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authorTon Roosendaal <ton@blender.org>2008-12-20 16:29:35 +0300
committerTon Roosendaal <ton@blender.org>2008-12-20 16:29:35 +0300
commit5f7ad7081157ff104320e2a51a1acb0bb679ad04 (patch)
tree917291be0042c64db24afdd71a06962f53e49b9e /source/blender/editors/space_view3d/drawarmature.c
parentcc80111b2bb9ccf62064979ae527cb2da10e4c31 (diff)
2.5
Put back armature drawing code. The BIF_editarmature.h is a placeholder... need it to get it work.
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c2588
1 files changed, 2588 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
new file mode 100644
index 00000000000..c10ceb78282
--- /dev/null
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -0,0 +1,2588 @@
+/**
+ * $Id$
+ *
+ * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
+ *
+ * The Original Code is Copyright (C) 2005 by the Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): none yet.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+#include <stdlib.h>
+#include <string.h>
+#include <math.h>
+
+#ifdef HAVE_CONFIG_H
+#include <config.h>
+#endif
+
+#include "MEM_guardedalloc.h"
+
+#include "BMF_Api.h"
+
+#include "DNA_action_types.h"
+#include "DNA_armature_types.h"
+#include "DNA_constraint_types.h"
+#include "DNA_ID.h"
+#include "DNA_nla_types.h"
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_space_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_userdef_types.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_arithb.h"
+
+#include "BKE_action.h"
+#include "BKE_armature.h"
+#include "BKE_constraint.h"
+#include "BKE_context.h"
+#include "BKE_depsgraph.h"
+#include "BKE_DerivedMesh.h"
+#include "BKE_global.h"
+#include "BKE_main.h"
+#include "BKE_object.h"
+#include "BKE_ipo.h"
+#include "BKE_utildefines.h"
+
+#include "BIF_editarmature.h"
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+#include "UI_resources.h"
+
+#include "view3d_intern.h"
+
+/* XXX ***************** */
+int pose_channel_in_IK_chain() {return 0;}
+void ipo_to_keylist() {}
+void *ob_get_action() {return NULL;}
+void action_to_keylist() {}
+
+typedef struct ActKeyColumn {
+ struct ActKeyColumn *next, *prev;
+ short sel, handle_type;
+ float cfra;
+
+ /* only while drawing - used to determine if long-keyframe needs to be drawn */
+ short modified;
+ short totcurve;
+} ActKeyColumn;
+typedef struct ActKeysInc {
+ struct Object *ob; /* if present, used to find action-scaled time */
+ float start, end; /* frames (global-time) to only consider keys between */
+} ActKeysInc;
+
+/* ******************** */
+
+
+/* *************** Armature Drawing - Coloring API ***************************** */
+
+/* global here is reset before drawing each bone */
+static ThemeWireColor *bcolor= NULL;
+
+/* values of colCode for set_pchan_glcolor */
+enum {
+ PCHAN_COLOR_NORMAL = 0, /* normal drawing */
+ PCHAN_COLOR_SOLID, /* specific case where "solid" color is needed */
+ PCHAN_COLOR_CONSTS, /* "constraint" colors (which may/may-not be suppressed) */
+
+ PCHAN_COLOR_SPHEREBONE_BASE, /* for the 'stick' of sphere (envelope) bones */
+ PCHAN_COLOR_SPHEREBONE_END, /* for the ends of sphere (envelope) bones */
+ PCHAN_COLOR_LINEBONE /* for the middle of line-bones */
+};
+
+/* This function sets the color-set for coloring a certain bone */
+static void set_pchan_colorset (Object *ob, bPoseChannel *pchan)
+{
+ bPose *pose= (ob) ? ob->pose : NULL;
+ bArmature *arm= (ob) ? ob->data : NULL;
+ bActionGroup *grp= NULL;
+ short color_index= 0;
+
+ /* sanity check */
+ if (ELEM4(NULL, ob, arm, pose, pchan)) {
+ bcolor= NULL;
+ return;
+ }
+
+ /* only try to set custom color if enabled for armature */
+ if (arm->flag & ARM_COL_CUSTOM) {
+ /* currently, a bone can only use a custom color set if it's group (if it has one),
+ * has been set to use one
+ */
+ if (pchan->agrp_index) {
+ grp= (bActionGroup *)BLI_findlink(&pose->agroups, (pchan->agrp_index - 1));
+ if (grp)
+ color_index= grp->customCol;
+ }
+ }
+
+ /* bcolor is a pointer to the color set to use. If NULL, then the default
+ * color set (based on the theme colors for 3d-view) is used.
+ */
+ if (color_index > 0) {
+ bTheme *btheme= U.themes.first;
+ bcolor= &btheme->tarm[(color_index - 1)];
+ }
+ else if (color_index == -1) {
+ /* use the group's own custom color set */
+ bcolor= (grp)? &grp->cs : NULL;
+ }
+ else
+ bcolor= NULL;
+}
+
+/* This function is for brightening/darkening a given color (like UI_ThemeColorShade()) */
+static void cp_shade_color3ub (char cp[], int offset)
+{
+ int r, g, b;
+
+ r= offset + (int) cp[0];
+ CLAMP(r, 0, 255);
+ g= offset + (int) cp[1];
+ CLAMP(g, 0, 255);
+ b= offset + (int) cp[2];
+ CLAMP(b, 0, 255);
+
+ cp[0]= r;
+ cp[1]= g;
+ cp[2]= b;
+}
+
+/* This function sets the gl-color for coloring a certain bone (based on bcolor) */
+static short set_pchan_glColor (short colCode, int armflag, int boneflag, int constflag)
+{
+ switch (colCode) {
+ case PCHAN_COLOR_NORMAL:
+ {
+ if (bcolor) {
+ char cp[3];
+
+ if (boneflag & BONE_ACTIVE) {
+ VECCOPY(cp, bcolor->active);
+ }
+ else if (boneflag & BONE_SELECTED) {
+ VECCOPY(cp, bcolor->select);
+ }
+ else {
+ /* a bit darker than solid */
+ VECCOPY(cp, bcolor->solid);
+ cp_shade_color3ub(cp, -50);
+ }
+
+ glColor3ub(cp[0], cp[1], cp[2]);
+ }
+ else {
+ if (boneflag & BONE_ACTIVE) UI_ThemeColorShade(TH_BONE_POSE, 40);
+ else if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_BONE_POSE);
+ else UI_ThemeColor(TH_WIRE);
+ }
+
+ return 1;
+ }
+ break;
+
+ case PCHAN_COLOR_SOLID:
+ {
+ if (bcolor) {
+ char *cp= bcolor->solid;
+ glColor3ub(cp[0], cp[1], cp[2]);
+ }
+ else
+ UI_ThemeColor(TH_BONE_SOLID);
+
+ return 1;
+ }
+ break;
+
+ case PCHAN_COLOR_CONSTS:
+ {
+ if ( (bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS) ) {
+ if (constflag & PCHAN_HAS_STRIDE) glColor4ub(0, 0, 200, 80);
+ else if (constflag & PCHAN_HAS_TARGET) glColor4ub(255, 150, 0, 80);
+ else if (constflag & PCHAN_HAS_IK) glColor4ub(255, 255, 0, 80);
+ else if (constflag & PCHAN_HAS_CONST) glColor4ub(0, 255, 120, 80);
+ else if (constflag) UI_ThemeColor4(TH_BONE_POSE); // PCHAN_HAS_ACTION
+
+ return 1;
+ }
+ else
+ return 0;
+ }
+ break;
+
+ case PCHAN_COLOR_SPHEREBONE_BASE:
+ {
+ if (bcolor) {
+ char cp[3];
+
+ if (boneflag & BONE_ACTIVE) {
+ VECCOPY(cp, bcolor->active);
+ }
+ else if (boneflag & BONE_SELECTED) {
+ VECCOPY(cp, bcolor->select);
+ }
+ else {
+ VECCOPY(cp, bcolor->solid);
+ }
+
+ glColor3ub(cp[0], cp[1], cp[2]);
+ }
+ else {
+ if (boneflag & BONE_ACTIVE) UI_ThemeColorShade(TH_BONE_POSE, 40);
+ else if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_BONE_POSE);
+ else UI_ThemeColor(TH_BONE_SOLID);
+ }
+
+ return 1;
+ }
+ break;
+ case PCHAN_COLOR_SPHEREBONE_END:
+ {
+ if (bcolor) {
+ char cp[3];
+
+ if (boneflag & BONE_ACTIVE) {
+ VECCOPY(cp, bcolor->active);
+ cp_shade_color3ub(cp, 10);
+ }
+ else if (boneflag & BONE_SELECTED) {
+ VECCOPY(cp, bcolor->select);
+ cp_shade_color3ub(cp, -30);
+ }
+ else {
+ VECCOPY(cp, bcolor->solid);
+ cp_shade_color3ub(cp, -30);
+ }
+
+ glColor3ub(cp[0], cp[1], cp[2]);
+ }
+ else {
+ if (boneflag & BONE_ACTIVE) UI_ThemeColorShade(TH_BONE_POSE, 10);
+ else if (boneflag & BONE_SELECTED) UI_ThemeColorShade(TH_BONE_POSE, -30);
+ else UI_ThemeColorShade(TH_BONE_SOLID, -30);
+ }
+ }
+ break;
+
+ case PCHAN_COLOR_LINEBONE:
+ {
+ /* inner part in background color or constraint */
+ if ( (constflag) && ((bcolor==NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) ) {
+ if (constflag & PCHAN_HAS_STRIDE) glColor3ub(0, 0, 200);
+ else if (constflag & PCHAN_HAS_TARGET) glColor3ub(255, 150, 0);
+ else if (constflag & PCHAN_HAS_IK) glColor3ub(255, 255, 0);
+ else if (constflag & PCHAN_HAS_CONST) glColor3ub(0, 255, 120);
+ else if (constflag) UI_ThemeColor(TH_BONE_POSE); /* PCHAN_HAS_ACTION */
+ }
+ else {
+ if (bcolor) {
+ char *cp= bcolor->solid;
+ glColor4ub(cp[0], cp[1], cp[2], 0.8);
+ }
+ else
+ UI_ThemeColorShade(TH_BACK, -30);
+ }
+
+ return 1;
+ }
+ break;
+ }
+
+ return 0;
+}
+
+
+/* *************** Armature drawing, helper calls for parts ******************* */
+
+/* half the cube, in Y */
+static float cube[8][3] = {
+{-1.0, 0.0, -1.0},
+{-1.0, 0.0, 1.0},
+{-1.0, 1.0, 1.0},
+{-1.0, 1.0, -1.0},
+{ 1.0, 0.0, -1.0},
+{ 1.0, 0.0, 1.0},
+{ 1.0, 1.0, 1.0},
+{ 1.0, 1.0, -1.0},
+};
+
+static void drawsolidcube_size(float xsize, float ysize, float zsize)
+{
+ static GLuint displist=0;
+ float n[3];
+
+ glScalef(xsize, ysize, zsize);
+
+ n[0]=0; n[1]=0; n[2]=0;
+
+ if(displist==0) {
