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authorCampbell Barton <ideasman42@gmail.com>2012-03-26 03:54:33 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-26 03:54:33 +0400
commit09144c3756f7b9b23461b522cf9711eb1c8db775 (patch)
tree3a037e82f54a35c09a67dcb236b8029d62dfd504 /source/blender/editors/space_view3d/drawarmature.c
parent1ce2c73816be97f72484ffa40a3187b24968c6b3 (diff)
style cleanup: mostly whitespace around operators
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c1125
1 files changed, 564 insertions, 561 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index fae271e5bee..fec93b3b9aa 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -72,30 +72,30 @@
/* *************** Armature Drawing - Coloring API ***************************** */
/* global here is reset before drawing each bone */
-static ThemeWireColor *bcolor= NULL;
+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 */
+ 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)
+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;
+ 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;
+ bcolor = NULL;
return;
}
@@ -105,9 +105,9 @@ static void set_pchan_colorset (Object *ob, bPoseChannel *pchan)
* has been set to use one
*/
if (pchan->agrp_index) {
- grp= (bActionGroup *)BLI_findlink(&pose->agroups, (pchan->agrp_index - 1));
+ grp = (bActionGroup *)BLI_findlink(&pose->agroups, (pchan->agrp_index - 1));
if (grp)
- color_index= grp->customCol;
+ color_index = grp->customCol;
}
}
@@ -115,181 +115,181 @@ static void set_pchan_colorset (Object *ob, bPoseChannel *pchan)
* color set (based on the theme colors for 3d-view) is used.
*/
if (color_index > 0) {
- bTheme *btheme= UI_GetTheme();
- bcolor= &btheme->tarm[(color_index - 1)];
+ bTheme *btheme = UI_GetTheme();
+ bcolor = &btheme->tarm[(color_index - 1)];
}
else if (color_index == -1) {
/* use the group's own custom color set */
- bcolor= (grp)? &grp->cs : NULL;
+ bcolor = (grp) ? &grp->cs : NULL;
}
else
- bcolor= NULL;
+ bcolor = NULL;
}
/* This function is for brightening/darkening a given color (like UI_ThemeColorShade()) */
-static void cp_shade_color3ub (unsigned char cp[3], const int offset)
+static void cp_shade_color3ub(unsigned char cp[3], const int offset)
{
int r, g, b;
- r= offset + (int) cp[0];
+ r = offset + (int) cp[0];
CLAMP(r, 0, 255);
- g= offset + (int) cp[1];
+ g = offset + (int) cp[1];
CLAMP(g, 0, 255);
- b= offset + (int) cp[2];
+ b = offset + (int) cp[2];
CLAMP(b, 0, 255);
- cp[0]= r;
- cp[1]= g;
- cp[2]= b;
+ 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 boneflag, short constflag)
+static short set_pchan_glColor(short colCode, int boneflag, short constflag)
{
switch (colCode) {
- case PCHAN_COLOR_NORMAL:
- {
- if (bcolor) {
- unsigned char cp[3];
+ case PCHAN_COLOR_NORMAL:
+ {
+ if (bcolor) {
+ unsigned char cp[3];
- if (boneflag & BONE_DRAW_ACTIVE) {
- copy_v3_v3_char((char *)cp, bcolor->active);
- if (!(boneflag & BONE_SELECTED)) {
- cp_shade_color3ub(cp, -80);
+ if (boneflag & BONE_DRAW_ACTIVE) {
+ copy_v3_v3_char((char *)cp, bcolor->active);
+ if (!(boneflag & BONE_SELECTED)) {
+ cp_shade_color3ub(cp, -80);
+ }
+ }
+ else if (boneflag & BONE_SELECTED) {
+ copy_v3_v3_char((char *)cp, bcolor->select);
+ }
+ else {
+ /* a bit darker than solid */
+ copy_v3_v3_char((char *)cp, bcolor->solid);
+ cp_shade_color3ub(cp, -50);
}
- }
- else if (boneflag & BONE_SELECTED) {
- copy_v3_v3_char((char *)cp, bcolor->select);
- }
- else {
- /* a bit darker than solid */
- copy_v3_v3_char((char *)cp, bcolor->solid);
- cp_shade_color3ub(cp, -50);
- }
- glColor3ubv(cp);
- }
- else {
- if ((boneflag & BONE_DRAW_ACTIVE) && (boneflag & BONE_SELECTED)) {
- UI_ThemeColorShade(TH_BONE_POSE, 40);
- }
- else if (boneflag & BONE_DRAW_ACTIVE) {
- UI_ThemeColorBlend(TH_WIRE, TH_BONE_POSE, 0.15f); /* unselected active */
- }
- else if (boneflag & BONE_SELECTED) {
- UI_ThemeColor(TH_BONE_POSE);
+ glColor3ubv(cp);
}
else {
- UI_ThemeColor(TH_WIRE);
+ if ((boneflag & BONE_DRAW_ACTIVE) && (boneflag & BONE_SELECTED)) {
+ UI_ThemeColorShade(TH_BONE_POSE, 40);
+ }
+ else if (boneflag & BONE_DRAW_ACTIVE) {
+ UI_ThemeColorBlend(TH_WIRE, TH_BONE_POSE, 0.15f); /* unselected active */
+ }
+ else if (boneflag & BONE_SELECTED) {
+ UI_ThemeColor(TH_BONE_POSE);
+ }
+ else {
+ UI_ThemeColor(TH_WIRE);
+ }
}
- }
-
- return 1;
- }
- break;
- case PCHAN_COLOR_SOLID:
- {
- if (bcolor) {
- glColor3ubv((unsigned char *)bcolor->solid);
+ return 1;
}
- 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_TARGET) glColor4ub(255, 150, 0, 80);
- else if (constflag & PCHAN_HAS_IK) glColor4ub(255, 255, 0, 80);
- else if (constflag & PCHAN_HAS_SPLINEIK) glColor4ub(200, 255, 0, 80);
- else if (constflag & PCHAN_HAS_CONST) glColor4ub(0, 255, 120, 80);
+ case PCHAN_COLOR_SOLID:
+ {
+ if (bcolor) {
+ glColor3ubv((unsigned char *)bcolor->solid);
+ }
+ else
+ UI_ThemeColor(TH_BONE_SOLID);
return 1;
}
- else
- return 0;
- }
break;
- case PCHAN_COLOR_SPHEREBONE_BASE:
- {
- if (bcolor) {
- unsigned char cp[3];
+ case PCHAN_COLOR_CONSTS:
+ {
+ if ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) {
+ 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_SPLINEIK) glColor4ub(200, 255, 0, 80);
+ else if (constflag & PCHAN_HAS_CONST) glColor4ub(0, 255, 120, 80);
- if (boneflag & BONE_DRAW_ACTIVE) {
- copy_v3_v3_char((char *)cp, bcolor->active);
+ return 1;
}
- else if (boneflag & BONE_SELECTED) {
- copy_v3_v3_char((char *)cp, bcolor->select);
+ else
+ return 0;
+ }
+ break;
+
+ case PCHAN_COLOR_SPHEREBONE_BASE:
+ {
+ if (bcolor) {
+ unsigned char cp[3];
+
+ if (boneflag & BONE_DRAW_ACTIVE) {
+ copy_v3_v3_char((char *)cp, bcolor->active);
+ }
+ else if (boneflag & BONE_SELECTED) {
+ copy_v3_v3_char((char *)cp, bcolor->select);
+ }
+ else {
+ copy_v3_v3_char((char *)cp, bcolor->solid);
+ }
+
+ glColor3ubv(cp);
}
else {
- copy_v3_v3_char((char *)cp, bcolor->solid);
+ if (boneflag & BONE_DRAW_ACTIVE) UI_ThemeColorShade(TH_BONE_POSE, 40);
+ else if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_BONE_POSE);
+ else UI_ThemeColor(TH_BONE_SOLID);
}
- glColor3ubv(cp);
- }
- else {
- if (boneflag & BONE_DRAW_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;
}
-
- return 1;
- }
break;
- case PCHAN_COLOR_SPHEREBONE_END:
- {
- if (bcolor) {
- unsigned char cp[3];
+ case PCHAN_COLOR_SPHEREBONE_END:
+ {
+ if (bcolor) {
+ unsigned char cp[3];
+
+ if (boneflag & BONE_DRAW_ACTIVE) {
+ copy_v3_v3_char((char *)cp, bcolor->active);
+ cp_shade_color3ub(cp, 10);
+ }
+ else if (boneflag & BONE_SELECTED) {
+ copy_v3_v3_char((char *)cp, bcolor->select);
+ cp_shade_color3ub(cp, -30);
+ }
+ else {
+ copy_v3_v3_char((char *)cp, bcolor->solid);
+ cp_shade_color3ub(cp, -30);
+ }
- if (boneflag & BONE_DRAW_ACTIVE) {
- copy_v3_v3_char((char *)cp, bcolor->active);
- cp_shade_color3ub(cp, 10);
- }
- else if (boneflag & BONE_SELECTED) {
- copy_v3_v3_char((char *)cp, bcolor->select);
- cp_shade_color3ub(cp, -30);
+ glColor3ubv(cp);
}
else {
- copy_v3_v3_char((char *)cp, bcolor->solid);
- cp_shade_color3ub(cp, -30);
+ if (boneflag & BONE_DRAW_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);
}
-
- glColor3ubv(cp);
- }
- else {
- if (boneflag & BONE_DRAW_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_TARGET) glColor3ub(255, 150, 0);
- else if (constflag & PCHAN_HAS_IK) glColor3ub(255, 255, 0);
- else if (constflag & PCHAN_HAS_SPLINEIK) glColor3ub(200, 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], 204);
