builds new DerivedMesh... caching can come later) - split DerivedMesh returning functions into editmesh and mesh groups - got rid of DL_NORS displist type (get built on fly for mesh when needed) - got rid of Mesh.disp (yay!) - started to punch DerivedMesh returning functions into shape to introduce modifier stack
1577 lines
40 KiB
C
1577 lines
40 KiB
C
/**
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* $Id:
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2005 Blender Foundation
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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#include <stdlib.h>
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#include <string.h>
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#include <math.h>
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifndef WIN32
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#include <unistd.h>
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#else
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#include <io.h>
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#endif
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#include "MEM_guardedalloc.h"
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#include "DNA_armature_types.h"
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#include "DNA_action_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_lattice_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meta_types.h"
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#include "DNA_object_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_space_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_view3d_types.h"
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#include "BKE_armature.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_global.h"
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#include "BKE_lattice.h"
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#include "BKE_object.h"
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#include "BKE_utildefines.h"
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#include "BLI_arithb.h"
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#include "BLI_editVert.h"
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#include "BIF_editarmature.h"
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#include "BIF_gl.h"
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#include "BIF_mywindow.h"
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#include "BIF_resources.h"
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#include "BIF_screen.h"
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#include "BIF_space.h"
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#include "BIF_transform.h"
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#include "BSE_edit.h"
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#include "BSE_view.h"
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#include "BDR_drawobject.h"
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#include "blendef.h"
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#include "transform.h"
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/* return codes for select, and drawing flags */
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#define MAN_TRANS_X 1
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#define MAN_TRANS_Y 2
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#define MAN_TRANS_Z 4
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#define MAN_TRANS_C 7
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#define MAN_ROT_X 8
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#define MAN_ROT_Y 16
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#define MAN_ROT_Z 32
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#define MAN_ROT_V 64
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#define MAN_ROT_T 128
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#define MAN_ROT_C 248
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#define MAN_SCALE_X 256
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#define MAN_SCALE_Y 512
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#define MAN_SCALE_Z 1024
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#define MAN_SCALE_C 1792
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/* color codes */
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#define MAN_RGB 0
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#define MAN_GHOST 1
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#define MAN_MOVECOL 2
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/* GLOBAL VARIABLE THAT SHOULD MOVED TO SCREEN MEMBER OR SOMETHING */
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extern TransInfo Trans;
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static int is_mat4_flipped(float mat[][4])
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{
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float vec[3];
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Crossf(vec, mat[0], mat[1]);
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if( Inpf(vec, mat[2]) < 0.0 ) return 1;
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return 0;
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}
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/* transform widget center calc helper for below */
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static void calc_tw_center(float *co)
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{
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float *twcent= G.scene->twcent;
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float *min= G.scene->twmin;
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float *max= G.scene->twmax;
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DO_MINMAX(co, min, max);
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VecAddf(twcent, twcent, co);
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}
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/* for pose mode */
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static void stats_pose(bPoseChannel *pchan, float *normal, float *plane)
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{
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Bone *bone= pchan->bone;
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if(bone) {
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if (bone->flag & BONE_TRANSFORM) {
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calc_tw_center(pchan->pose_head);
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VecAddf(normal, normal, pchan->pose_mat[2]);
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VecAddf(plane, plane, pchan->pose_mat[1]);
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}
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}
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}
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/* centroid, boundbox, of selection */
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/* returns total items selected */
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int calc_manipulator_stats(ScrArea *sa)
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{
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extern ListBase editNurb;
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View3D *v3d= sa->spacedata.first;
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Base *base;
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Object *ob=NULL;
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float normal[3]={0.0, 0.0, 0.0};
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float plane[3]={0.0, 0.0, 0.0};
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int a, totsel=0;
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/* transform widget matrix */
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Mat4One(v3d->twmat);
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/* transform widget centroid/center */
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G.scene->twcent[0]= G.scene->twcent[1]= G.scene->twcent[2]= 0.0f;
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INIT_MINMAX(G.scene->twmin, G.scene->twmax);
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if(G.obedit) {
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ob= G.obedit;
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if((ob->lay & G.vd->lay)==0) return 0;
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if(G.obedit->type==OB_MESH) {
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int dmNeedsFree;
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DerivedMesh *dm = editmesh_get_derived_cage(&dmNeedsFree);
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EditMesh *em = G.editMesh;
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EditVert *eve;
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float vec[3];
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int no_faces= 1;
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if(v3d->twmode == V3D_MANIP_NORMAL) {
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EditFace *efa;
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for(efa= em->faces.first; efa; efa= efa->next) {
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if(efa->f & SELECT) {
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no_faces= 0;
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VECADD(normal, normal, efa->n);
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VecSubf(vec, efa->v2->co, efa->v1->co);
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VECADD(plane, plane, vec);
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}
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}
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}
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/* do vertices for center, and if still no normal found, use vertex normals */
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for(eve= em->verts.first; eve; eve= eve->next) {
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if(eve->f & SELECT) {
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if(no_faces) VECADD(normal, normal, eve->no);
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totsel++;
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dm->getMappedVertCoEM(dm, eve, vec);
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calc_tw_center(vec);
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}
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}
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/* the edge case... */
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if(no_faces && v3d->twmode == V3D_MANIP_NORMAL) {
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EditEdge *eed;
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for(eed= em->edges.first; eed; eed= eed->next) {
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if(eed->f & SELECT) {
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/* ok we got an edge, only use one, and as normal */
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VECCOPY(plane, normal);
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VecSubf(normal, eed->v2->co, eed->v1->co);
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break;
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}
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}
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}
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if (dmNeedsFree) {
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dm->release(dm);
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}
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}
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else if (G.obedit->type==OB_ARMATURE){
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EditBone *ebo;
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for (ebo=G.edbo.first;ebo;ebo=ebo->next){
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// If this is an IK child and it's parent is being moved, don't count as selected
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if ((ebo->flag & BONE_IK_TOPARENT)&& (ebo->flag & BONE_ROOTSEL) && ebo->parent && (ebo->parent->flag & BONE_TIPSEL));
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else {
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if (ebo->flag & BONE_TIPSEL) {
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calc_tw_center(ebo->tail);
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totsel++;
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}
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if (ebo->flag & BONE_ROOTSEL) {
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calc_tw_center(ebo->head);
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totsel++;
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}
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}
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}
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}
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else if ELEM3(G.obedit->type, OB_CURVE, OB_SURF, OB_FONT) {
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Nurb *nu;
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BezTriple *bezt;
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BPoint *bp;
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nu= editNurb.first;
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while(nu) {
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if((nu->type & 7)==CU_BEZIER) {
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bezt= nu->bezt;
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a= nu->pntsu;
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while(a--) {
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if(bezt->f1) {
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calc_tw_center(bezt->vec[0]);
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totsel++;
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}
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if(bezt->f2) {
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calc_tw_center(bezt->vec[1]);
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totsel++;
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}
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if(bezt->f3) {
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calc_tw_center(bezt->vec[2]);
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totsel++;
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}
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bezt++;
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}
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}
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else {
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bp= nu->bp;
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a= nu->pntsu*nu->pntsv;
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while(a--) {
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if(bp->f1 & 1) {
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calc_tw_center(bp->vec);
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totsel++;
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}
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bp++;
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}
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}
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nu= nu->next;
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}
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}
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else if(G.obedit->type==OB_MBALL) {
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/* editmball.c */
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extern ListBase editelems; /* go away ! */
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MetaElem *ml, *ml_sel=NULL;
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ml= editelems.first;
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while(ml) {
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if(ml->flag & SELECT) {
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calc_tw_center(&ml->x);
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ml_sel = ml;
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totsel++;
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}
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ml= ml->next;
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}
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/* normal manipulator */
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if(totsel==1){
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float mat1[4][4];
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/* Rotation of MetaElem is stored in quat */
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QuatToMat4(ml_sel->quat, mat1);
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/* Translation of MetaElem */
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mat1[3][0]= ml_sel->x;
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mat1[3][1]= ml_sel->y;
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mat1[3][2]= ml_sel->z;
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VECCOPY(normal, mat1[2]);
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VECCOPY(plane, mat1[1]);
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VecMulf(plane, -1.0);
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}
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}
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else if(G.obedit->type==OB_LATTICE) {
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BPoint *bp;
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bp= editLatt->def;
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a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw;
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while(a--) {
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if(bp->f1 & 1) {
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calc_tw_center(bp->vec);
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totsel++;
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}
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bp++;
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}
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}
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/* selection center */
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if(totsel) {
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VecMulf(G.scene->twcent, 1.0f/(float)totsel); // centroid!