+ displist= glGenLists(1);
+ glNewList(displist, GL_COMPILE_AND_EXECUTE);
+
+ glBegin(GL_QUADS);
+ n[0]= -1.0;
+ glNormal3fv(n);
+ glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]);
+ n[0]=0;
+ n[1]= -1.0;
+ glNormal3fv(n);
+ glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[1]);
+ n[1]=0;
+ n[0]= 1.0;
+ glNormal3fv(n);
+ glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glVertex3fv(cube[5]);
+ n[0]=0;
+ n[1]= 1.0;
+ glNormal3fv(n);
+ glVertex3fv(cube[7]); glVertex3fv(cube[3]); glVertex3fv(cube[2]); glVertex3fv(cube[6]);
+ n[1]=0;
+ n[2]= 1.0;
+ glNormal3fv(n);
+ glVertex3fv(cube[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[2]);
+ n[2]=0;
+ n[2]= -1.0;
+ glNormal3fv(n);
+ glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]);
+ glEnd();
+
+ glEndList();
+ }
+ else glCallList(displist);
+
+}
+
+static void drawcube_size(float xsize, float ysize, float zsize)
+{
+ static GLuint displist=0;
+
+ glScalef(xsize, ysize, zsize);
+
+ if(displist == 0) {
+ displist= glGenLists(1);
+ glNewList(displist, GL_COMPILE_AND_EXECUTE);
+
+ glBegin(GL_LINE_STRIP);
+ glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
+ glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
+ glVertex3fv(cube[7]); glVertex3fv(cube[4]);
+ glEnd();
+
+ glBegin(GL_LINES);
+ glVertex3fv(cube[1]); glVertex3fv(cube[5]);
+ glVertex3fv(cube[2]); glVertex3fv(cube[6]);
+ glVertex3fv(cube[3]); glVertex3fv(cube[7]);
+ glEnd();
+
+ glEndList();
+ }
+ else glCallList(displist);
+
+}
+
+
+static void draw_bonevert(void)
+{
+ static GLuint displist=0;
+
+ if (displist == 0) {
+ GLUquadricObj *qobj;
+
+ displist= glGenLists(1);
+ glNewList(displist, GL_COMPILE_AND_EXECUTE);
+
+ glPushMatrix();
+
+ qobj = gluNewQuadric();
+ gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
+ gluDisk(qobj, 0.0, 0.05, 16, 1);
+
+ glRotatef(90, 0, 1, 0);
+ gluDisk(qobj, 0.0, 0.05, 16, 1);
+
+ glRotatef(90, 1, 0, 0);
+ gluDisk(qobj, 0.0, 0.05, 16, 1);
+
+ gluDeleteQuadric(qobj);
+
+ glPopMatrix();
+ glEndList();
+ }
+ else
+ glCallList(displist);
+}
+
+static void draw_bonevert_solid(void)
+{
+ static GLuint displist=0;
+
+ if (displist == 0) {
+ GLUquadricObj *qobj;
+
+ displist= glGenLists(1);
+ glNewList(displist, GL_COMPILE_AND_EXECUTE);
+
+ qobj = gluNewQuadric();
+ gluQuadricDrawStyle(qobj, GLU_FILL);
+ glShadeModel(GL_SMOOTH);
+ gluSphere( qobj, 0.05, 8, 5);
+ glShadeModel(GL_FLAT);
+ gluDeleteQuadric(qobj);
+
+ glEndList();
+ }
+ else
+ glCallList(displist);
+}
+
+static void draw_bone_octahedral()
+{
+ static GLuint displist=0;
+
+ if (displist == 0) {
+ float vec[6][3];
+
+ displist= glGenLists(1);
+ glNewList(displist, GL_COMPILE_AND_EXECUTE);
+
+ vec[0][0]= vec[0][1]= vec[0][2]= 0.0;
+ vec[5][0]= vec[5][2]= 0.0; vec[5][1]= 1.0;
+
+ vec[1][0]= 0.1; vec[1][2]= 0.1; vec[1][1]= 0.1;
+ vec[2][0]= 0.1; vec[2][2]= -0.1; vec[2][1]= 0.1;
+ vec[3][0]= -0.1; vec[3][2]= -0.1; vec[3][1]= 0.1;
+ vec[4][0]= -0.1; vec[4][2]= 0.1; vec[4][1]= 0.1;
+
+ /* Section 1, sides */
+ glBegin(GL_LINE_LOOP);
+ glVertex3fv(vec[0]);
+ glVertex3fv(vec[1]);
+ glVertex3fv(vec[5]);
+ glVertex3fv(vec[3]);
+ glVertex3fv(vec[0]);
+ glVertex3fv(vec[4]);
+ glVertex3fv(vec[5]);
+ glVertex3fv(vec[2]);
+ glEnd();
+
+ /* Section 1, square */
+ glBegin(GL_LINE_LOOP);
+ glVertex3fv(vec[1]);
+ glVertex3fv(vec[2]);
+ glVertex3fv(vec[3]);
+ glVertex3fv(vec[4]);
+ glEnd();
+
+ glEndList();
+ }
+ else
+ glCallList(displist);
+}
+
+static void draw_bone_solid_octahedral(void)
+{
+ static GLuint displist=0;
+
+ if (displist == 0) {
+ float vec[6][3], nor[3];
+
+ displist= glGenLists(1);
+ glNewList(displist, GL_COMPILE_AND_EXECUTE);
+
+ vec[0][0]= vec[0][1]= vec[0][2]= 0.0;
+ vec[5][0]= vec[5][2]= 0.0; vec[5][1]= 1.0;
+
+ vec[1][0]= 0.1; vec[1][2]= 0.1; vec[1][1]= 0.1;
+ vec[2][0]= 0.1; vec[2][2]= -0.1; vec[2][1]= 0.1;
+ vec[3][0]= -0.1; vec[3][2]= -0.1; vec[3][1]= 0.1;
+ vec[4][0]= -0.1; vec[4][2]= 0.1; vec[4][1]= 0.1;
+
+
+ glBegin(GL_TRIANGLES);
+ /* bottom */
+ CalcNormFloat(vec[2], vec[1], vec[0], nor);
+ glNormal3fv(nor);
+ glVertex3fv(vec[2]);glVertex3fv(vec[1]);glVertex3fv(vec[0]);
+
+ CalcNormFloat(vec[3], vec[2], vec[0], nor);
+ glNormal3fv(nor);
+ glVertex3fv(vec[3]);glVertex3fv(vec[2]);glVertex3fv(vec[0]);
+
+ CalcNormFloat(vec[4], vec[3], vec[0], nor);
+ glNormal3fv(nor);
+ glVertex3fv(vec[4]);glVertex3fv(vec[3]);glVertex3fv(vec[0]);
+
+ CalcNormFloat(vec[1], vec[4], vec[0], nor);
+ glNormal3fv(nor);
+ glVertex3fv(vec[1]);glVertex3fv(vec[4]);glVertex3fv(vec[0]);
+
+ /* top */
+ CalcNormFloat(vec[5], vec[1], vec[2], nor);
+ glNormal3fv(nor);
+ glVertex3fv(vec[5]);glVertex3fv(vec[1]);glVertex3fv(vec[2]);
+
+ CalcNormFloat(vec[5], vec[2], vec[3], nor);
+ glNormal3fv(nor);
+ glVertex3fv(vec[5]);glVertex3fv(vec[2]);glVertex3fv(vec[3]);
+
+ CalcNormFloat(vec[5], vec[3], vec[4], nor);
+ glNormal3fv(nor);
+ glVertex3fv(vec[5]);glVertex3fv(vec[3]);glVertex3fv(vec[4]);
+
+ CalcNormFloat(vec[5], vec[4], vec[1], nor);
+ glNormal3fv(nor);
+ glVertex3fv(vec[5]);glVertex3fv(vec[4]);glVertex3fv(vec[1]);
+
+ glEnd();
+
+ glEndList();
+ }
+ else
+ glCallList(displist);
+}
+
+/* *************** Armature drawing, bones ******************* */
+
+
+static void draw_bone_points(int dt, int armflag, unsigned int boneflag, int id)
+{
+ /* Draw root point if we are not connected */
+ if ((boneflag & BONE_CONNECTED)==0) {
+ if (id != -1)
+ glLoadName(id | BONESEL_ROOT);
+
+ if(dt <= OB_WIRE) {
+ if (armflag & ARM_EDITMODE) {
+ if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
+ else UI_ThemeColor(TH_VERTEX);
+ }
+ }
+ else {
+ if (armflag & ARM_POSEMODE)
+ set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, 0);
+ else
+ UI_ThemeColor(TH_BONE_SOLID);
+ }
+
+ if (dt > OB_WIRE)
+ draw_bonevert_solid();
+ else
+ draw_bonevert();
+ }
+
+ /* Draw tip point */
+ if (id != -1)
+ glLoadName(id | BONESEL_TIP);
+
+ if (dt <= OB_WIRE) {
+ if (armflag & ARM_EDITMODE) {
+ if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
+ else UI_ThemeColor(TH_VERTEX);
+ }
+ }
+ else {
+ if (armflag & ARM_POSEMODE)
+ set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, 0);
+ else
+ UI_ThemeColor(TH_BONE_SOLID);
+ }
+
+ glTranslatef(0.0, 1.0, 0.0);
+ if (dt > OB_WIRE)
+ draw_bonevert_solid();
+ else
+ draw_bonevert();
+ glTranslatef(0.0, -1.0, 0.0);
+
+}
+
+/* 16 values of sin function (still same result!) */
+static float si[16] = {
+ 0.00000000,
+ 0.20129852, 0.39435585,
+ 0.57126821, 0.72479278,
+ 0.84864425, 0.93775213,
+ 0.98846832, 0.99871650,
+ 0.96807711, 0.89780453,
+ 0.79077573, 0.65137248,
+ 0.48530196, 0.29936312,
+ 0.10116832
+};
+/* 16 values of cos function (still same result!) */
+static float co[16] ={
+ 1.00000000,
+ 0.97952994, 0.91895781,
+ 0.82076344, 0.68896691,
+ 0.52896401, 0.34730525,
+ 0.15142777, -0.05064916,
+ -0.25065253, -0.44039415,
+ -0.61210598, -0.75875812,
+ -0.87434661, -0.95413925,
+ -0.99486932
+};
+
+
+
+/* smat, imat = mat & imat to draw screenaligned */
+static void draw_sphere_bone_dist(float smat[][4], float imat[][4], int boneflag, bPoseChannel *pchan, EditBone *ebone)
+{
+ float head, tail, length, dist;
+ float *headvec, *tailvec, dirvec[3];
+
+ /* figure out the sizes of spheres */
+ if (ebone) {
+ /* this routine doesn't call set_matrix_editbone() that calculates it */
+ ebone->length = VecLenf(ebone->head, ebone->tail);
+
+ length= ebone->length;
+ tail= ebone->rad_tail;
+ dist= ebone->dist;
+ if (ebone->parent && (ebone->flag & BONE_CONNECTED))
+ head= ebone->parent->rad_tail;
+ else
+ head= ebone->rad_head;
+ headvec= ebone->head;
+ tailvec= ebone->tail;
+ }
+ else {
+ length= pchan->bone->length;
+ tail= pchan->bone->rad_tail;
+ dist= pchan->bone->dist;
+ if (pchan->parent && (pchan->bone->flag & BONE_CONNECTED))
+ head= pchan->parent->bone->rad_tail;
+ else
+ head= pchan->bone->rad_head;
+ headvec= pchan->pose_head;
+ tailvec= pchan->pose_tail;
+ }
+
+ /* ***** draw it ***** */
+
+ /* move vector to viewspace */
+ VecSubf(dirvec, tailvec, headvec);
+ Mat4Mul3Vecfl(smat, dirvec);
+ /* clear zcomp */
+ dirvec[2]= 0.0;
+ /* move vector back */
+ Mat4Mul3Vecfl(imat, dirvec);
+
+ if (0.0f != Normalize(dirvec)) {
+ float norvec[3], vec1[3], vec2[3], vec[3];
+ int a;
+
+ //VecMulf(dirvec, head);
+ Crossf(norvec, dirvec, imat[2]);
+
+ glBegin(GL_QUAD_STRIP);
+
+ for (a=0; a<16; a++) {
+ vec[0]= - *(si+a) * dirvec[0] + *(co+a) * norvec[0];
+ vec[1]= - *(si+a) * dirvec[1] + *(co+a) * norvec[1];
+ vec[2]= - *(si+a) * dirvec[2] + *(co+a) * norvec[2];
+
+ vec1[0]= headvec[0] + head*vec[0];
