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

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C

/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* 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 *****
*/
/** \file blender/editors/space_view3d/drawarmature.c
* \ingroup spview3d
*/
#include <stdlib.h>
#include <string.h>
#include <math.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 "DNA_object_types.h"
#include "BLI_blenlib.h"
#include "BLI_math.h"
#include "BLI_dlrbTree.h"
#include "BLI_utildefines.h"
#include "BKE_animsys.h"
#include "BKE_action.h"
#include "BKE_armature.h"
#include "BKE_global.h"
#include "BKE_modifier.h"
#include "BKE_nla.h"
#include "BIF_gl.h"
#include "BIF_glutil.h"
#include "ED_armature.h"
#include "ED_keyframes_draw.h"
#include "GPU_basic_shader.h"
#include "UI_resources.h"
#include "view3d_intern.h"
#include "GPU_select.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 (ELEM(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 = UI_GetTheme();
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(unsigned char cp[3], const 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 bool set_pchan_glColor(short colCode, int boneflag, short constflag)
{
switch (colCode) {
case PCHAN_COLOR_NORMAL:
{
if (bcolor) {
unsigned char cp[3];
if (boneflag & BONE_DRAW_ACTIVE) {
copy_v3_v3_char((char *)cp, bcolor->active);
if (!(boneflag & BONE_SELECTED)) {
cp_shade_color3ub(cp, -80);
}
}
else if (boneflag & BONE_SELECTED) {
copy_v3_v3_char((char *)cp, bcolor->select);
}
else {
/* a bit darker than solid */
copy_v3_v3_char((char *)cp, bcolor->solid);
cp_shade_color3ub(cp, -50);
}
glColor3ubv(cp);
}
else {
if ((boneflag & BONE_DRAW_ACTIVE) && (boneflag & BONE_SELECTED)) {
UI_ThemeColor(TH_BONE_POSE_ACTIVE);
}
else if (boneflag & BONE_DRAW_ACTIVE) {
UI_ThemeColorBlend(TH_WIRE, TH_BONE_POSE, 0.15f); /* unselected active */
}
else if (boneflag & BONE_SELECTED) {
UI_ThemeColor(TH_BONE_POSE);
}
else {
UI_ThemeColor(TH_WIRE);
}
}
return true;
}
case PCHAN_COLOR_SOLID:
{
if (bcolor) {
glColor3ubv((unsigned char *)bcolor->solid);
}
else
UI_ThemeColor(TH_BONE_SOLID);
return true;
}
case PCHAN_COLOR_CONSTS:
{
if ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) {
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);
return true;
}
return false;
}
case PCHAN_COLOR_SPHEREBONE_BASE:
{
if (bcolor) {
unsigned char cp[3];
if (boneflag & BONE_DRAW_ACTIVE) {
copy_v3_v3_char((char *)cp, bcolor->active);
}
else if (boneflag & BONE_SELECTED) {
copy_v3_v3_char((char *)cp, bcolor->select);
}
else {
copy_v3_v3_char((char *)cp, bcolor->solid);
}
glColor3ubv(cp);
}
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 true;
}
case PCHAN_COLOR_SPHEREBONE_END:
{
if (bcolor) {
unsigned char cp[3];
if (boneflag & BONE_DRAW_ACTIVE) {
copy_v3_v3_char((char *)cp, bcolor->active);
cp_shade_color3ub(cp, 10);
}
else if (boneflag & BONE_SELECTED) {
copy_v3_v3_char((char *)cp, bcolor->select);
cp_shade_color3ub(cp, -30);
}
else {
copy_v3_v3_char((char *)cp, bcolor->solid);
cp_shade_color3ub(cp, -30);
}
glColor3ubv(cp);
}
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_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) {
const char *cp = bcolor->solid;
glColor4ub(cp[0], cp[1], cp[2], 204);
}
else
UI_ThemeColorShade(TH_BACK, -30);
}
return true;
}
}
return false;
}
static void set_ebone_glColor(const unsigned int boneflag)
{
if ((boneflag & BONE_DRAW_ACTIVE) && (boneflag & BONE_SELECTED)) {
UI_ThemeColor(TH_EDGE_SELECT);
}
else if (boneflag & BONE_DRAW_ACTIVE) {
UI_ThemeColorBlend(TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f); /* unselected active */
}
else if (boneflag & BONE_SELECTED) {
UI_ThemeColorShade(TH_EDGE_SELECT, -20);
}
else {
UI_ThemeColor(TH_WIRE_EDIT);
}
}
/* *************** Armature drawing, helper calls for parts ******************* */
/* half the cube, in Y */
static const 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] = {0.0f};
glScalef(xsize, ysize, zsize);
if (displist == 0) {
displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
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] = -1.0;
glNormal3fv(n);
glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]);
glEnd();
glEndList();
}
glCallList(displist);
}
static void drawcube_size(float xsize, float ysize, float zsize)
{
static GLuint displist = 0;
if (displist == 0) {
displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
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();
}
glScalef(xsize, ysize, zsize);
glCallList(displist);
}
static void draw_bonevert(void)
{
static GLuint displist = 0;
if (displist == 0) {
GLUquadricObj *qobj;
displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
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();
}
glCallList(displist);
}
static void draw_bonevert_solid(void)
{
static GLuint displist = 0;
if (displist == 0) {
GLUquadricObj *qobj;
displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glShadeModel(GL_SMOOTH);
gluSphere(qobj, 0.05, 8, 5);
glShadeModel(GL_FLAT);
gluDeleteQuadric(qobj);
glEndList();
}
glCallList(displist);
}
static const float bone_octahedral_verts[6][3] = {
{ 0.0f, 0.0f, 0.0f},
{ 0.1f, 0.1f, 0.1f},
{ 0.1f, 0.1f, -0.1f},
{-0.1f, 0.1f, -0.1f},
{-0.1f, 0.1f, 0.1f},
{ 0.0f, 1.0f, 0.0f}
};
static const unsigned int bone_octahedral_wire_sides[8] = {0, 1, 5, 3, 0, 4, 5, 2};
static const unsigned int bone_octahedral_wire_square[8] = {1, 2, 3, 4, 1};
static const unsigned int bone_octahedral_solid_tris[8][3] = {
{2, 1, 0}, /* bottom */
{3, 2, 0},
{4, 3, 0},
{1, 4, 0},
{5, 1, 2}, /* top */
{5, 2, 3},
{5, 3, 4},
{5, 4, 1}
};
/* aligned with bone_octahedral_solid_tris */
static const float bone_octahedral_solid_normals[8][3] = {
{ M_SQRT1_2, -M_SQRT1_2, 0.00000000f},
{-0.00000000f, -M_SQRT1_2, -M_SQRT1_2},
{-M_SQRT1_2, -M_SQRT1_2, 0.00000000f},
{ 0.00000000f, -M_SQRT1_2, M_SQRT1_2},
{ 0.99388373f, 0.11043154f, -0.00000000f},
{ 0.00000000f, 0.11043154f, -0.99388373f},
{-0.99388373f, 0.11043154f, 0.00000000f},
{ 0.00000000f, 0.11043154f, 0.99388373f}
};
static void draw_bone_octahedral(void)
{
static GLuint displist = 0;
if (displist == 0) {
displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
/* Section 1, sides */
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, bone_octahedral_verts);
glDrawElements(GL_LINE_LOOP,
sizeof(bone_octahedral_wire_sides) / sizeof(*bone_octahedral_wire_sides),
GL_UNSIGNED_INT,
bone_octahedral_wire_sides);
/* Section 1, square */
glDrawElements(GL_LINE_LOOP,
sizeof(bone_octahedral_wire_square) / sizeof(*bone_octahedral_wire_square),
GL_UNSIGNED_INT,
bone_octahedral_wire_square);
glDisableClientState(GL_VERTEX_ARRAY);
glEndList();
}
glCallList(displist);
}
static void draw_bone_solid_octahedral(void)
{
static GLuint displist = 0;
if (displist == 0) {
int i;
displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
#if 1
glBegin(GL_TRIANGLES);
for (i = 0; i < 8; i++) {
glNormal3fv(bone_octahedral_solid_normals[i]);
glVertex3fv(bone_octahedral_verts[bone_octahedral_solid_tris[i][0]]);
glVertex3fv(bone_octahedral_verts[bone_octahedral_solid_tris[i][1]]);
glVertex3fv(bone_octahedral_verts[bone_octahedral_solid_tris[i][2]]);
}
glEnd();
#else /* not working because each vert needs a different normal */
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glNormalPointer(GL_FLOAT, 0, bone_octahedral_solid_normals);
glVertexPointer(3, GL_FLOAT, 0, bone_octahedral_verts);
glDrawElements(GL_TRIANGLES, sizeof(bone_octahedral_solid_tris) / sizeof(unsigned int),
GL_UNSIGNED_INT, bone_octahedral_solid_tris);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
#endif
glEndList();
}
glCallList(displist);
}
/* *************** Armature drawing, bones ******************* */
static void draw_bone_points(const short dt, int armflag, unsigned int boneflag, int id)
{
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
if (id != -1)
GPU_select_load_id(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, boneflag, 0);
else
UI_ThemeColor(TH_BONE_SOLID);
}
if (dt > OB_WIRE)
draw_bonevert_solid();
else
draw_bonevert();
}
/* Draw tip point */
if (id != -1)
GPU_select_load_id(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, 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 const 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 const 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][4], float imat[4][4], bPoseChannel *pchan, EditBone *ebone)