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Mat4MulVecfl(G.obedit->obmat, G.scene->twcent);
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Mat4MulVecfl(G.obedit->obmat, G.scene->twmin);
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Mat4MulVecfl(G.obedit->obmat, G.scene->twmax);
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}
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}
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else if(G.obpose) {
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bArmature *arm= G.obpose->data;
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bPoseChannel *pchan;
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ob= G.obpose;
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if((ob->lay & G.vd->lay)==0) return 0;
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Trans.mode= TFM_ROTATION; // mislead counting bones... bah
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/* count total, we use same method as transform will do */
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Trans.total= 0;
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count_bone_select(&Trans, &arm->bonebase, 1);
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totsel= Trans.total;
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if(totsel) {
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/* use channels to get stats */
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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stats_pose(pchan, normal, plane);
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}
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//VecMulf(normal, -1.0);
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VecMulf(plane, -1.0);
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VecMulf(G.scene->twcent, 1.0f/(float)totsel); // centroid!
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Mat4MulVecfl(G.obpose->obmat, G.scene->twcent);
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Mat4MulVecfl(G.obpose->obmat, G.scene->twmin);
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Mat4MulVecfl(G.obpose->obmat, G.scene->twmax);
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}
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}
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else if(G.f & (G_FACESELECT + G_VERTEXPAINT + G_TEXTUREPAINT +G_WEIGHTPAINT)) {
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;
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}
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else {
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/* we need the one selected object, if its not active */
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ob= OBACT;
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if(ob && !(ob->flag & SELECT)) ob= NULL;
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base= (G.scene->base.first);
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while(base) {
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if TESTBASELIB(base) {
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if(ob==NULL) ob= base->object;
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calc_tw_center(base->object->obmat[3]);
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totsel++;
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}
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base= base->next;
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}
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/* selection center */
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if(totsel) {
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VecMulf(G.scene->twcent, 1.0f/(float)totsel); // centroid!
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}
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}
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/* global, local or normal orientation? */
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if(ob && totsel) {
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switch(v3d->twmode) {
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case V3D_MANIP_GLOBAL:
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break;
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case V3D_MANIP_NORMAL:
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if(G.obedit || G.obpose) {
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if(normal[0]!=0.0 || normal[1]!=0.0 || normal[2]!=0.0) {
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float imat[3][3], mat[3][3];
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/* we need the transpose of the inverse for a normal... */
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Mat3CpyMat4(imat, ob->obmat);
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Mat3Inv(mat, imat);
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Mat3Transp(mat);
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Mat3MulVecfl(mat, normal);
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Mat3MulVecfl(mat, plane);
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Normalise(normal);
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if(0.0==Normalise(plane)) VECCOPY(plane, mat[1]);
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VECCOPY(mat[2], normal);
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Crossf(mat[0], normal, plane);
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Crossf(mat[1], mat[2], mat[0]);
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Mat4CpyMat3(v3d->twmat, mat);
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Mat4Ortho(v3d->twmat);
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break;
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}
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}
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/* no break we define 'normal' as 'local' in Object mode */
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case V3D_MANIP_LOCAL:
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if(totsel==1 || v3d->around==V3D_LOCAL || G.obedit || G.obpose) {