+ vec1[1]= headvec[1] + head*vec[1];
+ vec1[2]= headvec[2] + head*vec[2];
+ vec2[0]= headvec[0] + (head+dist)*vec[0];
+ vec2[1]= headvec[1] + (head+dist)*vec[1];
+ vec2[2]= headvec[2] + (head+dist)*vec[2];
+
+ glColor4ub(255, 255, 255, 50);
+ glVertex3fv(vec1);
+ //glColor4ub(255, 255, 255, 0);
+ glVertex3fv(vec2);
+ }
+
+ for (a=15; a>=0; a--) {
+ vec[0]= *(si+a) * dirvec[0] + *(co+a) * norvec[0];
+ vec[1]= *(si+a) * dirvec[1] + *(co+a) * norvec[1];
+ vec[2]= *(si+a) * dirvec[2] + *(co+a) * norvec[2];
+
+ vec1[0]= tailvec[0] + tail*vec[0];
+ vec1[1]= tailvec[1] + tail*vec[1];
+ vec1[2]= tailvec[2] + tail*vec[2];
+ vec2[0]= tailvec[0] + (tail+dist)*vec[0];
+ vec2[1]= tailvec[1] + (tail+dist)*vec[1];
+ vec2[2]= tailvec[2] + (tail+dist)*vec[2];
+
+ //glColor4ub(255, 255, 255, 50);
+ glVertex3fv(vec1);
+ //glColor4ub(255, 255, 255, 0);
+ glVertex3fv(vec2);
+ }
+ /* make it cyclic... */
+
+ vec[0]= - *(si) * dirvec[0] + *(co) * norvec[0];
+ vec[1]= - *(si) * dirvec[1] + *(co) * norvec[1];
+ vec[2]= - *(si) * dirvec[2] + *(co) * norvec[2];
+
+ vec1[0]= headvec[0] + head*vec[0];
+ vec1[1]= headvec[1] + head*vec[1];
+ vec1[2]= headvec[2] + head*vec[2];
+ vec2[0]= headvec[0] + (head+dist)*vec[0];
+ vec2[1]= headvec[1] + (head+dist)*vec[1];
+ vec2[2]= headvec[2] + (head+dist)*vec[2];
+
+ //glColor4ub(255, 255, 255, 50);
+ glVertex3fv(vec1);
+ //glColor4ub(255, 255, 255, 0);
+ glVertex3fv(vec2);
+
+ glEnd();
+ }
+}
+
+
+/* smat, imat = mat & imat to draw screenaligned */
+static void draw_sphere_bone_wire(float smat[][4], float imat[][4], int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
+{
+ float head, tail, length;
+ float *headvec, *tailvec, dirvec[3];
+
+ /* figure out the sizes of spheres */
+ if (ebone) {
+ /* this routine doesn't call set_matrix_editbone() that calculates it */
+ ebone->length = VecLenf(ebone->head, ebone->tail);
+
+ length= ebone->length;
+ tail= ebone->rad_tail;
+ if (ebone->parent && (boneflag & BONE_CONNECTED))
+ head= ebone->parent->rad_tail;
+ else
+ head= ebone->rad_head;
+ headvec= ebone->head;
+ tailvec= ebone->tail;
+ }
+ else {
+ length= pchan->bone->length;
+ tail= pchan->bone->rad_tail;
+ if ((pchan->parent) && (boneflag & BONE_CONNECTED))
+ head= pchan->parent->bone->rad_tail;
+ else
+ head= pchan->bone->rad_head;
+ headvec= pchan->pose_head;
+ tailvec= pchan->pose_tail;
+ }
+
+ /* sphere root color */
+ if (armflag & ARM_EDITMODE) {
+ if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
+ else UI_ThemeColor(TH_VERTEX);
+ }
+ else if (armflag & ARM_POSEMODE)
+ set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
+
+ /* Draw root point if we are not connected */
+ if ((boneflag & BONE_CONNECTED)==0) {
+ if (id != -1)
+ glLoadName(id | BONESEL_ROOT);
+
+ drawcircball(GL_LINE_LOOP, headvec, head, imat);
+ }
+
+ /* Draw tip point */
+ if (armflag & ARM_EDITMODE) {
+ if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
+ else UI_ThemeColor(TH_VERTEX);
+ }
+
+ if (id != -1)
+ glLoadName(id | BONESEL_TIP);
+
+ drawcircball(GL_LINE_LOOP, tailvec, tail, imat);
+
+ /* base */
+ if (armflag & ARM_EDITMODE) {
+ if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_SELECT);
+ else UI_ThemeColor(TH_WIRE);
+ }
+
+ VecSubf(dirvec, tailvec, headvec);
+
+ /* move vector to viewspace */
+ Mat4Mul3Vecfl(smat, dirvec);
+ /* clear zcomp */
+ dirvec[2]= 0.0;
+ /* move vector back */
+ Mat4Mul3Vecfl(imat, dirvec);
+
+ if (0.0f != Normalize(dirvec)) {
+ float norvech[3], norvect[3], vec[3];
+
+ VECCOPY(vec, dirvec);
+
+ VecMulf(dirvec, head);
+ Crossf(norvech, dirvec, imat[2]);
+
+ VecMulf(vec, tail);
+ Crossf(norvect, vec, imat[2]);
+
+ if (id != -1)
+ glLoadName(id | BONESEL_BONE);
+
+ glBegin(GL_LINES);
+ vec[0]= headvec[0] + norvech[0];
+ vec[1]= headvec[1] + norvech[1];
+ vec[2]= headvec[2] + norvech[2];
+ glVertex3fv(vec);
+ vec[0]= tailvec[0] + norvect[0];
+ vec[1]= tailvec[1] + norvect[1];
+ vec[2]= tailvec[2] + norvect[2];
+ glVertex3fv(vec);
+ vec[0]= headvec[0] - norvech[0];
+ vec[1]= headvec[1] - norvech[1];
+ vec[2]= headvec[2] - norvech[2];
+ glVertex3fv(vec);
+ vec[0]= tailvec[0] - norvect[0];
+ vec[1]= tailvec[1] - norvect[1];
+ vec[2]= tailvec[2] - norvect[2];
+ glVertex3fv(vec);
+
+ glEnd();
+ }
+}
+
+/* does wire only for outline selecting */
+static void draw_sphere_bone(int dt, int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
+{
+ GLUquadricObj *qobj;
+ float head, tail, length;
+ float fac1, fac2;
+
+ glPushMatrix();
+ qobj = gluNewQuadric();
+
+ /* figure out the sizes of spheres */
+ if (ebone) {
+ length= ebone->length;
+ tail= ebone->rad_tail;
+ if (ebone->parent && (boneflag & BONE_CONNECTED))
+ head= ebone->parent->rad_tail;
+ else
+ head= ebone->rad_head;
+ }
+ else {
+ length= pchan->bone->length;
+ tail= pchan->bone->rad_tail;
+ if (pchan->parent && (boneflag & BONE_CONNECTED))
+ head= pchan->parent->bone->rad_tail;
+ else
+ head= pchan->bone->rad_head;
+ }
+
+ /* move to z-axis space */
+ glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
+
+ if (dt==OB_SOLID) {
+ /* set up solid drawing */
+ glEnable(GL_COLOR_MATERIAL);
+ glEnable(GL_LIGHTING);
+
+ gluQuadricDrawStyle(qobj, GLU_FILL);
+ glShadeModel(GL_SMOOTH);
+ }
+ else {
+ gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
+ }
+
+ /* sphere root color */
+ if (armflag & ARM_EDITMODE) {
+ if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
+ else UI_ThemeColorShade(TH_BONE_SOLID, -30);
+ }
+ else if (armflag & ARM_POSEMODE)
+ set_pchan_glColor(PCHAN_COLOR_SPHEREBONE_END, armflag, boneflag, constflag);
+ else if (dt==OB_SOLID)
+ UI_ThemeColorShade(TH_BONE_SOLID, -30);
+
+ /* Draw root point if we are not connected */
+ if ((boneflag & BONE_CONNECTED)==0) {
+ if (id != -1)
+ glLoadName(id | BONESEL_ROOT);
+ gluSphere(qobj, head, 16, 10);
+ }
+
+ /* Draw tip point */
+ if (armflag & ARM_EDITMODE) {
+ if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
+ else UI_ThemeColorShade(TH_BONE_SOLID, -30);
+ }
+
+ if (id != -1)
+ glLoadName(id | BONESEL_TIP);
+
+ glTranslatef(0.0, 0.0, length);
+ gluSphere(qobj, tail, 16, 10);
+ glTranslatef(0.0, 0.0, -length);
+
+ /* base */
+ if (armflag & ARM_EDITMODE) {
+ if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_SELECT);
+ else UI_ThemeColor(TH_BONE_SOLID);
+ }
+ else if (armflag & ARM_POSEMODE)
+ set_pchan_glColor(PCHAN_COLOR_SPHEREBONE_BASE, armflag, boneflag, constflag);
+ else if (dt == OB_SOLID)
+ UI_ThemeColor(TH_BONE_SOLID);
+
+ fac1= (length-head)/length;
+ fac2= (length-tail)/length;
+
+ if (length > (head+tail)) {
+ if (id != -1)
+ glLoadName (id | BONESEL_BONE);
+
+ glEnable(GL_POLYGON_OFFSET_FILL);
+ glPolygonOffset(-1.0, -1.0);
+
+ glTranslatef(0.0f, 0.0f, head);
+ gluCylinder(qobj, fac1*head + (1.0f-fac1)*tail, fac2*tail + (1.0f-fac2)*head, length-head-tail, 16, 1);
+ glTranslatef(0.0f, 0.0f, -head);
+
+ glDisable(GL_POLYGON_OFFSET_FILL);
+
+ /* draw sphere on extrema */
+ glTranslatef(0.0f, 0.0f, length-tail);
+ gluSphere(qobj, fac2*tail + (1.0f-fac2)*head, 16, 10);
+ glTranslatef(0.0f, 0.0f, -length+tail);
+
+ glTranslatef(0.0f, 0.0f, head);
+ gluSphere(qobj, fac1*head + (1.0f-fac1)*tail, 16, 10);
+ }
+ else {
+ /* 1 sphere in center */
+ glTranslatef(0.0f, 0.0f, (head + length-tail)/2.0);
+ gluSphere(qobj, fac1*head + (1.0f-fac1)*tail, 16, 10);
+ }
+
+ /* restore */
+ if (dt==OB_SOLID) {
+ glShadeModel(GL_FLAT);
+ glDisable(GL_LIGHTING);
+ glDisable(GL_COLOR_MATERIAL);
+ }
+
+ glPopMatrix();
+ gluDeleteQuadric(qobj);
+}
+
+static GLubyte bm_dot6[]= {0x0, 0x18, 0x3C, 0x7E, 0x7E, 0x3C, 0x18, 0x0};
+static GLubyte bm_dot8[]= {0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C};
+
+static GLubyte bm_dot5[]= {0x0, 0x0, 0x10, 0x38, 0x7c, 0x38, 0x10, 0x0};
+static GLubyte bm_dot7[]= {0x0, 0x38, 0x7C, 0xFE, 0xFE, 0xFE, 0x7C, 0x38};
+
+
+static void draw_line_bone(int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
+{
+ float length;
+
+ glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
+
+ if (pchan)
+ length= pchan->bone->length;
+ else
+ length= ebone->length;
+
+ glPushMatrix();
+ glScalef(length, length, length);
+
+ /* this chunk not in object mode */
+ if (armflag & (ARM_EDITMODE|ARM_POSEMODE)) {
+ glLineWidth(4.0);
+ if (armflag & ARM_POSEMODE)
+ set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
+ else if (armflag & ARM_EDITMODE) {
+ UI_ThemeColor(TH_WIRE);
+ }
+
+ /* Draw root point if we are not connected */
+ if ((boneflag & BONE_CONNECTED)==0) {
+ if (G.f & G_PICKSEL) { // no bitmap in selection mode, crashes 3d cards...