{
float head, tail, dist /*, 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;*/ /*UNUSED*/
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;*/ /*UNUSED*/
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;
if (head != tail) {
/* correction when viewing along the bones axis
* it pops in and out but better then artifacts, [#23841] */
float view_dist = len_v2(dirvec);
if (head - view_dist > tail) {
tailvec = headvec;
tail = head;
zero_v3(dirvec);
dirvec[0] = 0.00001; /* XXX. weak but ok */
}
else if (tail - view_dist > head) {
headvec = tailvec;
head = tail;
zero_v3(dirvec);
dirvec[0] = 0.00001; /* XXX. weak but ok */
}
}
/* 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];
madd_v3_v3v3fl(vec1, headvec, vec, head);
madd_v3_v3v3fl(vec2, headvec, vec, head + dist);
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];
madd_v3_v3v3fl(vec1, tailvec, vec, tail);
madd_v3_v3v3fl(vec2, tailvec, vec, tail + dist);
//glColor4ub(255, 255, 255, 50);
glVertex3fv(vec1);
//glColor4ub(255, 255, 255, 0);
glVertex3fv(vec2);
}
/* make it cyclic... */
vec[0] = -si[0] * dirvec[0] + co[0] * norvec[0];
vec[1] = -si[0] * dirvec[1] + co[0] * norvec[1];
vec[2] = -si[0] * dirvec[2] + co[0] * norvec[2];
madd_v3_v3v3fl(vec1, headvec, vec, head);
madd_v3_v3v3fl(vec2, headvec, vec, head + dist);
//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][4], float imat[4][4],
int armflag, int boneflag, short 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;*/ /*UNUSED*/
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;*/ /*UNUSED*/
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, boneflag, constflag);
/* Draw root point if we are not connected */
if ((boneflag & BONE_CONNECTED) == 0) {
if (id != -1)
GPU_select_load_id(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)
GPU_select_load_id(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_EDIT);
}
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];
copy_v3_v3(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)
GPU_select_load_id(id | BONESEL_BONE);
glBegin(GL_LINES);
add_v3_v3v3(vec, headvec, norvech);
glVertex3fv(vec);
add_v3_v3v3(vec, tailvec, norvect);
glVertex3fv(vec);
sub_v3_v3v3(vec, headvec, norvech);
glVertex3fv(vec);
sub_v3_v3v3(vec, tailvec, norvect);
glVertex3fv(vec);
glEnd();
}
}
/* does wire only for outline selecting */
static void draw_sphere_bone(const short dt, int armflag, int boneflag, short 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 */
GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
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, 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)
GPU_select_load_id(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)
GPU_select_load_id(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, 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)
GPU_select_load_id(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);
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
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, short 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, boneflag, constflag);
else if (armflag & ARM_EDITMODE) {
UI_ThemeColor(TH_WIRE_EDIT);
}
/* 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... */
GPU_select_load_id(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)
GPU_select_load_id((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... */
GPU_select_load_id(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)
GPU_select_load_id(id & 0xFFFF); /* object tag, for bordersel optim */
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_LINEBONE, 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(const short 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[MAX_BBONE_SUBDIV];
int a;
b_bone_spline_setup(pchan, 0, bbone);
for (a = 0; a < segments; a++) {
glPushMatrix();
glMultMatrixf(bbone[a].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(const short dt, int armflag, int boneflag, short 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, boneflag, constflag);