+ case PCHAN_COLOR_LINEBONE:
+ {
+ /* inner part in background color or constraint */
+ if ( (constflag) && ((bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) ) {
+ if (constflag & PCHAN_HAS_TARGET) glColor3ub(255, 150, 0);
+ else if (constflag & PCHAN_HAS_IK) glColor3ub(255, 255, 0);
+ else if (constflag & PCHAN_HAS_SPLINEIK) glColor3ub(200, 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], 204);
+ }
+ else
+ UI_ThemeColorShade(TH_BACK, -30);
}
- else
- UI_ThemeColorShade(TH_BACK, -30);
- }
- return 1;
- }
+ return 1;
+ }
break;
}
@@ -316,48 +316,48 @@ static void set_ebone_glColor(const unsigned int boneflag)
/* 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},
+ {-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]= {0.0f};
+ static GLuint displist = 0;
+ float n[3] = {0.0f};
glScalef(xsize, ysize, zsize);
- if (displist==0) {
- displist= glGenLists(1);
+ if (displist == 0) {
+ displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
glBegin(GL_QUADS);
- n[0]= -1.0;
+ 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;
+ 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;
+ 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;
+ 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;
+ n[1] = 0;
+ n[2] = 1.0;
glNormal3fv(n);
glVertex3fv(cube[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[2]);
- n[2]= -1.0;
+ n[2] = -1.0;
glNormal3fv(n);
glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]);
glEnd();
@@ -370,15 +370,15 @@ static void drawsolidcube_size(float xsize, float ysize, float zsize)
static void drawcube_size(float xsize, float ysize, float zsize)
{
- static GLuint displist=0;
+ static GLuint displist = 0;
if (displist == 0) {
- displist= glGenLists(1);
+ displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
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[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();
@@ -399,17 +399,17 @@ static void drawcube_size(float xsize, float ysize, float zsize)
static void draw_bonevert(void)
{
- static GLuint displist=0;
+ static GLuint displist = 0;
if (displist == 0) {
- GLUquadricObj *qobj;
+ GLUquadricObj *qobj;
- displist= glGenLists(1);
+ displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
glPushMatrix();
- qobj = gluNewQuadric();
+ qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
gluDisk(qobj, 0.0, 0.05, 16, 1);
@@ -430,15 +430,15 @@ static void draw_bonevert(void)
static void draw_bonevert_solid(void)
{
- static GLuint displist=0;
+ static GLuint displist = 0;
if (displist == 0) {
- GLUquadricObj *qobj;
+ GLUquadricObj *qobj;
- displist= glGenLists(1);
+ displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
- qobj = gluNewQuadric();
+ qobj = gluNewQuadric();
gluQuadricDrawStyle(qobj, GLU_FILL);
glShadeModel(GL_SMOOTH);
gluSphere(qobj, 0.05, 8, 5);
@@ -451,7 +451,7 @@ static void draw_bonevert_solid(void)
glCallList(displist);
}
-static float bone_octahedral_verts[6][3]= {
+static float bone_octahedral_verts[6][3] = {
{ 0.0f, 0.0f, 0.0f},
{ 0.1f, 0.1f, 0.1f},
{ 0.1f, 0.1f, -0.1f},
@@ -460,10 +460,10 @@ static float bone_octahedral_verts[6][3]= {
{ 0.0f, 1.0f, 0.0f}
};
-static unsigned int bone_octahedral_wire_sides[8]= {0, 1, 5, 3, 0, 4, 5, 2};
-static unsigned int bone_octahedral_wire_square[8]= {1, 2, 3, 4, 1};
+static unsigned int bone_octahedral_wire_sides[8] = {0, 1, 5, 3, 0, 4, 5, 2};
+static unsigned int bone_octahedral_wire_square[8] = {1, 2, 3, 4, 1};
-static unsigned int bone_octahedral_solid_tris[8][3]= {
+static unsigned int bone_octahedral_solid_tris[8][3] = {
{2, 1, 0}, /* bottom */
{3, 2, 0},
{4, 3, 0},
@@ -476,7 +476,7 @@ static unsigned int bone_octahedral_solid_tris[8][3]= {
};
/* aligned with bone_octahedral_solid_tris */
-static float bone_octahedral_solid_normals[8][3]= {
+static float bone_octahedral_solid_normals[8][3] = {
{ 0.70710683f, -0.70710683f, 0.00000000f},
{-0.00000000f, -0.70710683f, -0.70710683f},
{-0.70710683f, -0.70710683f, 0.00000000f},
@@ -489,23 +489,23 @@ static float bone_octahedral_solid_normals[8][3]= {
static void draw_bone_octahedral(void)
{
- static GLuint displist=0;
+ static GLuint displist = 0;
if (displist == 0) {
- displist= glGenLists(1);
+ displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
/* Section 1, sides */
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, bone_octahedral_verts);
glDrawElements(GL_LINE_LOOP,
- sizeof(bone_octahedral_wire_sides)/sizeof(*bone_octahedral_wire_sides),
+ sizeof(bone_octahedral_wire_sides) / sizeof(*bone_octahedral_wire_sides),
GL_UNSIGNED_INT,
bone_octahedral_wire_sides);
/* Section 1, square */
glDrawElements(GL_LINE_LOOP,
- sizeof(bone_octahedral_wire_square)/sizeof(*bone_octahedral_wire_square),
+ sizeof(bone_octahedral_wire_square) / sizeof(*bone_octahedral_wire_square),
GL_UNSIGNED_INT,
bone_octahedral_wire_square);
glDisableClientState(GL_VERTEX_ARRAY);
@@ -518,17 +518,17 @@ static void draw_bone_octahedral(void)
static void draw_bone_solid_octahedral(void)
{
- static GLuint displist=0;
+ static GLuint displist = 0;
if (displist == 0) {
int i;
- displist= glGenLists(1);
+ displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
#if 1
glBegin(GL_TRIANGLES);
- for (i= 0; i < 8; i++) {
+ for (i = 0; i < 8; i++) {
glNormal3fv(bone_octahedral_solid_normals[i]);
glVertex3fv(bone_octahedral_verts[bone_octahedral_solid_tris[i][0]]);
glVertex3fv(bone_octahedral_verts[bone_octahedral_solid_tris[i][1]]);
@@ -537,12 +537,12 @@ static void draw_bone_solid_octahedral(void)
glEnd();
-#else /* not working because each vert needs a different normal */
+#else /* not working because each vert needs a different normal */
glEnableClientState(GL_NORMAL_ARRAY);
glEnableClientState(GL_VERTEX_ARRAY);
glNormalPointer(GL_FLOAT, 0, bone_octahedral_solid_normals);
glVertexPointer(3, GL_FLOAT, 0, bone_octahedral_verts);
- glDrawElements(GL_TRIANGLES, sizeof(bone_octahedral_solid_tris)/sizeof(unsigned int),
+ glDrawElements(GL_TRIANGLES, sizeof(bone_octahedral_solid_tris) / sizeof(unsigned int),
GL_UNSIGNED_INT, bone_octahedral_solid_tris);
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
@@ -560,7 +560,7 @@ static void draw_bone_solid_octahedral(void)
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 ((boneflag & BONE_CONNECTED) == 0) {
if (id != -1)
glLoadName(id | BONESEL_ROOT);
@@ -622,7 +622,7 @@ static float si[16] = {
0.10116832f
};
/* 16 values of cos function (still same result!) */
-static float co[16] ={
+static float co[16] = {
1.00000000f,
0.97952994f, 0.91895781f,
0.82076344f, 0.68896691f,
@@ -648,25 +648,25 @@ static void draw_sphere_bone_dist(float smat[][4], float imat[][4], bPoseChannel
ebone->length = len_v3v3(ebone->head, ebone->tail);
/*length= ebone->length;*/ /*UNUSED*/
- tail= ebone->rad_tail;
- dist= ebone->dist;
+ tail = ebone->rad_tail;
+ dist = ebone->dist;
if (ebone->parent && (ebone->flag & BONE_CONNECTED))
- head= ebone->parent->rad_tail;
+ head = ebone->parent->rad_tail;
else
- head= ebone->rad_head;
- headvec= ebone->head;
- tailvec= ebone->tail;
+ head = ebone->rad_head;
+ headvec = ebone->head;
+ tailvec = ebone->tail;
}
else {
/*length= pchan->bone->length;*/ /*UNUSED*/
- tail= pchan->bone->rad_tail;
- dist= pchan->bone->dist;
+ tail = pchan->bone->rad_tail;
+ dist = pchan->bone->dist;
if (pchan->parent && (pchan->bone->flag & BONE_CONNECTED))
- head= pchan->parent->bone->rad_tail;