+ glLoadName (id | BONESEL_ROOT);
+ glBegin(GL_POINTS);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glEnd();
+ }
+ else {
+ glRasterPos3f(0.0f, 0.0f, 0.0f);
+ glBitmap(8, 8, 4, 4, 0, 0, bm_dot8);
+ }
+ }
+
+ if (id != -1)
+ glLoadName((GLuint) id|BONESEL_BONE);
+
+ glBegin(GL_LINES);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glVertex3f(0.0f, 1.0f, 0.0f);
+ glEnd();
+
+ /* tip */
+ if (G.f & G_PICKSEL) {
+ /* no bitmap in selection mode, crashes 3d cards... */
+ glLoadName(id | BONESEL_TIP);
+ glBegin(GL_POINTS);
+ glVertex3f(0.0f, 1.0f, 0.0f);
+ glEnd();
+ }
+ else {
+ glRasterPos3f(0.0f, 1.0f, 0.0f);
+ glBitmap(8, 8, 4, 4, 0, 0, bm_dot7);
+ }
+
+ /* further we send no names */
+ if (id != -1)
+ glLoadName(id & 0xFFFF); /* object tag, for bordersel optim */
+
+ if (armflag & ARM_POSEMODE)
+ set_pchan_glColor(PCHAN_COLOR_LINEBONE, armflag, boneflag, constflag);
+ }
+
+ glLineWidth(2.0);
+
+ /*Draw root point if we are not connected */
+ if ((boneflag & BONE_CONNECTED)==0) {
+ if ((G.f & G_PICKSEL)==0) {
+ /* no bitmap in selection mode, crashes 3d cards... */
+ if (armflag & ARM_EDITMODE) {
+ if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
+ else UI_ThemeColor(TH_VERTEX);
+ }
+ glRasterPos3f(0.0f, 0.0f, 0.0f);
+ glBitmap(8, 8, 4, 4, 0, 0, bm_dot6);
+ }
+ }
+
+ if (armflag & ARM_EDITMODE) {
+ if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_EDGE_SELECT);
+ else UI_ThemeColorShade(TH_BACK, -30);
+ }
+ glBegin(GL_LINES);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glVertex3f(0.0f, 1.0f, 0.0f);
+ glEnd();
+
+ /* tip */
+ if ((G.f & G_PICKSEL)==0) {
+ /* no bitmap in selection mode, crashes 3d cards... */
+ if (armflag & ARM_EDITMODE) {
+ if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT);
+ else UI_ThemeColor(TH_VERTEX);
+ }
+ glRasterPos3f(0.0f, 1.0f, 0.0f);
+ glBitmap(8, 8, 4, 4, 0, 0, bm_dot5);
+ }
+
+ glLineWidth(1.0);
+
+ glPopMatrix();
+}
+
+static void draw_b_bone_boxes(int dt, bPoseChannel *pchan, float xwidth, float length, float zwidth)
+{
+ int segments= 0;
+
+ if (pchan)
+ segments= pchan->bone->segments;
+
+ if ((segments > 1) && (pchan)) {
+ float dlen= length/(float)segments;
+ Mat4 *bbone= b_bone_spline_setup(pchan, 0);
+ int a;
+
+ for (a=0; a<segments; a++, bbone++) {
+ glPushMatrix();
+ glMultMatrixf(bbone->mat);
+ if (dt==OB_SOLID) drawsolidcube_size(xwidth, dlen, zwidth);
+ else drawcube_size(xwidth, dlen, zwidth);
+ glPopMatrix();
+ }
+ }
+ else {
+ glPushMatrix();
+ if (dt==OB_SOLID) drawsolidcube_size(xwidth, length, zwidth);
+ else drawcube_size(xwidth, length, zwidth);
+ glPopMatrix();
+ }
+}
+
+static void draw_b_bone(int dt, int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
+{
+ float xwidth, length, zwidth;
+
+ if (pchan) {
+ xwidth= pchan->bone->xwidth;
+ length= pchan->bone->length;
+ zwidth= pchan->bone->zwidth;
+ }
+ else {
+ xwidth= ebone->xwidth;
+ length= ebone->length;
+ zwidth= ebone->zwidth;
+ }
+
+ /* draw points only if... */
+ if (armflag & ARM_EDITMODE) {
+ /* move to unitspace */
+ glPushMatrix();
+ glScalef(length, length, length);
+ draw_bone_points(dt, armflag, boneflag, id);
+ glPopMatrix();
+ length*= 0.95f; // make vertices visible
+ }
+
+ /* colors for modes */
+ if (armflag & ARM_POSEMODE) {
+ if (dt <= OB_WIRE)
+ set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
+ else
+ set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, constflag);
+ }
+ else if (armflag & ARM_EDITMODE) {
+ if (dt==OB_WIRE) {
+ if (boneflag & BONE_ACTIVE) UI_ThemeColor(TH_EDGE_SELECT);
+ else if (boneflag & BONE_SELECTED) UI_ThemeColorShade(TH_EDGE_SELECT, -20);
+ else UI_ThemeColor(TH_WIRE);
+ }
+ else
+ UI_ThemeColor(TH_BONE_SOLID);
+ }
+
+ if (id != -1) {
+ glLoadName ((GLuint) id|BONESEL_BONE);
+ }
+
+ /* set up solid drawing */
+ if (dt > OB_WIRE) {
+ glEnable(GL_COLOR_MATERIAL);
+ glEnable(GL_LIGHTING);
+
+ if (armflag & ARM_POSEMODE)
+ set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, constflag);
+ else
+ UI_ThemeColor(TH_BONE_SOLID);
+
+ draw_b_bone_boxes(OB_SOLID, pchan, xwidth, length, zwidth);
+
+ /* disable solid drawing */
+ glDisable(GL_COLOR_MATERIAL);
+ glDisable(GL_LIGHTING);
+ }
+ else {
+ /* wire */
+ if (armflag & ARM_POSEMODE) {
+ if (constflag) {
+ /* set constraint colors */
+ if (set_pchan_glColor(PCHAN_COLOR_CONSTS, armflag, boneflag, constflag)) {
+ glEnable(GL_BLEND);
+
+ draw_b_bone_boxes(OB_SOLID, pchan, xwidth, length, zwidth);
+
+ glDisable(GL_BLEND);
+ }
+
+ /* restore colors */
+ set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
+ }
+ }
+
+ draw_b_bone_boxes(OB_WIRE, pchan, xwidth, length, zwidth);
+ }
+}
+
+static void draw_bone(int dt, int armflag, int boneflag, int constflag, unsigned int id, float length)
+{
+
+ /* Draw a 3d octahedral bone, we use normalized space based on length,
+ for glDisplayLists */
+
+ glScalef(length, length, length);
+
+ /* set up solid drawing */
+ if (dt > OB_WIRE) {
+ glEnable(GL_COLOR_MATERIAL);
+ glEnable(GL_LIGHTING);
+ UI_ThemeColor(TH_BONE_SOLID);
+ }
+
+ /* colors for posemode */
+ if (armflag & ARM_POSEMODE) {
+ if (dt <= OB_WIRE)
+ set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
+ else
+ set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, constflag);
+ }
+
+
+ draw_bone_points(dt, armflag, boneflag, id);
+
+ /* now draw the bone itself */
+ if (id != -1) {
+ glLoadName((GLuint) id|BONESEL_BONE);
+ }
+
+ /* wire? */
+ if (dt <= OB_WIRE) {
+ /* colors */
+ if (armflag & ARM_EDITMODE) {
+ if (boneflag & BONE_ACTIVE) UI_ThemeColor(TH_EDGE_SELECT);
+ else if (boneflag & BONE_SELECTED) UI_ThemeColorShade(TH_EDGE_SELECT, -20);
+ else UI_ThemeColor(TH_WIRE);
+ }
+ else if (armflag & ARM_POSEMODE) {
+ if (constflag) {
+ /* draw constraint colors */
+ if (set_pchan_glColor(PCHAN_COLOR_CONSTS, armflag, boneflag, constflag)) {
+ glEnable(GL_BLEND);
+
+ draw_bone_solid_octahedral();
+
+ glDisable(GL_BLEND);
+ }
+
+ /* restore colors */
+ set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
+ }
+ }
+ draw_bone_octahedral();
+ }
+ else {
+ /* solid */
+ if (armflag & ARM_POSEMODE)
+ set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, constflag);
+ else
+ UI_ThemeColor(TH_BONE_SOLID);
+ draw_bone_solid_octahedral();
+ }
+
+ /* disable solid drawing */
+ if (dt > OB_WIRE) {
+ glDisable(GL_COLOR_MATERIAL);
+ glDisable(GL_LIGHTING);
+ }
+}
+
+static void draw_custom_bone(Scene *scene, View3D *v3d, Object *ob, int dt, int armflag, int boneflag, unsigned int id, float length)
+{
+ if(ob==NULL) return;
+
+ glScalef(length, length, length);
+
+ /* colors for posemode */
+ if (armflag & ARM_POSEMODE) {
+ set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, 0);
+ }
+
+ if (id != -1) {
+ glLoadName((GLuint) id|BONESEL_BONE);
+ }
+
+ draw_object_instance(scene, v3d, ob, dt, armflag & ARM_POSEMODE);
+}
+
+
+static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
+{
+ bConstraint *con;
+ bPoseChannel *parchan;
+
+ for (con= pchan->constraints.first; con; con= con->next) {
+ if (con->type == CONSTRAINT_TYPE_KINEMATIC && (con->enforce!=0.0)) {
+ bKinematicConstraint *data = (bKinematicConstraint*)con->data;
+ int segcount= 0;
+
+ /* if only_temp, only draw if it is a temporary ik-chain */
+ if ((only_temp) && !(data->flag & CONSTRAINT_IK_TEMP))
+ continue;
+
+ setlinestyle(3);
+ glBegin(GL_LINES);
+
+ /* exclude tip from chain? */
+ if ((data->flag & CONSTRAINT_IK_TIP)==0)
+ parchan= pchan->parent;
+ else
+ parchan= pchan;
+
+ glVertex3fv(parchan->pose_tail);
+
+ /* Find the chain's root */
+ while (parchan->parent) {
+ segcount++;
+ if(segcount==data->rootbone || segcount>255) break; // 255 is weak
+ parchan= parchan->parent;
+ }
+ if (parchan)
+ glVertex3fv(parchan->pose_head);
+
+ glEnd();
+ setlinestyle(0);
+ }
+ }
+}
+
+static void bgl_sphere_project(float ax, float az)
+{
+ float dir[3], sine, q3;
+
+ sine= 1.0f-ax*ax-az*az;
+ q3= (sine < 0.0f)? 0.0f: 2.0f*sqrt(sine);
+
+ dir[0]= -az*q3;
+ dir[1]= 1.0f-2.0f*sine;
+ dir[2]= ax*q3;
+
+ glVertex3fv(dir);
+}
+
+static void draw_dof_ellipse(float ax, float az)
+{
+ static float staticSine[16] = {
+ 0.0, 0.104528463268, 0.207911690818, 0.309016994375,