else
set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
}
else if (armflag & ARM_EDITMODE) {
if (dt == OB_WIRE) {
set_ebone_glColor(boneflag);
}
else
UI_ThemeColor(TH_BONE_SOLID);
}
if (id != -1) {
GPU_select_load_id((GLuint) id | BONESEL_BONE);
}
/* set up solid drawing */
if (dt > OB_WIRE) {
GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
else
UI_ThemeColor(TH_BONE_SOLID);
draw_b_bone_boxes(OB_SOLID, pchan, xwidth, length, zwidth);
/* disable solid drawing */
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
else {
/* wire */
if (armflag & ARM_POSEMODE) {
if (constflag) {
/* set constraint colors */
if (set_pchan_glColor(PCHAN_COLOR_CONSTS, 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, boneflag, constflag);
}
}
draw_b_bone_boxes(OB_WIRE, pchan, xwidth, length, zwidth);
}
}
static void draw_wire_bone_segments(bPoseChannel *pchan, Mat4 *bbones, float length, int segments)
{
if ((segments > 1) && (pchan)) {
float dlen = length / (float)segments;
Mat4 *bbone = bbones;
int a;
for (a = 0; a < segments; a++, bbone++) {
glPushMatrix();
glMultMatrixf(bbone->mat);
glBegin(GL_LINES);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, dlen, 0.0f);
glEnd(); /* GL_LINES */
glPopMatrix();
}
}
else {
glPushMatrix();
glBegin(GL_LINES);
glVertex3f(0.0f, 0.0f, 0.0f);
glVertex3f(0.0f, length, 0.0f);
glEnd();
glPopMatrix();
}
}
static void draw_wire_bone(const short dt, int armflag, int boneflag, short constflag, unsigned int id,
bPoseChannel *pchan, EditBone *ebone)
{
Mat4 bbones_array[MAX_BBONE_SUBDIV];
Mat4 *bbones = NULL;
int segments = 0;
float length;
if (pchan) {
segments = pchan->bone->segments;
length = pchan->bone->length;
if (segments > 1) {
b_bone_spline_setup(pchan, 0, bbones_array);
bbones = bbones_array;
}
}
else
length = ebone->length;
/* 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 */
}
/* this chunk not in object mode */
if (armflag & (ARM_EDITMODE | ARM_POSEMODE)) {
if (id != -1)
GPU_select_load_id((GLuint) id | BONESEL_BONE);
draw_wire_bone_segments(pchan, bbones, length, segments);
/* further we send no names */
if (id != -1)
GPU_select_load_id(id & 0xFFFF); /* object tag, for bordersel optim */
}
/* colors for modes */
if (armflag & ARM_POSEMODE) {
set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
}
else if (armflag & ARM_EDITMODE) {
set_ebone_glColor(boneflag);
}
/* draw normal */
draw_wire_bone_segments(pchan, bbones, length, segments);
}
static void draw_bone(const short dt, int armflag, int boneflag, short constflag, unsigned int id, float length)
{
/* Draw a 3d octahedral bone, we use normalized space based on length,
* for display-lists */
glScalef(length, length, length);
/* set up solid drawing */
if (dt > OB_WIRE) {
GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR);
UI_ThemeColor(TH_BONE_SOLID);
}
/* colors for posemode */
if (armflag & ARM_POSEMODE) {
if (dt <= OB_WIRE)
set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
else
set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
}
draw_bone_points(dt, armflag, boneflag, id);
/* now draw the bone itself */
if (id != -1) {
GPU_select_load_id((GLuint) id | BONESEL_BONE);
}
/* wire? */
if (dt <= OB_WIRE) {
/* colors */
if (armflag & ARM_EDITMODE) {
set_ebone_glColor(boneflag);
}
else if (armflag & ARM_POSEMODE) {
if (constflag) {
/* draw constraint colors */
if (set_pchan_glColor(PCHAN_COLOR_CONSTS, boneflag, constflag)) {
glEnable(GL_BLEND);
draw_bone_solid_octahedral();
glDisable(GL_BLEND);
}
/* restore colors */
set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
}
}
draw_bone_octahedral();
}
else {
/* solid */
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
else
UI_ThemeColor(TH_BONE_SOLID);
draw_bone_solid_octahedral();
}
/* disable solid drawing */
if (dt > OB_WIRE) {
GPU_basic_shader_bind(GPU_SHADER_USE_COLOR);
}
}
static void draw_custom_bone(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob,
const short 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, boneflag, 0);
}
if (id != -1) {
GPU_select_load_id((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 : (2.0f * sqrtf(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)