+ head = pchan->parent->bone->rad_tail;
else
- head= pchan->bone->rad_head;
- headvec= pchan->pose_head;
- tailvec= pchan->pose_tail;
+ head = pchan->bone->rad_head;
+ headvec = pchan->pose_head;
+ tailvec = pchan->pose_tail;
}
/* ***** draw it ***** */
@@ -675,24 +675,24 @@ static void draw_sphere_bone_dist(float smat[][4], float imat[][4], bPoseChannel
sub_v3_v3v3(dirvec, tailvec, headvec);
mul_mat3_m4_v3(smat, dirvec);
/* clear zcomp */
- dirvec[2]= 0.0f;
+ dirvec[2] = 0.0f;
if (head != tail) {
- /* correction when viewing along the bones axis
- * it pops in and out but better then artifacts, [#23841] */
- float view_dist= len_v2(dirvec);
+ /* correction when viewing along the bones axis
+ * it pops in and out but better then artifacts, [#23841] */
+ float view_dist = len_v2(dirvec);
if (head - view_dist > tail) {
- tailvec= headvec;
+ tailvec = headvec;
tail = head;
zero_v3(dirvec);
- dirvec[0]= 0.00001; // XXX. weak but ok
+ dirvec[0] = 0.00001; // XXX. weak but ok
}
else if (tail - view_dist > head) {
- headvec= tailvec;
+ headvec = tailvec;
head = tail;
zero_v3(dirvec);
- dirvec[0]= 0.00001; // XXX. weak but ok
+ dirvec[0] = 0.00001; // XXX. weak but ok
}
}
@@ -708,10 +708,10 @@ static void draw_sphere_bone_dist(float smat[][4], float imat[][4], bPoseChannel
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];
+ 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];
madd_v3_v3v3fl(vec1, headvec, vec, head);
madd_v3_v3v3fl(vec2, headvec, vec, head + dist);
@@ -722,10 +722,10 @@ static void draw_sphere_bone_dist(float smat[][4], float imat[][4], bPoseChannel
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];
+ 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];
madd_v3_v3v3fl(vec1, tailvec, vec, tail);
madd_v3_v3v3fl(vec2, tailvec, vec, tail + dist);
@@ -737,9 +737,9 @@ static void draw_sphere_bone_dist(float smat[][4], float imat[][4], bPoseChannel
}
/* 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];
+ vec[0] = -*(si) * dirvec[0] + *(co) * norvec[0];
+ vec[1] = -*(si) * dirvec[1] + *(co) * norvec[1];
+ vec[2] = -*(si) * dirvec[2] + *(co) * norvec[2];
madd_v3_v3v3fl(vec1, headvec, vec, head);
madd_v3_v3v3fl(vec2, headvec, vec, head + dist);
@@ -768,23 +768,23 @@ static void draw_sphere_bone_wire(float smat[][4], float imat[][4],
ebone->length = len_v3v3(ebone->head, ebone->tail);
/*length= ebone->length;*/ /*UNUSED*/
- tail= ebone->rad_tail;
+ tail = ebone->rad_tail;
if (ebone->parent && (boneflag & BONE_CONNECTED))
- head= ebone->parent->rad_tail;
+ head = ebone->parent->rad_tail;
else
- head= ebone->rad_head;
- headvec= ebone->head;
- tailvec= ebone->tail;
+ head = ebone->rad_head;
+ headvec = ebone->head;
+ tailvec = ebone->tail;
}
else {
/*length= pchan->bone->length;*/ /*UNUSED*/
- tail= pchan->bone->rad_tail;
+ tail = pchan->bone->rad_tail;
if ((pchan->parent) && (boneflag & BONE_CONNECTED))
- head= pchan->parent->bone->rad_tail;
+ head = pchan->parent->bone->rad_tail;
else
- head= pchan->bone->rad_head;
- headvec= pchan->pose_head;
- tailvec= pchan->pose_tail;
+ head = pchan->bone->rad_head;
+ headvec = pchan->pose_head;
+ tailvec = pchan->pose_tail;
}
/* sphere root color */
@@ -796,7 +796,7 @@ static void draw_sphere_bone_wire(float smat[][4], float imat[][4],
set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
/* Draw root point if we are not connected */
- if ((boneflag & BONE_CONNECTED)==0) {
+ if ((boneflag & BONE_CONNECTED) == 0) {
if (id != -1)
glLoadName(id | BONESEL_ROOT);
@@ -825,7 +825,7 @@ static void draw_sphere_bone_wire(float smat[][4], float imat[][4],
/* move vector to viewspace */
mul_mat3_m4_v3(smat, dirvec);
/* clear zcomp */
- dirvec[2]= 0.0f;
+ dirvec[2] = 0.0f;
/* move vector back */
mul_mat3_m4_v3(imat, dirvec);
@@ -865,35 +865,35 @@ static void draw_sphere_bone_wire(float smat[][4], float imat[][4],
static void draw_sphere_bone(int dt, int armflag, int boneflag, short constflag, unsigned int id,
bPoseChannel *pchan, EditBone *ebone)
{
- GLUquadricObj *qobj;
+ GLUquadricObj *qobj;
float head, tail, length;
float fac1, fac2;
glPushMatrix();
- qobj = gluNewQuadric();
+ qobj = gluNewQuadric();
/* figure out the sizes of spheres */
if (ebone) {
- length= ebone->length;
- tail= ebone->rad_tail;
+ length = ebone->length;
+ tail = ebone->rad_tail;
if (ebone->parent && (boneflag & BONE_CONNECTED))
- head= ebone->parent->rad_tail;
+ head = ebone->parent->rad_tail;
else
- head= ebone->rad_head;
+ head = ebone->rad_head;
}
else {
- length= pchan->bone->length;
- tail= pchan->bone->rad_tail;
+ length = pchan->bone->length;
+ tail = pchan->bone->rad_tail;
if (pchan->parent && (boneflag & BONE_CONNECTED))
- head= pchan->parent->bone->rad_tail;
+ head = pchan->parent->bone->rad_tail;
else
- head= pchan->bone->rad_head;
+ head = pchan->bone->rad_head;
}
/* move to z-axis space */
glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
- if (dt==OB_SOLID) {
+ if (dt == OB_SOLID) {
/* set up solid drawing */
glEnable(GL_COLOR_MATERIAL);
glEnable(GL_LIGHTING);
@@ -912,11 +912,11 @@ static void draw_sphere_bone(int dt, int armflag, int boneflag, short constflag,
}
else if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SPHEREBONE_END, boneflag, constflag);
- else if (dt==OB_SOLID)
+ 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 ((boneflag & BONE_CONNECTED) == 0) {
if (id != -1)
glLoadName(id | BONESEL_ROOT);
gluSphere(qobj, head, 16, 10);
@@ -945,38 +945,38 @@ static void draw_sphere_bone(int dt, int armflag, int boneflag, short constflag,
else if (dt == OB_SOLID)
UI_ThemeColor(TH_BONE_SOLID);
- fac1= (length-head)/length;
- fac2= (length-tail)/length;
+ fac1 = (length - head) / length;
+ fac2 = (length - tail) / length;
- if (length > (head+tail)) {
+ if (length > (head + tail)) {
if (id != -1)
- glLoadName (id | BONESEL_BONE);
+ glLoadName(id | BONESEL_BONE);
glEnable(GL_POLYGON_OFFSET_FILL);
glPolygonOffset(-1.0f, -1.0f);
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);
+ 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, 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);
+ gluSphere(qobj, fac1 * head + (1.0f - fac1) * tail, 16, 10);
}
else {
/* 1 sphere in center */
- glTranslatef(0.0f, 0.0f, (head + length-tail)/2.0f);
- gluSphere(qobj, fac1*head + (1.0f-fac1)*tail, 16, 10);
+ glTranslatef(0.0f, 0.0f, (head + length - tail) / 2.0f);
+ gluSphere(qobj, fac1 * head + (1.0f - fac1) * tail, 16, 10);
}
/* restore */
- if (dt==OB_SOLID) {
+ if (dt == OB_SOLID) {
glShadeModel(GL_FLAT);
glDisable(GL_LIGHTING);
glDisable(GL_COLOR_MATERIAL);
@@ -986,11 +986,11 @@ static void draw_sphere_bone(int dt, int armflag, int boneflag, short constflag,
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_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 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, short constflag, unsigned int id,
@@ -1001,15 +1001,15 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if (pchan)
- length= pchan->bone->length;
+ length = pchan->bone->length;
else
- length= ebone->length;
+ length = ebone->length;
glPushMatrix();
glScalef(length, length, length);
/* this chunk not in object mode */
- if (armflag & (ARM_EDITMODE|ARM_POSEMODE)) {
+ if (armflag & (ARM_EDITMODE | ARM_POSEMODE)) {
glLineWidth(4.0f);
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
@@ -1018,9 +1018,9 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
}
