1651 lines
34 KiB
C
1651 lines
34 KiB
C
/**
|
|
* $Id$
|
|
*
|
|
* ***** BEGIN GPL/BL DUAL 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. The Blender
|
|
* Foundation also sells licenses for use in proprietary software under
|
|
* the Blender License. See http://www.blender.org/BL/ for information
|
|
* about this.
|
|
*
|
|
* 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
*
|
|
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
|
|
* All rights reserved.
|
|
*
|
|
* The Original Code is: all of this file.
|
|
*
|
|
* Contributor(s): none yet.
|
|
*
|
|
* ***** END GPL/BL DUAL LICENSE BLOCK *****
|
|
*/
|
|
|
|
//#define NAN_LINEAR_PHYSICS
|
|
|
|
#include <math.h>
|
|
#ifndef WIN32
|
|
#include <unistd.h>
|
|
#include <sys/times.h>
|
|
#else
|
|
#include <io.h>
|
|
#include "BLI_winstuff.h"
|
|
#endif
|
|
|
|
#include "MEM_guardedalloc.h"
|
|
|
|
#include "PIL_time.h"
|
|
|
|
#include "BMF_Api.h"
|
|
|
|
#include "BLI_blenlib.h"
|
|
#include "BLI_arithb.h"
|
|
#include "BLI_editVert.h"
|
|
|
|
#include "IMB_imbuf_types.h"
|
|
|
|
#include "DNA_object_types.h"
|
|
#include "DNA_constraint_types.h"
|
|
#include "DNA_group_types.h"
|
|
#include "DNA_image_types.h"
|
|
#include "DNA_screen_types.h"
|
|
#include "DNA_texture_types.h"
|
|
#include "DNA_view3d_types.h"
|
|
#include "DNA_userdef_types.h"
|
|
|
|
#include "BKE_action.h"
|
|
#include "BKE_anim.h"
|
|
#include "BKE_constraint.h"
|
|
#include "BKE_displist.h"
|
|
#include "BKE_global.h"
|
|
#include "BKE_ika.h"
|
|
#include "BKE_image.h"
|
|
#include "BKE_ipo.h"
|
|
#include "BKE_key.h"
|
|
#include "BKE_main.h"
|
|
#include "BKE_object.h"
|
|
#include "BKE_texture.h"
|
|
#include "BKE_utildefines.h"
|
|
|
|
#include "BIF_gl.h"
|
|
#include "BIF_resources.h"
|
|
#include "BIF_screen.h"
|
|
#include "BIF_interface.h"
|
|
#include "BIF_space.h"
|
|
#include "BIF_buttons.h"
|
|
#include "BIF_drawimage.h"
|
|
#include "BIF_editgroup.h"
|
|
#include "BIF_mywindow.h"
|
|
|
|
#include "BDR_drawmesh.h"
|
|
#include "BDR_drawobject.h"
|
|
|
|
#include "BSE_view.h"
|
|
#include "BSE_drawview.h"
|
|
#include "BSE_headerbuttons.h"
|
|
|
|
#include "RE_renderconverter.h"
|
|
|
|
#include "BPY_extern.h" // Blender Python library
|
|
|
|
#include "interface.h"
|
|
#include "blendef.h"
|
|
#include "mydevice.h"
|
|
|
|
/* Modules used */
|
|
#include "render.h"
|
|
#include "radio.h"
|
|
|
|
/* for physics in animation playback */
|
|
#ifdef NAN_LINEAR_PHYSICS
|
|
#include "sumo.h"
|
|
#endif
|
|
|
|
/* locals */
|
|
void drawname(Object *ob);
|
|
void star_stuff_init_func(void);
|
|
void star_stuff_vertex_func(float* i);
|
|
void star_stuff_term_func(void);
|
|
|
|
void star_stuff_init_func(void)
|
|
{
|
|
cpack(-1);
|
|
glPointSize(1.0);
|
|
glBegin(GL_POINTS);
|
|
}
|
|
void star_stuff_vertex_func(float* i)
|
|
{
|
|
glVertex3fv(i);
|
|
}
|
|
void star_stuff_term_func(void)
|
|
{
|
|
glEnd();
|
|
}
|
|
|
|
void setalpha_bgpic(BGpic *bgpic)
|
|
{
|
|
int x, y, alph;
|
|
char *rect;
|
|
|
|
alph= (int)(255.0*(1.0-bgpic->blend));
|
|
|
|
rect= (char *)bgpic->rect;
|
|
for(y=0; y< bgpic->yim; y++) {
|
|
for(x= bgpic->xim; x>0; x--, rect+=4) {
|
|
rect[3]= alph;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static float light_pos1[] = { -0.3, 0.3, 0.90, 0.0 };
|
|
/* static float light_pos2[] = { 0.3, -0.3, -0.90, 0.0 }; never used? */
|
|
|
|
void default_gl_light(void)
|
|
{
|
|
float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
|
|
float light_col1[] = { 0.8, 0.8, 0.8, 0.0 };
|
|
|
|
int a;
|
|
|
|
glLightfv(GL_LIGHT0, GL_POSITION, light_pos1);
|
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, light_col1);
|
|
glLightfv(GL_LIGHT0, GL_SPECULAR, mat_specular);
|
|
|
|
glEnable(GL_LIGHT0);
|
|
for(a=1; a<8; a++) glDisable(GL_LIGHT0+a);
|
|
glDisable(GL_LIGHTING);
|
|
|
|
glDisable(GL_COLOR_MATERIAL);
|
|
}
|
|
|
|
void init_gl_stuff(void)
|
|
{
|
|
float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
|
|
float mat_shininess[] = { 35.0 };
|
|
/* float one= 1.0; */
|
|
int a, x, y;
|
|
GLubyte pat[32*32];
|
|
const GLubyte *patc= pat;
|
|
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
|
|
glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
|
|
|
|
default_gl_light();
|
|
|
|
/* no local viewer, looks ugly in ortho mode */
|
|
/* glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &one); */
|
|
|
|
glDepthFunc(GL_LEQUAL);
|
|
/* scaling matrices */
|
|
glEnable(GL_NORMALIZE);
|
|
|
|
glShadeModel(GL_FLAT);
|
|
|
|
glDisable(GL_ALPHA_TEST);