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Mat4CpyMat4(v3d->twmat, ob->obmat);
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Mat4Ortho(v3d->twmat);
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}
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break;
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}
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}
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return totsel;
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}
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/* ******************** DRAWING STUFFIES *********** */
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static float screen_aligned(float mat[][4])
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{
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float vec[3], size;
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VECCOPY(vec, mat[0]);
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size= Normalise(vec);
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glTranslatef(mat[3][0], mat[3][1], mat[3][2]);
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/* sets view screen aligned */
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glRotatef( -360.0f*saacos(G.vd->viewquat[0])/(float)M_PI, G.vd->viewquat[1], G.vd->viewquat[2], G.vd->viewquat[3]);
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return size;
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}
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/* radring = radius of donut rings
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radhole = radius hole
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start = starting segment (based on nrings)
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end = end segment
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nsides = amount of points in ring
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nrigns = amount of rings
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*/
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static void partial_donut(float radring, float radhole, int start, int end, int nsides, int nrings)
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{
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float theta, phi, theta1;
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float cos_theta, sin_theta;
|
|
float cos_theta1, sin_theta1;
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float ring_delta, side_delta;
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int i, j, docaps= 1;
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if(start==0 && end==nrings) docaps= 0;
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ring_delta= 2.0f*(float)M_PI/(float)nrings;
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side_delta= 2.0f*(float)M_PI/(float)nsides;
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theta= (float)M_PI+0.5f*ring_delta;
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cos_theta= (float)cos(theta);
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sin_theta= (float)sin(theta);
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for(i= nrings - 1; i >= 0; i--) {
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theta1= theta + ring_delta;
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cos_theta1= (float)cos(theta1);
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sin_theta1= (float)sin(theta1);
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|
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if(docaps && i==start) { // cap
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glBegin(GL_POLYGON);
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phi= 0.0;
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for(j= nsides; j >= 0; j--) {
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float cos_phi, sin_phi, dist;
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phi += side_delta;
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cos_phi= (float)cos(phi);
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sin_phi= (float)sin(phi);
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dist= radhole + radring * cos_phi;
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glVertex3f(cos_theta1 * dist, -sin_theta1 * dist, radring * sin_phi);
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}
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glEnd();
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}
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if(i>=start && i<=end) {
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|
glBegin(GL_QUAD_STRIP);
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phi= 0.0;
|
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for(j= nsides; j >= 0; j--) {
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float cos_phi, sin_phi, dist;
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phi += side_delta;
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cos_phi= (float)cos(phi);
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sin_phi= (float)sin(phi);
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dist= radhole + radring * cos_phi;
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|
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glVertex3f(cos_theta1 * dist, -sin_theta1 * dist, radring * sin_phi);
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glVertex3f(cos_theta * dist, -sin_theta * dist, radring * sin_phi);
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}
|
|
glEnd();
|
|
}
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if(docaps && i==end) { // cap
|
|
glBegin(GL_POLYGON);
|
|
phi= 0.0;
|
|
for(j= nsides; j >= 0; j--) {
|
|
float cos_phi, sin_phi, dist;
|
|
|
|
phi -= side_delta;
|
|
cos_phi= (float)cos(phi);
|
|
sin_phi= (float)sin(phi);
|
|
dist= radhole + radring * cos_phi;
|
|
|
|
glVertex3f(cos_theta * dist, -sin_theta * dist, radring * sin_phi);
|
|
}
|
|
glEnd();
|
|
}
|
|
|
|
|
|
theta= theta1;
|
|
cos_theta= cos_theta1;
|
|
sin_theta= sin_theta1;
|
|
}
|
|
}
|
|
|
|
/* three colors can be set;
|
|