/* 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);
+ 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();
@@ -1032,7 +1032,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
}
if (id != -1)
- glLoadName((GLuint) id|BONESEL_BONE);
+ glLoadName((GLuint) id | BONESEL_BONE);
glBegin(GL_LINES);
glVertex3f(0.0f, 0.0f, 0.0f);
@@ -1054,7 +1054,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
/* further we send no names */
if (id != -1)
- glLoadName(id & 0xFFFF); /* object tag, for bordersel optim */
+ glLoadName(id & 0xFFFF); /* object tag, for bordersel optim */
if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_LINEBONE, boneflag, constflag);
@@ -1063,8 +1063,8 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
glLineWidth(2.0);
/*Draw root point if we are not connected */
- if ((boneflag & BONE_CONNECTED)==0) {
- if ((G.f & G_PICKSEL)==0) {
+ 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);
@@ -1085,7 +1085,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
glEnd();
/* tip */
- if ((G.f & G_PICKSEL)==0) {
+ 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);
@@ -1102,27 +1102,27 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
static void draw_b_bone_boxes(int dt, bPoseChannel *pchan, float xwidth, float length, float zwidth)
{
- int segments= 0;
+ int segments = 0;
if (pchan)
- segments= pchan->bone->segments;
+ segments = pchan->bone->segments;
if ((segments > 1) && (pchan)) {
- float dlen= length/(float)segments;
- Mat4 *bbone= b_bone_spline_setup(pchan, 0);
+ float dlen = length / (float)segments;
+ Mat4 *bbone = b_bone_spline_setup(pchan, 0);
int a;
- for (a=0; a<segments; a++, bbone++) {
+ for (a = 0; a < segments; a++, bbone++) {
glPushMatrix();
glMultMatrixf(bbone->mat);
- if (dt==OB_SOLID) drawsolidcube_size(xwidth, dlen, zwidth);
+ 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);
+ if (dt == OB_SOLID) drawsolidcube_size(xwidth, length, zwidth);
else drawcube_size(xwidth, length, zwidth);
glPopMatrix();
}
@@ -1134,14 +1134,14 @@ static void draw_b_bone(int dt, int armflag, int boneflag, short constflag, unsi
float xwidth, length, zwidth;
if (pchan) {
- xwidth= pchan->bone->xwidth;
- length= pchan->bone->length;
- zwidth= pchan->bone->zwidth;
+ xwidth = pchan->bone->xwidth;
+ length = pchan->bone->length;
+ zwidth = pchan->bone->zwidth;
}
else {
- xwidth= ebone->xwidth;
- length= ebone->length;
- zwidth= ebone->zwidth;
+ xwidth = ebone->xwidth;
+ length = ebone->length;
+ zwidth = ebone->zwidth;
}
/* draw points only if... */
@@ -1151,7 +1151,7 @@ static void draw_b_bone(int dt, int armflag, int boneflag, short constflag, unsi
glScalef(length, length, length);
draw_bone_points(dt, armflag, boneflag, id);
glPopMatrix();
- length*= 0.95f; // make vertices visible
+ length *= 0.95f; // make vertices visible
}
/* colors for modes */
@@ -1162,7 +1162,7 @@ static void draw_b_bone(int dt, int armflag, int boneflag, short constflag, unsi
set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
}
else if (armflag & ARM_EDITMODE) {
- if (dt==OB_WIRE) {
+ if (dt == OB_WIRE) {
set_ebone_glColor(boneflag);
}
else
@@ -1170,7 +1170,7 @@ static void draw_b_bone(int dt, int armflag, int boneflag, short constflag, unsi
}
if (id != -1) {
- glLoadName ((GLuint) id|BONESEL_BONE);
+ glLoadName((GLuint) id | BONESEL_BONE);
}
/* set up solid drawing */
@@ -1214,11 +1214,11 @@ static void draw_b_bone(int dt, int armflag, int boneflag, short constflag, unsi
static void draw_wire_bone_segments(bPoseChannel *pchan, Mat4 *bbones, float length, int segments)
{
if ((segments > 1) && (pchan)) {
- float dlen= length/(float)segments;
+ float dlen = length / (float)segments;
Mat4 *bbone = bbones;
int a;
- for (a=0; a<segments; a++, bbone++) {
+ for (a = 0; a < segments; a++, bbone++) {
glPushMatrix();
glMultMatrixf(bbone->mat);
@@ -1250,14 +1250,14 @@ static void draw_wire_bone(int dt, int armflag, int boneflag, short constflag, u
float length;
if (pchan) {
- segments= pchan->bone->segments;
- length= pchan->bone->length;
+ segments = pchan->bone->segments;
+ length = pchan->bone->length;
if (segments > 1)
bbones = b_bone_spline_setup(pchan, 0);
}
else
- length= ebone->length;
+ length = ebone->length;
/* draw points only if... */
if (armflag & ARM_EDITMODE) {
@@ -1266,19 +1266,19 @@ static void draw_wire_bone(int dt, int armflag, int boneflag, short constflag, u
glScalef(length, length, length);
draw_bone_points(dt, armflag, boneflag, id);
glPopMatrix();
- length *= 0.95f; // make vertices visible
+ length *= 0.95f; // make vertices visible
}
/* this chunk not in object mode */
- if (armflag & (ARM_EDITMODE|ARM_POSEMODE)) {
+ if (armflag & (ARM_EDITMODE | ARM_POSEMODE)) {
if (id != -1)
- glLoadName((GLuint) id|BONESEL_BONE);
+ 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 */
+ glLoadName(id & 0xFFFF); /* object tag, for bordersel optim */
}
/* colors for modes */
@@ -1321,7 +1321,7 @@ static void draw_bone(int dt, int armflag, int boneflag, short constflag, unsign
/* now draw the bone itself */
if (id != -1) {
- glLoadName((GLuint) id|BONESEL_BONE);
+ glLoadName((GLuint) id | BONESEL_BONE);
}
/* wire? */
@@ -1366,7 +1366,7 @@ static void draw_bone(int dt, int armflag, int boneflag, short constflag, unsign
static void draw_custom_bone(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob,
int dt, int armflag, int boneflag, unsigned int id, float length)
{
- if (ob==NULL) return;
+ if (ob == NULL) return;
glScalef(length, length, length);
@@ -1376,7 +1376,7 @@ static void draw_custom_bone(Scene *scene, View3D *v3d, RegionView3D *rv3d, Obje
}
if (id != -1) {
- glLoadName((GLuint) id|BONESEL_BONE);
+ glLoadName((GLuint) id | BONESEL_BONE);
}
draw_object_instance(scene, v3d, rv3d, ob, dt, armflag & ARM_POSEMODE);
@@ -1388,15 +1388,15 @@ 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) {
+ for (con = pchan->constraints.first; con; con = con->next) {
if (con->enforce == 0.0f)
continue;
switch (con->type) {
case CONSTRAINT_TYPE_KINEMATIC:
{
- bKinematicConstraint *data = (bKinematicConstraint*)con->data;
- int segcount= 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))
@@ -1406,18 +1406,18 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
glBegin(GL_LINES);
/* exclude tip from chain? */
- if ((data->flag & CONSTRAINT_IK_TIP)==0)
- parchan= pchan->parent;
+ if ((data->flag & CONSTRAINT_IK_TIP) == 0)
+ parchan = pchan->parent;
else
- parchan= pchan;
+ 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 (segcount == data->rootbone || segcount > 255) break; // 255 is weak
+ parchan = parchan->parent;
}
if (parchan)
glVertex3fv(parchan->pose_head);
@@ -1425,24 +1425,24 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
glEnd();
setlinestyle(0);
}
- break;
+ break;
case CONSTRAINT_TYPE_SPLINEIK:
{
- bSplineIKConstraint *data = (bSplineIKConstraint*)con->data;
- int segcount= 0;
+ bSplineIKConstraint *data = (bSplineIKConstraint *)con->data;
+ int segcount = 0;
setlinestyle(3);
glBegin(GL_LINES);
- parchan= pchan;
+ parchan = pchan;
glVertex3fv(parchan->pose_tail);
/* Find the chain's root */
while (parchan->parent) {
segcount++;
// FIXME: revise the breaking conditions
- if (segcount==data->chainlen || segcount>255) break; // 255 is weak
- parchan= parchan->parent;
+ if (segcount == data->chainlen || segcount > 255) break; // 255 is weak
+ parchan = parchan->parent;
}
if (parchan) // XXX revise the breaking conditions to only stop at the tail?