{
const 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); 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 != NULL) && !(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 (BKE_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();
copy_v3_v3(posetrans, pchan->pose_mat[3]);
glTranslate3fv(posetrans);
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] = sinf(pchan->limitmin[i] * 0.5f);
amax[i] = sinf(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 = RAD2DEGF(0.5f * (pchan->limitmin[2] + pchan->limitmax[2]));
glRotatef(theta, 0.0f, 0.0f, 1.0f);
glColor3ub(50, 50, 255); /* blue, Z axis limit */
glBegin(GL_LINE_STRIP);
for (a = -16; a <= 16; a++) {
/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
float fac = ((float)a) / 16.0f * 0.5f;
phi = fac * (pchan->limitmax[2] - pchan->limitmin[2]);
i = (a == -16) ? 0 : 1;
corner[i][0] = sinf(phi);
corner[i][1] = cosf(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 = RAD2DEGF(0.5f * (pchan->limitmin[0] + pchan->limitmax[0]));
glRotatef(theta, 1.0f, 0.0f, 0.0f);
glColor3ub(255, 50, 50); /* Red, X axis limit */
glBegin(GL_LINE_STRIP);
for (a = -16; a <= 16; a++) {
/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
float fac = ((float)a) / 16.0f * 0.5f;
phi = (float)M_PI_2 + fac * (pchan->limitmax[0] - pchan->limitmin[0]);
i = (a == -16) ? 2 : 3;
corner[i][0] = 0.0f;
corner[i][1] = sinf(phi);
corner[i][2] = cosf(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][4], float y)
{
float trans[3];
copy_v3_v3(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,
const short dt, const unsigned char ob_wire_col[4],
const bool do_const_color, const bool is_outline)
{
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;
bool draw_wire = false;
int flag;
bool is_cull_enabled;
/* being set below */
arm->layer_used = 0;
/* hacky... prevent outline select from drawing dashed helplines */
glGetFloatv(GL_LINE_WIDTH, &tmp);
if (tmp > 1.1f) 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) {
/* 1) bone must be visible, 2) for OpenGL select-drawing cannot have unselectable [#27194]
* NOTE: this is the only case with (NO_DEFORM == 0) flag, as this is for envelope influence drawing
*/
if (((bone->flag & (BONE_HIDDEN_P | BONE_NO_DEFORM | BONE_HIDDEN_PG)) == 0) &&
((G.f & G_PICKSEL) == 0 || (bone->flag & BONE_UNSELECTABLE) == 0))
{
if (bone->flag & (BONE_SELECTED)) {
if (bone->layer & arm->layer)
draw_sphere_bone_dist(smat, imat, 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);
if (v3d->flag2 & V3D_BACKFACE_CULLING) {
glEnable(GL_CULL_FACE);
is_cull_enabled = true;
}
else {
is_cull_enabled = false;
}
/* 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;
arm->layer_used |= bone->layer;
/* 1) bone must be visible, 2) for OpenGL select-drawing cannot have unselectable [#27194] */
if (((bone->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)) == 0) &&
((G.f & G_PICKSEL) == 0 || (bone->flag & BONE_UNSELECTABLE) == 0))
{
if (bone->layer & arm->layer) {
const bool 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)
flag |= BONE_DRAW_ACTIVE;
if (do_const_color) {
/* keep color */
}
else {
/* 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 = true;
}
else {
if (is_cull_enabled && (v3d->flag2 & V3D_BACKFACE_CULLING) == 0) {
is_cull_enabled = false;
glDisable(GL_CULL_FACE);
}
draw_custom_bone(scene, v3d, rv3d, pchan->custom,
OB_SOLID, arm->flag, flag, index, PCHAN_CUSTOM_DRAW_SIZE(pchan));
}
}
else {
if (is_cull_enabled == false) {
is_cull_enabled = true;
glEnable(GL_CULL_FACE);
}
if (arm->drawtype == ARM_LINE) {
/* nothing in solid */
}
else if (arm->drawtype == ARM_WIRE) {
/* 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 GPU_select_load_id yet,
* stick bones and/or wire custom-shapes are drawn in next loop
*/
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) == 0 && (draw_wire == false) && index != -1) {
/* object tag, for bordersel optim */
GPU_select_load_id(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;
/* 1) bone must be visible, 2) for OpenGL select-drawing cannot have unselectable [#27194] */
if (((bone->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)) == 0) &&
