
; /* nothing in solid */
else if (arm->drawtype==ARM_ENVELOPE)
draw_sphere_bone(OB_SOLID, arm->flag, flag, 0, index, pchan, NULL);
else if (arm->drawtype==ARM_B_BONE)
draw_b_bone(OB_SOLID, arm->flag, flag, 0, index, pchan, NULL);
else
draw_bone(OB_SOLID, arm->flag, flag, 0, index, bone->length);
glPopMatrix();
}
}
if (index!= -1)
index+= 0x10000; // pose bones count in higher 2 bytes only
}
/* very very confusing... but in object mode, solid draw, we cannot do glLoadName yet,
* stick bones and/or wire custom-shapes are drawn in next loop
*/
if ((arm->drawtype != ARM_LINE) && (draw_wire == 0)) {
/* object tag, for bordersel optim */
glLoadName(index & 0xFFFF);
index= -1;
}
}
/* draw custom bone shapes as wireframes */
if ( !(arm->flag & ARM_NO_CUSTOM) &&
((draw_wire) || (dt <= OB_WIRE)) )
{
if (arm->flag & ARM_POSEMODE)
index= base->selcol;
/* only draw custom bone shapes that need to be drawn as wires */
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
bone= pchan->bone;
if ((bone) && !(bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))) {
if (bone->layer & arm->layer) {
if (pchan->custom) {
if ((dt < OB_SOLID) || (bone->flag & BONE_DRAWWIRE)) {
glPushMatrix();
if(pchan->custom_tx) {
glMultMatrixf(pchan->custom_tx->pose_mat);
} else {
glMultMatrixf(pchan->pose_mat);
}
/* prepare colors */
if (arm->flag & ARM_POSEMODE)
set_pchan_colorset(ob, pchan);
#if 0 // XXX - 13 October 2009, Disabled this to make ghosting show the right colors (Aligorith)
else {
if ((scene->basact)==base) {
if (base->flag & (SELECT+BA_WAS_SEL)) UI_ThemeColor(TH_ACTIVE);
else UI_ThemeColor(TH_WIRE);
}
else {
if (base->flag & (SELECT+BA_WAS_SEL)) UI_ThemeColor(TH_SELECT);
else UI_ThemeColor(TH_WIRE);
}
}
#endif
/* catch exception for bone with hidden parent */
flag= bone->flag;
if ((bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)))
flag &= ~BONE_CONNECTED;
/* set temporary flag for drawing bone as active, but only if selected */
if ((bone == arm->act_bone) && (bone->flag & BONE_SELECTED))
flag |= BONE_DRAW_ACTIVE;
draw_custom_bone(scene, v3d, rv3d, pchan->custom, OB_WIRE, arm->flag, flag, index, bone->length);
glPopMatrix();
}
}
}
}
if (index != -1)
index+= 0x10000; // pose bones count in higher 2 bytes only
}
if (draw_wire) {
/* object tag, for bordersel optim */
glLoadName(index & 0xFFFF);
index= -1;
}
}
/* wire draw over solid only in posemode */
if ((dt <= OB_WIRE) || (arm->flag & ARM_POSEMODE) || (arm->drawtype==ARM_LINE)) {
/* draw line check first. we do selection indices */
if (arm->drawtype==ARM_LINE) {
if (arm->flag & ARM_POSEMODE)
index= base->selcol;
}
/* if solid && posemode, we draw again with polygonoffset */
else if ((dt > OB_WIRE) && (arm->flag & ARM_POSEMODE)) {
bglPolygonOffset(rv3d->dist, 1.0);
}
else {
/* and we use selection indices if not done yet */
if (arm->flag & ARM_POSEMODE)
index= base->selcol;
}
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
bone= pchan->bone;
if ((bone) && !(bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))) {
if (bone->layer & arm->layer) {
if ((do_dashed & 1) && (bone->parent)) {
/* Draw a line from our root to the parent's tip
* - only if V3D_HIDE_HELPLINES is enabled...