|
|
glDisable(GL_BLEND);
|
|
glDisable(GL_DEPTH_TEST);
|
|
glDisable(GL_FOG);
|
|
glDisable(GL_LIGHTING);
|
|
glDisable(GL_LOGIC_OP);
|
|
glDisable(GL_STENCIL_TEST);
|
|
glDisable(GL_TEXTURE_1D);
|
|
glDisable(GL_TEXTURE_2D);
|
|
|
|
glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
|
|
glPixelTransferi(GL_RED_SCALE, 1);
|
|
glPixelTransferi(GL_RED_BIAS, 0);
|
|
glPixelTransferi(GL_GREEN_SCALE, 1);
|
|
glPixelTransferi(GL_GREEN_BIAS, 0);
|
|
glPixelTransferi(GL_BLUE_SCALE, 1);
|
|
glPixelTransferi(GL_BLUE_BIAS, 0);
|
|
glPixelTransferi(GL_ALPHA_SCALE, 1);
|
|
glPixelTransferi(GL_ALPHA_BIAS, 0);
|
|
|
|
a= 0;
|
|
for(x=0; x<32; x++) {
|
|
for(y=0; y<4; y++) {
|
|
if( (x) & 1) pat[a++]= 0x88;
|
|
else pat[a++]= 0x22;
|
|
}
|
|
}
|
|
|
|
glPolygonStipple(patc);
|
|
|
|
|
|
init_realtime_GL();
|
|
}
|
|
|
|
void two_sided(int val)
|
|
{
|
|
|
|
/* twosided aan: geft errors bij x flip! */
|
|
glLightModeliv(GL_LIGHT_MODEL_TWO_SIDE, (GLint *)&val);
|
|
}
|
|
|
|
void circf(float x, float y, float rad)
|
|
{
|
|
GLUquadricObj *qobj = gluNewQuadric();
|
|
|
|
gluQuadricDrawStyle(qobj, GLU_FILL);
|
|
|
|
glPushMatrix();
|
|
|
|
glTranslatef(x, y, 0.);
|
|
|
|
gluDisk( qobj, 0.0, rad, 32, 1);
|
|
|
|
glPopMatrix();
|
|
|
|
gluDeleteQuadric(qobj);
|
|
}
|
|
|
|
void circ(float x, float y, float rad)
|
|
{
|
|
GLUquadricObj *qobj = gluNewQuadric();
|
|
|
|
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
|
|
|
|
glPushMatrix();
|
|
|
|
glTranslatef(x, y, 0.);
|
|
|
|
gluDisk( qobj, 0.0, rad, 32, 1);
|
|
|
|
glPopMatrix();
|
|
|
|
gluDeleteQuadric(qobj);
|
|
}
|
|
|
|
/* ********** IN ONTWIKKELING ********** */
|
|
|
|
static void draw_bgpic(void)
|
|
{
|
|
BGpic *bgpic;
|
|
Image *ima;
|
|
float vec[3], fac, asp, zoomx, zoomy;
|
|
int x1, y1, x2, y2, cx, cy;
|
|
short mval[2];
|
|
|
|
bgpic= G.vd->bgpic;
|
|
if(bgpic==0) return;
|
|
|
|
if(bgpic->tex) {
|
|
init_render_texture(bgpic->tex);
|
|
free_unused_animimages();
|
|
ima= bgpic->tex->ima;
|
|
end_render_texture(bgpic->tex);
|
|
}
|
|
else {
|
|
ima= bgpic->ima;
|
|
}
|
|
|
|
if(ima==0) return;
|
|
if(ima->ok==0) return;
|
|
|
|
/* plaatje testen */
|
|
if(ima->ibuf==0) {
|
|
|
|
if(bgpic->rect) MEM_freeN(bgpic->rect);
|
|
bgpic->rect= 0;
|
|
|
|
if(bgpic->tex) {
|
|
ima_ibuf_is_nul(bgpic->tex);
|
|
}
|
|
else {
|
|
waitcursor(1);
|
|
load_image(ima, IB_rect, G.sce, G.scene->r.cfra);
|
|
waitcursor(0);
|
|
}
|
|
if(ima->ibuf==0) {
|
|
ima->ok= 0;
|
|
return;
|
|
}
|
|
}
|
|
|
|
if(bgpic->rect==0) {
|
|
|
|
bgpic->rect= MEM_dupallocN(ima->ibuf->rect);
|
|
bgpic->xim= ima->ibuf->x;
|
|
bgpic->yim= ima->ibuf->y;
|
|
setalpha_bgpic(bgpic);
|
|
}
|
|
|
|
if(G.vd->persp==2) {
|
|
rcti vb;
|
|
|
|
calc_viewborder(G.vd, &vb);
|
|
|
|
x1= vb.xmin;
|
|
y1= vb.ymin;
|
|
x2= vb.xmax;
|
|
y2= vb.ymax;
|
|
}
|
|
else {
|
|
/* windowco berekenen */
|
|
initgrabz(0.0, 0.0, 0.0);
|
|
window_to_3d(vec, 1, 0);
|
|
fac= MAX3( fabs(vec[0]), fabs(vec[1]), fabs(vec[1]) );
|
|
fac= 1.0/fac;
|
|
|
|
asp= ( (float)ima->ibuf->y)/(float)ima->ibuf->x;
|
|
|
|
vec[0]= vec[1]= vec[2]= 0.0;
|
|
project_short_noclip(vec, mval);
|
|
cx= mval[0];
|
|
cy= mval[1];
|
|
|
|
x1= cx+ fac*(bgpic->xof-bgpic->size);
|
|
y1= cy+ asp*fac*(bgpic->yof-bgpic->size);
|
|
x2= cx+ fac*(bgpic->xof+bgpic->size);
|
|
y2= cy+ asp*fac*(bgpic->yof+bgpic->size);
|
|
}
|
|
|
|
/* volledige clip? */
|
|
|
|
if(x2 < 0 ) return;
|
|
if(y2 < 0 ) return;
|
|
if(x1 > curarea->winx ) return;
|
|
if(y1 > curarea->winy ) return;
|
|
|
|
zoomx= x2-x1;
|
|
zoomx /= (float)ima->ibuf->x;
|
|
zoomy= y2-y1;
|
|
zoomy /= (float)ima->ibuf->y;
|
|
|
|
glEnable(GL_BLEND);
|
|
if(G.zbuf) glDisable(GL_DEPTH_TEST);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
rectwrite_part(curarea->winrct.xmin, curarea->winrct.ymin, curarea->winrct.xmax, curarea->winrct.ymax,
|
|
x1+curarea->winrct.xmin, y1+curarea->winrct.ymin, ima->ibuf->x, ima->ibuf->y, zoomx, zoomy, bgpic->rect);
|
|
|
|
glBlendFunc(GL_ONE, GL_ZERO);
|
|
glDisable(GL_BLEND);
|
|
if(G.zbuf) glEnable(GL_DEPTH_TEST);
|
|
|
|
}
|
|
|
|
void timestr(double time, char *str)
|
|
{
|
|
/* formaat 00:00:00.00 (hr:min:sec) string moet 12 lang */
|
|
int hr= (int) time/(60*60);
|
|
int min= (int) fmod(time/60, 60.0);
|
|
int sec= (int) fmod(time, 60.0);
|
|
int hun= (int) fmod(time*100.0, 100.0);
|
|
|
|
if (hr) {
|
|
sprintf(str, "%.2d:%.2d:%.2d.%.2d",hr,min,sec,hun);
|
|
} else {
|
|
sprintf(str, "%.2d:%.2d.%.2d",min,sec,hun);
|
|
}
|
|
|
|
str[11]=0;
|
|
}
|
|
|
|
|
|
static void drawgrid(void)
|
|