grey for ghosting
|
|
moving: in transform theme color
|
|
else the red/green/blue
|
|
*/
|
|
static void manipulator_setcolor(char axis, int colcode)
|
|
{
|
|
float vec[4];
|
|
char col[4];
|
|
|
|
vec[3]= 0.7f; // alpha set on 0.5, can be glEnabled or not
|
|
|
|
if(colcode==MAN_GHOST) {
|
|
glColor4ub(0, 0, 0, 70);
|
|
}
|
|
else if(colcode==MAN_MOVECOL) {
|
|
BIF_GetThemeColor3ubv(TH_TRANSFORM, col);
|
|
glColor4ub(col[0], col[1], col[2], 128);
|
|
}
|
|
else {
|
|
switch(axis) {
|
|
case 'c':
|
|
BIF_GetThemeColor3ubv(TH_TRANSFORM, col);
|
|
if(G.vd->twmode == V3D_MANIP_LOCAL) {
|
|
col[0]= col[0]>200?255:col[0]+55;
|
|
col[1]= col[1]>200?255:col[1]+55;
|
|
col[2]= col[2]>200?255:col[2]+55;
|
|
}
|
|
else if(G.vd->twmode == V3D_MANIP_NORMAL) {
|
|
col[0]= col[0]<55?0:col[0]-55;
|
|
col[1]= col[1]<55?0:col[1]-55;
|
|
col[2]= col[2]<55?0:col[2]-55;
|
|
}
|
|
glColor4ub(col[0], col[1], col[2], 128);
|
|
break;
|
|
case 'x':
|
|
glColor4ub(220, 0, 0, 128);
|
|
break;
|
|
case 'y':
|
|
glColor4ub(0, 220, 0, 128);
|
|
break;
|
|
case 'z':
|
|
glColor4ub(30, 30, 220, 128);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* viewmatrix should have been set OK, also no shademode! */
|
|
static void draw_manipulator_axes(int colcode, int flagx, int flagy, int flagz)
|
|
{
|
|
|
|
/* axes */
|
|
if(flagx) {
|
|
manipulator_setcolor('x', colcode);
|
|
if(flagx & MAN_SCALE_X) glLoadName(MAN_SCALE_X);
|
|
else if(flagx & MAN_TRANS_X) glLoadName(MAN_TRANS_X);
|
|
glBegin(GL_LINES);
|
|
glVertex3f(0.2, 0.0, 0.0);
|
|
glVertex3f(1.0, 0.0, 0.0);
|
|
glEnd();
|
|
}
|
|
if(flagy) {
|
|
if(flagy & MAN_SCALE_Y) glLoadName(MAN_SCALE_Y);
|
|
else if(flagy & MAN_TRANS_Y) glLoadName(MAN_TRANS_Y);
|
|
manipulator_setcolor('y', colcode);
|
|
glBegin(GL_LINES);
|
|
glVertex3f(0.0, 0.2, 0.0);
|
|
glVertex3f(0.0, 1.0, 0.0);
|
|
glEnd();
|
|
}
|
|
if(flagz) {
|
|
if(flagz & MAN_SCALE_Z) glLoadName(MAN_SCALE_Z);
|
|
else if(flagz & MAN_TRANS_Z) glLoadName(MAN_TRANS_Z);
|
|
manipulator_setcolor('z', colcode);
|
|
glBegin(GL_LINES);
|
|
glVertex3f(0.0, 0.0, 0.2);
|
|
glVertex3f(0.0, 0.0, 1.0);
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
/* only called while G.moving */
|
|
static void draw_manipulator_rotate_ghost(float mat[][4], int drawflags)
|
|
{
|
|
GLUquadricObj *qobj= gluNewQuadric();
|
|
float size, phi, startphi, vec[3], svec[3], matt[4][4], cross[3], tmat[3][3];
|
|
int arcs= (G.rt!=2);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
gluQuadricDrawStyle(qobj, GLU_FILL);
|
|
|
|
glColor4ub(0,0,0,64);
|
|
glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);
|
|
glEnable(GL_BLEND);
|
|
|
|
/* we need both [4][4] transforms, Trans.mat seems to be premul, not post for mat[][4] */
|
|
Mat4CpyMat4(matt, mat); // to copy the parts outside of [3][3]
|
|
Mat4MulMat34(matt, Trans.mat, mat);
|
|
|
|
/* Screen aligned view rot circle */
|
|
if(drawflags & MAN_ROT_V) {
|
|
|
|
/* prepare for screen aligned draw */
|
|
glPushMatrix();
|
|
size= screen_aligned(mat);
|
|
|
|
vec[0]= (float)(Trans.con.imval[0] - Trans.center2d[0]);
|
|
vec[1]= (float)(Trans.con.imval[1] - Trans.center2d[1]);
|
|
vec[2]= 0.0f;
|
|
Normalise(vec);
|
|
|
|
startphi= saacos( vec[1] );
|
|
if(vec[0]<0.0) startphi= -startphi;
|
|
|
|
phi= (float)fmod(180.0*Trans.val/M_PI, 360.0);
|
|
if(phi > 180.0) phi-= 360.0;
|
|
else if(phi<-180.0) phi+= 360.0;
|
|
|
|
gluPartialDisk(qobj, 0.0, size, 32, 1, 180.0*startphi/M_PI, phi);
|
|
|
|
glPopMatrix();
|
|
}
|
|
else if(arcs) {
|
|
float imat[3][3], ivmat[3][3];
|
|
/* try to get the start rotation */
|
|
|
|
svec[0]= (float)(Trans.con.imval[0] - Trans.center2d[0]);
|
|
svec[1]= (float)(Trans.con.imval[1] - Trans.center2d[1]);
|
|
svec[2]= 0.0f;
|
|
|
|
/* screen aligned vec transform back to manipulator space */
|
|
Mat3CpyMat4(ivmat, G.vd->viewinv);
|
|
Mat3CpyMat4(tmat, mat);
|
|
Mat3Inv(imat, tmat);
|
|
Mat3MulMat3(tmat, imat, ivmat);
|
|
|
|
Mat3MulVecfl(tmat, svec); // tmat is used further on
|
|
Normalise(svec);
|
|
}
|
|
|
|
mymultmatrix(mat); // aligns with original widget
|
|
|
|
/* Z disk */
|
|
if(drawflags & MAN_ROT_Z) {
|
|
if(arcs) {
|
|
/* correct for squeezed arc */
|
|
svec[0]+= tmat[2][0];
|
|
svec[1]+= tmat[2][1];
|
|
Normalise(svec);
|
|
|
|
startphi= atan2(svec[0], svec[1]);
|
|
}
|
|
else startphi= 0.5*M_PI;
|
|
|
|
VECCOPY(vec, mat[0]); // use x axis to detect rotation
|
|
Normalise(vec);
|
|
Normalise(matt[0]);
|
|
phi= saacos( Inpf(vec, matt[0]) );
|
|
if(phi!=0.0) {
|
|
Crossf(cross, vec, matt[0]); // results in z vector
|
|
if(Inpf(cross, mat[2]) > 0.0) phi= -phi;
|
|
gluPartialDisk(qobj, 0.0, 1.0, 32, 1, 180.0*startphi/M_PI, 180.0*(phi)/M_PI);
|
|
}
|
|
}
|
|
/* X disk */
|
|
if(drawflags & MAN_ROT_X) {
|
|
if(arcs) {
|
|
/* correct for squeezed arc */
|
|
svec[1]+= tmat[2][1];
|
|
svec[2]+= tmat[2][2];
|
|
Normalise(svec);
|
|
|
|
startphi= M_PI + atan2(svec[2], -svec[1]);
|
|
}
|
|
else startphi= 0.0;
|
|
|
|
VECCOPY(vec, mat[1]); // use y axis to detect rotation
|
|
Normalise(vec);
|
|
Normalise(matt[1]);
|
|
phi= saacos( Inpf(vec, matt[1]) );
|
|
if(phi!=0.0) {
|
|
Crossf(cross, vec, matt[1]); // results in x vector
|
|
if(Inpf(cross, mat[0]) > 0.0) phi= -phi;
|
|
glRotatef(90.0, 0.0, 1.0, 0.0);
|
|
gluPartialDisk(qobj, 0.0, 1.0, 32, 1, 180.0*startphi/M_PI, 180.0*phi/M_PI);
|
|
glRotatef(-90.0, 0.0, 1.0, 0.0);
|
|
}
|
|
}
|
|
/* Y circle */
|
|
if(drawflags & MAN_ROT_Y) {
|
|
if(arcs) {
|
|
/* correct for squeezed arc */
|
|
svec[0]+= tmat[2][0];
|
|
svec[2]+= tmat[2][2];
|
|
Normalise(svec);
|
|
|
|
startphi= M_PI + atan2(-svec[0], svec[2]);
|
|
}
|
|
else startphi= M_PI;
|
|
|
|
VECCOPY(vec, mat[2]); // use z axis to detect rotation
|
|
Normalise(vec);
|
|
Normalise(matt[2]);
|
|
phi= saacos( Inpf(vec, matt[2]) );
|
|
if(phi!=0.0) {
|
|
Crossf(cross, vec, matt[2]); // results in y vector
|
|
if(Inpf(cross, mat[1]) > 0.0) phi= -phi;
|
|
glRotatef(-90.0, 1.0, 0.0, 0.0);
|
|
gluPartialDisk(qobj, 0.0, 1.0, 32, 1, 180.0*startphi/M_PI, 180.0*phi/M_PI);
|
|
glRotatef(90.0, 1.0, 0.0, 0.0);
|
|
}
|
|
}
|
|
|
|
glDisable(GL_BLEND);
|
|
myloadmatrix(G.vd->viewmat);
|
|
}
|
|
|
|