*/
if ( (do_dashed & 2) && ((bone->flag & BONE_CONNECTED)==0) ) {
if (arm->flag & ARM_POSEMODE) {
glLoadName(index & 0xFFFF); // object tag, for bordersel optim
UI_ThemeColor(TH_WIRE);
}
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(pchan->pose_head);
glVertex3fv(pchan->parent->pose_tail);
glEnd();
setlinestyle(0);
}
/* Draw a line to IK root bone
* - only if temporary chain (i.e. "autoik")
*/
if (arm->flag & ARM_POSEMODE) {
if (pchan->constflag & PCHAN_HAS_IK) {
if (bone->flag & BONE_SELECTED) {
if (pchan->constflag & PCHAN_HAS_TARGET) glColor3ub(200, 120, 0);
else glColor3ub(200, 200, 50); // add theme!
glLoadName(index & 0xFFFF);
pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
}
}
else if (pchan->constflag & PCHAN_HAS_SPLINEIK) {
if (bone->flag & BONE_SELECTED) {
glColor3ub(150, 200, 50); // add theme!
glLoadName(index & 0xFFFF);
pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
}
}
}
}
glPushMatrix();
if (arm->drawtype != ARM_ENVELOPE)
glMultMatrixf(pchan->pose_mat);
/* catch exception for bone with hidden parent */
flag= bone->flag;
if ((bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)))
flag &= ~BONE_CONNECTED;
/* set temporary flag for drawing bone as active, but only if selected */
if ((bone == arm->act_bone) && (bone->flag & BONE_SELECTED))
flag |= BONE_DRAW_ACTIVE;
/* extra draw service for pose mode */
constflag= pchan->constflag;
if (pchan->flag & (POSE_ROT|POSE_LOC|POSE_SIZE))
constflag |= PCHAN_HAS_ACTION;
if (pchan->flag & POSE_STRIDE)
constflag |= PCHAN_HAS_STRIDE;
/* set color-set to use */
set_pchan_colorset(ob, pchan);
if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM))
; // custom bone shapes should not be drawn here!
else if (arm->drawtype==ARM_ENVELOPE) {
if (dt < OB_SOLID)
draw_sphere_bone_wire(smat, imat, arm->flag, flag, constflag, index, pchan, NULL);
}
else if (arm->drawtype==ARM_LINE)
draw_line_bone(arm->flag, flag, constflag, index, pchan, NULL);
else if (arm->drawtype==ARM_B_BONE)
draw_b_bone(OB_WIRE, arm->flag, flag, constflag, index, pchan, NULL);
else
draw_bone(OB_WIRE, arm->flag, flag, constflag, index, bone->length);
glPopMatrix();
}
}
/* pose bones count in higher 2 bytes only */
if (index != -1)
index+= 0x10000;
}
/* restore things */
if ((arm->drawtype!=ARM_LINE)&& (dt>OB_WIRE) && (arm->flag & ARM_POSEMODE))
bglPolygonOffset(rv3d->dist, 0.0);
}
/* restore */
glDisable(GL_CULL_FACE);
/* draw DoFs */
if (arm->flag & ARM_POSEMODE)
draw_pose_dofs(ob);
/* finally names and axes */
if (arm->flag & (ARM_DRAWNAMES|ARM_DRAWAXES)) {
/* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */
if ((G.f & G_PICKSEL) == 0) {
float vec[3];
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
for (pchan=ob->pose->chanbase.first; pchan; pchan=pchan->next) {
if ((pchan->bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))==0) {
if (pchan->bone->layer & arm->layer) {
if (arm->flag & (ARM_EDITMODE|ARM_POSEMODE)) {
bone= pchan->bone;
if (bone->flag & BONE_SELECTED) UI_ThemeColor(TH_TEXT_HI);
else UI_ThemeColor(TH_TEXT);
}
else if (dt > OB_WIRE)
UI_ThemeColor(TH_TEXT);
/* Draw names of bone */
if (arm->flag & ARM_DRAWNAMES) {
mid_v3_v3v3(vec, pchan->pose_head, pchan->pose_tail);
view3d_cached_text_draw_add(vec[0], vec[1], vec[2], pchan->name, 10, 0);
}
/* Draw additional axes on the bone tail */
if ( (arm->flag & ARM_DRAWAXES) && (arm->flag & ARM_POSEMODE) ) {
float mat[4][4];
glPushMatrix();
copy_m4_m4(bmat, pchan->pose_mat);
bone_matrix_translate_y(bmat, pchan->bone->length);
glMultMatrixf(bmat);
mul_m4_m4m4(mat, bmat, rv3d->viewmatob);
drawaxes(rv3d, mat, pchan->bone->length*0.25f, 0, OB_ARROWS);
glPopMatrix();
}
}
}
}
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
}
}