+ 0.406736643076, 0.5, 0.587785252292, 0.669130606359,
+ 0.743144825477, 0.809016994375, 0.866025403784,
+ 0.913545457643, 0.951056516295, 0.978147600734,
+ 0.994521895368, 1.0
+ };
+
+ int i, j, n=16;
+ float x, z, px, pz;
+
+ glEnable(GL_BLEND);
+ glDepthMask(0);
+
+ glColor4ub(70, 70, 70, 50);
+
+ glBegin(GL_QUADS);
+ pz= 0.0f;
+ for(i=1; i<n; i++) {
+ z= staticSine[i];
+
+ px= 0.0f;
+ for(j=1; j<n-i+1; j++) {
+ x = staticSine[j];
+
+ if(j == n-i) {
+ glEnd();
+ glBegin(GL_TRIANGLES);
+ bgl_sphere_project(ax*px, az*z);
+ bgl_sphere_project(ax*px, az*pz);
+ bgl_sphere_project(ax*x, az*pz);
+ glEnd();
+ glBegin(GL_QUADS);
+ }
+ else {
+ bgl_sphere_project(ax*x, az*z);
+ bgl_sphere_project(ax*x, az*pz);
+ bgl_sphere_project(ax*px, az*pz);
+ bgl_sphere_project(ax*px, az*z);
+ }
+
+ px= x;
+ }
+ pz= z;
+ }
+ glEnd();
+
+ glDisable(GL_BLEND);
+ glDepthMask(1);
+
+ glColor3ub(0, 0, 0);
+
+ glBegin(GL_LINE_STRIP);
+ for (i=0; i<n; i++)
+ bgl_sphere_project(staticSine[n-i-1]*ax, staticSine[i]*az);
+ glEnd();
+}
+
+static void draw_pose_dofs(Object *ob)
+{
+ bArmature *arm= ob->data;
+ bPoseChannel *pchan;
+ Bone *bone;
+
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ bone= pchan->bone;
+
+ if ( (bone) && !(bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))) {
+ if (bone->flag & BONE_SELECTED) {
+ if (bone->layer & arm->layer) {
+ if (pchan->ikflag & (BONE_IK_XLIMIT|BONE_IK_ZLIMIT)) {
+ if (pose_channel_in_IK_chain(ob, pchan)) {
+ float corner[4][3], posetrans[3], mat[4][4];
+ float phi=0.0f, theta=0.0f, scale;
+ int a, i;
+
+ /* in parent-bone pose, but own restspace */
+ glPushMatrix();
+
+ VECCOPY(posetrans, pchan->pose_mat[3]);
+ glTranslatef(posetrans[0], posetrans[1], posetrans[2]);
+
+ if (pchan->parent) {
+ Mat4CpyMat4(mat, pchan->parent->pose_mat);
+ mat[3][0]= mat[3][1]= mat[3][2]= 0.0f;
+ glMultMatrixf(mat);
+ }
+
+ Mat4CpyMat3(mat, pchan->bone->bone_mat);
+ glMultMatrixf(mat);
+
+ scale= bone->length*pchan->size[1];
+ glScalef(scale, scale, scale);
+
+ if (pchan->ikflag & BONE_IK_XLIMIT) {
+ if (pchan->ikflag & BONE_IK_ZLIMIT) {
+ float amin[3], amax[3];
+
+ for (i=0; i<3; i++) {
+ amin[i]= sin(pchan->limitmin[i]*M_PI/360.0);
+ amax[i]= sin(pchan->limitmax[i]*M_PI/360.0);
+ }
+
+ glScalef(1.0, -1.0, 1.0);
+ if (amin[0] != 0.0 && amin[2] != 0.0)
+ draw_dof_ellipse(amin[0], amin[2]);
+ if (amin[0] != 0.0 && amax[2] != 0.0)
+ draw_dof_ellipse(amin[0], amax[2]);
+ if (amax[0] != 0.0 && amin[2] != 0.0)
+ draw_dof_ellipse(amax[0], amin[2]);
+ if (amax[0] != 0.0 && amax[2] != 0.0)
+ draw_dof_ellipse(amax[0], amax[2]);
+ glScalef(1.0, -1.0, 1.0);
+ }
+ }
+
+ /* arcs */
+ if (pchan->ikflag & BONE_IK_ZLIMIT) {
+ theta= 0.5*(pchan->limitmin[2]+pchan->limitmax[2]);
+ glRotatef(theta, 0.0f, 0.0f, 1.0f);
+
+ glColor3ub(50, 50, 255); // blue, Z axis limit
+ glBegin(GL_LINE_STRIP);
+ for (a=-16; a<=16; a++) {
+ float fac= ((float)a)/16.0f;
+ phi= fac*(M_PI/360.0f)*(pchan->limitmax[2]-pchan->limitmin[2]);
+
+ i= (a == -16) ? 0 : 1;
+ corner[i][0]= sin(phi);
+ corner[i][1]= cos(phi);
+ corner[i][2]= 0.0f;
+ glVertex3fv(corner[i]);
+ }
+ glEnd();
+
+ glRotatef(-theta, 0.0f, 0.0f, 1.0f);
+ }
+
+ if (pchan->ikflag & BONE_IK_XLIMIT) {
+ theta= 0.5*(pchan->limitmin[0]+pchan->limitmax[0]);
+ glRotatef(theta, 1.0f, 0.0f, 0.0f);
+
+ glColor3ub(255, 50, 50); // Red, X axis limit
+ glBegin(GL_LINE_STRIP);
+ for (a=-16; a<=16; a++) {
+ float fac= ((float)a)/16.0f;
+ phi= 0.5f*M_PI + fac*(M_PI/360.0f)*(pchan->limitmax[0]-pchan->limitmin[0]);
+
+ i= (a == -16) ? 2 : 3;
+ corner[i][0]= 0.0f;
+ corner[i][1]= sin(phi);
+ corner[i][2]= cos(phi);
+ glVertex3fv(corner[i]);
+ }
+ glEnd();
+
+ glRotatef(-theta, 1.0f, 0.0f, 0.0f);
+ }
+
+ /* out of cone, out of bone */
+ glPopMatrix();
+ }
+ }
+ }
+ }
+ }
+ }
+}
+
+/* assumes object is Armature with pose */
+static void draw_pose_channels(Scene *scene, View3D *v3d, Base *base, int dt)
+{
+ Object *ob= base->object;
+ bArmature *arm= ob->data;
+ bPoseChannel *pchan;
+ Bone *bone;
+ GLfloat tmp;
+ float smat[4][4], imat[4][4];
+ int index= -1;
+ short do_dashed= 3, draw_wire= 0;
+ short flag, constflag;
+
+ /* hacky... prevent outline select from drawing dashed helplines */
+ glGetFloatv(GL_LINE_WIDTH, &tmp);
+ if (tmp > 1.1) do_dashed &= ~1;
+ if (v3d->flag & V3D_HIDE_HELPLINES) do_dashed &= ~2;
+
+ /* precalc inverse matrix for drawing screen aligned */
+ if (arm->drawtype==ARM_ENVELOPE) {
+ /* precalc inverse matrix for drawing screen aligned */
+ wmGetMatrix(smat);
+ Mat4MulFloat3(smat[0], 1.0f/VecLength(ob->obmat[0]));
+ Mat4Invert(imat, smat);
+
+ /* and draw blended distances */
+ if (arm->flag & ARM_POSEMODE) {
+ glEnable(GL_BLEND);
+ //glShadeModel(GL_SMOOTH);
+
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
+
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ bone= pchan->bone;
+ if (bone && !(bone->flag & (BONE_HIDDEN_P|BONE_NO_DEFORM|BONE_HIDDEN_PG))) {
+ if (bone->flag & (BONE_SELECTED)) {
+ if (bone->layer & arm->layer)
+ draw_sphere_bone_dist(smat, imat, bone->flag, pchan, NULL);
+ }
+ }
+ }
+
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ glDisable(GL_BLEND);
+ //glShadeModel(GL_FLAT);
+ }
+ }
+
+ /* little speedup, also make sure transparent only draws once */
+ glCullFace(GL_BACK);
+ glEnable(GL_CULL_FACE);
+
+ /* if solid we draw that first, with selection codes, but without names, axes etc */
+ if (dt > OB_WIRE) {
+ if (arm->flag & ARM_POSEMODE)
+ index= base->selcol;
+
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ bone= pchan->bone;
+
+ if ( (bone) && !(bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)) ) {
+ if (bone->layer & arm->layer) {
+ glPushMatrix();
+ glMultMatrixf(pchan->pose_mat);
+
+ /* catch exception for bone with hidden parent */
+ flag= bone->flag;
+ if ( (bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)) )
+ flag &= ~BONE_CONNECTED;
+
+ /* set color-set to use */
+ set_pchan_colorset(ob, pchan);
+
+ if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM)) {
+ /* if drawwire, don't try to draw in solid */
+ if (pchan->bone->flag & BONE_DRAWWIRE)
+ draw_wire= 1;
+ else
+ draw_custom_bone(scene, v3d, pchan->custom, OB_SOLID, arm->flag, flag, index, bone->length);
+ }
+ else if (arm->drawtype==ARM_LINE)
+ ; /* nothing in solid */
+ else if (arm->drawtype==ARM_ENVELOPE)
+ draw_sphere_bone(OB_SOLID, arm->flag, flag, 0, index, pchan, NULL);
+ else if (arm->drawtype==ARM_B_BONE)
+ draw_b_bone(OB_SOLID, arm->flag, flag, 0, index, pchan, NULL);
+ else
+ draw_bone(OB_SOLID, arm->flag, flag, 0, index, bone->length);
+
+ glPopMatrix();
+ }
+ }
+
+ if (index!= -1)
+ index+= 0x10000; // pose bones count in higher 2 bytes only
+ }
+
+ /* very very confusing... but in object mode, solid draw, we cannot do glLoadName yet,
+ * stick bones and/or wire custom-shapes are drawn in next loop
+ */
+ if ((arm->drawtype != ARM_LINE) && (draw_wire == 0)) {
+ /* object tag, for bordersel optim */
+ glLoadName(index & 0xFFFF);
+ index= -1;
+ }
+ }
+
+ /* draw custom bone shapes as wireframes */
+ if ( !(arm->flag & ARM_NO_CUSTOM) &&
+ ((draw_wire) || (dt <= OB_WIRE)) )
+ {
+ if (arm->flag & ARM_POSEMODE)
+ index= base->selcol;
+
+ /* only draw custom bone shapes that need to be drawn as wires */
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ bone= pchan->bone;
+
+ if ((bone) && !(bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))) {
+ if (bone->layer & arm->layer) {
+ if (pchan->custom) {
+ if ((dt < OB_SOLID) || (bone->flag & BONE_DRAWWIRE)) {
+ glPushMatrix();
+ glMultMatrixf(pchan->pose_mat);
+
+ /* prepare colors */
+ if (arm->flag & ARM_POSEMODE)
+ set_pchan_colorset(ob, pchan);
+ else {
+ if ((scene->basact)==base) {
+ if (base->flag & (SELECT+BA_WAS_SEL)) UI_ThemeColor(TH_ACTIVE);
+ else UI_ThemeColor(TH_WIRE);
+ }
+ else {
+ if (base->flag & (SELECT+BA_WAS_SEL)) UI_ThemeColor(TH_SELECT);
+ else UI_ThemeColor(TH_WIRE);
+ }
+ }
+
+ /* catch exception for bone with hidden parent */
+ flag= bone->flag;
+ if ((bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)))
+ flag &= ~BONE_CONNECTED;
+
+ draw_custom_bone(scene, v3d, pchan->custom, OB_WIRE, arm->flag, flag, index, bone->length);
+
+ glPopMatrix();
+ }
+ }
+ }
+ }
+
