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authorClément Foucault <foucault.clem@gmail.com>2017-02-22 15:00:15 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-02-22 15:00:15 +0300
commitcd0d335183c8aa2c947a68ed6d5ded02a3cf2d2a (patch)
treefa56926998346499ade8504ec295fea08117da83 /source/blender/draw/intern/draw_armature.c
parent48aeb0b64008a947c5165d45d4a78f142f70e84c (diff)
Clay Engine: Started Armature drawing
This should give the overall direction to whom wants to finish it. - Renamed EDIT mode engine to EDIT_MESH mode engine - Introduce EDIT_ARMATURE mode engine - Started to port legacy drawarmature.c to draw_armature.c
Diffstat (limited to 'source/blender/draw/intern/draw_armature.c')
-rw-r--r--source/blender/draw/intern/draw_armature.c323
1 files changed, 323 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_armature.c b/source/blender/draw/intern/draw_armature.c
new file mode 100644
index 00000000000..68d1b3d7ea4
--- /dev/null
+++ b/source/blender/draw/intern/draw_armature.c
@@ -0,0 +1,323 @@
+/*
+ * Copyright 2016, Blender Foundation.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Blender Institute
+ *
+ */
+
+/** \file draw_armature.c
+ * \ingroup draw
+ */
+
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+
+#include "DNA_anim_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_object_types.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_math.h"
+#include "BLI_dlrbTree.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_animsys.h"
+#include "BKE_action.h"
+#include "BKE_armature.h"
+#include "BKE_global.h"
+#include "BKE_modifier.h"
+#include "BKE_nla.h"
+#include "BKE_curve.h"
+
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
+
+#include "ED_armature.h"
+#include "ED_keyframes_draw.h"
+
+#include "UI_resources.h"
+
+#include "draw_mode_pass.h"
+
+#define BONE_VAR(eBone, pchan, var) ((eBone) ? (eBone->var) : (pchan->var))
+#define BONE_FLAG(eBone, pchan) ((eBone) ? (eBone->flag) : (pchan->bone->flag))
+
+/* *************** Armature Drawing - Coloring API ***************************** */
+
+static float colorBoneSolid[4];
+static float colorTextHi[4];
+static float colorText[4];
+static float colorVertexSelect[4];
+static float colorVertex[4];
+
+static const float *constColor;
+
+static void update_color(const float const_color[4])
+{
+ constColor = const_color;
+
+ UI_GetThemeColor4fv(TH_BONE_SOLID, colorBoneSolid);
+ UI_GetThemeColor4fv(TH_TEXT_HI, colorTextHi);
+ UI_GetThemeColor4fv(TH_TEXT, colorText);
+ UI_GetThemeColor4fv(TH_VERTEX_SELECT, colorVertexSelect);
+ UI_GetThemeColor4fv(TH_VERTEX, colorVertex);
+}
+
+static const float *get_bone_solid_color(EditBone *eBone, bPoseChannel *pchan, bArmature *arm)
+{
+ if (constColor)
+ return colorBoneSolid;
+
+ /* Edit Mode */
+ if (eBone) {
+ if (eBone->flag & BONE_SELECTED)
+ return colorVertexSelect;
+ }
+
+ return colorBoneSolid;
+}
+
+static const float *get_bone_wire_color(EditBone *eBone, bPoseChannel *pchan, bArmature *arm)
+{
+ if (constColor)
+ return constColor;
+
+ if (eBone) {
+ if (eBone->flag & BONE_SELECTED)
+ return colorVertexSelect;
+ }
+
+ return colorVertex;
+}
+
+/* *************** Armature drawing, helper calls for parts ******************* */
+
+static void draw_bone_update_disp_matrix(EditBone *eBone, bPoseChannel *pchan, int drawtype)
+{
+ float s[4][4], ebmat[4][4];
+ float length;
+ float (*bone_mat)[4];
+ float (*disp_mat)[4];
+ float (*disp_tail_mat)[4];
+
+ /* TODO : This should be moved to depsgraph or armature refresh
+ * and not be tight to the draw pass creation.