((G.f & G_PICKSEL) == 0 || (bone->flag & BONE_UNSELECTABLE) == 0) )
{
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 (do_const_color) {
/* 13 October 2009, Disabled this to make ghosting show the right colors (Aligorith) */
}
else if (arm->flag & ARM_POSEMODE)
set_pchan_colorset(ob, pchan);
else {
glColor3ubv(ob_wire_col);
}
/* 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)
flag |= BONE_DRAW_ACTIVE;
draw_custom_bone(scene, v3d, rv3d, pchan->custom,
OB_WIRE, arm->flag, flag, index, PCHAN_CUSTOM_DRAW_SIZE(pchan));
glPopMatrix();
}
}
}
}
if (index != -1)
index += 0x10000; /* pose bones count in higher 2 bytes only */
}
/* stick or wire bones have not been drawn yet so don't clear object selection in this case */
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) == 0 && draw_wire && index != -1) {
/* object tag, for bordersel optim */
GPU_select_load_id(index & 0xFFFF);
index = -1;
}
}
/* wire draw over solid only in posemode */
if ((dt <= OB_WIRE) || (arm->flag & ARM_POSEMODE) || ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
/* draw line check first. we do selection indices */
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
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)) {
ED_view3d_polygon_offset(rv3d, 1.0);
}
else {
/* and we use selection indices if not done yet */
if (arm->flag & ARM_POSEMODE)
index = base->selcol;
}
if (is_cull_enabled == false) {
is_cull_enabled = true;
glEnable(GL_CULL_FACE);
}
for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
bone = pchan->bone;
arm->layer_used |= bone->layer;
/* 1) bone must be visible, 2) for OpenGL select-drawing cannot have unselectable [#27194] */
if (((bone->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)) == 0) &&
((G.f & G_PICKSEL) == 0 || (bone->flag & BONE_UNSELECTABLE) == 0))
{
if (bone->layer & arm->layer) {
const short constflag = pchan->constflag;
if ((do_dashed & 1) && (pchan->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) {
GPU_select_load_id(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 (constflag & PCHAN_HAS_IK) {
if (bone->flag & BONE_SELECTED) {
if (constflag & PCHAN_HAS_TARGET) glColor3ub(200, 120, 0);
else glColor3ub(200, 200, 50); /* add theme! */
GPU_select_load_id(index & 0xFFFF);
pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
}
}
else if (constflag & PCHAN_HAS_SPLINEIK) {
if (bone->flag & BONE_SELECTED) {
glColor3ub(150, 200, 50); /* add theme! */
GPU_select_load_id(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)
flag |= BONE_DRAW_ACTIVE;
/* extra draw service for pose mode */
/* set color-set to use */
if (do_const_color) {
/* keep color */
}
else {
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_WIRE)
draw_wire_bone(dt, 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 (!ELEM(arm->drawtype, ARM_WIRE, ARM_LINE) && (dt > OB_WIRE) && (arm->flag & ARM_POSEMODE))
ED_view3d_polygon_offset(rv3d, 0.0);
}
/* restore */
if (is_cull_enabled) {
glDisable(GL_CULL_FACE);
}
/* draw DoFs */
if (arm->flag & ARM_POSEMODE) {
if (((base->flag & OB_FROMDUPLI) == 0) && ((v3d->flag & V3D_HIDE_HELPLINES) == 0)) {
draw_pose_dofs(ob);
}
}
/* finally names and axes */
if ((arm->flag & (ARM_DRAWNAMES | ARM_DRAWAXES)) &&
(is_outline == 0) &&
((base->flag & OB_FROMDUPLI) == 0))
{
/* patch for several 3d cards (IBM mostly) that crash on GL_SELECT with text drawing */
if ((G.f & G_PICKSEL) == 0) {
float vec[3];
unsigned char col[4];
if (do_const_color) {
/* so we can draw bone names in current const color */
float tcol[4];
glGetFloatv(GL_CURRENT_COLOR, tcol);
rgb_float_to_uchar(col, tcol);
col[3] = 255;
}
else {
col[0] = ob_wire_col[0];
col[1] = ob_wire_col[1];
col[2] = ob_wire_col[2];
col[3] = 255;
}
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;
UI_GetThemeColor3ubv((bone->flag & BONE_SELECTED) ? TH_TEXT_HI : TH_TEXT, col);
}
else if (dt > OB_WIRE) {
UI_GetThemeColor3ubv(TH_TEXT, col);
}
/* 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, pchan->name, strlen(pchan->name), 10, 0, col);
}
/* Draw additional axes on the bone tail */
if ((arm->flag & ARM_DRAWAXES) && (arm->flag & ARM_POSEMODE)) {
glPushMatrix();
