diff options
author | Martin Poirier <theeth@yahoo.com> | 2008-12-29 04:41:28 +0300 |
---|---|---|
committer | Martin Poirier <theeth@yahoo.com> | 2008-12-29 04:41:28 +0300 |
commit | b6b61681efd322bd800bcaba55099cdf147547b2 (patch) | |
tree | bf745c0c58ee608ac8c3c53aa97a14932fc9135f /source/blender/editors/transform/transform_constraints.c | |
parent | 97a82102d4d24a94d8360a6f5f054e44f6fb1993 (diff) |
2.5
Transform:
First working port of the transform code:
- Object mode only (other conversions need to be ported)
- Contraints (global and local only) working
- Snap (no edit mode, obviously) working
- Numinput working
- Gears (Ctrl and Shift) working
- Only grap, rotate, scale, shear, warp and to sphere have been added as hotkey, but the rest should work too once accessible
- No manipulator
- No drawn feedback other than moving stuff and header print (no constraint line, snap circle, ...)
- No NDOF support
I've only tested Scons support, though Makefil *should* work, I *think*.
Misc:
-QuatIsNull function in arith
-Exporting project_* and view[line|ray] functions from view3d
Diffstat (limited to 'source/blender/editors/transform/transform_constraints.c')
-rw-r--r-- | source/blender/editors/transform/transform_constraints.c | 1070 |
1 files changed, 1070 insertions, 0 deletions
diff --git a/source/blender/editors/transform/transform_constraints.c b/source/blender/editors/transform/transform_constraints.c new file mode 100644 index 00000000000..94c4ffa1497 --- /dev/null +++ b/source/blender/editors/transform/transform_constraints.c @@ -0,0 +1,1070 @@ +/** + * $Id$ + * + * ***** 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) 2001-2002 by NaN Holding BV. + * All rights reserved. + * + * The Original Code is: all of this file. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include <stdlib.h> +#include <stdio.h> +#include <string.h> +#include <math.h> + +#ifdef HAVE_CONFIG_H +#include <config.h> +#endif + +#ifndef WIN32 +#include <unistd.h> +#else +#include <io.h> +#endif + +#include "MEM_guardedalloc.h" + +#include "DNA_action_types.h" +#include "DNA_armature_types.h" +#include "DNA_camera_types.h" +#include "DNA_curve_types.h" +#include "DNA_effect_types.h" +#include "DNA_image_types.h" +#include "DNA_ipo_types.h" +#include "DNA_key_types.h" +#include "DNA_lamp_types.h" +#include "DNA_lattice_types.h" +#include "DNA_mesh_types.h" +#include "DNA_meshdata_types.h" +#include "DNA_meta_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 "BIF_screen.h" +//#include "BIF_resources.h" +//#include "BIF_mywindow.h" +#include "BIF_gl.h" +#include "BIF_glutil.h" + +#include "BKE_global.h" +#include "BKE_utildefines.h" + +#include "ED_view3d.h" + +#include "BLI_arithb.h" + +//#include "BDR_drawobject.h" /* drawcircball */ +// +//#include "blendef.h" +// +//#include "mydevice.h" + +#include "WM_types.h" + +#include "transform.h" + +static void drawObjectConstraint(TransInfo *t); + +/* ************************** CONSTRAINTS ************************* */ +void constraintNumInput(TransInfo *t, float vec[3]) +{ + int mode = t->con.mode; + if (mode & CON_APPLY) { + float nval = (t->flag & T_NULL_ONE)?1.0f:0.0f; + + if (getConstraintSpaceDimension(t) == 2) { + int axis = mode & (CON_AXIS0|CON_AXIS1|CON_AXIS2); + if (axis == (CON_AXIS0|CON_AXIS1)) { + vec[2] = nval; + } + else if (axis == (CON_AXIS1|CON_AXIS2)) { + vec[2] = vec[1]; + vec[1] = vec[0]; + vec[0] = nval; + } + else if (axis == (CON_AXIS0|CON_AXIS2)) { + vec[2] = vec[1]; + vec[1] = nval; + } + } + else if (getConstraintSpaceDimension(t) == 1) { + if (mode & CON_AXIS0) { + vec[1] = nval; + vec[2] = nval; + } + else if (mode & CON_AXIS1) { + vec[1] = vec[0]; + vec[0] = nval; + vec[2] = nval; + } + else if (mode & CON_AXIS2) { + vec[2] = vec[0]; + vec[0] = nval; + vec[1] = nval; + } + } + } +} + +static void postConstraintChecks(TransInfo *t, float vec[3], float pvec[3]) { + int i = 0; + + Mat3MulVecfl(t->con.imtx, vec); + + snapGrid(t, vec); + + if (t->num.flag & T_NULL_ONE) { + if (!(t->con.mode & CON_AXIS0)) + vec[0] = 1.0f; + + if (!(t->con.mode & CON_AXIS1)) + vec[1] = 1.0f; + + if (!(t->con.mode & CON_AXIS2)) + vec[2] = 1.0f; + } + + if (hasNumInput(&t->num)) { + applyNumInput(&t->num, vec); + constraintNumInput(t, vec); + } + + if (t->con.mode & CON_AXIS0) { + pvec[i++] = vec[0]; + } + if (t->con.mode & CON_AXIS1) { + pvec[i++] = vec[1]; + } + if (t->con.mode & CON_AXIS2) { + pvec[i++] = vec[2]; + } + + Mat3MulVecfl(t->con.mtx, vec); +} + +static void axisProjection(TransInfo *t, float axis[3], float in[3], float out[3]) { + float norm[3], vec[3], factor; + + if(in[0]==0.0f && in[1]==0.0f && in[2]==0.0f) + return; + + /* For when view is parallel to constraint... will cause NaNs otherwise + So we take vertical motion in 3D space and apply it to the + constraint axis. Nice for camera grab + MMB */ + if(1.0f - fabs(Inpf(axis, t->viewinv[2])) < 0.000001f) { + Projf(vec, in, t->viewinv[1]); + factor = Inpf(t->viewinv[1], vec) * 2.0f; + /* since camera distance is quite relative, use quadratic relationship. holding shift can compensate */ + if(factor<0.0f) factor*= -factor; + else factor*= factor; + + VECCOPY(out, axis); + Normalize(out); + VecMulf(out, -factor); /* -factor makes move down going backwards */ + } + else { + float cb[3], ab[3]; + + VECCOPY(out, axis); + + /* Get view vector on axis to define a plane */ + VecAddf(vec, t->con.center, in); + getViewVector(t, vec, norm); + + Crossf(vec, norm, axis); + + /* Project input vector on the plane passing on axis */ + Projf(vec, in, vec); + VecSubf(vec, in, vec); + + /* intersect the two lines: axis and norm */ + Crossf(cb, vec, norm); + Crossf(ab, axis, norm); + + VecMulf(out, Inpf(cb, ab) / Inpf(ab, ab)); + } +} + +static void planeProjection(TransInfo *t, float in[3], float out[3]) { + float vec[3], factor, norm[3]; + + VecAddf(vec, in, t->con.center); + getViewVector(t, vec, norm); + + VecSubf(vec, out, in); + + factor = Inpf(vec, norm); + if (fabs(factor) <= 0.001) { + return; /* prevent divide by zero */ + } + factor = Inpf(vec, vec) / factor; + + VECCOPY(vec, norm); + VecMulf(vec, factor); + + VecAddf(out, in, vec); +} + +/* + * Generic callback for constant spacial constraints applied to linear motion + * + * The IN vector in projected into the constrained space and then further + * projected along the view vector. + * (in perspective mode, the view vector is relative to the position on screen) + * + */ + +static void applyAxisConstraintVec(TransInfo *t, TransData *td, float in[3], float out[3], float pvec[3]) +{ + VECCOPY(out, in); + if (!td && t->con.mode & CON_APPLY) { + Mat3MulVecfl(t->con.pmtx, out); + + // With snap, a projection is alright, no need to correct for view alignment + if ((t->tsnap.status & SNAP_ON) == 0) { + if (getConstraintSpaceDimension(t) == 2) { + if (out[0] != 0.0f || out[1] != 0.0f || out[2] != 0.0f) { + planeProjection(t, in, out); + } + } + else if (getConstraintSpaceDimension(t) == 1) { + float c[3]; + + if (t->con.mode & CON_AXIS0) { + VECCOPY(c, t->con.mtx[0]); + } + else if (t->con.mode & CON_AXIS1) { + VECCOPY(c, t->con.mtx[1]); + } + else if (t->con.mode & CON_AXIS2) { + VECCOPY(c, t->con.mtx[2]); + } + axisProjection(t, c, in, out); + } + } + postConstraintChecks(t, out, pvec); + } +} + +/* + * Generic callback for object based spacial constraints applied to linear motion + * + * At first, the following is applied to the first data in the array + * The IN vector in projected into the constrained space and then further + * projected along the view vector. + * (in perspective mode, the view vector is relative to the position on screen) + * + * Further down, that vector is mapped to each data's space. + */ + +static void applyObjectConstraintVec(TransInfo *t, TransData *td, float in[3], float out[3], float pvec[3]) +{ + VECCOPY(out, in); + if (t->con.mode & CON_APPLY) { + if (!td) { + Mat3MulVecfl(t->con.pmtx, out); + if (getConstraintSpaceDimension(t) == 2) { + if (out[0] != 0.0f || out[1] != 0.0f || out[2] != 0.0f) { + planeProjection(t, in, out); + } + } + else if (getConstraintSpaceDimension(t) == 1) { + float c[3]; + + if (t->con.mode & CON_AXIS0) { + VECCOPY(c, t->con.mtx[0]); + } + else if (t->con.mode & CON_AXIS1) { + VECCOPY(c, t->con.mtx[1]); + } + else if (t->con.mode & CON_AXIS2) { + VECCOPY(c, t->con.mtx[2]); + } + axisProjection(t, c, in, out); + } + postConstraintChecks(t, out, pvec); + VECCOPY(out, pvec); + } + else { + int i=0; + + out[0] = out[1] = out[2] = 0.0f; + if (t->con.mode & CON_AXIS0) { + out[0] = in[i++]; + } + if (t->con.mode & CON_AXIS1) { + out[1] = in[i++]; + } + if (t->con.mode & CON_AXIS2) { + out[2] = in[i++]; + } + Mat3MulVecfl(td->axismtx, out); + } + } +} + +/* + * Generic callback for constant spacial constraints applied to resize motion + * + * + */ + +static void applyAxisConstraintSize(TransInfo *t, TransData *td, float smat[3][3]) +{ + if (!td && t->con.mode & CON_APPLY) { + float tmat[3][3]; + + if (!(t->con.mode & CON_AXIS0)) { + smat[0][0] = 1.0f; + } + if (!(t->con.mode & CON_AXIS1)) { + smat[1][1] = 1.0f; + } + if (!(t->con.mode & CON_AXIS2)) { + smat[2][2] = 1.0f; + } + + Mat3MulMat3(tmat, smat, t->con.imtx); + Mat3MulMat3(smat, t->con.mtx, tmat); + } +} + +/* + * Callback for object based spacial constraints applied to resize motion + * + * + */ + +static void applyObjectConstraintSize(TransInfo *t, TransData *td, float smat[3][3]) +{ + if (td && t->con.mode & CON_APPLY) { + float tmat[3][3]; + float imat[3][3]; + + Mat3Inv(imat, td->axismtx); + + if (!(t->con.mode & CON_AXIS0)) { + smat[0][0] = 1.0f; + } + if (!(t->con.mode & CON_AXIS1)) { + smat[1][1] = 1.0f; + } + if (!(t->con.mode & CON_AXIS2)) { + smat[2][2] = 1.0f; + } + + Mat3MulMat3(tmat, smat, imat); + Mat3MulMat3(smat, td->axismtx, tmat); + } +} + +/* + * Generic callback for constant spacial constraints applied to rotations + * + * The rotation axis is copied into VEC. + * + * In the case of single axis constraints, the rotation axis is directly the one constrained to. + * For planar constraints (2 axis), the rotation axis is the normal of the plane. + * + * The following only applies when CON_NOFLIP is not set. + * The vector is then modified to always point away from the screen (in global space) + * This insures that the rotation is always logically following the mouse. + * (ie: not doing counterclockwise rotations when the