+ * This would refresh armature without invalidating the draw cache */
+ if (pchan) {
+ length = pchan->bone->length;
+ bone_mat = pchan->pose_mat;
+ disp_mat = pchan->disp_mat;
+ disp_tail_mat = pchan->disp_tail_mat;
+ }
+ else {
+ eBone->length = len_v3v3(eBone->tail, eBone->head);
+ ED_armature_ebone_to_mat4(eBone, ebmat);
+
+ length = eBone->length;
+ bone_mat = ebmat;
+ disp_mat = eBone->disp_mat;
+ disp_tail_mat = eBone->disp_tail_mat;
+ }
+
+ if (pchan && pchan->custom) {
+ /* TODO */
+ }
+ else if (drawtype == ARM_ENVELOPE) {
+ /* TODO */
+ }
+ else if (drawtype == ARM_LINE) {
+ /* TODO */
+ }
+ else if (drawtype == ARM_WIRE) {
+ /* TODO */
+ }
+ else if (drawtype == ARM_B_BONE) {
+ /* TODO */
+ }
+ else {
+ scale_m4_fl(s, length);
+ mul_m4_m4m4(disp_mat, bone_mat, s);
+ copy_m4_m4(disp_tail_mat, disp_mat);
+ translate_m4(disp_tail_mat, 0.0f, 1.0f, 0.0f);
+ }
+}
+
+static void draw_axes(EditBone *eBone, bPoseChannel *pchan)
+{
+ const float *col = (constColor) ? constColor :
+ (BONE_FLAG(eBone, pchan) & BONE_SELECTED) ? colorTextHi : colorText;
+
+ DRW_shgroup_bone_axes(BONE_VAR(eBone, pchan, disp_tail_mat), col);
+}
+
+static void draw_points(EditBone *eBone, bPoseChannel *pchan, bArmature *arm)
+{
+ const float *col_solid_root = colorBoneSolid;
+ const float *col_solid_tail = colorBoneSolid;
+ const float *col_wire_root = (constColor) ? constColor : colorVertex;
+ const float *col_wire_tail = (constColor) ? constColor : colorVertex;
+
+ /* Edit bone points can be selected */
+ if (eBone) {
+ if (eBone->flag & BONE_ROOTSEL) {
+ col_solid_root = colorVertexSelect;
+ col_wire_root = colorVertexSelect;
+ }
+ if (eBone->flag & BONE_TIPSEL) {
+ col_solid_tail = colorVertexSelect;
+ col_wire_tail = colorVertexSelect;
+ }
+ }
+
+ /* Draw root point if we are not connected and parent are not hidden */
+ if ((BONE_FLAG(eBone, pchan) & BONE_CONNECTED) == 0) {
+ if (eBone) {
+ if (!((eBone->parent) && !EBONE_VISIBLE(arm, eBone->parent))) {
+ DRW_shgroup_bone_point_solid(eBone->disp_mat, col_solid_root);
+ DRW_shgroup_bone_point_wire(eBone->disp_mat, col_wire_root);
+ }
+ }
+ else {
+ Bone *bone = pchan->bone;
+ if (!((bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)))) {
+ DRW_shgroup_bone_point_solid(pchan->disp_mat, col_solid_root);
+ DRW_shgroup_bone_point_wire(pchan->disp_mat, col_wire_root);
+ }
+ }
+ }
+
+ /* Draw tip point */
+ DRW_shgroup_bone_point_solid(BONE_VAR(eBone, pchan, disp_tail_mat), col_solid_tail);
+ DRW_shgroup_bone_point_wire(BONE_VAR(eBone, pchan, disp_tail_mat), col_wire_tail);
+}
+
+static void draw_bone_custom_shape(EditBone *eBone, bPoseChannel *pchan, bArmature *arm)
+{
+}
+
+static void draw_bone_envelope(EditBone *eBone, bPoseChannel *pchan, bArmature *arm)
+{
+}
+
+static void draw_bone_line(EditBone *eBone, bPoseChannel *pchan, bArmature *arm)