+ if (index != -1)
+ index+= 0x10000; // pose bones count in higher 2 bytes only
+ }
+
+ if (draw_wire) {
+ /* object tag, for bordersel optim */
+ glLoadName(index & 0xFFFF);
+ index= -1;
+ }
+ }
+
+ /* wire draw over solid only in posemode */
+ if ((dt <= OB_WIRE) || (arm->flag & ARM_POSEMODE) || (arm->drawtype==ARM_LINE)) {
+ /* draw line check first. we do selection indices */
+ if (arm->drawtype==ARM_LINE) {
+ if (arm->flag & ARM_POSEMODE)
+ index= base->selcol;
+ }
+ /* if solid && posemode, we draw again with polygonoffset */
+ else if ((dt > OB_WIRE) && (arm->flag & ARM_POSEMODE)) {
+ bglPolygonOffset(v3d->dist, 1.0);
+ }
+ else {
+ /* and we use selection indices if not done yet */
+ if (arm->flag & ARM_POSEMODE)
+ index= base->selcol;
+ }
+
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ bone= pchan->bone;
+
+ if ((bone) && !(bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))) {
+ if (bone->layer & arm->layer) {
+ if ((do_dashed & 1) && (bone->parent)) {
+ /* Draw a line from our root to the parent's tip
+ * - only if V3D_HIDE_HELPLINES is enabled...
+ */
+ if ( (do_dashed & 2) && ((bone->flag & BONE_CONNECTED)==0) ) {
+ if (arm->flag & ARM_POSEMODE) {
+ glLoadName(index & 0xFFFF); // object tag, for bordersel optim
+ UI_ThemeColor(TH_WIRE);
+ }
+ setlinestyle(3);
+ glBegin(GL_LINES);
+ glVertex3fv(pchan->pose_head);
+ glVertex3fv(pchan->parent->pose_tail);
+ glEnd();
+ setlinestyle(0);
+ }
+
+ /* Draw a line to IK root bone
+ * - only if temporary chain (i.e. "autoik")
+ */
+ if (arm->flag & ARM_POSEMODE) {
+ if (pchan->constflag & PCHAN_HAS_IK) {
+ if (bone->flag & BONE_SELECTED) {
+ if (pchan->constflag & PCHAN_HAS_TARGET) glColor3ub(200, 120, 0);
+ else glColor3ub(200, 200, 50); // add theme!
+
+ glLoadName(index & 0xFFFF);
+ pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
+ }
+ }
+ }
+ }
+
+ glPushMatrix();
+ if (arm->drawtype != ARM_ENVELOPE)
+ glMultMatrixf(pchan->pose_mat);
+
+ /* catch exception for bone with hidden parent */
+ flag= bone->flag;
+ if ((bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)))
+ flag &= ~BONE_CONNECTED;
+
+ /* extra draw service for pose mode */
+ constflag= pchan->constflag;
+ if (pchan->flag & (POSE_ROT|POSE_LOC|POSE_SIZE))
+ constflag |= PCHAN_HAS_ACTION;
+ if (pchan->flag & POSE_STRIDE)
+ constflag |= PCHAN_HAS_STRIDE;
+
+ /* set color-set to use */
+ set_pchan_colorset(ob, pchan);
+
+ if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM))
+ ; // custom bone shapes should not be drawn here!
+ else if (arm->drawtype==ARM_ENVELOPE) {
+ if (dt < OB_SOLID)
+ draw_sphere_bone_wire(smat, imat, arm->flag, flag, constflag, index, pchan, NULL);
+ }
+ else if (arm->drawtype==ARM_LINE)
+ draw_line_bone(arm->flag, flag, constflag, index, pchan, NULL);
+ else if (arm->drawtype==ARM_B_BONE)
+ draw_b_bone(OB_WIRE, arm->flag, flag, constflag, index, pchan, NULL);
+ else
+ draw_bone(OB_WIRE, arm->flag, flag, constflag, index, bone->length);
+
+ glPopMatrix();
+ }
+ }
+
+ /* pose bones count in higher 2 bytes only */
+ if (index != -1)
+ index+= 0x10000;
+ }
+ /* restore things */
+ if ((arm->drawtype!=ARM_LINE)&& (dt>OB_WIRE) && (arm->flag & ARM_POSEMODE))
+ bglPolygonOffset(v3d->dist, 0.0);
+ }
+
+ /* restore */
+ glDisable(GL_CULL_FACE);
+
+ /* draw DoFs */
+ if (arm->flag & ARM_POSEMODE)
+ draw_pose_dofs(ob);
+
+ /* finally names and axes */
+ if (arm->flag & (ARM_DRAWNAMES|ARM_DRAWAXES)) {
+ /* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */
+ if ((G.f & G_PICKSEL) == 0) {
+ float vec[3];
+
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
+
+ for (pchan=ob->pose->chanbase.first; pchan; pchan=pchan->next) {
+ if ((pchan->bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))==0) {
+ if (pchan->bone->layer & arm->layer) {
+ if (arm->flag & (ARM_EDITMODE|ARM_POSEMODE)) {
+ bone= pchan->bone;
+
+ if (bone->flag & BONE_SELECTED) UI_ThemeColor(TH_TEXT_HI);
+ else UI_ThemeColor(TH_TEXT);
+ }
+ else if (dt > OB_WIRE)
+ UI_ThemeColor(TH_TEXT);
+
+ /* Draw names of bone */
+ if (arm->flag & ARM_DRAWNAMES) {
+ VecMidf(vec, pchan->pose_head, pchan->pose_tail);
+ glRasterPos3fv(vec);
+ BMF_DrawString(G.font, " ");
+ BMF_DrawString(G.font, pchan->name);
+ }
+
+ /* Draw additional axes on the bone tail */
+ if ( (arm->flag & ARM_DRAWAXES) && (arm->flag & ARM_POSEMODE) ) {
+ glPushMatrix();
+ glMultMatrixf(pchan->pose_mat);
+ glTranslatef(0.0f, pchan->bone->length, 0.0f);
+ drawaxes(0.25f*pchan->bone->length, 0, OB_ARROWS);
+ glPopMatrix();
+ }
+ }
+ }
+ }
+
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ }
+ }
+}
+
+/* in editmode, we don't store the bone matrix... */
+static void set_matrix_editbone(EditBone *eBone)
+{
+ float delta[3],offset[3];
+ float mat[3][3], bmat[4][4];
+
+ /* Compose the parent transforms (i.e. their translations) */
+ VECCOPY(offset, eBone->head);
+
+ glTranslatef(offset[0],offset[1],offset[2]);
+
+ VecSubf(delta, eBone->tail, eBone->head);
+
+ eBone->length = sqrt (delta[0]*delta[0] + delta[1]*delta[1] +delta[2]*delta[2]);
+
+ vec_roll_to_mat3(delta, eBone->roll, mat);
+ Mat4CpyMat3(bmat, mat);
+
+ glMultMatrixf(bmat);
+
+}
+
+static void draw_ebones(View3D *v3d, Object *ob, int dt)
+{
+ EditBone *eBone;
+ bArmature *arm= ob->data;
+ float smat[4][4], imat[4][4];
+ unsigned int index;
+ int flag;
+
+ /* envelope (deform distance) */
+ if(arm->drawtype==ARM_ENVELOPE) {
+ /* precalc inverse matrix for drawing screen aligned */
+ wmGetMatrix(smat);
+ Mat4MulFloat3(smat[0], 1.0f/VecLength(ob->obmat[0]));
+ Mat4Invert(imat, smat);
+
+ /* and draw blended distances */
+ glEnable(GL_BLEND);
+ //glShadeModel(GL_SMOOTH);
+
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
+
+ for (eBone=G.edbo.first, index=0; eBone; eBone=eBone->next, index++) {
+ if (eBone->layer & arm->layer) {
+ if ((eBone->flag & (BONE_HIDDEN_A|BONE_NO_DEFORM))==0) {
+ if (eBone->flag & (BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL))
+ draw_sphere_bone_dist(smat, imat, eBone->flag, NULL, eBone);
+ }
+ }
+ }
+
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ glDisable(GL_BLEND);
+ //glShadeModel(GL_FLAT);
+ }
+
+ /* if solid we draw it first */
+ if ((dt > OB_WIRE) && (arm->drawtype!=ARM_LINE)) {
+ index= 0;
+ for (eBone=G.edbo.first, index=0; eBone; eBone=eBone->next, index++) {
+ if (eBone->layer & arm->layer) {
+ if ((eBone->flag & BONE_HIDDEN_A)==0) {
+ glPushMatrix();
+ set_matrix_editbone(eBone);
+
+ /* catch exception for bone with hidden parent */
+ flag= eBone->flag;
+ if ( (eBone->parent) && ((eBone->parent->flag & BONE_HIDDEN_A) || (eBone->parent->layer & arm->layer)==0) )
+ flag &= ~BONE_CONNECTED;
+
+ if (arm->drawtype==ARM_ENVELOPE)
+ draw_sphere_bone(OB_SOLID, arm->flag, flag, 0, index, NULL, eBone);
+ else if(arm->drawtype==ARM_B_BONE)
+ draw_b_bone(OB_SOLID, arm->flag, flag, 0, index, NULL, eBone);
+ else {
+ draw_bone(OB_SOLID, arm->flag, flag, 0, index, eBone->length);
+ }
+
+ glPopMatrix();
+ }
+ }
+ }
+ }
+
+ /* if wire over solid, set offset */
+ index= -1;
+ glLoadName(-1);
+ if (arm->drawtype==ARM_LINE) {
+ if(G.f & G_PICKSEL)
+ index= 0;
+ }
+ else if (dt > OB_WIRE)
+ bglPolygonOffset(v3d->dist, 1.0);
+ else if (arm->flag & ARM_EDITMODE)
+ index= 0; /* do selection codes */
+
+ for (eBone=G.edbo.first; eBone; eBone=eBone->next) {
+ if (eBone->layer & arm->layer) {
+ if ((eBone->flag & BONE_HIDDEN_A)==0) {
+
+ /* catch exception for bone with hidden parent */
+ flag= eBone->flag;
+ if ( (eBone->parent) && ((eBone->parent->flag & BONE_HIDDEN_A) || (eBone->parent->layer & arm->layer)==0) )
+ flag &= ~BONE_CONNECTED;
+
+ if (arm->drawtype == ARM_ENVELOPE) {
+ if (dt < OB_SOLID)
+ draw_sphere_bone_wire(smat, imat, arm->flag, flag, 0, index, NULL, eBone);
+ }
+ else {
+ glPushMatrix();
+ set_matrix_editbone(eBone);
+
+ if (arm->drawtype == ARM_LINE)
+ draw_line_bone(arm->flag, flag, 0, index, NULL, eBone);
+ else if (arm->drawtype == ARM_B_BONE)
+ draw_b_bone(OB_WIRE, arm->flag, flag, 0, index, NULL, eBone);
+ else
+ draw_bone(OB_WIRE, arm->flag, flag, 0, index, eBone->length);
+
+ glPopMatrix();
+ }
+
+ /* offset to parent */
+ if (eBone->parent) {
+ UI_ThemeColor(TH_WIRE);
+ glLoadName (-1); // -1 here is OK!