static void draw_manipulator_rotate(float mat[][4], int moving, int drawflags, int combo)
|
|
{
|
|
GLUquadricObj *qobj= gluNewQuadric();
|
|
double plane[4];
|
|
float size, vec[3], unitmat[4][4];
|
|
float cywid= 0.33f*0.01f*(float)U.tw_handlesize;
|
|
float cusize= cywid*0.65f;
|
|
int arcs= (G.rt!=2);
|
|
int colcode;
|
|
|
|
if(moving) colcode= MAN_MOVECOL;
|
|
else colcode= MAN_RGB;
|
|
|
|
/* when called while moving in mixed mode, do not draw when... */
|
|
if((drawflags & MAN_ROT_C)==0) return;
|
|
|
|
/* Init stuff */
|
|
glDisable(GL_DEPTH_TEST);
|
|
Mat4One(unitmat);
|
|
gluQuadricDrawStyle(qobj, GLU_FILL);
|
|
|
|
/* prepare for screen aligned draw */
|
|
VECCOPY(vec, mat[0]);
|
|
size= Normalise(vec);
|
|
glPushMatrix();
|
|
glTranslatef(mat[3][0], mat[3][1], mat[3][2]);
|
|
|
|
if(arcs) {
|
|
/* clipplane makes nice handles, calc here because of multmatrix but with translate! */
|
|
VECCOPY(plane, G.vd->viewinv[2]);
|
|
plane[3]= -0.02*size; // clip just a bit more
|
|
glClipPlane(GL_CLIP_PLANE0, plane);
|
|
}
|
|
/* sets view screen aligned */
|
|
glRotatef( -360.0f*saacos(G.vd->viewquat[0])/(float)M_PI, G.vd->viewquat[1], G.vd->viewquat[2], G.vd->viewquat[3]);
|
|
|
|
/* Screen aligned help circle */
|
|
if(arcs) {
|
|
if((G.f & G_PICKSEL)==0) {
|
|
BIF_ThemeColorShade(TH_BACK, -30);
|
|
drawcircball(GL_LINE_LOOP, unitmat[3], size, unitmat);
|
|
}
|
|
}
|
|
/* Screen aligned view rot circle */
|
|
if(drawflags & MAN_ROT_V) {
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_V);
|
|
BIF_ThemeColor(TH_TRANSFORM);
|
|
drawcircball(GL_LINE_LOOP, unitmat[3], 1.2f*size, unitmat);
|
|
|
|
if(moving) {
|
|
float vec[3];
|
|
vec[0]= (float)(Trans.imval[0] - Trans.center2d[0]);
|
|
vec[1]= (float)(Trans.imval[1] - Trans.center2d[1]);
|
|
vec[2]= 0.0f;
|
|
Normalise(vec);
|
|
VecMulf(vec, 1.2f*size);
|
|
glBegin(GL_LINES);
|
|
glVertex3f(0.0f, 0.0f, 0.0f);
|
|
glVertex3fv(vec);
|
|
glEnd();
|
|
}
|
|
}
|
|
glPopMatrix();
|
|
|
|
/* apply the transform delta */
|
|
if(moving) {
|
|
float matt[4][4];
|
|
Mat4CpyMat4(matt, mat); // to copy the parts outside of [3][3]
|
|
Mat4MulMat34(matt, Trans.mat, mat);
|
|
mymultmatrix(matt);
|
|
glFrontFace( is_mat4_flipped(matt)?GL_CW:GL_CCW);
|
|
}
|
|
else {
|
|
glFrontFace( is_mat4_flipped(mat)?GL_CW:GL_CCW);
|
|
mymultmatrix(mat);
|
|
}
|
|
|
|
/* axes */
|
|
if(arcs==0) {
|
|
if(!(G.f & G_PICKSEL)) {
|
|
if( (combo & V3D_MANIP_SCALE)==0) {
|
|
/* axis */
|
|
glBegin(GL_LINES);
|
|
if( (drawflags & MAN_ROT_X) || (moving && (drawflags & MAN_ROT_Z)) ) {
|
|
manipulator_setcolor('x', colcode);
|
|
glVertex3f(0.2, 0.0, 0.0);
|
|
glVertex3f(1.0, 0.0, 0.0);
|
|
}
|
|
if( (drawflags & MAN_ROT_Y) || (moving && (drawflags & MAN_ROT_X)) ) {
|
|
manipulator_setcolor('y', colcode);
|
|
glVertex3f(0.0, 0.2, 0.0);
|
|
glVertex3f(0.0, 1.0, 0.0);
|
|
}
|
|
if( (drawflags & MAN_ROT_Z) || (moving && (drawflags & MAN_ROT_Y)) ) {
|
|
manipulator_setcolor('z', colcode);
|
|
glVertex3f(0.0, 0.0, 0.2);
|
|
glVertex3f(0.0, 0.0, 1.0);
|
|
}
|
|
glEnd();
|
|
}
|
|
}
|
|
}
|
|
|
|
if(arcs==0 && moving) {
|
|
|
|
if(arcs) glEnable(GL_CLIP_PLANE0);
|
|
|
|
/* Z circle */
|
|
if(drawflags & MAN_ROT_Z) {
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Z);
|
|
manipulator_setcolor('z', colcode);
|
|
drawcircball(GL_LINE_LOOP, unitmat[3], 1.0, unitmat);
|
|
}
|
|
/* X circle */
|
|
if(drawflags & MAN_ROT_X) {
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_X);
|
|
glRotatef(90.0, 0.0, 1.0, 0.0);
|
|
manipulator_setcolor('x', colcode);
|
|
drawcircball(GL_LINE_LOOP, unitmat[3], 1.0, unitmat);
|
|
glRotatef(-90.0, 0.0, 1.0, 0.0);
|
|
}
|
|
/* Y circle */
|
|
if(drawflags & MAN_ROT_Y) {
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Y);
|
|
glRotatef(-90.0, 1.0, 0.0, 0.0);
|
|
manipulator_setcolor('y', colcode);
|
|
drawcircball(GL_LINE_LOOP, unitmat[3], 1.0, unitmat);
|
|
glRotatef(90.0, 1.0, 0.0, 0.0);
|
|
}
|
|
|
|
if(arcs) glDisable(GL_CLIP_PLANE0);
|
|
}
|
|
// donut arcs
|
|
if(arcs) {
|
|
glEnable(GL_CLIP_PLANE0);
|
|
|
|
/* Z circle */
|
|
if(drawflags & MAN_ROT_Z) {
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Z);
|
|
manipulator_setcolor('z', colcode);
|
|
partial_donut(cusize/4.0f, 1.0f, 0, 48, 8, 48);
|
|
}
|
|
/* X circle */
|
|
if(drawflags & MAN_ROT_X) {
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_X);
|
|
glRotatef(90.0, 0.0, 1.0, 0.0);
|
|
manipulator_setcolor('x', colcode);
|
|
partial_donut(cusize/4.0f, 1.0f, 0, 48, 8, 48);
|
|
glRotatef(-90.0, 0.0, 1.0, 0.0);
|
|
}
|
|
/* Y circle */
|
|
if(drawflags & MAN_ROT_Y) {
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Y);
|
|
glRotatef(-90.0, 1.0, 0.0, 0.0);
|
|
manipulator_setcolor('y', colcode);
|
|
partial_donut(cusize/4.0f, 1.0f, 0, 48, 8, 48);
|
|
glRotatef(90.0, 1.0, 0.0, 0.0);
|
|
}
|
|
|
|
glDisable(GL_CLIP_PLANE0);
|
|
}
|
|
|
|
if(arcs==0) {
|
|
|
|
/* Z handle on X axis */
|
|
if(drawflags & MAN_ROT_Z) {
|
|
glPushMatrix();
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Z);
|
|
manipulator_setcolor('z', colcode);
|
|
|
|
partial_donut(0.7*cusize, 1.0, 31, 33, 8, 64);
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
/* Y handle on X axis */
|
|
if(drawflags & MAN_ROT_Y) {
|
|
glPushMatrix();
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Y);
|
|
manipulator_setcolor('y', colcode);
|
|
|
|
glRotatef(90.0, 1.0, 0.0, 0.0);
|
|
glRotatef(90.0, 0.0, 0.0, 1.0);
|
|
partial_donut(0.7*cusize, 1.0, 31, 33, 8, 64);
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
/* X handle on Z axis */
|
|
if(drawflags & MAN_ROT_X) {
|
|
glPushMatrix();
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_X);
|
|
manipulator_setcolor('x', colcode);
|
|
|
|
glRotatef(-90.0, 0.0, 1.0, 0.0);
|
|
glRotatef(90.0, 0.0, 0.0, 1.0);
|
|
partial_donut(0.7*cusize, 1.0, 31, 33, 8, 64);
|
|
|
|
glPopMatrix();
|
|
}
|
|
|
|
}
|
|
|
|
/* restore */
|
|
myloadmatrix(G.vd->viewmat);
|
|
gluDeleteQuadric(qobj);
|
|
if(G.vd->zbuf) glEnable(GL_DEPTH_TEST);
|
|
|
|
}
|
|
|
|
static void draw_manipulator_scale(float mat[][4], int moving, int drawflags, int combo, int colcode)
|
|
{
|
|
float cywid= 0.25f*0.01f*(float)U.tw_handlesize;
|
|
float cusize= cywid*0.75f, dz;