/* in editmode, we don't store the bone matrix... */
static void get_matrix_editbone(EditBone *eBone, float bmat[][4])
{
float delta[3];
float mat[3][3];
/* Compose the parent transforms (i.e. their translations) */
sub_v3_v3v3(delta, eBone->tail, eBone->head);
eBone->length = (float)sqrt(delta[0]*delta[0] + delta[1]*delta[1] +delta[2]*delta[2]);
vec_roll_to_mat3(delta, eBone->roll, mat);
copy_m4_m3(bmat, mat);
add_v3_v3(bmat[3], eBone->head);
}
static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
{
RegionView3D *rv3d= ar->regiondata;
EditBone *eBone;
bArmature *arm= ob->data;
float smat[4][4], imat[4][4], bmat[4][4];
unsigned int index;
int flag;
/* envelope (deform distance) */
if(arm->drawtype==ARM_ENVELOPE) {
/* precalc inverse matrix for drawing screen aligned */
copy_m4_m4(smat, rv3d->viewmatob);
mul_mat3_m4_fl(smat, 1.0f/len_v3(ob->obmat[0]));
invert_m4_m4(imat, smat);
/* and draw blended distances */
glEnable(GL_BLEND);
//glShadeModel(GL_SMOOTH);
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
for (eBone=arm->edbo->first, index=0; eBone; eBone=eBone->next, index++) {
if (eBone->layer & arm->layer) {
if ((eBone->flag & (BONE_HIDDEN_A|BONE_NO_DEFORM))==0) {
if (eBone->flag & (BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL))
draw_sphere_bone_dist(smat, imat, eBone->flag, NULL, eBone);
}
}
}
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
glDisable(GL_BLEND);
//glShadeModel(GL_FLAT);
}
/* if solid we draw it first */
if ((dt > OB_WIRE) && (arm->drawtype!=ARM_LINE)) {
index= 0;
for (eBone=arm->edbo->first, index=0; eBone; eBone=eBone->next, index++) {
if (eBone->layer & arm->layer) {
if ((eBone->flag & BONE_HIDDEN_A)==0) {
glPushMatrix();
get_matrix_editbone(eBone, bmat);
glMultMatrixf(bmat);
/* catch exception for bone with hidden parent */
flag= eBone->flag;
if ( (eBone->parent) && ((eBone->parent->flag & BONE_HIDDEN_A) || (eBone->parent->layer & arm->layer)==0) )
flag &= ~BONE_CONNECTED;
/* set temporary flag for drawing bone as active, but only if selected */
if ((eBone == arm->act_edbone) && (eBone->flag & BONE_SELECTED))
flag |= BONE_DRAW_ACTIVE;
if (arm->drawtype==ARM_ENVELOPE)
draw_sphere_bone(OB_SOLID, arm->flag, flag, 0, index, NULL, eBone);
else if(arm->drawtype==ARM_B_BONE)
draw_b_bone(OB_SOLID, arm->flag, flag, 0, index, NULL, eBone);
else {
draw_bone(OB_SOLID, arm->flag, flag, 0, index, eBone->length);
}
glPopMatrix();
}
}
}
}
/* if wire over solid, set offset */
index= -1;
glLoadName(-1);
if (arm->drawtype==ARM_LINE) {
if(G.f & G_PICKSEL)
index= 0;
}
else if (dt > OB_WIRE)
bglPolygonOffset(rv3d->dist, 1.0f);
else if (arm->flag & ARM_EDITMODE)
index= 0; /* do selection codes */
for (eBone=arm->edbo->first; eBone; eBone=eBone->next) {
if (eBone->layer & arm->layer) {
if ((eBone->flag & BONE_HIDDEN_A)==0) {
/* catch exception for bone with hidden parent */
flag= eBone->flag;
if ( (eBone->parent) && ((eBone->parent->flag & BONE_HIDDEN_A) || (eBone->parent->layer & arm->layer)==0) )
flag &= ~BONE_CONNECTED;
/* set temporary flag for drawing bone as active, but only if selected */
if ((eBone == arm->act_edbone) && (eBone->flag & BONE_SELECTED))
flag |= BONE_DRAW_ACTIVE;
if (arm->drawtype == ARM_ENVELOPE) {
if (dt < OB_SOLID)
draw_sphere_bone_wire(smat, imat, arm->flag, flag, 0, index, NULL, eBone);
}
else {
glPushMatrix();
get_matrix_editbone(eBone, bmat);
glMultMatrixf(bmat);
if (arm->drawtype == ARM_LINE)
draw_line_bone(arm->flag, flag, 0, index, NULL, eBone);
else if (arm->drawtype == ARM_B_BONE)
draw_b_bone(OB_WIRE, arm->flag, flag, 0, index, NULL, eBone);
else
draw_bone(OB_WIRE, arm->flag, flag, 0, index, eBone->length);
glPopMatrix();
}
/* offset to parent */
if (eBone->parent) {
UI_ThemeColor(TH_WIRE);
glLoadName (-1); // -1 here is OK!
