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authorJoshua Leung <aligorith@gmail.com>2011-05-26 16:34:53 +0400
committerJoshua Leung <aligorith@gmail.com>2011-05-26 16:34:53 +0400
commit36a720606e4689eaa2cc3c089a3ff6c27ed023ee (patch)
treeca85c46d0d20a7106df3294c609b9e1fec670370 /source/blender/editors/space_view3d/drawarmature.c
parent10c30bda08f64c51a2e9df64d492d56124895ec3 (diff)
New experimental drawtype for armatures: "Wire"
This is equivalent to using B-Bones which are all scaled to have xwidth=zwidth=0, which can be useful to see how some limbs will bend, without the overhead of blocks blocking the view or having to scale down bone sizes first.
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c105
1 files changed, 97 insertions, 8 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index 7c66cec5730..f42fd461510 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -1217,6 +1217,87 @@ static void draw_b_bone(int dt, int armflag, int boneflag, int constflag, unsign
}
}
+static void draw_wire_bone_segments(bPoseChannel *pchan, Mat4 *bbones, float length, int segments)
+{
+ if ((segments > 1) && (pchan)) {
+ float dlen= length/(float)segments;
+ Mat4 *bbone = bbones;
+ int a;
+
+ for (a=0; a<segments; a++, bbone++) {
+ glPushMatrix();
+ glMultMatrixf(bbone->mat);
+
+ glBegin(GL_LINES);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glVertex3f(0.0f, dlen, 0.0f);
+ glEnd(); // GL_LINES
+
+ glPopMatrix();
+ }
+ }
+ else {
+ glPushMatrix();
+
+ glBegin(GL_LINES);
+ glVertex3f(0.0f, 0.0f, 0.0f);
+ glVertex3f(0.0f, length, 0.0f);
+ glEnd();
+
+ glPopMatrix();
+ }
+}
+
+static void draw_wire_bone(int dt, int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
+{
+ Mat4 *bbones = NULL;
+ int segments = 0;
+ float length;
+
+ if (pchan) {
+ segments= pchan->bone->segments;
+ length= pchan->bone->length;
+
+ if (segments > 1)
+ bbones = b_bone_spline_setup(pchan, 0);
+ }
+ else
+ length= ebone->length;
+
+ /* 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
+ }
+
+ /* this chunk not in object mode */
+ if (armflag & (ARM_EDITMODE|ARM_POSEMODE)) {
+ if (id != -1)
+ glLoadName((GLuint) id|BONESEL_BONE);
+
+ draw_wire_bone_segments(pchan, bbones, length, segments);
+
+ /* further we send no names */
+ if (id != -1)
+ glLoadName(id & 0xFFFF); /* object tag, for bordersel optim */
+ }
+
+ /* colors for modes */
+ if (armflag & ARM_POSEMODE) {
+ set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
+ }
+ else if (armflag & ARM_EDITMODE) {
+ set_ebone_glColor(boneflag);
+ }
+
+ /* draw normal */
+ draw_wire_bone_segments(pchan, bbones, length, segments);
+}
+
static void draw_bone(int dt, int armflag, int boneflag, int constflag, unsigned int id, float length)
{
@@ -1656,7 +1737,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
int use_custom = (pchan->custom) && !(arm->flag & ARM_NO_CUSTOM);
glPushMatrix();
- if(use_custom && pchan->custom_tx) {
+ if (use_custom && pchan->custom_tx) {
glMultMatrixf(pchan->custom_tx->pose_mat);
}
else {
@@ -1684,6 +1765,8 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
else if (arm->drawtype==ARM_LINE)
; /* nothing in solid */
+ else if (arm->drawtype==ARM_WIRE)
+ ; /* 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)
@@ -1702,7 +1785,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* 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)) {
+ if (ELEM(arm->drawtype,ARM_LINE,ARM_WIRE)==0 && (draw_wire == 0)) {
/* object tag, for bordersel optim */
glLoadName(index & 0xFFFF);
index= -1;
@@ -1773,8 +1856,8 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (index != -1)
index+= 0x10000; // pose bones count in higher 2 bytes only
}
- /* stick bones have not been drawn yet so dont clear object selection in this case */
- if ((arm->drawtype != ARM_LINE) && draw_wire) {
+ /* stick or wire bones have not been drawn yet so dont clear object selection in this case */
+ if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)==0 && draw_wire) {
/* object tag, for bordersel optim */
glLoadName(index & 0xFFFF);
index= -1;
@@ -1784,7 +1867,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* 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 ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) {
if (arm->flag & ARM_POSEMODE)
index= base->selcol;
}
@@ -1879,6 +1962,8 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
else if (arm->drawtype==ARM_LINE)
draw_line_bone(arm->flag, flag, constflag, index, pchan, NULL);
+ else if (arm->drawtype==ARM_WIRE)
+ draw_wire_bone(dt, 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
@@ -2013,7 +2098,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
}
/* if solid we draw it first */
- if ((dt > OB_WIRE) && (arm->drawtype!=ARM_LINE)) {
+ if ((dt > OB_WIRE) && (arm->drawtype != ARM_LINE)) {
for (eBone=arm->edbo->first, index=0; eBone; eBone=eBone->next, index++) {
if (eBone->layer & arm->layer) {
if ((eBone->flag & BONE_HIDDEN_A)==0) {
@@ -2034,6 +2119,8 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
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 if (arm->drawtype==ARM_WIRE)
+ draw_wire_bone(OB_SOLID, arm->flag, flag, 0, index, NULL, eBone);
else {
draw_bone(OB_SOLID, arm->flag, flag, 0, index, eBone->length);
}
@@ -2047,7 +2134,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
/* if wire over solid, set offset */
index= -1;
glLoadName(-1);
- if (arm->drawtype==ARM_LINE) {
+ if ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) {
if(G.f & G_PICKSEL)
index= 0;
}
@@ -2081,6 +2168,8 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
if (arm->drawtype == ARM_LINE)
draw_line_bone(arm->flag, flag, 0, index, NULL, eBone);
+ else if (arm->drawtype==ARM_WIRE)
+ draw_wire_bone(OB_WIRE, 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
@@ -2109,7 +2198,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
/* restore */
if(index!=-1) glLoadName(-1);
- if (arm->drawtype==ARM_LINE);
+ if ELEM(arm->drawtype,ARM_LINE,ARM_WIRE);
else if (dt>OB_WIRE) bglPolygonOffset(rv3d->dist, 0.0f);
/* finally names and axes */