|
|
|
|
/* when called while moving in mixed mode, do not draw when... */
|
|
if((drawflags & MAN_SCALE_C)==0) return;
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
/* not in combo mode */
|
|
if( (combo & (V3D_MANIP_TRANSLATE|V3D_MANIP_ROTATE))==0) {
|
|
float size, unitmat[4][4];
|
|
|
|
/* center circle, do not add to selection when shift is pressed (planar constraint) */
|
|
if( (G.f & G_PICKSEL) && (G.qual & LR_SHIFTKEY)==0) glLoadName(MAN_SCALE_C);
|
|
|
|
manipulator_setcolor('c', colcode);
|
|
glPushMatrix();
|
|
size= screen_aligned(mat);
|
|
Mat4One(unitmat);
|
|
drawcircball(GL_LINE_LOOP, unitmat[3], 0.2*size, unitmat);
|
|
glPopMatrix();
|
|
|
|
dz= 1.0;
|
|
}
|
|
else dz= 1.0f-4.0f*cusize;
|
|
|
|
if(moving) {
|
|
float matt[4][4];
|
|
|
|
Mat4CpyMat4(matt, mat); // to copy the parts outside of [3][3]
|
|
Mat4MulMat34(matt, Trans.mat, mat);
|
|
mymultmatrix(matt);
|
|
glFrontFace( is_mat4_flipped(matt)?GL_CW:GL_CCW);
|
|
}
|
|
else {
|
|
mymultmatrix(mat);
|
|
glFrontFace( is_mat4_flipped(mat)?GL_CW:GL_CCW);
|
|
}
|
|
|
|
/* axis */
|
|
|
|
/* in combo mode, this is always drawn as first type */
|
|
draw_manipulator_axes(colcode, drawflags & MAN_SCALE_X, drawflags & MAN_SCALE_Y, drawflags & MAN_SCALE_Z);
|
|
|
|
/* Z cube */
|
|
glTranslatef(0.0, 0.0, dz);
|
|
if(drawflags & MAN_SCALE_Z) {
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_SCALE_Z);
|
|
manipulator_setcolor('z', colcode);
|
|
drawsolidcube(cusize);
|
|
}
|
|
/* X cube */
|
|
glTranslatef(dz, 0.0, -dz);
|
|
if(drawflags & MAN_SCALE_X) {
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_SCALE_X);
|
|
manipulator_setcolor('x', colcode);
|
|
drawsolidcube(cusize);
|
|
}
|
|
/* Y cube */
|
|
glTranslatef(-dz, dz, 0.0);
|
|
if(drawflags & MAN_SCALE_Y) {
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_SCALE_Y);
|
|
manipulator_setcolor('y', colcode);
|
|
drawsolidcube(cusize);
|
|
}
|
|
|
|
/* if shiftkey, center point as last, for selectbuffer order */
|
|
if(G.f & G_PICKSEL) {
|
|
if(G.qual & LR_SHIFTKEY) {
|
|
glTranslatef(0.0, -dz, 0.0);
|
|
glLoadName(MAN_SCALE_C);
|
|
glBegin(GL_POINTS);
|
|
glVertex3f(0.0, 0.0, 0.0);
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
/* restore */
|
|
myloadmatrix(G.vd->viewmat);
|
|
|
|
if(G.vd->zbuf) glEnable(GL_DEPTH_TEST);
|
|
glFrontFace(GL_CCW);
|
|
}
|
|
|
|
|
|
static void draw_cone(GLUquadricObj *qobj, float len, float width)
|
|
{
|
|
glTranslatef(0.0, 0.0, -0.5f*len);
|
|
gluCylinder(qobj, width, 0.0, len, 8, 1);
|
|
gluQuadricOrientation(qobj, GLU_INSIDE);
|
|
gluDisk(qobj, 0.0, width, 8, 1);
|
|
gluQuadricOrientation(qobj, GLU_OUTSIDE);
|
|
glTranslatef(0.0, 0.0, 0.5f*len);
|
|
}
|
|
|
|
static void draw_cylinder(GLUquadricObj *qobj, float len, float width)
|
|
{
|
|
|
|
width*= 0.8f; // just for beauty
|
|
|
|
glTranslatef(0.0, 0.0, -0.5f*len);
|
|
gluCylinder(qobj, width, width, len, 8, 1);
|
|
gluQuadricOrientation(qobj, GLU_INSIDE);
|
|
gluDisk(qobj, 0.0, width, 8, 1);
|
|
gluQuadricOrientation(qobj, GLU_OUTSIDE);
|
|
glTranslatef(0.0, 0.0, len);
|
|
gluDisk(qobj, 0.0, width, 8, 1);
|
|
glTranslatef(0.0, 0.0, -0.5f*len);
|
|
}
|
|
|
|
|
|
static void draw_manipulator_translate(float mat[][4], int moving, int drawflags, int combo, int colcode)
|
|
{
|
|
GLUquadricObj *qobj = gluNewQuadric();
|
|
float cylen= 0.01f*(float)U.tw_handlesize;
|
|
float cywid= 0.25f*cylen, dz, size;
|
|
float unitmat[4][4];
|
|
|
|
/* when called while moving in mixed mode, do not draw when... */
|
|
if((drawflags & MAN_TRANS_C)==0) return;
|
|
|
|
if(moving) glTranslatef(Trans.vec[0], Trans.vec[1], Trans.vec[2]);
|
|
glDisable(GL_DEPTH_TEST);
|
|
gluQuadricDrawStyle(qobj, GLU_FILL);
|
|
|
|
/* center circle, do not add to selection when shift is pressed (planar constraint) */
|
|
if( (G.f & G_PICKSEL) && (G.qual & LR_SHIFTKEY)==0) glLoadName(MAN_TRANS_C);
|
|
|
|
manipulator_setcolor('c', colcode);
|
|
glPushMatrix();
|
|
size= screen_aligned(mat);
|
|
Mat4One(unitmat);
|
|
drawcircball(GL_LINE_LOOP, unitmat[3], 0.2*size, unitmat);
|
|
glPopMatrix();
|
|
|
|
/* and now apply matrix, we move to local matrix drawing */
|
|
mymultmatrix(mat);
|
|
|
|
/* axis */
|
|
glLoadName(-1);
|
|
|
|
// translate drawn as last, only axis when no combo with scale, or for ghosting
|
|
if((combo & V3D_MANIP_SCALE)==0 || colcode==MAN_GHOST)
|
|
draw_manipulator_axes(colcode, drawflags & MAN_TRANS_X, drawflags & MAN_TRANS_Y, drawflags & MAN_TRANS_Z);
|
|
|
|
|
|
/* offset in combo mode, for rotate a bit more */
|
|
if(combo & (V3D_MANIP_ROTATE)) dz= 1.0f+2.0*cylen;
|
|
else if(combo & (V3D_MANIP_SCALE)) dz= 1.0f+0.5*cylen;
|
|
else dz= 1.0f;
|
|
|
|
/* Z Cone */
|
|
glTranslatef(0.0, 0.0, dz);
|
|
if(drawflags & MAN_TRANS_Z) {
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_TRANS_Z);
|
|
manipulator_setcolor('z', colcode);
|
|
draw_cone(qobj, cylen, cywid);
|
|
}
|
|
/* X Cone */
|
|
glTranslatef(dz, 0.0, -dz);
|
|
if(drawflags & MAN_TRANS_X) {
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_TRANS_X);
|
|
glRotatef(90.0, 0.0, 1.0, 0.0);
|
|
manipulator_setcolor('x', colcode);
|
|
draw_cone(qobj, cylen, cywid);
|
|
glRotatef(-90.0, 0.0, 1.0, 0.0);
|
|
}
|
|
/* Y Cone */
|
|
glTranslatef(-dz, dz, 0.0);
|
|
if(drawflags & MAN_TRANS_Y) {
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_TRANS_Y);
|
|
glRotatef(-90.0, 1.0, 0.0, 0.0);
|
|
manipulator_setcolor('y', colcode);
|
|
draw_cone(qobj, cylen, cywid);
|
|
}
|
|
|
|
gluDeleteQuadric(qobj);
|
|
myloadmatrix(G.vd->viewmat);
|
|
|
|
if(G.vd->zbuf) glEnable(GL_DEPTH_TEST);
|
|
|
|
}
|
|
|
|
static void draw_manipulator_rotate_cyl(float mat[][4], int moving, int drawflags, int combo, int colcode)
|
|
{
|
|
GLUquadricObj *qobj = gluNewQuadric();
|
|
float size;
|
|
float cylen= 0.01f*(float)U.tw_handlesize;
|
|
float cywid= 0.25f*cylen;
|
|
|
|
/* when called while moving in mixed mode, do not draw when... */
|
|
if((drawflags & MAN_ROT_C)==0) return;
|
|
|
|
/* prepare for screen aligned draw */
|
|
glPushMatrix();
|
|
size= screen_aligned(mat);
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
|
|
/* Screen aligned view rot circle */
|
|
