diff options
author | Julian Eisel <eiseljulian@gmail.com> | 2017-02-12 23:43:13 +0300 |
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committer | Julian Eisel <eiseljulian@gmail.com> | 2017-02-12 23:43:13 +0300 |
commit | 10b24eabbab0193f6944cdf3bec7b386c75d5445 (patch) | |
tree | 28cefb0f056191e09828cb79d2f7f728df4e2ead /source/blender/draw/intern/draw_mode_pass.c | |
parent | f754ce1c5e050d1637fe97d78f782d6a68da6c15 (diff) | |
parent | b104057d001d2472cc55c7fa51cff3275e331523 (diff) |
Merge branch 'blender2.8' into transform-manipulators
Conflicts:
source/blender/editors/interface/resources.c
source/blender/editors/space_view3d/view3d_intern.h
source/blender/editors/transform/transform_manipulator.c
source/blender/gpu/CMakeLists.txt
source/blender/gpu/intern/gpu_shader.c
Diffstat (limited to 'source/blender/draw/intern/draw_mode_pass.c')
-rw-r--r-- | source/blender/draw/intern/draw_mode_pass.c | 541 |
1 files changed, 541 insertions, 0 deletions
diff --git a/source/blender/draw/intern/draw_mode_pass.c b/source/blender/draw/intern/draw_mode_pass.c new file mode 100644 index 00000000000..0298db1a5ca --- /dev/null +++ b/source/blender/draw/intern/draw_mode_pass.c @@ -0,0 +1,541 @@ +/* + * 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 blender/draw/draw_mode_pass.c + * \ingroup draw + */ + +#include "DNA_userdef_types.h" + +#include "GPU_shader.h" + +#include "UI_resources.h" + +#include "BKE_global.h" + +#include "draw_mode_pass.h" + +/* ************************** OBJECT MODE ******************************* */ + +/* Store list of shading group for easy access*/ + +/* Empties */ +static DRWShadingGroup *plain_axes; +static DRWShadingGroup *cube; +static DRWShadingGroup *circle; +static DRWShadingGroup *sphere; +static DRWShadingGroup *cone; +static DRWShadingGroup *single_arrow; +static DRWShadingGroup *single_arrow_line; +static DRWShadingGroup *arrows; + +/* Lamps */ +static DRWShadingGroup *lamp_center; +static DRWShadingGroup *lamp_center_group; +static DRWShadingGroup *lamp_groundpoint; +static DRWShadingGroup *lamp_groundline; +static DRWShadingGroup *lamp_circle; +static DRWShadingGroup *lamp_circle_shadow; +static DRWShadingGroup *lamp_sunrays; + +/* Helpers */ +static DRWShadingGroup *relationship_lines; + +/* Objects Centers */ +static DRWShadingGroup *center_active; +static DRWShadingGroup *center_selected; +static DRWShadingGroup *center_deselected; + +/* Colors & Constant */ +static float colorWire[4], colorWireEdit[4]; +static float colorActive[4], colorSelect[4], colorTransform[4], colorGroup[4], colorGroupActive[4]; +static float colorEmpty[4], colorLamp[4], colorCamera[4], colorSpeaker[4]; +static float lampCenterSize, lampCircleRad, lampCircleShadowRad, colorLampNoAlpha[4]; + +static DRWShadingGroup *shgroup_dynlines_uniform_color(DRWPass *pass, float color[4]) +{ + GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); + + DRWShadingGroup *grp = DRW_shgroup_line_batch_create(sh, pass); + DRW_shgroup_uniform_vec4(grp, "color", color, 1); + + return grp; +} + +static DRWShadingGroup *shgroup_dynpoints_uniform_color(DRWPass *pass, float color[4], float *size) +{ + GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_SMOOTH); + + DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass); + DRW_shgroup_uniform_vec4(grp, "color", color, 1); + DRW_shgroup_uniform_float(grp, "size", size, 1); + DRW_shgroup_state_set(grp, DRW_STATE_POINT); + + return grp; +} + +static DRWShadingGroup *shgroup_groundlines_uniform_color(DRWPass *pass, float color[4]) +{ + GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDLINE); + + DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass); + DRW_shgroup_uniform_vec4(grp, "color", color, 1); + + return grp; +} + +static DRWShadingGroup *shgroup_groundpoints_uniform_color(DRWPass *pass, float color[4]) +{ + GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_GROUNDPOINT); + + DRWShadingGroup *grp = DRW_shgroup_point_batch_create(sh, pass); + DRW_shgroup_uniform_vec4(grp, "color", color, 1); + DRW_shgroup_state_set(grp, DRW_STATE_POINT); + + return grp; +} + +static DRWShadingGroup *shgroup_instance_screenspace(DRWPass *pass, struct Batch *geom, float *size) +{ + GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_SCREENSPACE_VARIYING_COLOR +); + + DRWShadingGroup *grp = DRW_shgroup_instance_create(sh, pass, geom); + DRW_shgroup_attrib_float(grp, "world_pos", 3); + DRW_shgroup_attrib_float(grp, "color", 3); + DRW_shgroup_uniform_float(grp, "size", size, 1); + DRW_shgroup_uniform_float(grp, "pixel_size", DRW_viewport_pixelsize_get(), 1); + DRW_shgroup_uniform_vec3(grp, "screen_vecs", DRW_viewport_screenvecs_get(), 2); + DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_3); + + return grp; +} + +static DRWShadingGroup *shgroup_instance(DRWPass *pass, struct Batch *geom) +{ + GPUShader *sh_inst = GPU_shader_get_builtin_shader(GPU_SHADER_INSTANCE_VARIYING_COLOR_VARIYING_SIZE); + + DRWShadingGroup *grp = DRW_shgroup_instance_create(sh_inst, pass, geom); + DRW_shgroup_attrib_float(grp, "color", 3); + DRW_shgroup_attrib_float(grp, "size", 1); + DRW_shgroup_attrib_float(grp, "InstanceModelMatrix", 16); + + return grp; +} + +/* This Function setup the passes needed for the mode rendering. + * The passes are populated by the rendering engine using the DRW_shgroup_* functions. */ +void DRW_pass_setup_common(DRWPass **wire_overlay, DRWPass **wire_outline, DRWPass **non_meshes, DRWPass **ob_center) +{ + UI_GetThemeColor4fv(TH_WIRE, colorWire); + UI_GetThemeColor4fv(TH_WIRE_EDIT, colorWireEdit); + UI_GetThemeColor4fv(TH_ACTIVE, colorActive); + UI_GetThemeColor4fv(TH_SELECT, colorSelect); + UI_GetThemeColor4fv(TH_TRANSFORM, colorTransform); + UI_GetThemeColor4fv(TH_GROUP_ACTIVE, colorGroupActive); + UI_GetThemeColor4fv(TH_GROUP, colorGroup); + UI_GetThemeColor4fv(TH_LAMP, colorLamp); + UI_GetThemeColor4fv(TH_LAMP, colorLampNoAlpha); + UI_GetThemeColor4fv(TH_SPEAKER, colorSpeaker); + UI_GetThemeColor4fv(TH_CAMERA, colorCamera); + UI_GetThemeColor4fv(TH_EMPTY, colorEmpty); + + colorLampNoAlpha[3] = 1.0f; + + if (wire_overlay) { + /* This pass can draw mesh edges top of Shaded Meshes without any Z fighting */ + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_BLEND; + *wire_overlay = DRW_pass_create("Wire Overlays Pass", state); + } + + if (wire_outline) { + /* This pass can draw mesh outlines and/or fancy wireframe */ + /* Fancy wireframes are not meant to be occluded (without Z offset) */ + /* Outlines and Fancy Wires use the same VBO */ + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND; + *wire_outline = DRW_pass_create("Wire + Outlines Pass", state); + } + + if (non_meshes) { + /* Non Meshes Pass (Camera, empties, lamps ...) */ + DRWShadingGroup *grp; + struct Batch *geom; + + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_WRITE_DEPTH | DRW_STATE_DEPTH_LESS | DRW_STATE_BLEND; + state |= DRW_STATE_WIRE; + *non_meshes = DRW_pass_create("Non Meshes Pass", state); + + GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); + + /* Empties */ + geom = DRW_cache_plain_axes_get(); + plain_axes = shgroup_instance(*non_meshes, geom); + + geom = DRW_cache_cube_get(); + cube = shgroup_instance(*non_meshes, geom); + + geom = DRW_cache_circle_get(); + circle = shgroup_instance(*non_meshes, geom); + + geom = DRW_cache_empty_sphere_get(); + sphere = shgroup_instance(*non_meshes, geom); + + geom = DRW_cache_empty_cone_get(); + cone = shgroup_instance(*non_meshes, geom); + + geom = DRW_cache_single_arrow_get(); + single_arrow = shgroup_instance(*non_meshes, geom); + + geom = DRW_cache_single_line_get(); + single_arrow_line = shgroup_instance(*non_meshes, geom); + + geom = DRW_cache_single_arrow_get(); + arrows = shgroup_instance(*non_meshes, geom); + + /* Lamps */ + lampCenterSize = (U.obcenter_dia + 1.5f) * U.pixelsize; + lampCircleRad = U.pixelsize * 9.0f; + lampCircleShadowRad = lampCircleRad + U.pixelsize * 3.0f; + /* TODO + * for now we create 3 times the same VBO with only lamp center coordinates + * but ideally we would only create it once */ + lamp_center = shgroup_dynpoints_uniform_color(*non_meshes, colorLampNoAlpha, &lampCenterSize); + lamp_center_group = shgroup_dynpoints_uniform_color(*non_meshes, colorGroup, &lampCenterSize); + + geom = DRW_cache_lamp_get(); + lamp_circle = shgroup_instance_screenspace(*non_meshes, geom, &lampCircleRad); + lamp_circle_shadow = shgroup_instance_screenspace(*non_meshes, geom, &lampCircleShadowRad); + + geom = DRW_cache_lamp_sunrays_get(); + lamp_sunrays = shgroup_instance_screenspace(*non_meshes, geom, &lampCircleRad); + + lamp_groundline = shgroup_groundlines_uniform_color(*non_meshes, colorLamp); + lamp_groundpoint = shgroup_groundpoints_uniform_color(*non_meshes, colorLamp); + + /* Stipple Wires */ + grp = DRW_shgroup_create(sh, *non_meshes); + DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_2); + + grp = DRW_shgroup_create(sh, *non_meshes); + DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_3); + + grp = DRW_shgroup_create(sh, *non_meshes); + DRW_shgroup_state_set(grp, DRW_STATE_STIPPLE_4); + + /* Relationship Lines */ + relationship_lines = shgroup_dynlines_uniform_color(*non_meshes, colorWire); + DRW_shgroup_state_set(relationship_lines, DRW_STATE_STIPPLE_3); + } + + if (ob_center) { + /* Object Center pass grouped by State */ + DRWShadingGroup *grp; + static float colorDeselect[4], outlineColor[4]; + static float outlineWidth, size; + + DRWState state = DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND | DRW_STATE_POINT; + *ob_center = DRW_pass_create("Obj Center Pass", state); + + outlineWidth = 1.0f * U.pixelsize; + size = U.obcenter_dia * U.pixelsize + outlineWidth; + //UI_GetThemeColorShadeAlpha4fv(TH_ACTIVE, 0, -80, colorActive); + //UI_GetThemeColorShadeAlpha4fv(TH_SELECT, 0, -80, colorSelect); + UI_GetThemeColorShadeAlpha4fv(TH_TRANSFORM, 0, -80, colorDeselect); + UI_GetThemeColorShadeAlpha4fv(TH_WIRE, 0, -30, outlineColor); + + GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_POINT_UNIFORM_SIZE_UNIFORM_COLOR_OUTLINE_SMOOTH); + + /* Active */ + grp = DRW_shgroup_point_batch_create(sh, *ob_center); + DRW_shgroup_uniform_float(grp, "size", &size, 1); + DRW_shgroup_uniform_float(grp, "outlineWidth", &outlineWidth, 1); + DRW_shgroup_uniform_vec4(grp, "color", colorActive, 1); + DRW_shgroup_uniform_vec4(grp, "outlineColor", outlineColor, 1); + center_active = grp; + + /* Select */ + grp = DRW_shgroup_point_batch_create(sh, *ob_center); + DRW_shgroup_uniform_vec4(grp, "color", colorSelect, 1); + center_selected = grp; + + /* Deselect */ + grp = DRW_shgroup_point_batch_create(sh, *ob_center); + DRW_shgroup_uniform_vec4(grp, "color", colorDeselect, 1); + center_deselected = grp; + } +} + +/* ******************************************** WIRES *********************************************** */ + +/* TODO FINISH */ +/* Get the wire color theme_id of an object based on it's state + * **color is a way to get a pointer to the static color var associated */ +static int draw_object_wire_theme(Object *ob, float **color) +{ + const bool is_edit = (ob->mode & OB_MODE_EDIT) != 0; + /* confusing logic here, there are 2 methods of setting the color + * 'colortab[colindex]' and 'theme_id', colindex overrides theme_id. + * + * note: no theme yet for 