{
|
|
/* extern short bgpicmode; */
|
|
float wx, wy, x, y, fw, fx, fy, dx;
|
|
float vec4[4];
|
|
|
|
vec4[0]=vec4[1]=vec4[2]=0.0;
|
|
vec4[3]= 1.0;
|
|
Mat4MulVec4fl(G.vd->persmat, vec4);
|
|
fx= vec4[0];
|
|
fy= vec4[1];
|
|
fw= vec4[3];
|
|
|
|
wx= (curarea->winx/2.0); /* ivm afrondfoutjes, grid op verkeerde plek */
|
|
wy= (curarea->winy/2.0);
|
|
|
|
x= (wx)*fx/fw;
|
|
y= (wy)*fy/fw;
|
|
|
|
vec4[0]=vec4[1]=G.vd->grid;
|
|
vec4[2]= 0.0;
|
|
vec4[3]= 1.0;
|
|
Mat4MulVec4fl(G.vd->persmat, vec4);
|
|
fx= vec4[0];
|
|
fy= vec4[1];
|
|
fw= vec4[3];
|
|
|
|
dx= fabs(x-(wx)*fx/fw);
|
|
if(dx==0) dx= fabs(y-(wy)*fy/fw);
|
|
|
|
if(dx<6.0) {
|
|
dx*= 10.0;
|
|
setlinestyle(3);
|
|
if(dx<6.0) {
|
|
dx*= 10.0;
|
|
if(dx<6.0) {
|
|
setlinestyle(0);
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
persp(0);
|
|
|
|
cpack(0x484848);
|
|
|
|
x+= (wx);
|
|
y+= (wy);
|
|
fx= x/dx;
|
|
fx= x-dx*floor(fx);
|
|
|
|
while(fx< curarea->winx) {
|
|
fdrawline(fx, 0.0, fx, (float)curarea->winy);
|
|
fx+= dx;
|
|
}
|
|
|
|
fy= y/dx;
|
|
fy= y-dx*floor(fy);
|
|
|
|
|
|
while(fy< curarea->winy) {
|
|
fdrawline(0.0, fy, (float)curarea->winx, fy);
|
|
fy+= dx;
|
|
}
|
|
|
|
/* kruis in midden */
|
|
if(G.vd->view==3) cpack(0xA0D0A0); /* y-as */
|
|
else cpack(0xA0A0D0); /* x-as */
|
|
|
|
fdrawline(0.0, y, (float)curarea->winx, y);
|
|
|
|
if(G.vd->view==7) cpack(0xA0D0A0); /* y-as */
|
|
else cpack(0xE0A0A0); /* z-as */
|
|
|
|
fdrawline(x, 0.0, x, (float)curarea->winy);
|
|
|
|
persp(1);
|
|
setlinestyle(0);
|
|
}
|
|
|
|
|
|
static void drawfloor(void)
|
|
{
|
|
View3D *vd;
|
|
float vert[3], grid;
|
|
int a, gridlines;
|
|
|
|
vd= curarea->spacedata.first;
|
|
|
|
vert[2]= 0.0;
|
|
|
|
if(vd->gridlines<3) return;
|
|
|
|
gridlines= vd->gridlines/2;
|
|
grid= gridlines*vd->grid;
|
|
|
|
cpack(0x484848);
|
|
|
|
for(a= -gridlines;a<=gridlines;a++) {
|
|
|
|
if(a==0) {
|
|
if(vd->persp==0) cpack(0xA0D0A0);
|
|
else cpack(0x402000);
|
|
}
|
|
else if(a==1) {
|
|
cpack(0x484848);
|
|
}
|
|
|
|
|
|
glBegin(GL_LINE_STRIP);
|
|
vert[0]= a*vd->grid;
|
|
vert[1]= grid;
|
|
glVertex3fv(vert);
|
|
vert[1]= -grid;
|
|
glVertex3fv(vert);
|
|
glEnd();
|
|
}
|
|
|
|
cpack(0x484848);
|
|
|
|
for(a= -gridlines;a<=gridlines;a++) {
|
|
if(a==0) {
|
|
if(vd->persp==0) cpack(0xA0A0D0);
|
|
else cpack(0);
|
|
}
|
|
else if(a==1) {
|
|
cpack(0x484848);
|
|
}
|
|
|
|
glBegin(GL_LINE_STRIP);
|
|
vert[1]= a*vd->grid;
|
|
vert[0]= grid;
|
|
glVertex3fv(vert );
|
|
vert[0]= -grid;
|
|
glVertex3fv(vert);
|
|
glEnd();
|
|
}
|
|
|
|
}
|
|
|
|
static void drawcursor(void)
|
|
{
|
|
|
|
if(G.f & G_PLAYANIM) return;
|
|
|
|
project_short( give_cursor(), &G.vd->mx);
|
|
|
|
G.vd->mxo= G.vd->mx;
|
|
G.vd->myo= G.vd->my;
|
|
|
|
if( G.vd->mx!=3200) {
|
|
|
|
setlinestyle(0);
|
|
cpack(0xFF);
|
|
circ((float)G.vd->mx, (float)G.vd->my, 10.0);
|
|
setlinestyle(4);
|
|
cpack(0xFFFFFF);
|
|
circ((float)G.vd->mx, (float)G.vd->my, 10.0);
|
|
setlinestyle(0);
|
|
cpack(0x0);
|
|
|
|
sdrawline(G.vd->mx-20, G.vd->my, G.vd->mx-5, G.vd->my);
|
|
sdrawline(G.vd->mx+5, G.vd->my, G.vd->mx+20, G.vd->my);
|
|
sdrawline(G.vd->mx, G.vd->my-20, G.vd->mx, G.vd->my-5);
|
|
sdrawline(G.vd->mx, G.vd->my+5, G.vd->mx, G.vd->my+20);
|
|
}
|
|
}
|
|
|
|
static void view3d_get_viewborder_size(View3D *v3d, float size_r[2])
|
|
{
|
|
float winmax= MAX2(v3d->area->winx, v3d->area->winy);
|
|
float aspect= (float) (G.scene->r.xsch*G.scene->r.xasp)/(G.scene->r.ysch*G.scene->r.yasp);
|
|
|
|
if(aspect>1.0) {
|
|
size_r[0]= winmax;
|
|
size_r[1]= winmax/aspect;
|
|
} else {
|
|
size_r[0]= winmax*aspect;
|
|
size_r[1]= winmax;
|
|
}
|
|
}
|
|
|
|
void calc_viewborder(struct View3D *v3d, rcti *viewborder_r)
|
|
{
|
|
float zoomfac, size[2];
|
|
|
|
view3d_get_viewborder_size(v3d, size);
|
|
|
|
/* magic zoom calculation, no idea what
|
|
* it signifies, if you find out, tell me! -zr
|
|
*/
|
|
zoomfac= (M_SQRT2 + v3d->camzoom/50.0);
|
|
zoomfac= (zoomfac*zoomfac)*0.25;
|
|
|
|
size[0]= size[0]*zoomfac;
|
|
size[1]= size[1]*zoomfac;
|
|
|
|
/* center in window */
|
|
viewborder_r->xmin= 0.5*v3d->area->winx - 0.5*size[0];
|
|
viewborder_r->ymin= 0.5*v3d->area->winy - 0.5*size[1];
|
|
viewborder_r->xmax= viewborder_r->xmin + size[0];
|
|
viewborder_r->ymax= viewborder_r->ymin + size[1];
|
|
}
|
|
|
|
void view3d_set_1_to_1_viewborder(View3D *v3d)
|
|
{
|
|
float size[2];
|
|
int im_width= (G.scene->r.size*G.scene->r.xsch)/100;
|
|
|
|
view3d_get_viewborder_size(v3d, size);
|
|
|
|
v3d->camzoom= (sqrt(4.0*im_width/size[0]) - M_SQRT2)*50.0;