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(eBone->parent->tail);
glVertex3fv(eBone->head);
glEnd();
setlinestyle(0);
}
}
}
if(index!=-1) index++;
}
/* restore */
if (arm->drawtype==ARM_LINE);
else if (dt>OB_WIRE) bglPolygonOffset(rv3d->dist, 0.0f);
/* finally names and axes */
if (arm->flag & (ARM_DRAWNAMES|ARM_DRAWAXES)) {
// patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing
if ((G.f & G_PICKSEL) == 0) {
float vec[3];
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
for (eBone=arm->edbo->first, index=0; eBone; eBone=eBone->next, index++) {
if(eBone->layer & arm->layer) {
if ((eBone->flag & BONE_HIDDEN_A)==0) {
if (eBone->flag & BONE_SELECTED) UI_ThemeColor(TH_TEXT_HI);
else UI_ThemeColor(TH_TEXT);
/* Draw name */
if (arm->flag & ARM_DRAWNAMES) {
mid_v3_v3v3(vec, eBone->head, eBone->tail);
glRasterPos3fv(vec);
view3d_cached_text_draw_add(vec[0], vec[1], vec[2], eBone->name, 10, 0);
}
/* Draw additional axes */
if (arm->flag & ARM_DRAWAXES) {
float mat[4][4];
glPushMatrix();
get_matrix_editbone(eBone, bmat);
bone_matrix_translate_y(bmat, eBone->length);
glMultMatrixf(bmat);
mul_m4_m4m4(mat, bmat, rv3d->viewmatob);
/* do cached text draw immediate to include transform */
drawaxes(rv3d, mat, eBone->length*0.25f, 0, OB_ARROWS);
glPopMatrix();
}
}
}
}
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
}
}
/* ****************************** Armature Visualisation ******************************** */
/* ---------- Paths --------- */
/* draw bone paths
* - in view space
*/
static void draw_pose_paths(Scene *scene, View3D *v3d, ARegion *ar, Object *ob)
{
bAnimVizSettings *avs= &ob->pose->avs;
bArmature *arm= ob->data;
bPoseChannel *pchan;
/* setup drawing environment for paths */
draw_motion_paths_init(scene, v3d, ar);
/* draw paths where they exist and they releated bone is visible */
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone->layer & arm->layer) && (pchan->mpath))
draw_motion_path_instance(scene, v3d, ar, ob, pchan, avs, pchan->mpath);
}
/* cleanup after drawing */
draw_motion_paths_cleanup(scene, v3d, ar);
}
/* ---------- Ghosts --------- */
/* helper function for ghost drawing - sets/removes flags for temporarily
* hiding unselected bones while drawing ghosts
*/
static void ghost_poses_tag_unselected(Object *ob, short unset)
{
bArmature *arm= ob->data;
bPose *pose= ob->pose;
bPoseChannel *pchan;
/* don't do anything if no hiding any bones */
if ((arm->flag & ARM_GHOST_ONLYSEL)==0)
return;
/* loop over all pchans, adding/removing tags as appropriate */
for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
if (unset) {
/* remove tags from all pchans if cleaning up */
pchan->bone->flag &= ~BONE_HIDDEN_PG;
}
else {
/* set tags on unselected pchans only */
if ((pchan->bone->flag & BONE_SELECTED)==0)
pchan->bone->flag |= BONE_HIDDEN_PG;
}
}
}
}
/* draw ghosts that occur within a frame range
* note: object should be in posemode
*/
static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
{
Object *ob= base->object;
AnimData *adt= BKE_animdata_from_id(&ob->id);
bArmature *arm= ob->data;
bPose *posen, *poseo;
float start, end, stepsize, range, colfac;
int cfrao, flago, ipoflago;
start = (float)arm->ghostsf;
end = (float)arm->ghostef;
if (end <= start)
return;
stepsize= (float)(arm->ghostsize);
range= (float)(end - start);
/* store values */
ob->mode &= ~OB_MODE_POSE;
cfrao= CFRA;
flago= arm->flag;
arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
ipoflago= ob->ipoflag;
ob->ipoflag |= OB_DISABLE_PATH;
/* copy the pose */
poseo= ob->pose;
copy_pose(&posen, ob->pose, 1);
ob->pose= posen;
armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
glEnable(GL_BLEND);
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
/* draw from first frame of range to last */
for (CFRA= (int)start; CFRA < end; CFRA += (int)stepsize) {
colfac = (end - (float)CFRA) / range;
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
draw_pose_bones(scene, v3d, ar, base, OB_WIRE);
}
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
free_pose(posen);
/* restore */
CFRA= cfrao;
ob->pose= poseo;
arm->flag= flago;
armature_rebuild_pose(ob, ob->data);
ob->mode |= OB_MODE_POSE;
ob->ipoflag= ipoflago;
}
/* draw ghosts on keyframes in action within range
* - object should be in posemode
*/
static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
{
Object *ob= base->object;
AnimData *adt= BKE_animdata_from_id(&ob->id);
bAction *act= (adt) ? adt->action : NULL;
bArmature *arm= ob->data;
bPose *posen, *poseo;
DLRBT_Tree keys;
ActKeyColumn *ak, *akn;
float start, end, range, colfac, i;
int cfrao, flago;
start = (float)arm->ghostsf;
end = (float)arm->ghostef;
if (end <= start)
return;
/* get keyframes - then clip to only within range */
BLI_dlrbTree_init(&keys);
action_to_keylist(adt, act, &keys, NULL);
BLI_dlrbTree_linkedlist_sync(&keys);
range= 0;
for (ak= keys.first; ak; ak= akn) {
akn= ak->next;
if ((ak->cfra < start) || (ak->cfra > end))
BLI_freelinkN((ListBase *)&keys, ak);
else
range++;
}
if (range == 0) return;
/* store values */
ob->mode &= ~OB_MODE_POSE;
cfrao= CFRA;
flago= arm->flag;
arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
ob->ipoflag |= OB_DISABLE_PATH;
/* copy the pose */
poseo= ob->pose;
copy_pose(&posen, ob->pose, 1);
ob->pose= posen;
armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
glEnable(GL_BLEND);
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
/* draw from first frame of range to last */
for (ak=keys.first, i=0; ak; ak=ak->next, i++) {
colfac = i/range;
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
CFRA= (int)ak->cfra;
BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
draw_pose_bones(scene, v3d, ar, base, OB_WIRE);
}
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
BLI_dlrbTree_free(&keys);
free_pose(posen);
/* restore */
CFRA= cfrao;
ob->pose= poseo;
arm->flag= flago;
armature_rebuild_pose(ob, ob->data);
ob->mode |= OB_MODE_POSE;
}
/* draw ghosts around current frame
* - object is supposed to be armature in posemode
*/
static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
{
Object *ob= base->object;
AnimData *adt= BKE_animdata_from_id(&ob->id);
bArmature *arm= ob->data;
bPose *posen, *poseo;
float cur, start, end, stepsize, range, colfac, actframe, ctime;
int cfrao, flago;
/* pre conditions, get an action with sufficient frames */
if ELEM(NULL, adt, adt->action)
return;
calc_action_range(adt->action, &start, &end, 0);
if (start == end)
return;
stepsize= (float)(arm->ghostsize);
range= (float)(arm->ghostep)*stepsize + 0.5f; /* plus half to make the for loop end correct */
/* store values */
ob->mode &= ~OB_MODE_POSE;
cfrao= CFRA;
actframe= BKE_nla_tweakedit_remap(adt, (float)CFRA, 0);
flago= arm->flag;
arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
/* copy the pose */
poseo= ob->pose;
copy_pose(&posen, ob->pose, 1);
