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authorCampbell Barton <ideasman42@gmail.com>2017-06-08 00:16:47 +0300
committerCampbell Barton <ideasman42@gmail.com>2017-06-08 00:42:17 +0300
commit7f480352caaa14a20c0438ae0ed1c2607b6c2c00 (patch)
tree6e938c6173a15d54c681458e361fd61b32fb8cf7 /source/blender/editors/manipulator_library/primitive3d_manipulator.c
parentbfa5efeebecb24d52bd63d79d6fc08518568f5e6 (diff)
WM: move manipulator library into editors
As with operators, the window-manager has the API for defining, the editor can implement and register its own manipulators. This exposes wmManipulator, keeping it opaque isn't practical if editors and Python are to implement their own.
Diffstat (limited to 'source/blender/editors/manipulator_library/primitive3d_manipulator.c')
-rw-r--r--source/blender/editors/manipulator_library/primitive3d_manipulator.c252
1 files changed, 252 insertions, 0 deletions
diff --git a/source/blender/editors/manipulator_library/primitive3d_manipulator.c b/source/blender/editors/manipulator_library/primitive3d_manipulator.c
new file mode 100644
index 00000000000..cc8fbeb17d2
--- /dev/null
+++ b/source/blender/editors/manipulator_library/primitive3d_manipulator.c
@@ -0,0 +1,252 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file primitive_manipulator.c
+ * \ingroup wm
+ *
+ * \name Primitive Manipulator
+ *
+ * 3D Manipulator
+ *
+ * \brief Manipulator with primitive drawing type (plane, cube, etc.).
+ * Currently only plane primitive supported without own handling, use with operator only.
+ */
+
+#include "BIF_gl.h"
+
+#include "BKE_context.h"
+
+#include "BLI_math.h"
+
+#include "DNA_view3d_types.h"
+#include "DNA_manipulator_types.h"
+
+#include "GPU_immediate.h"
+#include "GPU_matrix.h"
+#include "GPU_select.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+#include "ED_manipulator_library.h"
+
+/* own includes */
+#include "manipulator_library_intern.h"
+
+
+/* PrimitiveManipulator->flag */
+enum {
+ PRIM_UP_VECTOR_SET = (1 << 0),
+};
+
+typedef struct PrimitiveManipulator {
+ wmManipulator manipulator;
+
+ float direction[3];
+ float up[3];
+ int style;
+ int flag;
+} PrimitiveManipulator;
+
+
+static float verts_plane[4][3] = {
+ {-1, -1, 0},
+ { 1, -1, 0},
+ { 1, 1, 0},
+ {-1, 1, 0},
+};
+
+
+/* -------------------------------------------------------------------- */
+
+static void manipulator_primitive_draw_geom(
+ const float col_inner[4], const float col_outer[4], const int style)
+{
+ float (*verts)[3];
+ unsigned int vert_count = 0;
+
+ if (style == ED_MANIPULATOR_PRIMITIVE_STYLE_PLANE) {
+ verts = verts_plane;
+ vert_count = ARRAY_SIZE(verts_plane);
+ }
+
+ if (vert_count > 0) {
+ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", COMP_F32, 3, KEEP_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ wm_manipulator_vec_draw(col_inner, verts, vert_count, pos, PRIM_TRIANGLE_FAN);
+ wm_manipulator_vec_draw(col_outer, verts, vert_count, pos, PRIM_LINE_LOOP);
+ immUnbindProgram();
+ }
+}
+
+static void manipulator_primitive_draw_intern(
+ PrimitiveManipulator *prim, const bool UNUSED(select),
+ const bool highlight)
+{
+ float col_inner[4], col_outer[4];
+ float rot[3][3];
+ float mat[4][4];
+
+ if (prim->flag & PRIM_UP_VECTOR_SET) {
+ copy_v3_v3(rot[2], prim->direction);
+ copy_v3_v3(rot[1], prim->up);
+ cross_v3_v3v3(rot[0], prim->up, prim->direction);
+ }
+ else {
+ const float up[3] = {0.0f, 0.0f, 1.0f};
+ rotation_between_vecs_to_mat3(rot, up, prim->direction);
+ }
+
+ copy_m4_m3(mat, rot);
+ copy_v3_v3(mat[3], prim->manipulator.origin);
+ mul_mat3_m4_fl(mat, prim->manipulator.scale);
+