glVertex3fv(parchan->pose_head);
@@ -1450,7 +1450,7 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
glEnd();
setlinestyle(0);
}
- break;
+ break;
}
}
}
@@ -1459,12 +1459,12 @@ 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: (float)(2.0*sqrt(sine));
+ sine = 1.0f - ax * ax - az * az;
+ q3 = (sine < 0.0f) ? 0.0f : (float)(2.0 * sqrt(sine));
- dir[0]= -az*q3;
- dir[1]= 1.0f - 2.0f*sine;
- dir[2]= ax*q3;
+ dir[0] = -az * q3;
+ dir[1] = 1.0f - 2.0f * sine;
+ dir[2] = ax * q3;
glVertex3fv(dir);
}
@@ -1479,7 +1479,7 @@ static void draw_dof_ellipse(float ax, float az)
0.994521895368f, 1.0f
};
- int i, j, n=16;
+ int i, j, n = 16;
float x, z, px, pz;
glEnable(GL_BLEND);
@@ -1488,33 +1488,33 @@ static void draw_dof_ellipse(float ax, float az)
glColor4ub(70, 70, 70, 50);
glBegin(GL_QUADS);
- pz= 0.0f;
- for (i=1; i<n; i++) {
- z= staticSine[i];
+ pz = 0.0f;
+ for (i = 1; i < n; i++) {
+ z = staticSine[i];
- px= 0.0f;
- for (j=1; j<n-i+1; j++) {
+ px = 0.0f;
+ for (j = 1; j < n - i + 1; j++) {
x = staticSine[j];
- if (j == n-i) {
+ 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);
+ 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);
+ 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;
+ px = x;
}
- pz= z;
+ pz = z;
}
glEnd();
@@ -1524,27 +1524,27 @@ static void draw_dof_ellipse(float ax, float az)
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);
+ 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;
+ bArmature *arm = ob->data;
bPoseChannel *pchan;
Bone *bone;
- for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
- bone= pchan->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) && !(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 (pchan->ikflag & (BONE_IK_XLIMIT | BONE_IK_ZLIMIT)) {
if (ED_pose_channel_in_IK_chain(ob, pchan)) {
float corner[4][3], posetrans[3], mat[4][4];
- float phi=0.0f, theta=0.0f, scale;
+ float phi = 0.0f, theta = 0.0f, scale;
int a, i;
/* in parent-bone pose, but own restspace */
@@ -1555,24 +1555,24 @@ static void draw_pose_dofs(Object *ob)
if (pchan->parent) {
copy_m4_m4(mat, pchan->parent->pose_mat);
- mat[3][0]= mat[3][1]= mat[3][2]= 0.0f;
+ mat[3][0] = mat[3][1] = mat[3][2] = 0.0f;
glMultMatrixf(mat);
}
copy_m4_m3(mat, pchan->bone->bone_mat);
glMultMatrixf(mat);
- scale= bone->length*pchan->size[1];
+ 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++) {
+ for (i = 0; i < 3; i++) {
/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
- amin[i]= (float)sin(pchan->limitmin[i]*0.5f);
- amax[i]= (float)sin(pchan->limitmax[i]*0.5f);
+ amin[i] = (float)sin(pchan->limitmin[i] * 0.5f);
+ amax[i] = (float)sin(pchan->limitmax[i] * 0.5f);
}
glScalef(1.0f, -1.0f, 1.0f);
@@ -1591,21 +1591,21 @@ static void draw_pose_dofs(Object *ob)
/* arcs */
if (pchan->ikflag & BONE_IK_ZLIMIT) {
/* OpenGL requires rotations in degrees; so we're taking the average angle here */
- theta= RAD2DEGF(0.5f * (pchan->limitmin[2]+pchan->limitmax[2]));
+ theta = RAD2DEGF(0.5f * (pchan->limitmin[2] + pchan->limitmax[2]));
glRotatef(theta, 0.0f, 0.0f, 1.0f);
- glColor3ub(50, 50, 255); // blue, Z axis limit
+ glColor3ub(50, 50, 255); // blue, Z axis limit
glBegin(GL_LINE_STRIP);
- for (a=-16; a<=16; a++) {
+ for (a = -16; a <= 16; a++) {
/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
- float fac= ((float)a)/16.0f * 0.5f;
+ float fac = ((float)a) / 16.0f * 0.5f;
- phi= fac * (pchan->limitmax[2] - pchan->limitmin[2]);
+ phi = fac * (pchan->limitmax[2] - pchan->limitmin[2]);
- i= (a == -16) ? 0 : 1;
- corner[i][0]= (float)sin(phi);
- corner[i][1]= (float)cos(phi);
- corner[i][2]= 0.0f;
+ i = (a == -16) ? 0 : 1;
+ corner[i][0] = (float)sin(phi);
+ corner[i][1] = (float)cos(phi);
+ corner[i][2] = 0.0f;
glVertex3fv(corner[i]);
}
glEnd();
@@ -1615,20 +1615,20 @@ static void draw_pose_dofs(Object *ob)
if (pchan->ikflag & BONE_IK_XLIMIT) {
/* OpenGL requires rotations in degrees; so we're taking the average angle here */
- theta= RAD2DEGF(0.5f * (pchan->limitmin[0] + pchan->limitmax[0]));
+ theta = RAD2DEGF(0.5f * (pchan->limitmin[0] + pchan->limitmax[0]));
glRotatef(theta, 1.0f, 0.0f, 0.0f);
- glColor3ub(255, 50, 50); // Red, X axis limit
+ glColor3ub(255, 50, 50); // Red, X axis limit
glBegin(GL_LINE_STRIP);
- for (a=-16; a<=16; a++) {
+ for (a = -16; a <= 16; a++) {
/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
- float fac= ((float)a)/16.0f * 0.5f;
- phi= (float)(0.5*M_PI) + fac * (pchan->limitmax[0] - pchan->limitmin[0]);
+ float fac = ((float)a) / 16.0f * 0.5f;
+ phi = (float)(0.5 * M_PI) + fac * (pchan->limitmax[0] - pchan->limitmin[0]);
- i= (a == -16) ? 2 : 3;
- corner[i][0]= 0.0f;
- corner[i][1]= (float)sin(phi);
- corner[i][2]= (float)cos(phi);
+ i = (a == -16) ? 2 : 3;
+ corner[i][0] = 0.0f;
+ corner[i][1] = (float)sin(phi);
+ corner[i][2] = (float)cos(phi);
glVertex3fv(corner[i]);
}
glEnd();
@@ -1659,19 +1659,19 @@ static void bone_matrix_translate_y(float mat[][4], float y)
static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt,
const short is_ghost, const short is_outline)
{
- RegionView3D *rv3d= ar->regiondata;
- Object *ob= base->object;
- bArmature *arm= ob->data;
+ RegionView3D *rv3d = ar->regiondata;
+ Object *ob = base->object;
+ bArmature *arm = ob->data;
bPoseChannel *pchan;
Bone *bone;
GLfloat tmp;
float smat[4][4], imat[4][4], bmat[4][4];
- int index= -1;
- short do_dashed= 3, draw_wire= 0;
+ int index = -1;
+ short do_dashed = 3, draw_wire = 0;
int flag;
/* being set below */
- arm->layer_used= 0;
+ arm->layer_used = 0;
/* hacky... prevent outline select from drawing dashed helplines */
glGetFloatv(GL_LINE_WIDTH, &tmp);
@@ -1679,10 +1679,10 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (v3d->flag & V3D_HIDE_HELPLINES) do_dashed &= ~2;
/* precalc inverse matrix for drawing screen aligned */
- if (arm->drawtype==ARM_ENVELOPE) {
+ if (arm->drawtype == ARM_ENVELOPE) {
/* precalc inverse matrix for drawing screen aligned */
copy_m4_m4(smat, rv3d->viewmatob);
- mul_mat3_m4_fl(smat, 1.0f/len_v3(ob->obmat[0]));
+ mul_mat3_m4_fl(smat, 1.0f / len_v3(ob->obmat[0]));
invert_m4_m4(imat, smat);
/* and draw blended distances */
@@ -1692,14 +1692,14 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
- for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
- bone= pchan->bone;
+ for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
+ bone = pchan->bone;
if (bone) {
/* 1) bone must be visible, 2) for OpenGL select-drawing cannot have unselectable [#27194]
* NOTE: this is the only case with NO_DEFORM==0 flag, as this is for envelope influence drawing
*/
- if ( (bone->flag & (BONE_HIDDEN_P|BONE_NO_DEFORM|BONE_HIDDEN_PG))==0 &&
- ((G.f & G_PICKSEL)==0 || (bone->flag & BONE_UNSELECTABLE)==0) )
+ if ( (bone->flag & (BONE_HIDDEN_P | BONE_NO_DEFORM | BONE_HIDDEN_PG)) == 0 &&
+ ((G.f & G_PICKSEL) == 0 || (bone->flag & BONE_UNSELECTABLE) == 0) )
{
if (bone->flag & (BONE_SELECTED)) {
if (bone->layer & arm->layer)
@@ -1722,15 +1722,15 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* 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;
+ index = base->selcol;
- for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
- bone= pchan->bone;
+ for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
+ bone = pchan->bone;
arm->layer_used |= bone->layer;
/* 1) bone must be visible, 2) for OpenGL select-drawing cannot have unselectable [#27194] */
- if ( (bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))==0 &&
- ((G.f & G_PICKSEL)==0 || (bone->flag & BONE_UNSELECTABLE)==0) )
+ if ( (bone->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)) == 0 &&
+ ((G.f & G_PICKSEL) == 0 || (bone->flag & BONE_UNSELECTABLE) == 0) )
{
if (bone->layer & arm->layer) {
int use_custom = (pchan->custom) && !(arm->flag & ARM_NO_CUSTOM);
@@ -1744,8 +1744,8 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
/* catch exception for bone with hidden parent */
- flag= bone->flag;
- if ( (bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)) )
+ flag = bone->flag;
+ if ( (bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)) )