|
|
v3d->camzoom= CLAMPIS(v3d->camzoom, -30, 300);
|
|
}
|
|
|
|
static void drawviewborder(void)
|
|
{
|
|
float fac, a;
|
|
float x1, x2, y1, y2;
|
|
float x3, y3, x4, y4;
|
|
rcti viewborder;
|
|
|
|
calc_viewborder(G.vd, &viewborder);
|
|
x1= viewborder.xmin;
|
|
y1= viewborder.ymin;
|
|
x2= viewborder.xmax;
|
|
y2= viewborder.ymax;
|
|
|
|
/* rand */
|
|
setlinestyle(3);
|
|
cpack(0);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
glRectf(x1+1, y1-1, x2+1, y2-1);
|
|
|
|
cpack(0xFFFFFF);
|
|
glRectf(x1, y1, x2, y2);
|
|
|
|
/* border */
|
|
if(G.scene->r.mode & R_BORDER) {
|
|
|
|
cpack(0);
|
|
x3= x1+ G.scene->r.border.xmin*(x2-x1);
|
|
y3= y1+ G.scene->r.border.ymin*(y2-y1);
|
|
x4= x1+ G.scene->r.border.xmax*(x2-x1);
|
|
y4= y1+ G.scene->r.border.ymax*(y2-y1);
|
|
|
|
glRectf(x3+1, y3-1, x4+1, y4-1);
|
|
|
|
cpack(0x4040FF);
|
|
glRectf(x3, y3, x4, y4);
|
|
}
|
|
|
|
/* safetykader */
|
|
|
|
fac= 0.1;
|
|
|
|
a= fac*(x2-x1);
|
|
x1+= a;
|
|
x2-= a;
|
|
|
|
a= fac*(y2-y1);
|
|
y1+= a;
|
|
y2-= a;
|
|
|
|
cpack(0);
|
|
glRectf(x1+1, y1-1, x2+1, y2-1);
|
|
cpack(0xFFFFFF);
|
|
glRectf(x1, y1, x2, y2);
|
|
|
|
setlinestyle(0);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
}
|
|
|
|
|
|
void backdrawview3d(int test)
|
|
{
|
|
struct Base *base;
|
|
int tel=1;
|
|
|
|
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT));
|
|
else {
|
|
G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
|
|
return;
|
|
}
|
|
|
|
if(G.vd->flag & V3D_NEEDBACKBUFDRAW); else return;
|
|
if(G.obedit) {
|
|
G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
|
|
return;
|
|
}
|
|
|
|
if(test) {
|
|
if(qtest()) {
|
|
addafterqueue(curarea->win, BACKBUFDRAW, 1);
|
|
return;
|
|
}
|
|
}
|
|
|
|
if(G.vd->drawtype > OB_WIRE) G.zbuf= TRUE;
|
|
curarea->win_swap &= ~WIN_BACK_OK;
|
|
|
|
glDisable(GL_DITHER);
|
|
|
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
|
if(G.zbuf) {
|
|
glEnable(GL_DEPTH_TEST);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
else {
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
G.f |= G_BACKBUFSEL;
|
|
|
|
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
|
|
base= (G.scene->basact);
|
|
if(base && (base->lay & G.vd->lay)) {
|
|
draw_object(base);
|
|
}
|
|
}
|
|
else {
|
|
|
|
base= (G.scene->base.first);
|
|
while(base) {
|
|
|
|
/* elke base ivm meerdere windows */
|
|
base->selcol= 0x070707 | ( ((tel & 0xF00)<<12) + ((tel & 0xF0)<<8) + ((tel & 0xF)<<4) );
|
|
tel++;
|
|
|
|
if(base->lay & G.vd->lay) {
|
|
|
|
if(test) {
|
|
if(qtest()) {
|
|
addafterqueue(curarea->win, BACKBUFDRAW, 1);
|
|
break;
|
|
}
|
|
}
|
|
|
|
cpack(base->selcol);
|
|
draw_object(base);
|
|
}
|
|
base= base->next;
|
|
}
|
|
}
|
|
|
|
if(base==0) G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
|
|
|
|
G.f &= ~G_BACKBUFSEL;
|
|
G.zbuf= FALSE;
|
|
glDisable(GL_DEPTH_TEST);
|
|
glEnable(GL_DITHER);
|
|
}
|
|
|
|
|
|
void drawname(Object *ob)
|
|
{
|
|
cpack(0x404040);
|
|
glRasterPos3f(0.0, 0.0, 0.0);
|
|
|
|
BMF_DrawString(G.font, " ");
|
|
BMF_DrawString(G.font, ob->id.name+2);
|
|
}
|
|
|
|
static void draw_view_icon(void)
|
|
{
|
|
BIFIconID icon;
|
|
|
|
if(G.vd->view==7) icon= ICON_AXIS_TOP;
|
|
else if(G.vd->view==1) icon= ICON_AXIS_FRONT;
|
|
else if(G.vd->view==3) icon= ICON_AXIS_SIDE;
|
|
else return ;
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glRasterPos2f(5.0, 5.0);
|
|
BIF_draw_icon(icon);
|
|
|
|
glBlendFunc(GL_ONE, GL_ZERO);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
void drawview3d(void)
|
|
{
|
|
Base *base;
|
|
Object *ob;
|
|
|
|
setwinmatrixview3d(0); /* 0= geen pick rect */
|
|
|
|
setviewmatrixview3d();
|
|
|
|
Mat4MulMat4(G.vd->persmat, G.vd->viewmat, curarea->winmat);
|
|
Mat4Invert(G.vd->persinv, G.vd->persmat);
|
|
Mat4Invert(G.vd->viewinv, G.vd->viewmat);
|
|
|
|
if(G.vd->drawtype > OB_WIRE) {
|
|
G.zbuf= TRUE;
|
|
glEnable(GL_DEPTH_TEST);
|
|
if(G.f & G_SIMULATION) {
|
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
|
}
|
|
else {
|
|
glClearColor(0.45, 0.45, 0.45, 0.0);
|
|
}
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glLoadIdentity();
|
|
}
|
|
else {
|
|
glClearColor(0.45, 0.45, 0.45, 0.0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
myloadmatrix(G.vd->viewmat);
|
|
|
|
if(G.vd->view==0 || G.vd->persp!=0) {
|
|
drawfloor();
|
|
if(G.vd->persp==2) {
|
|
if(G.scene->world) {
|
|
if(G.scene->world->mode & WO_STARS) RE_make_stars(star_stuff_init_func,
|
|
star_stuff_vertex_func,
|
|
star_stuff_term_func);
|
|
}
|
|