+{
+}
+
+static void draw_bone_wire(EditBone *eBone, bPoseChannel *pchan, bArmature *arm)
+{
+}
+
+static void draw_bone_box(EditBone *eBone, bPoseChannel *pchan, bArmature *arm)
+{
+}
+
+static void draw_bone_octahedral(EditBone *eBone, bPoseChannel *pchan, bArmature *arm)
+{
+ const float *col_solid = get_bone_solid_color(eBone, pchan, arm);
+ const float *col_wire = get_bone_wire_color(eBone, pchan, arm);
+
+ DRW_shgroup_bone_octahedral_solid(BONE_VAR(eBone, pchan, disp_mat), col_solid);
+ DRW_shgroup_bone_octahedral_wire(BONE_VAR(eBone, pchan, disp_mat), col_wire);
+
+ draw_points(eBone, pchan, arm);
+}
+
+void draw_armature_edit(Object *ob)
+{
+ EditBone *eBone;
+ bArmature *arm = ob->data;
+ unsigned int index;
+
+ update_color(NULL);
+
+ for (eBone = arm->edbo->first, index = 0; eBone; eBone = eBone->next, index++) {
+ if (eBone->layer & arm->layer) {
+ if ((eBone->flag & BONE_HIDDEN_A) == 0) {
+
+ draw_bone_update_disp_matrix(eBone, NULL, arm->drawtype);
+
+ if (arm->drawtype == ARM_ENVELOPE)
+ draw_bone_envelope(eBone, NULL, arm);
+ else if (arm->drawtype == ARM_LINE)
+ draw_bone_line(eBone, NULL, arm);
+ else if (arm->drawtype == ARM_WIRE)
+ draw_bone_wire(eBone, NULL, arm);
+ else if (arm->drawtype == ARM_B_BONE)
+ draw_bone_box(eBone, NULL, arm);
+ else
+ draw_bone_octahedral(eBone, NULL, arm);
+
+ /* Draw additional axes */
+ if (arm->flag & ARM_DRAWAXES)
+ draw_axes(eBone, NULL);
+ }
+ }
+ }
+}
+
+/* if const_color is NULL do pose mode coloring */
+void draw_armature_pose(Object *ob, const float const_color[4])
+{
+ bArmature *arm = ob->data;
+ bPoseChannel *pchan;
+ Bone *bone;
+
+ update_color(const_color);
+
+ /* We can't safely draw non-updated pose, might contain NULL bone pointers... */
+ if (ob->pose->flag & POSE_RECALC) {
+ BKE_pose_rebuild(ob, arm);
+ }
+
+ /* being set below */
+ arm->layer_used = 0;
+
+ for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
+ bone = pchan->bone;
+ arm->layer_used |= bone->layer;
+
+ /* bone must be visible */
+ if ((bone->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)) == 0) {
+ if (bone->layer & arm->layer) {
+
+ draw_bone_update_disp_matrix(NULL, pchan, arm->drawtype);
+
+ if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM))
+ draw_bone_custom_shape(NULL, pchan, arm);
+ else if (arm->drawtype == ARM_ENVELOPE)
+ draw_bone_envelope(NULL, pchan, arm);
+ else if (arm->drawtype == ARM_LINE)
+ draw_bone_line(NULL, pchan, arm);
+ else if (arm->drawtype == ARM_WIRE)
+ draw_bone_wire(NULL, pchan, arm);
+ else if (arm->drawtype == ARM_B_BONE)
+ draw_bone_box(NULL, pchan, arm);
+ else
+ draw_bone_octahedral(NULL, pchan, arm);
+
+ /* Draw additional axes */
+ if (arm->flag & ARM_DRAWAXES)
+ draw_axes(NULL, pchan);
+ }
+ }
+ }
+} \ No newline at end of file