'colindex' */ + int theme_id = is_edit ? TH_WIRE_EDIT : TH_WIRE; + + if (//(scene->obedit == NULL) && + ((G.moving & G_TRANSFORM_OBJ) != 0) && + ((ob->base_flag & BASE_SELECTED) != 0)) + { + theme_id = TH_TRANSFORM; + } + else { + /* Sets the 'theme_id' or fallback to wire */ + if ((ob->flag & OB_FROMGROUP) != 0) { + if ((ob->base_flag & BASE_SELECTED) != 0) { + /* uses darker active color for non-active + selected */ + theme_id = TH_GROUP_ACTIVE; + + // if (scene->basact != base) { + // theme_shade = -16; + // } + } + else { + theme_id = TH_GROUP; + } + } + else { + if ((ob->base_flag & BASE_SELECTED) != 0) { + theme_id = //scene->basact == base ? TH_ACTIVE : + TH_SELECT; + } + else { + if (ob->type == OB_LAMP) theme_id = TH_LAMP; + else if (ob->type == OB_SPEAKER) theme_id = TH_SPEAKER; + else if (ob->type == OB_CAMERA) theme_id = TH_CAMERA; + else if (ob->type == OB_EMPTY) theme_id = TH_EMPTY; + /* fallback to TH_WIRE */ + } + } + } + + if (color != NULL) { + switch (theme_id) { + case TH_WIRE_EDIT: *color = colorTransform; break; + case TH_ACTIVE: *color = colorActive; break; + case TH_SELECT: *color = colorSelect; break; + case TH_GROUP: *color = colorGroup; break; + case TH_GROUP_ACTIVE: *color = colorGroupActive; break; + case TH_TRANSFORM: *color = colorTransform; break; + case OB_SPEAKER: *color = colorSpeaker; break; + case OB_CAMERA: *color = colorCamera; break; + case OB_EMPTY: *color = colorEmpty; break; + case OB_LAMP: *color = colorLamp; break; + default: *color = colorWire; break; + } + } + + return theme_id; +} + +void DRW_shgroup_wire_overlay(DRWPass *wire_overlay, Object *ob) +{ +#if 1 + struct Batch *geom = DRW_cache_wire_overlay_get(ob); + GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_OVERLAY); + + DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_overlay); + DRW_shgroup_uniform_vec2(grp, "viewportSize", DRW_viewport_size_get(), 1); + + DRW_shgroup_call_add(grp, geom, ob->obmat); +#else + static float col[4] = {0.0f, 0.0f, 0.0f, 1.0f}; + struct Batch *geom = DRW_cache_wire_overlay_get(ob); + GPUShader *sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); + + DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_overlay); + DRW_shgroup_uniform_vec4(grp, "color", col, 1); + + DRW_shgroup_call_add(grp, geom, ob->obmat); +#endif +} + +void DRW_shgroup_wire_outline(DRWPass *wire_outline, Object *ob, + const bool do_front, const bool do_back, const bool do_outline) +{ + GPUShader *sh; + struct Batch *geom = DRW_cache_wire_outline_get(ob); + + /* Get color */ + /* TODO get the right color depending on ob state (Groups, overides etc..) */ + static float frontcol[4], backcol[4], color[4]; + UI_GetThemeColor4fv(TH_ACTIVE, color); + copy_v4_v4(frontcol, color); + copy_v4_v4(backcol, color); + backcol[3] = 0.333f; + frontcol[3] = 0.667f; + +#if 1 /* New wire */ + + bool is_perps = DRW_viewport_is_persp_get(); + static bool bTrue = true; + static bool bFalse = false; + + /* Note (TODO) : this requires cache to be discarded on ortho/perp switch + * It may be preferable (or not depending on performance implication) + * to introduce a shader uniform switch */ + if (is_perps) { + sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_FRONT_BACK_PERSP); + } + else { + sh = GPU_shader_get_builtin_shader(GPU_SHADER_EDGES_FRONT_BACK_ORTHO); + } + + if (do_front || do_back) { + bool *bFront = (do_front) ? &bTrue : &bFalse; + bool *bBack = (do_back) ? &bTrue : &bFalse; + + DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_outline); + DRW_shgroup_state_set(grp, DRW_STATE_WIRE); + DRW_shgroup_uniform_vec4(grp, "frontColor", frontcol, 1); + DRW_shgroup_uniform_vec4(grp, "backColor", backcol, 1); + DRW_shgroup_uniform_bool(grp, "drawFront", bFront, 1); + DRW_shgroup_uniform_bool(grp, "drawBack", bBack, 