if(drawflags & MAN_ROT_V) {
|
|
float unitmat[4][4];
|
|
Mat4One(unitmat);
|
|
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_V);
|
|
BIF_ThemeColor(TH_TRANSFORM);
|
|
drawcircball(GL_LINE_LOOP, unitmat[3], 1.2f*size, unitmat);
|
|
|
|
if(moving) {
|
|
float vec[3];
|
|
vec[0]= (float)(Trans.imval[0] - Trans.center2d[0]);
|
|
vec[1]= (float)(Trans.imval[1] - Trans.center2d[1]);
|
|
vec[2]= 0.0f;
|
|
Normalise(vec);
|
|
VecMulf(vec, 1.2f*size);
|
|
glBegin(GL_LINES);
|
|
glVertex3f(0.0, 0.0, 0.0);
|
|
glVertex3fv(vec);
|
|
glEnd();
|
|
}
|
|
}
|
|
glPopMatrix();
|
|
|
|
/* apply the transform delta */
|
|
if(moving) {
|
|
float matt[4][4];
|
|
Mat4CpyMat4(matt, mat); // to copy the parts outside of [3][3]
|
|
if (Trans.flag & T_USES_MANIPULATOR) {
|
|
Mat4MulMat34(matt, Trans.mat, mat);
|
|
}
|
|
mymultmatrix(matt);
|
|
}
|
|
else {
|
|
mymultmatrix(mat);
|
|
}
|
|
|
|
glFrontFace( is_mat4_flipped(mat)?GL_CW:GL_CCW);
|
|
|
|
/* axis */
|
|
if( (G.f & G_PICKSEL)==0 ) {
|
|
|
|
// only draw axis when combo didn't draw scale axes
|
|
if((combo & V3D_MANIP_SCALE)==0)
|
|
draw_manipulator_axes(colcode, drawflags & MAN_ROT_X, drawflags & MAN_ROT_Y, drawflags & MAN_ROT_Z);
|
|
|
|
/* only has to be set when not in picking */
|
|
gluQuadricDrawStyle(qobj, GLU_FILL);
|
|
}
|
|
|
|
/* Z cyl */
|
|
glTranslatef(0.0, 0.0, 1.0);
|
|
if(drawflags & MAN_ROT_Z) {
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Z);
|
|
manipulator_setcolor('z', colcode);
|
|
draw_cylinder(qobj, cylen, cywid);
|
|
}
|
|
/* X cyl */
|
|
glTranslatef(1.0, 0.0, -1.0);
|
|
if(drawflags & MAN_ROT_X) {
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_X);
|
|
glRotatef(90.0, 0.0, 1.0, 0.0);
|
|
manipulator_setcolor('x', colcode);
|
|
draw_cylinder(qobj, cylen, cywid);
|
|
glRotatef(-90.0, 0.0, 1.0, 0.0);
|
|
}
|
|
/* Y cylinder */
|
|
glTranslatef(-1.0, 1.0, 0.0);
|
|
if(drawflags & MAN_ROT_Y) {
|
|
if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Y);
|
|
glRotatef(-90.0, 1.0, 0.0, 0.0);
|
|
manipulator_setcolor('y', colcode);
|
|
draw_cylinder(qobj, cylen, cywid);
|
|
}
|
|
|
|
/* restore */
|
|
|
|
gluDeleteQuadric(qobj);
|
|
myloadmatrix(G.vd->viewmat);
|
|
|
|
if(G.vd->zbuf) glEnable(GL_DEPTH_TEST);
|
|
|
|
}
|
|
|
|
|
|
/* ********************************************* */
|
|
|
|
static float get_manipulator_drawsize(ScrArea *sa)
|
|
{
|
|
View3D *v3d= sa->spacedata.first;
|
|
float size, vec[3], len1, len2;
|
|
|
|
/* size calculus, depending ortho/persp settings, like initgrabz() */
|
|
size= v3d->persmat[0][3]*v3d->twmat[3][0]+ v3d->persmat[1][3]*v3d->twmat[3][1]+ v3d->persmat[2][3]*v3d->twmat[3][2]+ v3d->persmat[3][3];
|
|
|
|
VECCOPY(vec, v3d->persinv[0]);
|
|
len1= Normalise(vec);
|
|
VECCOPY(vec, v3d->persinv[1]);
|
|
len2= Normalise(vec);
|
|
|
|
size*= (0.01f*(float)U.tw_size)*(len1>len2?len1:len2);
|
|
|
|
/* correct for window size to make widgets appear fixed size */
|
|
if(sa->winx > sa->winy) size*= 1000.0f/(float)sa->winx;
|
|
else size*= 1000.0f/(float)sa->winy;
|
|
|
|
return size;
|
|
}
|
|
|
|
/* exported to transform_constraints.c */
|
|
/* mat, vec = default orientation and location */
|
|
/* type = transform type */
|
|
/* axis = x, y, z, c */
|
|
/* col: 0 = colored, 1 = moving, 2 = ghost */
|
|
void draw_manipulator_ext(ScrArea *sa, int type, char axis, int col, float vec[3], float mat[][3])
|
|
{
|
|
int drawflags= 0;
|
|
float mat4[4][4];
|
|
int colcode;
|
|
|
|
Mat4CpyMat3(mat4, mat);
|
|
VECCOPY(mat4[3], vec);
|
|
|
|
Mat4MulFloat3((float *)mat4, get_manipulator_drawsize(sa));
|
|
|
|
glEnable(GL_BLEND); // let's do it transparent by default
|
|
if(col==0) colcode= MAN_RGB;
|
|
else if(col==1) colcode= MAN_MOVECOL;
|
|
else colcode= MAN_GHOST;
|
|
|
|
|
|
if(type==TFM_ROTATION) {
|
|
if(axis=='x') drawflags= MAN_ROT_X;
|
|
else if(axis=='y') drawflags= MAN_ROT_Y;
|
|
else if(axis=='z') drawflags= MAN_ROT_Z;
|
|
else drawflags= MAN_ROT_C;
|
|
|
|
draw_manipulator_rotate_cyl(mat4, col, drawflags, V3D_MANIP_ROTATE, colcode);
|
|
}
|
|
else if(type==TFM_RESIZE) {
|
|
if(axis=='x') drawflags= MAN_SCALE_X;
|
|
else if(axis=='y') drawflags= MAN_SCALE_Y;
|
|
else if(axis=='z') drawflags= MAN_SCALE_Z;
|
|
else drawflags= MAN_SCALE_C;
|
|
|
|
draw_manipulator_scale(mat4, col, drawflags, V3D_MANIP_SCALE, colcode);
|
|
}
|
|
else {
|
|
if(axis=='x') drawflags= MAN_TRANS_X;
|
|
else if(axis=='y') drawflags= MAN_TRANS_Y;
|
|
else if(axis=='z') drawflags= MAN_TRANS_Z;
|
|
else drawflags= MAN_TRANS_C;
|
|
|
|
draw_manipulator_translate(mat4, 0, drawflags, V3D_MANIP_TRANSLATE, colcode);
|
|
}
|
|
|
|
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
/* main call, does calc centers & orientation too */
|
|
/* uses global G.moving */
|
|
static int drawflags= 0xFFFF; // only for the calls below, belongs in scene...?
|
|
void BIF_draw_manipulator(ScrArea *sa)
|
|
{
|
|
View3D *v3d= sa->spacedata.first;
|
|
int totsel;
|
|
|
|
if(!(v3d->twflag & V3D_USE_MANIPULATOR)) return;
|
|
if(G.moving && (G.moving & G_TRANSFORM_MANIP)==0) return;
|
|
|
|
if(G.moving==0) {
|
|
v3d->twflag &= ~V3D_DRAW_MANIPULATOR;
|
|
|
|
totsel= calc_manipulator_stats(sa);
|
|
if(totsel==0) return;
|
|
|
|
v3d->twflag |= V3D_DRAW_MANIPULATOR;
|
|
|
|
/* now we can define centre */
|
|
switch(v3d->around) {
|
|
case V3D_CENTRE:
|
|
case V3D_ACTIVE:
|
|
v3d->twmat[3][0]= (G.scene->twmin[0] + G.scene->twmax[0])/2.0f;
|
|
v3d->twmat[3][1]= (G.scene->twmin[1] + G.scene->twmax[1])/2.0f;
|
|
v3d->twmat[3][2]= (G.scene->twmin[2] + G.scene->twmax[2])/2.0f;
|
|
if(v3d->around==V3D_ACTIVE && G.obedit==NULL && G.obpose==NULL) {
|
|
Object *ob= OBACT;
|
|
if(ob) VECCOPY(v3d->twmat[3], ob->obmat[3]);
|
|
}
|
|
break;
|
|
case V3D_LOCAL:
|
|
case V3D_CENTROID:
|
|
VECCOPY(v3d->twmat[3], G.scene->twcent);
|
|
break;
|
|
case V3D_CURSOR:
|
|
VECCOPY(v3d->twmat[3], give_cursor());
|
|
break;
|
|
}
|
|
|
|
Mat4MulFloat3((float *)v3d->twmat, get_manipulator_drawsize(sa));
|
|
}
|
|
|
|
if(v3d->twflag & V3D_DRAW_MANIPULATOR) {
|
|
|
|
if(v3d->twtype & V3D_MANIP_ROTATE) {
|
|
/* rotate has special ghosting draw, for pie chart */
|
|
if(G.moving) draw_manipulator_rotate_ghost(v3d->twmat, drawflags);