flag &= ~BONE_CONNECTED;
/* set temporary flag for drawing bone as active, but only if selected */
@@ -1758,7 +1758,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if (use_custom) {
/* if drawwire, don't try to draw in solid */
if (pchan->bone->flag & BONE_DRAWWIRE) {
- draw_wire= 1;
+ draw_wire = 1;
}
else {
draw_custom_bone(scene, v3d, rv3d, pchan->custom,
@@ -1785,34 +1785,34 @@ 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
+ 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 (ELEM(arm->drawtype,ARM_LINE,ARM_WIRE)==0 && (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;
+ index = -1;
}
}
/* draw custom bone shapes as wireframes */
- if ( !(arm->flag & ARM_NO_CUSTOM) &&
- ((draw_wire) || (dt <= OB_WIRE)) )
+ if (!(arm->flag & ARM_NO_CUSTOM) &&
+ ((draw_wire) || (dt <= OB_WIRE)) )
{
if (arm->flag & ARM_POSEMODE)
- index= base->selcol;
+ 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;
+ for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
+ bone = pchan->bone;
/* 1) bone must be visible, 2) for OpenGL select-drawing cannot have unselectable [#27194] */
- if ( (bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))==0 &&
- ((G.f & G_PICKSEL)==0 || (bone->flag & BONE_UNSELECTABLE)==0) )
+ if ( (bone->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)) == 0 &&
+ ((G.f & G_PICKSEL) == 0 || (bone->flag & BONE_UNSELECTABLE) == 0) )
{
if (bone->layer & arm->layer) {
if (pchan->custom) {
@@ -1833,19 +1833,19 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
else 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);
+ 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);
+ 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->flag;
+ if ((bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)))
flag &= ~BONE_CONNECTED;
/* set temporary flag for drawing bone as active, but only if selected */
@@ -1862,13 +1862,13 @@ 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
+ index += 0x10000; // pose bones count in higher 2 bytes only
}
/* stick or wire bones have not been drawn yet so don't clear object selection in this case */
- if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)==0 && draw_wire) {
+ if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) == 0 && draw_wire) {
/* object tag, for bordersel optim */
glLoadName(index & 0xFFFF);
- index= -1;
+ index = -1;
}
}
@@ -1877,7 +1877,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* draw line check first. we do selection indices */
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
if (arm->flag & ARM_POSEMODE)
- index= base->selcol;
+ index = base->selcol;
}
/* if solid && posemode, we draw again with polygonoffset */
else if ((dt > OB_WIRE) && (arm->flag & ARM_POSEMODE)) {
@@ -1886,26 +1886,26 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
else {
/* and we use selection indices if not done yet */
if (arm->flag & ARM_POSEMODE)
- index= base->selcol;
+ index = base->selcol;
}
- for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
- bone= pchan->bone;
+ for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
+ bone = pchan->bone;
arm->layer_used |= bone->layer;
/* 1) bone must be visible, 2) for OpenGL select-drawing cannot have unselectable [#27194] */
- if ( (bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))==0 &&
- ((G.f & G_PICKSEL)==0 || (bone->flag & BONE_UNSELECTABLE)==0) )
+ if ( (bone->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)) == 0 &&
+ ((G.f & G_PICKSEL) == 0 || (bone->flag & BONE_UNSELECTABLE) == 0) )
{
if (bone->layer & arm->layer) {
- const short constflag= pchan->constflag;
+ const short constflag = pchan->constflag;
if ((do_dashed & 1) && (pchan->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 ( (do_dashed & 2) && ((bone->flag & BONE_CONNECTED) == 0) ) {
if (arm->flag & ARM_POSEMODE) {
- glLoadName(index & 0xFFFF); // object tag, for bordersel optim
+ glLoadName(index & 0xFFFF); // object tag, for bordersel optim
UI_ThemeColor(TH_WIRE);
}
setlinestyle(3);
@@ -1917,13 +1917,13 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
/* Draw a line to IK root bone
- * - only if temporary chain (i.e. "autoik")
+ * - only if temporary chain (i.e. "autoik")
*/
if (arm->flag & ARM_POSEMODE) {
if (constflag & PCHAN_HAS_IK) {
if (bone->flag & BONE_SELECTED) {
if (constflag & PCHAN_HAS_TARGET) glColor3ub(200, 120, 0);
- else glColor3ub(200, 200, 50); // add theme!
+ else glColor3ub(200, 200, 50); // add theme!
glLoadName(index & 0xFFFF);
pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
@@ -1931,7 +1931,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
else if (constflag & PCHAN_HAS_SPLINEIK) {
if (bone->flag & BONE_SELECTED) {
- glColor3ub(150, 200, 50); // add theme!
+ glColor3ub(150, 200, 50); // add theme!
glLoadName(index & 0xFFFF);
pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
@@ -1945,8 +1945,8 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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->flag;
+ if ((bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P | BONE_HIDDEN_PG)))
flag &= ~BONE_CONNECTED;
/* set temporary flag for drawing bone as active, but only if selected */
@@ -1961,15 +1961,15 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM)) {
/* custom bone shapes should not be drawn here! */
}
- else if (arm->drawtype==ARM_ENVELOPE) {
+ 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)
+ else if (arm->drawtype == ARM_LINE)
draw_line_bone(arm->flag, flag, constflag, index, pchan, NULL);
- else if (arm->drawtype==ARM_WIRE)
+ else if (arm->drawtype == ARM_WIRE)
draw_wire_bone(dt, arm->flag, flag, constflag, index, pchan, NULL);
- else if (arm->drawtype==ARM_B_BONE)
+ 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);
@@ -1980,10 +1980,10 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* pose bones count in higher 2 bytes only */
if (index != -1)
- index+= 0x10000;
+ index += 0x10000;
}
/* restore things */
- if (!ELEM(arm->drawtype, ARM_WIRE, ARM_LINE) && (dt>OB_WIRE) && (arm->flag & ARM_POSEMODE))
+ if (!ELEM(arm->drawtype, ARM_WIRE, ARM_LINE) && (dt > OB_WIRE) && (arm->flag & ARM_POSEMODE))
bglPolygonOffset(rv3d->dist, 0.0);
}
@@ -1995,7 +1995,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
draw_pose_dofs(ob);
/* finally names and axes */
- if ((arm->flag & (ARM_DRAWNAMES|ARM_DRAWAXES)) && (is_outline == 0)) {
+ if ((arm->flag & (ARM_DRAWNAMES | ARM_DRAWAXES)) && (is_outline == 0)) {
/* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */
if ((G.f & G_PICKSEL) == 0) {
float vec[3];
@@ -2004,22 +2004,22 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
float col_f[4];
glGetFloatv(GL_CURRENT_COLOR, col_f); /* in case this is not set below */
rgb_float_to_uchar(col, col_f);
- col[3]= 255;
+ col[3] = 255;
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) {
+ 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 (arm->flag & (ARM_EDITMODE | ARM_POSEMODE)) {
+ bone = pchan->bone;
UI_GetThemeColor3ubv((bone->flag & BONE_SELECTED) ? TH_TEXT_HI : TH_TEXT, col);
}
else if (dt > OB_WIRE) {
UI_GetThemeColor3ubv(TH_TEXT, col);
}
- /* Draw names of bone */
+ /* Draw names of bone */
if (arm->flag & ARM_DRAWNAMES) {
mid_v3_v3v3(vec, pchan->pose_head, pchan->pose_tail);
view3d_cached_text_draw_add(vec, pchan->name, 10, 0, col);
@@ -2033,7 +2033,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
glMultMatrixf(bmat);
glColor3ubv(col);
- drawaxes(pchan->bone->length*0.25f, OB_ARROWS);
+ drawaxes(pchan->bone->length * 0.25f, OB_ARROWS);
glPopMatrix();
}
@@ -2049,13 +2049,13 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* in editmode, we don't store the bone matrix... */
static void get_matrix_editbone(EditBone *eBone, float bmat[][4])
{
- float delta[3];
- float mat[3][3];
+ float delta[3];
+ float mat[3][3];
/* Compose the parent transforms (i.e. their translations) */
sub_v3_v3v3(delta, eBone->tail, eBone->head);
- eBone->length = (float)sqrt(delta[0]*delta[0] + delta[1]*delta[1] +delta[2]*delta[2]);