if(G.vd->flag & V3D_DISPBGPIC) draw_bgpic();
|
|
}
|
|
}
|
|
else {
|
|
drawgrid();
|
|
|
|
if(G.vd->flag & V3D_DISPBGPIC) {
|
|
draw_bgpic();
|
|
}
|
|
}
|
|
|
|
/* Clear the constraint "done" flags */
|
|
for (base = G.scene->base.first; base; base=base->next){
|
|
clear_object_constraint_status(base->object);
|
|
}
|
|
|
|
/* eerst set tekenen */
|
|
if(G.scene->set) {
|
|
|
|
/* patchje: kleur blijft constant */
|
|
G.f |= G_PICKSEL;
|
|
|
|
base= G.scene->set->base.first;
|
|
while(base) {
|
|
if(G.vd->lay & base->lay) {
|
|
where_is_object(base->object);
|
|
|
|
cpack(0x404040);
|
|
draw_object(base);
|
|
|
|
if(base->object->transflag & OB_DUPLI) {
|
|
extern ListBase duplilist;
|
|
Base tbase;
|
|
|
|
tbase= *base;
|
|
|
|
tbase.flag= OB_FROMDUPLI;
|
|
make_duplilist(G.scene->set, base->object);
|
|
ob= duplilist.first;
|
|
while(ob) {
|
|
tbase.object= ob;
|
|
draw_object(&tbase);
|
|
ob= ob->id.next;
|
|
}
|
|
free_duplilist();
|
|
|
|
}
|
|
}
|
|
base= base->next;
|
|
}
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
}
|
|
|
|
/* SILLY CODE!!!! */
|
|
/* See next silly code... why is the same code
|
|
* ~ duplicated twice, and then this silly if(FALSE)
|
|
* in part... wacky! and bad!
|
|
*/
|
|
|
|
/* eerst niet selected en dupli's */
|
|
base= G.scene->base.first;
|
|
while(base) {
|
|
|
|
if(G.vd->lay & base->lay) {
|
|
|
|
where_is_object(base->object);
|
|
|
|
if(FALSE && base->object->transflag & OB_DUPLI) {
|
|
extern ListBase duplilist;
|
|
Base tbase;
|
|
|
|
/* altijd eerst original tekenen vanwege make_displist */
|
|
draw_object(base);
|
|
|
|
/* patchje: kleur blijft constant */
|
|
G.f |= G_PICKSEL;
|
|
cpack(0x404040);
|
|
|
|
tbase.flag= OB_FROMDUPLI;
|
|
make_duplilist(G.scene, base->object);
|
|
|
|
ob= duplilist.first;
|
|
while(ob) {
|
|
tbase.object= ob;
|
|
draw_object(&tbase);
|
|
ob= ob->id.next;
|
|
}
|
|
free_duplilist();
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
}
|
|
else if((base->flag & SELECT)==0) {
|
|
draw_object(base);
|
|
}
|
|
|
|
}
|
|
|
|
base= base->next;
|
|
}
|
|
/* selected */
|
|
base= G.scene->base.first;
|
|
while(base) {
|
|
|
|
if ( ((base)->flag & SELECT) && ((base)->lay & G.vd->lay) ) {
|
|
draw_object(base);
|
|
}
|
|
|
|
base= base->next;
|
|
}
|
|
|
|
/* SILLY CODE!!!! */
|
|
/* dupli's, als laatste om zeker te zijn de displisten zijn ok */
|
|
base= G.scene->base.first;
|
|
while(base) {
|
|
|
|
if(G.vd->lay & base->lay) {
|
|
if(base->object->transflag & OB_DUPLI) {
|
|
extern ListBase duplilist;
|
|
Base tbase;
|
|
|
|
/* patchje: kleur blijft constant */
|
|
G.f |= G_PICKSEL;
|
|
cpack(0x404040);
|
|
|
|
tbase.flag= OB_FROMDUPLI;
|
|
make_duplilist(G.scene, base->object);
|
|
|
|
ob= duplilist.first;
|
|
while(ob) {
|
|
tbase.object= ob;
|
|
draw_object(&tbase);
|
|
ob= ob->id.next;
|
|
}
|
|
free_duplilist();
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
}
|
|
}
|
|
base= base->next;
|
|
}
|
|
|
|
|
|
if(G.scene->radio) RAD_drawall(G.vd->drawtype>=OB_SOLID);
|
|
|
|
persp(0);
|
|
|
|
if(G.vd->persp>1) drawviewborder();
|
|
drawcursor();
|
|
draw_view_icon();
|
|
|
|
persp(1);
|
|
|
|
curarea->win_swap= WIN_BACK_OK;
|
|
|
|
if(G.zbuf) {
|
|
G.zbuf= FALSE;
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
|
|
G.vd->flag |= V3D_NEEDBACKBUFDRAW;
|
|
addafterqueue(curarea->win, BACKBUFDRAW, 1);
|
|
}
|
|
}
|
|
|
|
|
|
/* Called back by rendering system, icky
|
|
*/
|
|
void drawview3d_render(struct View3D *v3d)
|
|
{
|
|
extern short v3d_windowmode;
|
|
Base *base;
|
|
Object *ob;
|
|
|
|
/* XXXXXXXX live and die by the hack */
|
|
free_all_realtime_images();
|
|
mywindow_build_and_set_renderwin();
|
|
|
|
v3d_windowmode= 1;
|
|
setwinmatrixview3d(0);
|
|
v3d_windowmode= 0;
|
|
glMatrixMode(GL_PROJECTION);
|
|
glLoadMatrixf(R.winmat);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
setviewmatrixview3d();
|
|
glLoadMatrixf(v3d->viewmat);
|
|
|
|
Mat4MulMat4(v3d->persmat, v3d->viewmat, R.winmat);
|
|
Mat4Invert(v3d->persinv, v3d->persmat);
|
|
Mat4Invert(v3d->viewinv, v3d->viewmat);
|
|
|
|
if(v3d->drawtype > OB_WIRE) {
|
|
G.zbuf= TRUE;
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
if (v3d->drawtype==OB_TEXTURE && G.scene->world) {
|
|
glClearColor(G.scene->world->horr, G.scene->world->horg, G.scene->world->horb, 0.0);
|
|
} else {
|
|
glClearColor(0.45, 0.45, 0.45, 0.0);
|
|
}
|
|
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glLoadIdentity();
|
|
glLoadMatrixf(v3d->viewmat);
|
|
|
|
/* abuse! to make sure it doesnt draw the helpstuff */