copy_m4_m4(bmat, pchan->pose_mat);
bone_matrix_translate_y(bmat, pchan->bone->length);
glMultMatrixf(bmat);
glColor3ubv(col);
drawaxes(pchan->bone->length * 0.25f, OB_ARROWS);
glPopMatrix();
}
}
}
}
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
}
if (index != -1) {
GPU_select_load_id(-1);
}
}
/* in editmode, we don't store the bone matrix... */
static void get_matrix_editbone(EditBone *ebone, float bmat[4][4])
{
ebone->length = len_v3v3(ebone->tail, ebone->head);
ED_armature_ebone_to_mat4(ebone, bmat);
}
static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short 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;
/* being set in code below */
arm->layer_used = 0;
ED_view3d_check_mats_rv3d(rv3d);
/* 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; eBone; eBone = eBone->next) {
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, 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)) {
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_VISIBLE(arm, eBone->parent)) {
flag &= ~BONE_CONNECTED;
}
/* set temporary flag for drawing bone as active, but only if selected */
if (eBone == arm->act_edbone)
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 if (arm->drawtype == ARM_WIRE)
draw_wire_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;
GPU_select_load_id(-1);
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
if (G.f & G_PICKSEL)
index = 0;
}
else if (dt > OB_WIRE)
ED_view3d_polygon_offset(rv3d, 1.0);
else if (arm->flag & ARM_EDITMODE)
index = 0; /* do selection codes */
for (eBone = arm->edbo->first; eBone; eBone = eBone->next) {
arm->layer_used |= eBone->layer;
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_VISIBLE(arm, eBone->parent)) {
flag &= ~BONE_CONNECTED;
}
/* set temporary flag for drawing bone as active, but only if selected */
if (eBone == arm->act_edbone)
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_WIRE)
draw_wire_bone(OB_WIRE, 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_EDIT);
GPU_select_load_id(-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 (index != -1) {
GPU_select_load_id(-1);
}
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
/* pass */
}
else if (dt > OB_WIRE) {
ED_view3d_polygon_offset(rv3d, 0.0);
}
/* finally names and axes */
if (arm->flag & (ARM_DRAWNAMES | ARM_DRAWAXES)) {
/* patch for several 3d cards (IBM mostly) that crash on GL_SELECT with text drawing */
if ((G.f & G_PICKSEL) == 0) {
float vec[3];
unsigned char col[4];
col[3] = 255;
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
for (eBone = arm->edbo->first; eBone; eBone = eBone->next) {
if (eBone->layer & arm->layer) {
if ((eBone->flag & BONE_HIDDEN_A) == 0) {
UI_GetThemeColor3ubv((eBone->flag & BONE_SELECTED) ? TH_TEXT_HI : TH_TEXT, col);
/* Draw name */
if (arm->flag & ARM_DRAWNAMES) {
mid_v3_v3v3(vec, eBone->head, eBone->tail);
glRasterPos3fv(vec);
view3d_cached_text_draw_add(vec, eBone->name, strlen(eBone->name), 10, 0, col);
}
/* Draw additional axes */
if (arm->flag & ARM_DRAWAXES) {
glPushMatrix();
get_matrix_editbone(eBone, bmat);
bone_matrix_translate_y(bmat, eBone->length);
glMultMatrixf(bmat);
glColor3ubv(col);
drawaxes(eBone->length * 0.25f, OB_ARROWS);
glPopMatrix();
}
}
}
}
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
}
}
/* ****************************** Armature Visualization ******************************** */
/* ---------- 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(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, ob, pchan, avs, pchan->mpath);
}
/* cleanup after drawing */
draw_motion_paths_cleanup(v3d);
}
/* ---------- 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;
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);
/* copy the pose */
poseo = ob->pose;
BKE_pose_copy_data(&posen, ob->pose, 1);
ob->pose = posen;
BKE_pose_rebuild(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)(120.0f * sqrtf(colfac)));
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
BKE_pose_where_is(scene, ob);
draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false);
}
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
/* before disposing of temp pose, use it to restore object to a sane state */