+ eBone->length = (float)sqrt(delta[0] * delta[0] + delta[1] * delta[1] + delta[2] * delta[2]);
vec_roll_to_mat3(delta, eBone->roll, mat);
copy_m4_m3(bmat, mat);
@@ -2065,21 +2065,21 @@ static void get_matrix_editbone(EditBone *eBone, float bmat[][4])
static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
{
- RegionView3D *rv3d= ar->regiondata;
+ RegionView3D *rv3d = ar->regiondata;
EditBone *eBone;
- bArmature *arm= ob->data;
+ bArmature *arm = ob->data;
float smat[4][4], imat[4][4], bmat[4][4];
unsigned int index;
int flag;
/* being set in code below */
- arm->layer_used= 0;
+ arm->layer_used = 0;
/* envelope (deform distance) */
- if (arm->drawtype==ARM_ENVELOPE) {
+ if (arm->drawtype == ARM_ENVELOPE) {
/* precalc inverse matrix for drawing screen aligned */
copy_m4_m4(smat, rv3d->viewmatob);
- mul_mat3_m4_fl(smat, 1.0f/len_v3(ob->obmat[0]));
+ mul_mat3_m4_fl(smat, 1.0f / len_v3(ob->obmat[0]));
invert_m4_m4(imat, smat);
/* and draw blended distances */
@@ -2088,10 +2088,10 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
- for (eBone=arm->edbo->first; eBone; eBone=eBone->next) {
+ for (eBone = arm->edbo->first; eBone; eBone = eBone->next) {
if (eBone->layer & arm->layer) {
- if ((eBone->flag & (BONE_HIDDEN_A|BONE_NO_DEFORM))==0) {
- if (eBone->flag & (BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL))
+ 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, NULL, eBone);
}
}
@@ -2104,15 +2104,15 @@ 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)) {
- for (eBone=arm->edbo->first, index=0; eBone; eBone=eBone->next, index++) {
+ for (eBone = arm->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_HIDDEN_A) == 0) {
glPushMatrix();
get_matrix_editbone(eBone, bmat);
glMultMatrixf(bmat);
/* catch exception for bone with hidden parent */
- flag= eBone->flag;
+ flag = eBone->flag;
if ( (eBone->parent) && !EBONE_VISIBLE(arm, eBone->parent))
flag &= ~BONE_CONNECTED;
@@ -2120,11 +2120,11 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
if (eBone == arm->act_edbone)
flag |= BONE_DRAW_ACTIVE;
- if (arm->drawtype==ARM_ENVELOPE)
+ if (arm->drawtype == ARM_ENVELOPE)
draw_sphere_bone(OB_SOLID, arm->flag, flag, 0, index, NULL, eBone);
- else if (arm->drawtype==ARM_B_BONE)
+ 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)
+ 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);
@@ -2137,24 +2137,24 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
}
/* if wire over solid, set offset */
- index= -1;
+ index = -1;
glLoadName(-1);
if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
if (G.f & G_PICKSEL)
- index= 0;
+ index = 0;
}
else if (dt > OB_WIRE)
bglPolygonOffset(rv3d->dist, 1.0f);
else if (arm->flag & ARM_EDITMODE)
- index= 0; /* do selection codes */
+ index = 0; /* do selection codes */
- for (eBone=arm->edbo->first; eBone; eBone=eBone->next) {
+ for (eBone = arm->edbo->first; eBone; eBone = eBone->next) {
arm->layer_used |= eBone->layer;
if (eBone->layer & arm->layer) {
- if ((eBone->flag & BONE_HIDDEN_A)==0) {
+ if ((eBone->flag & BONE_HIDDEN_A) == 0) {
/* catch exception for bone with hidden parent */
- flag= eBone->flag;
+ flag = eBone->flag;
if ( (eBone->parent) && !EBONE_VISIBLE(arm, eBone->parent))
flag &= ~BONE_CONNECTED;
@@ -2173,7 +2173,7 @@ 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)
+ 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);
@@ -2186,7 +2186,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
/* offset to parent */
if (eBone->parent) {
UI_ThemeColor(TH_WIRE);
- glLoadName (-1); // -1 here is OK!
+ glLoadName(-1); // -1 here is OK!
setlinestyle(3);
glBegin(GL_LINES);
@@ -2198,27 +2198,27 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
}
}
}
- if (index!=-1) index++;
+ if (index != -1) index++;
}
/* restore */
- if (index!=-1) glLoadName(-1);
- if (ELEM(arm->drawtype,ARM_LINE,ARM_WIRE));
- else if (dt>OB_WIRE) bglPolygonOffset(rv3d->dist, 0.0f);
+ if (index != -1) glLoadName(-1);
+ if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) ;
+ else if (dt > OB_WIRE) bglPolygonOffset(rv3d->dist, 0.0f);
/* finally names and axes */
- if (arm->flag & (ARM_DRAWNAMES|ARM_DRAWAXES)) {
+ 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];
unsigned char col[4];
- col[3]= 255;
+ col[3] = 255;
if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
- for (eBone=arm->edbo->first; eBone; eBone=eBone->next) {
+ for (eBone = arm->edbo->first; eBone; eBone = eBone->next) {
if (eBone->layer & arm->layer) {
- if ((eBone->flag & BONE_HIDDEN_A)==0) {
+ if ((eBone->flag & BONE_HIDDEN_A) == 0) {
UI_GetThemeColor3ubv((eBone->flag & BONE_SELECTED) ? TH_TEXT_HI : TH_TEXT, col);
@@ -2236,7 +2236,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
glMultMatrixf(bmat);
glColor3ubv(col);
- drawaxes(eBone->length*0.25f, OB_ARROWS);
+ drawaxes(eBone->length * 0.25f, OB_ARROWS);
glPopMatrix();
}
@@ -2259,15 +2259,15 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, int dt)
*/
static void draw_pose_paths(Scene *scene, View3D *v3d, ARegion *ar, Object *ob)
{
- bAnimVizSettings *avs= &ob->pose->avs;
- bArmature *arm= ob->data;
+ bAnimVizSettings *avs = &ob->pose->avs;
+ bArmature *arm = ob->data;
bPoseChannel *pchan;
/* setup drawing environment for paths */
draw_motion_paths_init(v3d, ar);
/* draw paths where they exist and they releated bone is visible */
- for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
+ for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) {
if ((pchan->bone->layer & arm->layer) && (pchan->mpath))
draw_motion_path_instance(scene, ob, pchan, avs, pchan->mpath);
}
@@ -2284,16 +2284,16 @@ static void draw_pose_paths(Scene *scene, View3D *v3d, ARegion *ar, Object *ob)
*/
static void ghost_poses_tag_unselected(Object *ob, short unset)
{
- bArmature *arm= ob->data;
- bPose *pose= ob->pose;
+ 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)
+ 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) {
+ 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 */
@@ -2301,7 +2301,7 @@ static void ghost_poses_tag_unselected(Object *ob, short unset)
}
else {
/* set tags on unselected pchans only */
- if ((pchan->bone->flag & BONE_SELECTED)==0)
+ if ((pchan->bone->flag & BONE_SELECTED) == 0)
pchan->bone->flag |= BONE_HIDDEN_PG;
}
}
@@ -2309,13 +2309,13 @@ static void ghost_poses_tag_unselected(Object *ob, short unset)
}
/* draw ghosts that occur within a frame range
- * note: object should be in posemode
+ * note: object should be in posemode
*/
static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
{
- Object *ob= base->object;
- AnimData *adt= BKE_animdata_from_id(&ob->id);
- bArmature *arm= ob->data;
+ Object *ob = base->object;
+ AnimData *adt = BKE_animdata_from_id(&ob->id);
+ bArmature *arm = ob->data;
bPose *posen, *poseo;
float start, end, stepsize, range, colfac;
int cfrao, flago, ipoflago;
@@ -2325,31 +2325,31 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base
if (end <= start)
return;
- stepsize= (float)(arm->ghostsize);
- range= (float)(end - start);
+ stepsize = (float)(arm->ghostsize);
+ range = (float)(end - start);
/* store values */
ob->mode &= ~OB_MODE_POSE;
- cfrao= CFRA;
- flago= arm->flag;
- arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
- ipoflago= ob->ipoflag;
+ 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;
+ 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 */
+ 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= (int)start; CFRA < end; CFRA += (int)stepsize) {
+ for (CFRA = (int)start; CFRA < end; CFRA += (int)stepsize) {
colfac = (end - (float)CFRA) / range;
- UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
+ UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0 * sqrt(colfac)));
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
@@ -2358,16 +2358,16 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
- ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
+ ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
free_pose(posen);
/* restore */
- CFRA= cfrao;
- ob->pose= poseo;
- arm->flag= flago;
+ CFRA = cfrao;
+ ob->pose = poseo;
+ arm->flag = flago;