|
|
G.f |= G_SIMULATION;
|
|
|
|
do_all_ipos();
|
|
BPY_do_all_scripts(SCRIPT_FRAMECHANGED);
|
|
do_all_keys();
|
|
do_all_actions();
|
|
do_all_ikas();
|
|
|
|
test_all_displists();
|
|
|
|
/* niet erg nette calc_ipo en where_is forceer */
|
|
ob= G.main->object.first;
|
|
while(ob) {
|
|
ob->ctime= -123.456;
|
|
ob= ob->id.next;
|
|
}
|
|
|
|
/* eerst set tekenen */
|
|
if(G.scene->set) {
|
|
|
|
/* patchje: kleur blijft constant */
|
|
G.f |= G_PICKSEL;
|
|
|
|
base= G.scene->set->base.first;
|
|
while(base) {
|
|
if(v3d->lay & base->lay) {
|
|
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
|
|
else {
|
|
where_is_object(base->object);
|
|
|
|
cpack(0x404040);
|
|
draw_object(base);
|
|
|
|
if(base->object->transflag & OB_DUPLI) {
|
|
extern ListBase duplilist;
|
|
Base tbase;
|
|
|
|
tbase.flag= OB_FROMDUPLI;
|
|
make_duplilist(G.scene->set, base->object);
|
|
ob= duplilist.first;
|
|
while(ob) {
|
|
tbase.object= ob;
|
|
draw_object(&tbase);
|
|
ob= ob->id.next;
|
|
}
|
|
free_duplilist();
|
|
}
|
|
}
|
|
}
|
|
base= base->next;
|
|
}
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
}
|
|
for (base = G.scene->base.first; base; base=base->next){
|
|
clear_object_constraint_status(base->object);
|
|
}
|
|
/* eerst niet selected en dupli's */
|
|
base= G.scene->base.first;
|
|
while(base) {
|
|
|
|
if(v3d->lay & base->lay) {
|
|
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
|
|
else {
|
|
where_is_object(base->object);
|
|
|
|
if(base->object->transflag & OB_DUPLI) {
|
|
extern ListBase duplilist;
|
|
Base tbase;
|
|
|
|
/* altijd eerst original tekenen vanwege make_displist */
|
|
draw_object(base);
|
|
|
|
/* patchje: kleur blijft constant */
|
|
G.f |= G_PICKSEL;
|
|
cpack(0x404040);
|
|
|
|
tbase.flag= OB_FROMDUPLI;
|
|
make_duplilist(G.scene, base->object);
|
|
ob= duplilist.first;
|
|
while(ob) {
|
|
tbase.object= ob;
|
|
draw_object(&tbase);
|
|
ob= ob->id.next;
|
|
}
|
|
free_duplilist();
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
}
|
|
else if((base->flag & SELECT)==0) {
|
|
draw_object(base);
|
|
}
|
|
}
|
|
}
|
|
|
|
base= base->next;
|
|
}
|
|
|
|
/* selected */
|
|
base= G.scene->base.first;
|
|
while(base) {
|
|
|
|
if ( ((base)->flag & SELECT) && ((base)->lay & v3d->lay) ) {
|
|
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
|
|
else draw_object(base);
|
|
}
|
|
|
|
base= base->next;
|
|
}
|
|
|
|
if(G.scene->radio) RAD_drawall(G.vd->drawtype>=OB_SOLID);
|
|
|
|
if(G.zbuf) {
|
|
G.zbuf= FALSE;
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
G.f &= ~G_SIMULATION;
|
|
|
|
glFinish();
|
|
|
|
glReadPixels(0, 0, R.rectx, R.recty, GL_RGBA, GL_UNSIGNED_BYTE, R.rectot);
|
|
glLoadIdentity();
|
|
|
|
free_all_realtime_images();
|
|
}
|
|
|
|
|
|
double tottime = 0.0;
|
|
|
|
int update_time(void)
|
|
{
|
|
static double ltime;
|
|
double time;
|
|
|
|
time = PIL_check_seconds_timer();
|
|
|
|
tottime += (time - ltime);
|
|
ltime = time;
|
|
return (tottime < 0.0);
|
|
}
|
|
|
|
double speed_to_swaptime(int speed)
|
|
{
|
|
switch(speed) {
|
|
case 1:
|
|
return 1.0/60.0;
|
|
case 2:
|
|
return 1.0/50.0;
|
|
case 3:
|
|
return 1.0/30.0;
|
|
case 4:
|
|
return 1.0/25.0;
|
|
case 5:
|
|
return 1.0/20.0;
|
|
case 6:
|
|
return 1.0/15.0;
|
|
case 7:
|
|
return 1.0/12.5;
|
|
case 8:
|
|
return 1.0/10.0;
|
|
case 9:
|
|
return 1.0/6.0;
|
|
}
|
|
return 1.0/4.0;
|
|
}
|
|
|
|
double key_to_swaptime(int key)
|
|
{
|
|
switch(key) {
|
|
case PAD1:
|
|
G.animspeed= 1;
|
|
tottime= 0;
|
|
return speed_to_swaptime(1);
|
|
case PAD2:
|
|
G.animspeed= 2;
|
|
tottime= 0;
|
|
return speed_to_swaptime(2);
|
|
case PAD3:
|
|
G.animspeed= 3;
|
|
tottime= 0;
|
|
return speed_to_swaptime(3);
|
|
case PAD4:
|
|
G.animspeed= 4;
|
|
tottime= 0;
|
|
return speed_to_swaptime(4);
|
|
case PAD5:
|
|
G.animspeed= 5;
|
|
tottime= 0;
|
|
return speed_to_swaptime(5);
|
|
case PAD6:
|
|
G.animspeed= 6;
|
|
tottime= 0;
|
|
return speed_to_swaptime(6);
|
|
case PAD7:
|
|
G.animspeed= 7;
|
|
tottime= 0;
|
|
return speed_to_swaptime(7);
|
|
case PAD8:
|
|
G.animspeed= 8;
|
|
tottime= 0;
|
|
return speed_to_swaptime(8);
|
|
case PAD9:
|
|
G.animspeed= 9;
|
|
tottime= 0;
|
|
return speed_to_swaptime(9);
|
|
}
|
|
|
|
return speed_to_swaptime(G.animspeed);
|
|
}
|
|
|
|
#ifdef NAN_LINEAR_PHYSICS
|
|
|
|
void sumo_callback(void *obp)
|
|
{
|
|
Object *ob= obp;
|
|
SM_Vector3 vec;
|
|
float matf[3][3];
|
|
int i, j;
|
|
|
|
SM_GetMatrixf(ob->sumohandle, ob->obmat[0]);
|
|
|
|
VECCOPY(ob->loc, ob->obmat[3]);