+ setlinestyle(3);
+
+ glBegin(GL_LINES);
+ glVertex3fv(eBone->parent->tail);
+ glVertex3fv(eBone->head);
+ glEnd();
+
+ setlinestyle(0);
+ }
+ }
+ }
+ if(index!=-1) index++;
+ }
+
+ /* restore */
+ if (arm->drawtype==ARM_LINE);
+ else if (dt>OB_WIRE) bglPolygonOffset(v3d->dist, 0.0);
+
+ /* finally names and axes */
+ if (arm->flag & (ARM_DRAWNAMES|ARM_DRAWAXES)) {
+ // patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing
+ if ((G.f & G_PICKSEL) == 0) {
+ float vec[3];
+
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
+
+ for (eBone=G.edbo.first, index=0; eBone; eBone=eBone->next, index++) {
+ if(eBone->layer & arm->layer) {
+ if ((eBone->flag & BONE_HIDDEN_A)==0) {
+
+ if (eBone->flag & BONE_SELECTED) UI_ThemeColor(TH_TEXT_HI);
+ else UI_ThemeColor(TH_TEXT);
+
+ /* Draw name */
+ if (arm->flag & ARM_DRAWNAMES) {
+ VecMidf(vec, eBone->head, eBone->tail);
+ glRasterPos3fv(vec);
+ BMF_DrawString(G.font, " ");
+ BMF_DrawString(G.font, eBone->name);
+ }
+ /* Draw additional axes */
+ if (arm->flag & ARM_DRAWAXES) {
+ glPushMatrix();
+ set_matrix_editbone(eBone);
+ glTranslatef(0.0f, eBone->length, 0.0f);
+ drawaxes(eBone->length*0.25f, 0, OB_ARROWS);
+ glPopMatrix();
+ }
+
+ }
+ }
+ }
+
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ }
+ }
+}
+
+/* ****************************** Armature Visualisation ******************************** */
+
+/* ---------- Paths --------- */
+
+/* draw bone paths
+ * - in view space
+ */
+static void draw_pose_paths(View3D *v3d, Object *ob)
+{
+ bArmature *arm= ob->data;
+ bPoseChannel *pchan;
+ bAction *act;
+ bActionChannel *achan;
+ ActKeyColumn *ak;
+ ListBase keys;
+ float *fp, *fp_start;
+ int a, stepsize;
+ int sfra, efra, len;
+
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
+
+ glPushMatrix();
+ glLoadMatrixf(v3d->viewmat);
+
+ /* version patch here - cannot access frame info from file reading */
+ if (arm->pathsize == 0) arm->pathsize= 1;
+ stepsize = arm->pathsize;
+
+ for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ if (pchan->bone->layer & arm->layer) {
+ if (pchan->path) {
+ /* version patch here - cannot access frame info from file reading */
+ if ((pchan->pathsf == 0) || (pchan->pathef == 0)) {
+ pchan->pathsf= SFRA;
+ pchan->pathef= EFRA;
+ }
+
+ /* get frame ranges */
+ if (arm->pathflag & ARM_PATH_ACFRA) {
+ int sind;
+
+ /* With "Around Current", we only choose frames from around
+ * the current frame to draw. However, this range is still
+ * restricted by the limits of the original path.
+ */
+ sfra= CFRA - arm->pathbc;
+ efra= CFRA + arm->pathac;
+ if (sfra < pchan->pathsf) sfra= pchan->pathsf;
+ if (efra > pchan->pathef) efra= pchan->pathef;
+
+ len= efra - sfra;
+
+ sind= sfra - pchan->pathsf;
+ fp_start= (pchan->path + (3*sind));
+ }
+ else {
+ sfra= pchan->pathsf;
+ efra = sfra + pchan->pathlen;
+ len = pchan->pathlen;
+ fp_start = pchan->path;
+ }
+
+ /* draw curve-line of path */
+ glShadeModel(GL_SMOOTH);
+
+ glBegin(GL_LINE_STRIP);
+ for (a=0, fp=fp_start; a<len; a++, fp+=3) {
+ float intensity; /* how faint */
+
+ /* set color
+ * - more intense for active/selected bones, less intense for unselected bones
+ * - black for before current frame, green for current frame, blue for after current frame
+ * - intensity decreases as distance from current frame increases
+ */
+ #define SET_INTENSITY(A, B, C, min, max) (((1.0f - ((C - B) / (C - A))) * (max-min)) + min)
+ if ((a+sfra) < CFRA) {
+ /* black - before cfra */
+ if (pchan->bone->flag & BONE_SELECTED) {
+ // intensity= 0.5;
+ intensity = SET_INTENSITY(sfra, a, CFRA, 0.25f, 0.75f);
+ }
+ else {
+ //intensity= 0.8;
+ intensity = SET_INTENSITY(sfra, a, CFRA, 0.68f, 0.92f);
+ }
+ UI_ThemeColorBlend(TH_WIRE, TH_BACK, intensity);
+ }
+ else if ((a+sfra) > CFRA) {
+ /* blue - after cfra */
+ if (pchan->bone->flag & BONE_SELECTED) {
+ //intensity = 0.5;
+ intensity = SET_INTENSITY(CFRA, a, efra, 0.25f, 0.75f);
+ }
+ else {
+ //intensity = 0.8;
+ intensity = SET_INTENSITY(CFRA, a, efra, 0.68f, 0.92f);
+ }
+ UI_ThemeColorBlend(TH_BONE_POSE, TH_BACK, intensity);
+ }
+ else {
+ /* green - on cfra */
+ if (pchan->bone->flag & BONE_SELECTED) {
+ intensity= 0.5;
+ }
+ else {
+ intensity= 0.99;
+ }
+ UI_ThemeColorBlendShade(TH_CFRAME, TH_BACK, intensity, 10);
+ }
+
+ /* draw a vertex with this color */
+ glVertex3fv(fp);
+ }
+
+ glEnd();
+ glShadeModel(GL_FLAT);
+
+ glPointSize(1.0);
+
+ /* draw little black point at each frame
+ * NOTE: this is not really visible/noticable
+ */
+ glBegin(GL_POINTS);
+ for (a=0, fp=fp_start; a<len; a++, fp+=3)
+ glVertex3fv(fp);
+ glEnd();
+
+ /* Draw little white dots at each framestep value */
+ UI_ThemeColor(TH_TEXT_HI);
+ glBegin(GL_POINTS);
+ for (a=0, fp=fp_start; a<len; a+=stepsize, fp+=(stepsize*3))
+ glVertex3fv(fp);
+ glEnd();
+
+ /* Draw frame numbers at each framestep value */
+ if (arm->pathflag & ARM_PATH_FNUMS) {
+ for (a=0, fp=fp_start; a<len; a+=stepsize, fp+=(stepsize*3)) {
+ char str[32];
+
+ /* only draw framenum if several consecutive highlighted points don't occur on same point */
+ if (a == 0) {
+ glRasterPos3fv(fp);
+ sprintf(str, " %d\n", (a+sfra));
+ BMF_DrawString(G.font, str);
+ }
+ else if ((a > stepsize) && (a < len-stepsize)) {
+ if ((VecEqual(fp, fp-(stepsize*3))==0) || (VecEqual(fp, fp+(stepsize*3))==0)) {
+ glRasterPos3fv(fp);
+ sprintf(str, " %d\n", (a+sfra));
+ BMF_DrawString(G.font, str);
+ }
+ }
+ }
+ }
+
+ /* Keyframes - dots and numbers */
+ if (arm->pathflag & ARM_PATH_KFRAS) {
+ /* build list of all keyframes in active action for pchan */
+ keys.first = keys.last = NULL;
+ act= ob_get_action(ob);
+ if (act) {
+ achan= get_action_channel(act, pchan->name);
+ if (achan)
+ ipo_to_keylist(achan->ipo, &keys, NULL, NULL);
+ }
+
+ /* Draw slightly-larger yellow dots at each keyframe */
+ UI_ThemeColor(TH_VERTEX_SELECT);
+ glPointSize(5.0);
+
+ glBegin(GL_POINTS);
+ for (a=0, fp=fp_start; a<len; a++, fp+=3) {
+ for (ak= keys.first; ak; ak= ak->next) {
+ if (ak->cfra == (a+sfra))
+ glVertex3fv(fp);
+ }
+ }
+ glEnd();
+
+ glPointSize(1.0);
+
+ /* Draw frame numbers of keyframes */
+ if ((arm->pathflag & ARM_PATH_FNUMS) || (arm->pathflag & ARM_PATH_KFNOS)) {
+ for(a=0, fp=fp_start; a<len; a++, fp+=3) {
+ for (ak= keys.first; ak; ak= ak->next) {
+ if (ak->cfra == (a+sfra)) {
+ char str[32];
+
+ glRasterPos3fv(fp);
+ sprintf(str, " %d\n", (a+sfra));
+ BMF_DrawString(G.font, str);
+ }
+ }
+ }
+ }
+
+ BLI_freelistN(&keys);
+ }
+ }
+ }
+ }
+
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ glPopMatrix();
+}
+
+
+/* ---------- Ghosts --------- */
+
+/* helper function for ghost drawing - sets/removes flags for temporarily
+ * hiding unselected bones while drawing ghosts
+ */
+static void ghost_poses_tag_unselected(Object *ob, short unset)
+{
+ bArmature *arm= ob->data;
+ bPose *pose= ob->pose;
+ bPoseChannel *pchan;
+
+ /* don't do anything if no hiding any bones */
+ if ((arm->flag & ARM_GHOST_ONLYSEL)==0)
+ return;
+
+ /* loop over all pchans, adding/removing tags as appropriate */
+ for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
+ if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
+ if (unset) {
+ /* remove tags from all pchans if cleaning up */
+ pchan->bone->flag &= ~BONE_HIDDEN_PG;
+ }
+ else {
+ /* set tags on unselected pchans only */
+ if ((pchan->bone->flag & BONE_SELECTED)==0)
+ pchan->bone->flag |= BONE_HIDDEN_PG;
+ }
+ }
+ }
+}
+
+/* draw ghosts that occur within a frame range
+ * note: object should be in posemode
+ */
+static void draw_ghost_poses_range(Scene *scene, View3D *v3d, Base *base)
+{
+ Object *ob= base->object;
+ bArmature *arm= ob->data;
+ bPose *posen, *poseo;
+ float start, end, stepsize, range, colfac;
+ int cfrao, flago, ipoflago;
+
+ start = arm->ghostsf;
+ end = arm->ghostef;
+ if (end <= start)
+ return;
+
+ stepsize= (float)(arm->ghostsize);
+ range= (float)(end - start);
+
+ /* store values */
+ ob->flag &= ~OB_POSEMODE;
+ cfrao= CFRA;
+ flago= arm->flag;
+ arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