armature_rebuild_pose(ob, ob->data);
ob->mode |= OB_MODE_POSE;
- ob->ipoflag= ipoflago;
+ ob->ipoflag = ipoflago;
}
/* draw ghosts on keyframes in action within range
@@ -2375,10 +2375,10 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base
*/
static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
{
- Object *ob= base->object;
- AnimData *adt= BKE_animdata_from_id(&ob->id);
- bAction *act= (adt) ? adt->action : NULL;
- bArmature *arm= ob->data;
+ Object *ob = base->object;
+ AnimData *adt = BKE_animdata_from_id(&ob->id);
+ bAction *act = (adt) ? adt->action : NULL;
+ bArmature *arm = ob->data;
bPose *posen, *poseo;
DLRBT_Tree keys;
ActKeyColumn *ak, *akn;
@@ -2395,9 +2395,9 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *
action_to_keylist(adt, act, &keys, NULL);
BLI_dlrbTree_linkedlist_sync(&keys);
- range= 0;
- for (ak= keys.first; ak; ak= akn) {
- akn= ak->next;
+ range = 0;
+ for (ak = keys.first; ak; ak = akn) {
+ akn = ak->next;
if ((ak->cfra < start) || (ak->cfra > end))
BLI_freelinkN((ListBase *)&keys, ak);
@@ -2408,27 +2408,27 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *
/* store values */
ob->mode &= ~OB_MODE_POSE;
- cfrao= CFRA;
- flago= arm->flag;
- arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
+ cfrao = CFRA;
+ flago = arm->flag;
+ arm->flag &= ~(ARM_DRAWNAMES | ARM_DRAWAXES);
ob->ipoflag |= OB_DISABLE_PATH;
/* copy the pose */
- poseo= ob->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 */
+ 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)(120.0*sqrt(colfac)));
+ for (ak = keys.first, i = 0; ak; ak = ak->next, i++) {
+ colfac = i / range;
+ UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0 * sqrt(colfac)));
- CFRA= (int)ak->cfra;
+ CFRA = (int)ak->cfra;
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
@@ -2437,26 +2437,26 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
- ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
+ ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
BLI_dlrbTree_free(&keys);
free_pose(posen);
/* restore */
- CFRA= cfrao;
- ob->pose= poseo;
- arm->flag= flago;
+ CFRA = cfrao;
+ ob->pose = poseo;
+ arm->flag = flago;
armature_rebuild_pose(ob, ob->data);
ob->mode |= OB_MODE_POSE;
}
/* draw ghosts around current frame
- * - object is supposed to be armature in posemode
+ * - object is supposed to be armature in posemode
*/
static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
{
- Object *ob= base->object;
- AnimData *adt= BKE_animdata_from_id(&ob->id);
- bArmature *arm= ob->data;
+ Object *ob = base->object;
+ AnimData *adt = BKE_animdata_from_id(&ob->id);
+ bArmature *arm = ob->data;
bPose *posen, *poseo;
float cur, start, end, stepsize, range, colfac, actframe, ctime;
int cfrao, flago;
@@ -2469,35 +2469,35 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
if (start == end)
return;
- stepsize= (float)(arm->ghostsize);
- range= (float)(arm->ghostep)*stepsize + 0.5f; /* plus half to make the for loop end correct */
+ stepsize = (float)(arm->ghostsize);
+ range = (float)(arm->ghostep) * stepsize + 0.5f; /* plus half to make the for loop end correct */
/* store values */
ob->mode &= ~OB_MODE_POSE;
- cfrao= CFRA;
- actframe= BKE_nla_tweakedit_remap(adt, (float)CFRA, 0);
- flago= arm->flag;
- arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
+ cfrao = CFRA;
+ actframe = BKE_nla_tweakedit_remap(adt, (float)CFRA, 0);
+ flago = arm->flag;
+ arm->flag &= ~(ARM_DRAWNAMES | ARM_DRAWAXES);
/* copy the pose */
- poseo= ob->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 */
+ 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 - (float)fmod(cfrao, stepsize); /* ensures consistent stepping */
- colfac= ctime/range;
- UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
+ for (cur = stepsize; cur < range; cur += stepsize) {
+ ctime = cur - (float)fmod(cfrao, stepsize); /* ensures consistent stepping */
+ colfac = ctime / range;
+ UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0 * sqrt(colfac)));
/* only within action range */
- if (actframe+ctime >= start && actframe+ctime <= end) {
- CFRA= (int)BKE_nla_tweakedit_remap(adt, actframe+ctime, NLATIME_CONVERT_MAP);
+ if (actframe + ctime >= start && actframe + ctime <= end) {
+ CFRA = (int)BKE_nla_tweakedit_remap(adt, actframe + ctime, NLATIME_CONVERT_MAP);
if (CFRA != cfrao) {
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
@@ -2506,13 +2506,13 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
}
}
- ctime= cur + (float)fmod((float)cfrao, stepsize) - stepsize+1.0f; /* ensures consistent stepping */
- colfac= ctime/range;
- UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0*sqrt(colfac)));
+ ctime = cur + (float)fmod((float)cfrao, stepsize) - stepsize + 1.0f; /* ensures consistent stepping */
+ colfac = ctime / range;
+ UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0 * sqrt(colfac)));
/* only within action range */
- if ((actframe-ctime >= start) && (actframe-ctime <= end)) {
- CFRA= (int)BKE_nla_tweakedit_remap(adt, actframe-ctime, NLATIME_CONVERT_MAP);
+ if ((actframe - ctime >= start) && (actframe - ctime <= end)) {
+ CFRA = (int)BKE_nla_tweakedit_remap(adt, actframe - ctime, NLATIME_CONVERT_MAP);
if (CFRA != cfrao) {
BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
@@ -2524,13 +2524,13 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
- ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
+ ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
free_pose(posen);
/* restore */
- CFRA= cfrao;
- ob->pose= poseo;
- arm->flag= flago;
+ CFRA = cfrao;
+ ob->pose = poseo;
+ arm->flag = flago;
armature_rebuild_pose(ob, ob->data);
ob->mode |= OB_MODE_POSE;
}
@@ -2540,22 +2540,22 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
/* called from drawobject.c, return 1 if nothing was drawn */
int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, int flag, const short is_outline)
{
- Object *ob= base->object;
- bArmature *arm= ob->data;
- int retval= 0;
+ Object *ob = base->object;
+ bArmature *arm = ob->data;
+ int retval = 0;
if (v3d->flag2 & V3D_RENDER_OVERRIDE)
return 1;
- if (dt>OB_WIRE && !ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
+ if (dt > OB_WIRE && !ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) {
/* we use color for solid lighting */
glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
glEnable(GL_COLOR_MATERIAL);
- glColor3ub(255,255,255); // clear spec
+ glColor3ub(255, 255, 255); // 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...
+ glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW); // only for lighting...
}
/* arm->flag is being used to detect mode... */
@@ -2571,9 +2571,10 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, in
/* drawing posemode selection indices or colors only in these cases */
if (!(base->flag & OB_FROMDUPLI)) {
if (G.f & G_PICKSEL) {
-#if 0 /* nifty but actually confusing to allow bone selection out of posemode */
+#if 0
+ /* nifty but actually confusing to allow bone selection out of posemode */
if (OBACT && (OBACT->mode & OB_MODE_WEIGHT_PAINT)) {
- if (ob==modifiers_isDeformedByArmature(OBACT))
+ if (ob == modifiers_isDeformedByArmature(OBACT))
arm->flag |= ARM_POSEMODE;
}
else
@@ -2593,11 +2594,11 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, in
if (arm->ghostep)
draw_ghost_poses(scene, v3d, ar, base);
}
- if ((flag & DRAW_SCENESET)==0) {
- if (ob==OBACT)
+ if ((flag & DRAW_SCENESET) == 0) {
+ if (ob == OBACT)
arm->flag |= ARM_POSEMODE;
else if (OBACT && (OBACT->mode & OB_MODE_WEIGHT_PAINT)) {
- if (ob==modifiers_isDeformedByArmature(OBACT))
+ if (ob == modifiers_isDeformedByArmature(OBACT))
arm->flag |= ARM_POSEMODE;
}
draw_pose_paths(scene, v3d, ar, ob);
@@ -2608,9 +2609,11 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, in
arm->flag &= ~ARM_POSEMODE;
if (ob->mode & OB_MODE_POSE)
- UI_ThemeColor(TH_WIRE); /* restore, for extra draw stuff */
+ UI_ThemeColor(TH_WIRE); /* restore, for extra draw stuff */
+ }
+ else {
+ retval = 1;
}
- else retval= 1;
}
/* restore */
glFrontFace(GL_CCW);