1); + DRW_shgroup_uniform_bool(grp, "drawSilhouette", &bFalse, 1); + DRW_shgroup_call_add(grp, geom, ob->obmat); + } + + if (do_outline) { + DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_outline); + DRW_shgroup_state_set(grp, DRW_STATE_WIRE_LARGE); + DRW_shgroup_uniform_vec4(grp, "silhouetteColor", color, 1); + DRW_shgroup_uniform_bool(grp, "drawFront", &bFalse, 1); + DRW_shgroup_uniform_bool(grp, "drawBack", &bFalse, 1); + DRW_shgroup_uniform_bool(grp, "drawSilhouette", &bTrue, 1); + + DRW_shgroup_call_add(grp, geom, ob->obmat); + } + +#else /* Old (flat) wire */ + + sh = GPU_shader_get_builtin_shader(GPU_SHADER_3D_UNIFORM_COLOR); + DRWShadingGroup *grp = DRW_shgroup_create(sh, wire_outline); + DRW_shgroup_state_set(grp, DRW_STATE_WIRE_LARGE); + DRW_shgroup_uniform_vec4(grp, "color", frontcol, 1); + + DRW_shgroup_call_add(grp, geom, ob->obmat); +#endif + +} + +/* ***************************** NON MESHES ********************** */ + +static void DRW_draw_lamp(Object *ob) +{ + Lamp *la = ob->data; + float *color; + int theme_id = draw_object_wire_theme(ob, &color); + + /* Don't draw the center if it's selected or active */ + if (theme_id == TH_GROUP) + DRW_shgroup_dynamic_call_add(lamp_center_group, ob->obmat[3]); + else if (theme_id == TH_LAMP) + DRW_shgroup_dynamic_call_add(lamp_center, ob->obmat[3]); + + /* First circle */ + DRW_shgroup_dynamic_call_add(lamp_circle, ob->obmat[3], color); + + /* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */ + if (la->type != LA_HEMI) { + DRW_shgroup_dynamic_call_add(lamp_circle_shadow, ob->obmat[3], color); + } + + /* Sunrays */ + if (la->type == LA_SUN) { + DRW_shgroup_dynamic_call_add(lamp_sunrays, ob->obmat[3], color); + } + + /* Line and point going to the ground */ + DRW_shgroup_dynamic_call_add(lamp_groundline, ob->obmat[3]); + DRW_shgroup_dynamic_call_add(lamp_groundpoint, ob->obmat[3]); +} + +static void DRW_draw_empty(Object *ob) +{ + float *color; + draw_object_wire_theme(ob, &color); + + switch (ob->empty_drawtype) { + case OB_PLAINAXES: + DRW_shgroup_dynamic_call_add(plain_axes, color, &ob->empty_drawsize, ob->obmat); + break; + case OB_SINGLE_ARROW: + DRW_shgroup_dynamic_call_add(single_arrow, color, &ob->empty_drawsize, ob->obmat); + DRW_shgroup_dynamic_call_add(single_arrow_line, color, &ob->empty_drawsize, ob->obmat); + break; + case OB_CUBE: + DRW_shgroup_dynamic_call_add(cube, color, &ob->empty_drawsize, ob->obmat); + break; + case OB_CIRCLE: + DRW_shgroup_dynamic_call_add(circle, color, &ob->empty_drawsize, ob->obmat); + break; + case OB_EMPTY_SPHERE: + DRW_shgroup_dynamic_call_add(sphere, color, &ob->empty_drawsize, ob->obmat); + break; + case OB_EMPTY_CONE: + DRW_shgroup_dynamic_call_add(cone, color, &ob->empty_drawsize, ob->obmat); + break; + case OB_ARROWS: + DRW_shgroup_dynamic_call_add(arrows, color, &ob->empty_drawsize, ob->obmat); + /* TODO Missing axes names */ + break; + } +} + +void DRW_shgroup_non_meshes(DRWPass *UNUSED(non_meshes), Object *ob) +{ + switch (ob->type) { + case OB_LAMP: + DRW_draw_lamp(ob); + break; + case OB_CAMERA: + case OB_EMPTY: + DRW_draw_empty(ob); + default: + break; + } +} + +void DRW_shgroup_relationship_lines(DRWPass *UNUSED(non_meshes), Object *ob) +{ + if (ob->parent) { + DRW_shgroup_dynamic_call_add(relationship_lines, ob->obmat[3]); + DRW_shgroup_dynamic_call_add(relationship_lines, ob->parent->obmat[3]); + } +} + +/* ***************************** COMMON **************************** */ + +void DRW_shgroup_object_center(DRWPass *UNUSED(ob_center), Object *ob) +{ + if ((ob->base_flag & BASE_SELECTED) != 0) { + DRW_shgroup_dynamic_call_add(center_selected, ob->obmat[3]); + } + else if (0) { + DRW_shgroup_dynamic_call_add(center_deselected, ob->obmat[3]); + } +} |