|
|
|
|
if(G.moving) glEnable(GL_BLEND);
|
|
|
|
if(G.rt==3) {
|
|
if(G.moving) draw_manipulator_rotate_cyl(v3d->twmat, 1, drawflags, v3d->twtype, MAN_MOVECOL);
|
|
else draw_manipulator_rotate_cyl(v3d->twmat, 0, drawflags, v3d->twtype, MAN_RGB);
|
|
}
|
|
else
|
|
draw_manipulator_rotate(v3d->twmat, G.moving, drawflags, v3d->twtype);
|
|
|
|
glDisable(GL_BLEND);
|
|
}
|
|
if(v3d->twtype & V3D_MANIP_SCALE) {
|
|
if(G.moving) {
|
|
glEnable(GL_BLEND);
|
|
draw_manipulator_scale(v3d->twmat, 0, drawflags, v3d->twtype, MAN_GHOST);
|
|
draw_manipulator_scale(v3d->twmat, 1, drawflags, v3d->twtype, MAN_MOVECOL);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
else draw_manipulator_scale(v3d->twmat, 0, drawflags, v3d->twtype, MAN_RGB);
|
|
}
|
|
if(v3d->twtype & V3D_MANIP_TRANSLATE) {
|
|
if(G.moving) {
|
|
glEnable(GL_BLEND);
|
|
draw_manipulator_translate(v3d->twmat, 0, drawflags, v3d->twtype, MAN_GHOST);
|
|
draw_manipulator_translate(v3d->twmat, 1, drawflags, v3d->twtype, MAN_MOVECOL);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
else draw_manipulator_translate(v3d->twmat, 0, drawflags, v3d->twtype, MAN_RGB);
|
|
}
|
|
}
|
|
}
|
|
|
|
static int manipulator_selectbuf(ScrArea *sa, float hotspot)
|
|
{
|
|
View3D *v3d= sa->spacedata.first;
|
|
rctf rect;
|
|
GLuint buffer[64]; // max 4 items per select, so large enuf
|
|
short hits, mval[2];
|
|
|
|
G.f |= G_PICKSEL;
|
|
|
|
getmouseco_areawin(mval);
|
|
rect.xmin= mval[0]-hotspot;
|
|
rect.xmax= mval[0]+hotspot;
|
|
rect.ymin= mval[1]-hotspot;
|
|
rect.ymax= mval[1]+hotspot;
|
|
|
|
/* get rid of overlay button matrix */
|
|
persp(PERSP_VIEW);
|
|
|
|
setwinmatrixview3d(&rect);
|
|
Mat4MulMat4(v3d->persmat, v3d->viewmat, sa->winmat);
|
|
|
|
glSelectBuffer( 64, buffer);
|
|
glRenderMode(GL_SELECT);
|
|
glInitNames(); /* these two calls whatfor? It doesnt work otherwise */
|
|
glPushName(-2);
|
|
|
|
/* do the drawing */
|
|
if(v3d->twtype & V3D_MANIP_ROTATE) {
|
|
if(G.rt==3) draw_manipulator_rotate_cyl(v3d->twmat, 0, MAN_ROT_C, v3d->twtype, MAN_RGB);
|
|
else draw_manipulator_rotate(v3d->twmat, 0, MAN_ROT_C, v3d->twtype);
|
|
}
|
|
if(v3d->twtype & V3D_MANIP_SCALE)
|
|
draw_manipulator_scale(v3d->twmat, 0, MAN_SCALE_C, v3d->twtype, MAN_RGB);
|
|
if(v3d->twtype & V3D_MANIP_TRANSLATE)
|
|
draw_manipulator_translate(v3d->twmat, 0, MAN_TRANS_C, v3d->twtype, MAN_RGB);
|
|
|
|
glPopName();
|
|
hits= glRenderMode(GL_RENDER);
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
setwinmatrixview3d(0);
|
|
Mat4MulMat4(v3d->persmat, v3d->viewmat, sa->winmat);
|
|
|
|
persp(PERSP_WIN);
|
|
|
|
if(hits==1) return buffer[3];
|
|
else if(hits>1) {
|
|
GLuint mindep, minval;
|
|
int a;
|
|
|
|
/* we compare the hits in buffer, but value centers highest */
|
|
mindep= buffer[1];
|
|
minval= buffer[3];
|
|
|
|
for(a=1; a<hits; a++) {
|
|
if(minval==MAN_TRANS_C || minval==MAN_SCALE_C) break;
|
|
|
|
if(buffer[4*a + 3]==MAN_TRANS_C || buffer[4*a + 3]==MAN_SCALE_C || buffer[4*a + 1] < mindep) {
|
|
mindep= buffer[4*a + 1];
|
|
minval= buffer[4*a + 3];
|
|
}
|
|
}
|
|
return minval;
|
|
}
|
|
return 0;
|
|
}
|
|
|
|
/* return 0; nothing happened */
|
|
int BIF_do_manipulator(ScrArea *sa)
|
|
{
|
|
View3D *v3d= sa->spacedata.first;
|
|
int val;
|
|
|
|
if(!(v3d->twflag & V3D_USE_MANIPULATOR)) return 0;
|
|
if(!(v3d->twflag & V3D_DRAW_MANIPULATOR)) return 0;
|
|
|
|
// find the hotspots first test narrow hotspot
|
|
val= manipulator_selectbuf(sa, 0.5f*(float)U.tw_hotspot);
|
|
if(val) {
|
|
checkFirstTime(); // TEMPORARY, check this before doing any transform call.
|
|
// drawflags still global, for drawing call above
|
|
drawflags= manipulator_selectbuf(sa, 0.2f*(float)U.tw_hotspot);
|
|
if(drawflags==0) drawflags= val;
|
|
|
|
if (drawflags & MAN_TRANS_C) {
|
|
initManipulator(TFM_TRANSLATION);
|
|
switch(drawflags) {
|
|
case MAN_TRANS_C:
|
|
break;
|
|
case MAN_TRANS_X:
|
|
if(G.qual & LR_SHIFTKEY) {
|
|
drawflags= MAN_TRANS_Y|MAN_TRANS_Z;
|
|
BIF_setDualAxisConstraint(v3d->twmat[1], v3d->twmat[2], " Y+Z");
|
|
}
|
|
else
|
|
BIF_setSingleAxisConstraint(v3d->twmat[0], " X");
|
|
break;
|
|
case MAN_TRANS_Y:
|
|
if(G.qual & LR_SHIFTKEY) {
|
|
drawflags= MAN_TRANS_X|MAN_TRANS_Z;
|
|
BIF_setDualAxisConstraint(v3d->twmat[0], v3d->twmat[2], " X+Z");
|
|
}
|
|
else
|
|
BIF_setSingleAxisConstraint(v3d->twmat[1], " Y");
|
|
break;
|
|
case MAN_TRANS_Z:
|
|
if(G.qual & LR_SHIFTKEY) {
|
|
drawflags= MAN_TRANS_X|MAN_TRANS_Y;
|
|
BIF_setDualAxisConstraint(v3d->twmat[0], v3d->twmat[1], " X+Y");
|
|
}
|
|
else
|
|
BIF_setSingleAxisConstraint(v3d->twmat[2], " Z");
|
|
break;
|
|
}
|
|
ManipulatorTransform();
|
|
}
|
|
else if (drawflags & MAN_SCALE_C) {
|
|
initManipulator(TFM_RESIZE);
|
|
switch(drawflags) {
|
|
case MAN_SCALE_X:
|
|
if(G.qual & LR_SHIFTKEY) {
|
|
drawflags= MAN_SCALE_Y|MAN_SCALE_Z;
|
|
BIF_setDualAxisConstraint(v3d->twmat[1], v3d->twmat[2], " Y+Z");
|
|
}
|
|
else
|
|
BIF_setSingleAxisConstraint(v3d->twmat[0], " X");
|
|
break;
|
|
case MAN_SCALE_Y:
|
|
if(G.qual & LR_SHIFTKEY) {
|
|
drawflags= MAN_SCALE_X|MAN_SCALE_Z;
|
|
BIF_setDualAxisConstraint(v3d->twmat[0], v3d->twmat[2], " X+Z");
|
|
}
|
|
else
|
|
BIF_setSingleAxisConstraint(v3d->twmat[1], " Y");
|
|
break;
|
|
case MAN_SCALE_Z:
|
|
if(G.qual & LR_SHIFTKEY) {
|
|
drawflags= MAN_SCALE_X|MAN_SCALE_Y;
|
|
BIF_setDualAxisConstraint(v3d->twmat[0], v3d->twmat[1], " X+Y");
|
|
}
|
|
else
|
|
BIF_setSingleAxisConstraint(v3d->twmat[2], " Z");
|
|
break;
|
|
}
|
|
ManipulatorTransform();
|
|
}
|
|
else if (drawflags == MAN_ROT_T) { /* trackbal need special case, init is different */
|
|
initManipulator(TFM_TRACKBALL);
|
|
ManipulatorTransform();
|
|
}
|
|
else if (drawflags & MAN_ROT_C) {
|
|
initManipulator(TFM_ROTATION);
|
|
switch(drawflags) {
|
|
case MAN_ROT_X:
|
|
BIF_setSingleAxisConstraint(v3d->twmat[0], " X");
|
|
break;
|
|
case MAN_ROT_Y:
|
|
BIF_setSingleAxisConstraint(v3d->twmat[1], " Y");
|
|
break;
|
|
case MAN_ROT_Z:
|
|
BIF_setSingleAxisConstraint(v3d->twmat[2], " Z");
|
|
break;
|
|
}
|
|
ManipulatorTransform();
|
|
}
|
|
}
|
|
/* after transform, restore drawflags */
|
|
drawflags= 0xFFFF;
|
|
|
|
return val;
|
|
}
|
|
|
|
|