ob->pose= posen;
armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
glEnable(GL_BLEND);
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
/* draw from darkest blend to lowest */
for(cur= stepsize; cur<range; cur+=stepsize) {
ctime= cur - (float)fmod(cfrao, stepsize); /* ensures consistent stepping */
colfac= ctime/range;
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
/* only within action range */
if (actframe+ctime >= start && actframe+ctime <= end) {
CFRA= (int)BKE_nla_tweakedit_remap(adt, actframe+ctime, NLATIME_CONVERT_MAP);
if (CFRA != cfrao) {
BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
draw_pose_bones(scene, v3d, ar, base, OB_WIRE);
}
}
ctime= cur + (float)fmod((float)cfrao, stepsize) - stepsize+1.0f; /* ensures consistent stepping */
colfac= ctime/range;
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
/* only within action range */
if ((actframe-ctime >= start) && (actframe-ctime <= end)) {
CFRA= (int)BKE_nla_tweakedit_remap(adt, actframe-ctime, NLATIME_CONVERT_MAP);
if (CFRA != cfrao) {
BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
draw_pose_bones(scene, v3d, ar, base, OB_WIRE);
}
}
}
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
free_pose(posen);
/* restore */
CFRA= cfrao;
ob->pose= poseo;
arm->flag= flago;
armature_rebuild_pose(ob, ob->data);
ob->mode |= OB_MODE_POSE;
}
/* ********************************** Armature Drawing - Main ************************* */
/* called from drawobject.c, return 1 if nothing was drawn */
int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, int flag)
{
Object *ob= base->object;
bArmature *arm= ob->data;
int retval= 0;
if(v3d->flag2 & V3D_RENDER_OVERRIDE)
return 1;
if(dt>OB_WIRE && arm->drawtype!=ARM_LINE) {
/* we use color for solid lighting */
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
glEnable(GL_COLOR_MATERIAL);
glColor3ub(0,0,0); // clear spec
glDisable(GL_COLOR_MATERIAL);
glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW); // only for lighting...
}
/* arm->flag is being used to detect mode... */
/* editmode? */
if(arm->edbo) {
arm->flag |= ARM_EDITMODE;
draw_ebones(v3d, ar, ob, dt);
arm->flag &= ~ARM_EDITMODE;
}
else{
/* Draw Pose */
if(ob->pose && ob->pose->chanbase.first) {
/* drawing posemode selection indices or colors only in these cases */
if(!(base->flag & OB_FROMDUPLI)) {
if(G.f & G_PICKSEL) {
if(OBACT && (OBACT->mode & OB_MODE_WEIGHT_PAINT)) {
if(ob==modifiers_isDeformedByArmature(OBACT))
arm->flag |= ARM_POSEMODE;
}
else if(ob->mode & OB_MODE_POSE)
arm->flag |= ARM_POSEMODE;
}
else if(ob->mode & OB_MODE_POSE) {
if (arm->ghosttype == ARM_GHOST_RANGE) {
draw_ghost_poses_range(scene, v3d, ar, base);
}
else if (arm->ghosttype == ARM_GHOST_KEYS) {
draw_ghost_poses_keys(scene, v3d, ar, base);
}
else if (arm->ghosttype == ARM_GHOST_CUR) {
if (arm->ghostep)
draw_ghost_poses(scene, v3d, ar, base);
}
if ((flag & DRAW_SCENESET)==0) {
if(ob==OBACT)
arm->flag |= ARM_POSEMODE;
else if(OBACT && (OBACT->mode & OB_MODE_WEIGHT_PAINT)) {
if(ob==modifiers_isDeformedByArmature(OBACT))
arm->flag |= ARM_POSEMODE;
}
draw_pose_paths(scene, v3d, ar, ob);
}
}
}
draw_pose_bones(scene, v3d, ar, base, dt);
arm->flag &= ~ARM_POSEMODE;
if(ob->mode & OB_MODE_POSE)
UI_ThemeColor(TH_WIRE); /* restore, for extra draw stuff */
}
else retval= 1;
}
/* restore */
glFrontFace(GL_CCW);
return retval;
}
/* *************** END Armature drawing ******************* */