|
|
|
|
for (i = 0; i < 3; ++i) {
|
|
for (j = 0; j < 3; ++j) {
|
|
matf[i][j] = ob->obmat[i][j];
|
|
}
|
|
}
|
|
Mat3ToEul(matf, ob->rot);
|
|
}
|
|
|
|
void init_anim_sumo(void)
|
|
{
|
|
extern Material defmaterial;
|
|
Base *base;
|
|
Mesh *me;
|
|
Object *ob;
|
|
Material *mat;
|
|
MFace *mface;
|
|
MVert *mvert;
|
|
float centre[3], size[3];
|
|
int a;
|
|
SM_ShapeHandle shape;
|
|
SM_SceneHandle scene;
|
|
SM_Material material;
|
|
SM_MassProps massprops;
|
|
SM_Vector3 vec;
|
|
SM_Vector3 scaling;
|
|
|
|
scene= SM_CreateScene();
|
|
G.scene->sumohandle = scene;
|
|
|
|
vec[0]= 0.0;
|
|
vec[1]= 0.0;
|
|
vec[2]= -9.8;
|
|
SM_SetForceField(scene, vec);
|
|
|
|
/* ton: cylinders & cones are still Y-axis up, will be Z-axis later */
|
|
/* ton: write location/rotation save and restore */
|
|
|
|
base= FIRSTBASE;
|
|
while (base) {
|
|
if (G.vd->lay & base->lay) {
|
|
ob= base->object;
|
|
|
|
/* define shape, for now only meshes take part in physics */
|
|
get_local_bounds(ob, centre, size);
|
|
|
|
if (ob->type==OB_MESH) {
|
|
me= ob->data;
|
|
|
|
if (ob->gameflag & OB_DYNAMIC) {
|
|
if (me->sumohandle)
|
|
shape= me->sumohandle;
|
|
else {
|
|
/* make new handle */
|
|
switch(ob->boundtype) {
|
|
case OB_BOUND_BOX:
|
|
shape= SM_Box(2.0*size[0], 2.0*size[1], 2.0*size[2]);
|
|
break;
|
|
case OB_BOUND_SPHERE:
|
|
shape= SM_Sphere(size[0]);
|
|
break;
|
|
case OB_BOUND_CYLINDER:
|
|
shape= SM_Cylinder(size[0], 2.0*size[2]);
|
|
break;
|
|
case OB_BOUND_CONE:
|
|
shape= SM_Cone(size[0], 2.0*size[2]);
|
|
break;
|
|
}
|
|
|
|
me->sumohandle= shape;
|
|
}
|
|
/* sumo material properties */
|
|
mat= give_current_material(ob, 0);
|
|
if(mat==NULL)
|
|
mat= &defmaterial;
|
|
|
|
material.restitution= mat->reflect;
|
|
material.static_friction= mat->friction;
|
|
material.dynamic_friction= mat->friction;
|
|
|
|
/* sumo mass properties */
|
|
massprops.mass= ob->mass;
|
|
massprops.center[0]= 0.0;
|
|
massprops.center[1]= 0.0;
|
|
massprops.center[2]= 0.0;
|
|
|
|
massprops.inertia[0]= 0.5*ob->mass;
|
|
massprops.inertia[1]= 0.5*ob->mass;
|
|
massprops.inertia[2]= 0.5*ob->mass;
|
|
|
|
massprops.orientation[0]= 0.0;
|
|
massprops.orientation[1]= 0.0;
|
|
massprops.orientation[2]= 0.0;
|
|
massprops.orientation[3]= 1.0;
|
|
|
|
ob->sumohandle = SM_CreateObject(ob, shape, &material,
|
|
&massprops, sumo_callback);
|
|
SM_AddObject(scene, ob->sumohandle);
|
|
|
|
scaling[0] = ob->size[0];
|
|
scaling[1] = ob->size[1];
|
|
scaling[2] = ob->size[2];
|
|
SM_SetMatrixf(ob->sumohandle, ob->obmat[0]);
|
|
SM_SetScaling(ob->sumohandle, scaling);
|
|
|
|
}
|
|
else {
|
|
if(me->sumohandle) shape= me->sumohandle;
|
|
else {
|
|
/* make new handle */
|
|
shape= SM_NewComplexShape();
|
|
|
|
mface= me->mface;
|
|
mvert= me->mvert;
|
|
for(a=0; a<me->totface; a++,mface++) {
|
|
if(mface->v3) {
|
|
SM_Begin();
|
|
SM_Vertex( (mvert+mface->v1)->co[0], (mvert+mface->v1)->co[1], (mvert+mface->v1)->co[2]);
|
|
SM_Vertex( (mvert+mface->v2)->co[0], (mvert+mface->v2)->co[1], (mvert+mface->v2)->co[2]);
|
|
SM_Vertex( (mvert+mface->v3)->co[0], (mvert+mface->v3)->co[1], (mvert+mface->v3)->co[2]);
|
|
if(mface->v4)
|
|
SM_Vertex( (mvert+mface->v4)->co[0], (mvert+mface->v4)->co[1], (mvert+mface->v4)->co[2]);
|
|
SM_End();
|
|
}
|
|
}
|
|
|
|
SM_EndComplexShape();
|
|
|
|
me->sumohandle= shape;
|
|
}
|
|
/* sumo material properties */
|
|
mat= give_current_material(ob, 0);
|
|
if(mat==NULL)
|
|
mat= &defmaterial;
|
|
material.restitution= mat->reflect;
|
|
material.static_friction= mat->friction;
|
|
material.dynamic_friction= mat->friction;
|
|
|
|
/* sumo mass properties */
|
|
massprops.mass= ob->mass;
|
|
massprops.center[0]= 0.0;
|
|
massprops.center[1]= 0.0;
|
|
massprops.center[2]= 0.0;
|
|
|
|
massprops.inertia[0]= 0.5*ob->mass;
|
|
massprops.inertia[1]= 0.5*ob->mass;
|
|
massprops.inertia[2]= 0.5*ob->mass;
|
|
|
|
massprops.orientation[0]= 0.0;
|
|
massprops.orientation[1]= 0.0;
|
|
massprops.orientation[2]= 0.0;
|
|
massprops.orientation[3]= 1.0;
|
|
|
|
ob->sumohandle= SM_CreateObject(ob, shape, &material, NULL, NULL);
|
|
SM_AddObject(scene, ob->sumohandle);
|
|
|
|
scaling[0] = ob->size[0];
|
|
scaling[1] = ob->size[1];
|
|
scaling[2] = ob->size[2];
|
|
SM_SetMatrixf(ob->sumohandle, ob->obmat[0]);
|
|
SM_SetScaling(ob->sumohandle, scaling);
|
|
}
|
|
}
|
|
}
|
|
base= base->next;
|
|
}
|
|
}
|
|
|
|
/* update animated objects */
|
|
void update_anim_sumo(void)
|
|
{
|
|
SM_Vector3 scaling;
|
|
|
|
Base *base;
|
|
Object *ob;
|
|
Mesh *me;
|
|
|
|