+ gpuPushMatrix();
+ gpuMultMatrix(mat);
+
+ manipulator_color_get(&prim->manipulator, highlight, col_outer);
+ copy_v4_v4(col_inner, col_outer);
+ col_inner[3] *= 0.5f;
+
+ glEnable(GL_BLEND);
+ gpuTranslate3fv(prim->manipulator.offset);
+ manipulator_primitive_draw_geom(col_inner, col_outer, prim->style);
+ glDisable(GL_BLEND);
+
+ gpuPopMatrix();
+
+ if (prim->manipulator.interaction_data) {
+ ManipulatorInteraction *inter = prim->manipulator.interaction_data;
+
+ copy_v4_fl(col_inner, 0.5f);
+ copy_v3_fl(col_outer, 0.5f);
+ col_outer[3] = 0.8f;
+
+ copy_m4_m3(mat, rot);
+ copy_v3_v3(mat[3], inter->init_origin);
+ mul_mat3_m4_fl(mat, inter->init_scale);
+
+ gpuPushMatrix();
+ gpuMultMatrix(mat);
+
+ glEnable(GL_BLEND);
+ gpuTranslate3fv(prim->manipulator.offset);
+ manipulator_primitive_draw_geom(col_inner, col_outer, prim->style);
+ glDisable(GL_BLEND);
+
+ gpuPopMatrix();
+ }
+}
+
+static void manipulator_primitive_render_3d_intersect(
+ const bContext *UNUSED(C), wmManipulator *manipulator,
+ int selectionbase)
+{
+ GPU_select_load_id(selectionbase);
+ manipulator_primitive_draw_intern((PrimitiveManipulator *)manipulator, true, false);
+}
+
+static void manipulator_primitive_draw(const bContext *UNUSED(C), wmManipulator *manipulator)
+{
+ manipulator_primitive_draw_intern(
+ (PrimitiveManipulator *)manipulator, false,
+ (manipulator->state & WM_MANIPULATOR_STATE_HIGHLIGHT));
+}
+
+static void manipulator_primitive_invoke(
+ bContext *UNUSED(C), wmManipulator *manipulator, const wmEvent *UNUSED(event))
+{
+ ManipulatorInteraction *inter = MEM_callocN(sizeof(ManipulatorInteraction), __func__);
+
+ copy_v3_v3(inter->init_origin, manipulator->origin);
+ inter->init_scale = manipulator->scale;
+
+ manipulator->interaction_data = inter;
+}
+
+
+/* -------------------------------------------------------------------- */
+/** \name Primitive Manipulator API
+ *
+ * \{ */
+
+wmManipulator *ED_manipulator_primitive3d_new(wmManipulatorGroup *mgroup, const char *name, const int style)
+{
+ const wmManipulatorType *mpt = WM_manipulatortype_find("MANIPULATOR_WT_primitive3d", false);
+ PrimitiveManipulator *prim = (PrimitiveManipulator *)WM_manipulator_new(mpt, mgroup, name);
+
+ const float dir_default[3] = {0.0f, 0.0f, 1.0f};
+
+ prim->manipulator.flag |= WM_MANIPULATOR_DRAW_ACTIVE;
+ prim->style = style;
+
+ /* defaults */
+ copy_v3_v3(prim->direction, dir_default);
+
+ return (wmManipulator *)prim;
+}
+
+/**
+ * Define direction the primitive will point towards
+ */
+void ED_manipulator_primitive3d_set_direction(wmManipulator *manipulator, const float direction[3])
+{
+ PrimitiveManipulator *prim = (PrimitiveManipulator *)manipulator;
+
+ normalize_v3_v3(prim->direction, direction);
+}
+
+/**
+ * Define up-direction of the primitive manipulator
+ */
+void ED_manipulator_primitive3d_set_up_vector(wmManipulator *manipulator, const float direction[3])
+{
+ PrimitiveManipulator *prim = (PrimitiveManipulator *)manipulator;
+
+ if (direction) {
+ normalize_v3_v3(prim->up, direction);
+ prim->flag |= PRIM_UP_VECTOR_SET;
+ }
+ else {
+ prim->flag &= ~PRIM_UP_VECTOR_SET;
+ }
+}
+
+static void MANIPULATOR_WT_primitive3d(wmManipulatorType *wt)
+{
+ /* identifiers */
+ wt->idname = "MANIPULATOR_WT_primitive3d";
+
+ /* api callbacks */
+ wt->draw = manipulator_primitive_draw;
+ wt->draw_select = manipulator_primitive_render_3d_intersect;
+ wt->invoke = manipulator_primitive_invoke;
+
+ wt->size = sizeof(PrimitiveManipulator);
+}
+
+void ED_manipulatortypes_primitive_3d(void)
+{
+ WM_manipulatortype_append(MANIPULATOR_WT_primitive3d);
+}
+
+/** \} */ // Primitive Manipulator API