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)cfrao, ADT_RECALC_ALL);
/* clean up temporary pose */
ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
BKE_pose_free(posen);
/* restore */
CFRA = cfrao;
ob->pose = poseo;
arm->flag = flago;
ob->mode |= OB_MODE_POSE;
}
/* 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);
/* copy the pose */
poseo = ob->pose;
BKE_pose_copy_data(&posen, ob->pose, 1);
ob->pose = posen;
BKE_pose_rebuild(ob, ob->data); /* child pointers for IK */
ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
glEnable(GL_BLEND);
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
/* draw from first frame of range to last */
for (ak = keys.first, i = 0; ak; ak = ak->next, i++) {
colfac = i / range;
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac)));
CFRA = (int)ak->cfra;
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
BKE_pose_where_is(scene, ob);
draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false);
}
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
/* before disposing of temp pose, use it to restore object to a sane state */
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)cfrao, ADT_RECALC_ALL);
/* clean up temporary pose */
ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
BLI_dlrbTree_free(&keys);
BKE_pose_free(posen);
/* restore */
CFRA = cfrao;
ob->pose = poseo;
arm->flag = flago;
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;
BKE_pose_copy_data(&posen, ob->pose, 1);
ob->pose = posen;
BKE_pose_rebuild(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)(120.0f * sqrtf(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(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
BKE_pose_where_is(scene, ob);
draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false);
}
}
ctime = cur + (float)fmod((float)cfrao, stepsize) - stepsize + 1.0f; /* ensures consistent stepping */
colfac = ctime / range;
UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(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(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
BKE_pose_where_is(scene, ob);
draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false);
}
}
}
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
/* before disposing of temp pose, use it to restore object to a sane state */
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)cfrao, ADT_RECALC_ALL);
/* clean up temporary pose */
ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
BKE_pose_free(posen);
/* restore */
CFRA = cfrao;
ob->pose = poseo;
arm->flag = flago;
ob->mode |= OB_MODE_POSE;
}
/* ********************************** Armature Drawing - Main ************************* */
/* called from drawobject.c, return 1 if nothing was drawn
* (ob_wire_col == NULL) when drawing ghost */
bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
const short dt, const short dflag, const unsigned char ob_wire_col[4],
const bool is_outline)
{
Object *ob = base->object;
bArmature *arm = ob->data;
bool retval = false;
if (v3d->flag2 & V3D_RENDER_OVERRIDE)
return true;
if (dt > OB_WIRE) {
/* we use color for solid lighting */
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
const float diffuse[3] = {0.64f, 0.64f, 0.64f};
const float specular[3] = {0.5f, 0.5f, 0.5f};
GPU_basic_shader_colors(diffuse, specular, 35, 1.0f);
}
else {
const float diffuse[3] = {1.0f, 1.0f, 1.0f};
const float specular[3] = {1.0f, 1.0f, 1.0f};
GPU_basic_shader_colors(diffuse, specular, 35, 1.0f);
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 0
/* nifty but actually confusing to allow bone selection out of posemode */
if (OBACT && (OBACT->mode & OB_MODE_WEIGHT_PAINT)) {
if (ob == modifiers_isDeformedByArmature(OBACT))
arm->flag |= ARM_POSEMODE;
}
else
#endif
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 ((dflag & 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, ob_wire_col, (dflag & DRAW_CONSTCOLOR), is_outline);
arm->flag &= ~ARM_POSEMODE;
if (ob->mode & OB_MODE_POSE)
UI_ThemeColor(TH_WIRE); /* restore, for extra draw stuff */
}
else {
retval = true;
}
}
/* restore */
glFrontFace(GL_CCW);
return retval;
}