base= FIRSTBASE;
|
|
while(base) {
|
|
if(G.vd->lay & base->lay) {
|
|
ob= base->object;
|
|
|
|
if(ob->sumohandle) {
|
|
if((ob->gameflag & OB_DYNAMIC)==0) {
|
|
/* evt: optimise, check for anim */
|
|
scaling[0] = ob->size[0];
|
|
scaling[1] = ob->size[1];
|
|
scaling[2] = ob->size[2];
|
|
SM_SetMatrixf(ob->sumohandle, ob->obmat[0]);
|
|
SM_SetScaling(ob->sumohandle, scaling);
|
|
}
|
|
}
|
|
}
|
|
base= base->next;
|
|
}
|
|
|
|
}
|
|
|
|
void end_anim_sumo(void)
|
|
{
|
|
Base *base;
|
|
Object *ob;
|
|
Mesh *me;
|
|
|
|
base= FIRSTBASE;
|
|
while(base) {
|
|
if(G.vd->lay & base->lay) {
|
|
ob= base->object;
|
|
|
|
if(ob->type==OB_MESH) {
|
|
if(ob->sumohandle) {
|
|
SM_RemoveObject(G.scene->sumohandle, ob->sumohandle);
|
|
SM_DeleteObject(ob->sumohandle);
|
|
ob->sumohandle= NULL;
|
|
}
|
|
me= ob->data;
|
|
if(me->sumohandle) {
|
|
SM_DeleteShape(me->sumohandle);
|
|
me->sumohandle= NULL;
|
|
}
|
|
}
|
|
}
|
|
base= base->next;
|
|
}
|
|
if(G.scene->sumohandle) {
|
|
SM_DeleteScene(G.scene->sumohandle);
|
|
G.scene->sumohandle= NULL;
|
|
}
|
|
}
|
|
|
|
#endif
|
|
|
|
void inner_play_anim_loop(int init, int mode)
|
|
{
|
|
ScrArea *sa;
|
|
static ScrArea *oldsa;
|
|
static double swaptime;
|
|
static int curmode;
|
|
|
|
/* init */
|
|
if(init) {
|
|
oldsa= curarea;
|
|
swaptime= speed_to_swaptime(G.animspeed);
|
|
tottime= 0.0;
|
|
curmode= mode;
|
|
#ifdef NAN_LINEAR_PHYSICS
|
|
init_anim_sumo();
|
|
#endif
|
|
return;
|
|
}
|
|
|
|
set_timecursor(CFRA);
|
|
do_all_ipos();
|
|
BPY_do_all_scripts(SCRIPT_FRAMECHANGED);
|
|
do_all_keys();
|
|
do_all_actions();
|
|
do_all_ikas();
|
|
|
|
|
|
test_all_displists();
|
|
#ifdef NAN_LINEAR_PHYSICS
|
|
update_anim_sumo();
|
|
|
|
SM_Proceed(G.scene->sumohandle, swaptime, 40, NULL);
|
|
#endif
|
|
sa= G.curscreen->areabase.first;
|
|
while(sa) {
|
|
if(sa==oldsa) {
|
|
scrarea_do_windraw(sa);
|
|
}
|
|
else if(curmode) {
|
|
if ELEM(sa->spacetype, SPACE_VIEW3D, SPACE_SEQ) {
|
|
scrarea_do_windraw(sa);
|
|
}
|
|
}
|
|
|
|
sa= sa->next;
|
|
}
|
|
|
|
/* minimaal swaptime laten voorbijgaan */
|
|
tottime -= swaptime;
|
|
while (update_time()) PIL_sleep_ms(1);
|
|
|
|
if(CFRA==EFRA) {
|
|
if (tottime > 0.0) tottime = 0.0;
|
|
CFRA= SFRA;
|
|
}
|
|
else CFRA++;
|
|
|
|
}
|
|
|
|
int play_anim(int mode)
|
|
{
|
|
ScrArea *sa, *oldsa;
|
|
int cfraont;
|
|
unsigned short event=0;
|
|
short val;
|
|
|
|
/* patch voor zeer oude scenes */
|
|
if(SFRA==0) SFRA= 1;
|
|
if(EFRA==0) EFRA= 250;
|
|
|
|
if(SFRA>EFRA) return 0;
|
|
|
|
update_time();
|
|
|
|
/* waitcursor(1); */
|
|
G.f |= G_PLAYANIM; /* in sequence.c en view.c wordt dit afgevangen */
|
|
|
|
cfraont= CFRA;
|
|
oldsa= curarea;
|
|
|
|
inner_play_anim_loop(1, mode); /* 1==init */
|
|
|
|
while(TRUE) {
|
|
|
|
inner_play_anim_loop(0, 0);
|
|
|
|
screen_swapbuffers();
|
|
|
|
while(qtest()) {
|
|
|
|
event= extern_qread(&val);
|
|
if(event==ESCKEY) break;
|
|
else if(event==MIDDLEMOUSE) {
|
|
if(U.flag & VIEWMOVE) {
|
|
if(G.qual & LR_SHIFTKEY) viewmove(0);
|
|
else if(G.qual & LR_CTRLKEY) viewmove(2);
|
|
else viewmove(1);
|
|
}
|
|
else {
|
|
if(G.qual & LR_SHIFTKEY) viewmove(1);
|
|
else if(G.qual & LR_CTRLKEY) viewmove(2);
|
|
else viewmove(0);
|
|
}
|
|
}
|
|
else if(val) {
|
|
if(event==PAGEUPKEY) {
|
|
Group *group= G.main->group.first;
|
|
while(group) {
|
|
next_group_key(group);
|
|
group= group->id.next;
|
|
}
|
|
}
|
|
else if(event==PAGEDOWNKEY) {
|
|
Group *group= G.main->group.first;
|
|
while(group) {
|
|
prev_group_key(group);
|
|
group= group->id.next;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if(event==ESCKEY || event==SPACEKEY) break;
|
|
|
|
if(mode==2 && CFRA==EFRA) break;
|
|
}
|
|
|
|
if(event==SPACEKEY);
|
|
else CFRA= cfraont;
|
|
|
|
do_all_ipos();
|
|
do_all_keys();
|
|
do_all_actions();
|
|
do_all_ikas();
|
|
|
|
|
|
if(oldsa!=curarea) areawinset(oldsa->win);
|
|
|
|
/* restore all areas */
|
|
sa= G.curscreen->areabase.first;
|
|
while(sa) {
|
|
if( (mode && sa->spacetype==SPACE_VIEW3D) || sa==curarea) addqueue(sa->win, REDRAW, 1);
|
|
|
|
sa= sa->next;
|
|
}
|
|
|
|
/* speed button */
|
|
allqueue(REDRAWBUTSANIM, 0);
|
|
/* groups could have changed ipo */
|
|
allspace(REMAKEIPO, 0);
|
|
allqueue(REDRAWIPO, 0);
|
|
allqueue(REDRAWNLA, 0);
|
|
allqueue (REDRAWACTION, 0);
|
|
/* vooropig */
|
|
update_for_newframe();
|
|
#ifdef NAN_LINEAR_PHYSICS
|
|
end_anim_sumo();
|
|
#endif
|
|
waitcursor(0);
|
|
G.f &= ~G_PLAYANIM;
|
|
|
|
if (event==ESCKEY || event==SPACEKEY) return 1;
|
|
else return 0;
|
|
}
|