+ ipoflago= ob->ipoflag;
+ ob->ipoflag |= OB_DISABLE_PATH;
+
+ /* copy the pose */
+ poseo= ob->pose;
+ copy_pose(&posen, ob->pose, 1);
+ ob->pose= posen;
+ armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
+ ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
+
+ glEnable(GL_BLEND);
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
+
+ /* draw from first frame of range to last */
+ for (CFRA= start; CFRA<end; CFRA+=stepsize) {
+ colfac = (end-CFRA)/range;
+ UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0f*sqrt(colfac)));
+
+ do_all_pose_actions(ob);
+ where_is_pose(ob);
+ draw_pose_channels(scene, v3d, base, OB_WIRE);
+ }
+ glDisable(GL_BLEND);
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+
+ ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
+ free_pose(posen);
+
+ /* restore */
+ CFRA= cfrao;
+ ob->pose= poseo;
+ arm->flag= flago;
+ armature_rebuild_pose(ob, ob->data);
+ ob->flag |= OB_POSEMODE;
+ ob->ipoflag= ipoflago;
+}
+
+/* draw ghosts on keyframes in action within range
+ * - object should be in posemode
+ */
+static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, Base *base)
+{
+ Object *ob= base->object;
+ bAction *act= ob_get_action(ob);
+ bArmature *arm= ob->data;
+ bPose *posen, *poseo;
+ ListBase keys= {NULL, NULL};
+ ActKeysInc aki = {0, 0, 0};
+ ActKeyColumn *ak, *akn;
+ float start, end, range, colfac, i;
+ int cfrao, flago, ipoflago;
+
+ aki.start= start = arm->ghostsf;
+ aki.end= end = arm->ghostef;
+ if (end <= start)
+ return;
+
+ /* get keyframes - then clip to only within range */
+ action_to_keylist(act, &keys, NULL, &aki);
+ range= 0;
+ for (ak= keys.first; ak; ak= akn) {
+ akn= ak->next;
+
+ if ((ak->cfra < start) || (ak->cfra > end))
+ BLI_freelinkN(&keys, ak);
+ else
+ range++;
+ }
+ if (range == 0) return;
+
+ /* store values */
+ ob->flag &= ~OB_POSEMODE;
+ cfrao= CFRA;
+ flago= arm->flag;
+ arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
+ ipoflago= ob->ipoflag;
+ ob->ipoflag |= OB_DISABLE_PATH;
+
+ /* copy the pose */
+ poseo= ob->pose;
+ copy_pose(&posen, ob->pose, 1);
+ ob->pose= posen;
+ armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
+ ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
+
+ glEnable(GL_BLEND);
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
+
+ /* draw from first frame of range to last */
+ for (ak=keys.first, i=0; ak; ak=ak->next, i++) {
+ colfac = i/range;
+ UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0f*sqrt(colfac)));
+
+ CFRA= (int)ak->cfra;
+
+ do_all_pose_actions(ob);
+ where_is_pose(ob);
+ draw_pose_channels(scene, v3d, base, OB_WIRE);
+ }
+ glDisable(GL_BLEND);
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+
+ ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
+ BLI_freelistN(&keys);
+ free_pose(posen);
+
+ /* restore */
+ CFRA= cfrao;
+ ob->pose= poseo;
+ arm->flag= flago;
+ armature_rebuild_pose(ob, ob->data);
+ ob->flag |= OB_POSEMODE;
+ ob->ipoflag= ipoflago;
+}
+
+/* draw ghosts around current frame
+ * - object is supposed to be armature in posemode
+ */
+static void draw_ghost_poses(Scene *scene, View3D *v3d, Base *base)
+{
+ Object *ob= base->object;
+ bArmature *arm= ob->data;
+ bPose *posen, *poseo;
+ bActionStrip *strip;
+ float cur, start, end, stepsize, range, colfac, actframe, ctime;
+ int cfrao, maptime, flago, ipoflago;
+
+ /* pre conditions, get an action with sufficient frames */
+ if (ob->action==NULL)
+ return;
+
+ calc_action_range(ob->action, &start, &end, 0);
+ if (start == end)
+ return;
+
+ stepsize= (float)(arm->ghostsize);
+ range= (float)(arm->ghostep)*stepsize + 0.5f; /* plus half to make the for loop end correct */
+
+ /* we only map time for armature when an active strip exists */
+ for (strip=ob->nlastrips.first; strip; strip=strip->next)
+ if (strip->flag & ACTSTRIP_ACTIVE)
+ break;
+
+ maptime= (strip!=NULL);
+
+ /* store values */
+ ob->flag &= ~OB_POSEMODE;
+ cfrao= CFRA;
+ if (maptime) actframe= get_action_frame(ob, (float)CFRA);
+ else actframe= CFRA;
+ flago= arm->flag;
+ arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
+ ipoflago= ob->ipoflag;
+ ob->ipoflag |= OB_DISABLE_PATH;
+
+ /* copy the pose */
+ poseo= ob->pose;
+ copy_pose(&posen, ob->pose, 1);
+ ob->pose= posen;
+ armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
+ ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
+
+ glEnable(GL_BLEND);
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
+
+ /* draw from darkest blend to lowest */
+ for(cur= stepsize; cur<range; cur+=stepsize) {
+ ctime= cur - fmod((float)cfrao, stepsize); /* ensures consistant stepping */
+ colfac= ctime/range;
+ UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0f*sqrt(colfac)));
+
+ /* only within action range */
+ if (actframe+ctime >= start && actframe+ctime <= end) {
+ if (maptime) CFRA= (int)get_action_frame_inv(ob, actframe+ctime);
+ else CFRA= (int)floor(actframe+ctime);
+
+ if (CFRA!=cfrao) {
+ do_all_pose_actions(ob);
+ where_is_pose(ob);
+ draw_pose_channels(scene, v3d, base, OB_WIRE);
+ }
+ }
+
+ ctime= cur + fmod((float)cfrao, stepsize) - stepsize+1.0f; /* ensures consistant stepping */
+ colfac= ctime/range;
+ UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0f*sqrt(colfac)));
+
+ /* only within action range */
+ if ((actframe-ctime >= start) && (actframe-ctime <= end)) {
+ if (maptime) CFRA= (int)get_action_frame_inv(ob, actframe-ctime);
+ else CFRA= (int)floor(actframe-ctime);
+
+ if (CFRA != cfrao) {
+ do_all_pose_actions(ob);
+ where_is_pose(ob);
+ draw_pose_channels(scene, v3d, base, OB_WIRE);
+ }
+ }
+ }
+ glDisable(GL_BLEND);
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
+
+ ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
+ free_pose(posen);
+
+ /* restore */
+ CFRA= cfrao;
+ ob->pose= poseo;
+ arm->flag= flago;
+ armature_rebuild_pose(ob, ob->data);
+ ob->flag |= OB_POSEMODE;
+ ob->ipoflag= ipoflago;
+}
+
+/* ********************************** Armature Drawing - Main ************************* */
+
+/* called from drawobject.c, return 1 if nothing was drawn */
+int draw_armature(Scene *scene, View3D *v3d, Base *base, int dt, int flag)
+{
+ Object *ob= base->object;
+ bArmature *arm= ob->data;
+ int retval= 0;
+
+ if(G.f & G_RENDER_SHADOW)
+ return 1;
+
+ if(dt>OB_WIRE && arm->drawtype!=ARM_LINE) {
+ /* we use color for solid lighting */
+ glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
+ glEnable(GL_COLOR_MATERIAL);
+ glColor3ub(0,0,0); // clear spec
+ glDisable(GL_COLOR_MATERIAL);
+
+ glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
+ glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW); // only for lighting...
+ }
+
+ /* arm->flag is being used to detect mode... */
+ /* editmode? */
+ if(ob==G.obedit || (G.obedit && ob->data==G.obedit->data)) {
+ if(ob==G.obedit) arm->flag |= ARM_EDITMODE;
+ draw_ebones(v3d, ob, dt);
+ arm->flag &= ~ARM_EDITMODE;
+ }
+ else{
+ /* Draw Pose */
+ if(ob->pose && ob->pose->chanbase.first) {
+ /* drawing posemode selection indices or colors only in these cases */
+ if(!(base->flag & OB_FROMDUPLI)) {
+ if(G.f & G_PICKSEL) {
+ if(ob->flag & OB_POSEMODE)
+ arm->flag |= ARM_POSEMODE;
+ }
+ else if(ob->flag & OB_POSEMODE) {
+ if (arm->ghosttype == ARM_GHOST_RANGE) {
+ draw_ghost_poses_range(scene, v3d, base);
+ }
+ else if (arm->ghosttype == ARM_GHOST_KEYS) {
+ draw_ghost_poses_keys(scene, v3d, base);
+ }
+ else if (arm->ghosttype == ARM_GHOST_CUR) {
+ if (arm->ghostep)
+ draw_ghost_poses(scene, v3d, base);
+ }
+ if ((flag & DRAW_SCENESET)==0) {
+ if(ob==OBACT)
+ arm->flag |= ARM_POSEMODE;
+ else if(G.f & G_WEIGHTPAINT)
+ arm->flag |= ARM_POSEMODE;
+
+ draw_pose_paths(v3d, ob);
+ }
+ }
+ }
+ draw_pose_channels(scene, v3d, base, dt);
+ arm->flag &= ~ARM_POSEMODE;
+
+ if(ob->flag & OB_POSEMODE)
+ UI_ThemeColor(TH_WIRE); /* restore, for extra draw stuff */
+ }
+ else retval= 1;
+ }
+ /* restore */
+ glFrontFace(GL_CCW);
+
+ return retval;
+}
+
+/* *************** END Armature drawing ******************* */
+
+