mouse moves clockwise). + */ + +static void applyAxisConstraintRot(TransInfo *t, TransData *td, float vec[3], float *angle) +{ + if (!td && t->con.mode & CON_APPLY) { + int mode = t->con.mode & (CON_AXIS0|CON_AXIS1|CON_AXIS2); + + switch(mode) { + case CON_AXIS0: + case (CON_AXIS1|CON_AXIS2): + VECCOPY(vec, t->con.mtx[0]); + break; + case CON_AXIS1: + case (CON_AXIS0|CON_AXIS2): + VECCOPY(vec, t->con.mtx[1]); + break; + case CON_AXIS2: + case (CON_AXIS0|CON_AXIS1): + VECCOPY(vec, t->con.mtx[2]); + break; + } + /* don't flip axis if asked to or if num input */ + if (angle && (mode & CON_NOFLIP) == 0 && hasNumInput(&t->num) == 0) { + if (Inpf(vec, t->viewinv[2]) > 0.0f) { + *angle = -(*angle); + } + } + } +} + +/* + * Callback for object based spacial constraints applied to rotations + * + * The rotation axis is copied into VEC. + * + * In the case of single axis constraints, the rotation axis is directly the one constrained to. + * For planar constraints (2 axis), the rotation axis is the normal of the plane. + * + * The following only applies when CON_NOFLIP is not set. + * The vector is then modified to always point away from the screen (in global space) + * This insures that the rotation is always logically following the mouse. + * (ie: not doing counterclockwise rotations when the mouse moves clockwise). + */ + +static void applyObjectConstraintRot(TransInfo *t, TransData *td, float vec[3], float *angle) +{ + if (t->con.mode & CON_APPLY) { + int mode = t->con.mode & (CON_AXIS0|CON_AXIS1|CON_AXIS2); + + /* on setup call, use first object */ + if (td == NULL) { + td= t->data; + } + + switch(mode) { + case CON_AXIS0: + case (CON_AXIS1|CON_AXIS2): + VECCOPY(vec, td->axismtx[0]); + break; + case CON_AXIS1: + case (CON_AXIS0|CON_AXIS2): + VECCOPY(vec, td->axismtx[1]); + break; + case CON_AXIS2: + case (CON_AXIS0|CON_AXIS1): + VECCOPY(vec, td->axismtx[2]); + break; + } + if (angle && (mode & CON_NOFLIP) == 0 && hasNumInput(&t->num) == 0) { + if (Inpf(vec, t->viewinv[2]) > 0.0f) { + *angle = -(*angle); + } + } + } +} + +/*--------------------- INTERNAL SETUP CALLS ------------------*/ + +void setConstraint(TransInfo *t, float space[3][3], int mode, const char text[]) { + strncpy(t->con.text + 1, text, 48); + Mat3CpyMat3(t->con.mtx, space); + t->con.mode = mode; + getConstraintMatrix(t); + + startConstraint(t); + + t->con.drawExtra = NULL; + t->con.applyVec = applyAxisConstraintVec; + t->con.applySize = applyAxisConstraintSize; + t->con.applyRot = applyAxisConstraintRot; + t->redraw = 1; +} + +void setLocalConstraint(TransInfo *t, int mode, const char text[]) { + if (t->flag & T_EDIT) { + float obmat[3][3]; + Mat3CpyMat4(obmat, G.obedit->obmat); + setConstraint(t, obmat, mode|CON_LOCAL, text); + } + else { + if (t->total == 1) { + setConstraint(t, t->data->axismtx, mode|CON_LOCAL, text); + } + else { + strncpy(t->con.text + 1, text, 48); + Mat3CpyMat3(t->con.mtx, t->data->axismtx); + t->con.mode = mode|CON_LOCAL; + getConstraintMatrix(t); + + startConstraint(t); + + t->con.drawExtra = drawObjectConstraint; + t->con.applyVec = applyObjectConstraintVec; + t->con.applySize = applyObjectConstraintSize; + t->con.applyRot = applyObjectConstraintRot; + t->redraw = 1; + } + } +} + +/* + Set the constraint according to the user defined orientation + + ftext is a format string passed to sprintf. It will add the name of + the orientation where %s is (logically). +*/ +void setUserConstraint(TransInfo *t, int mode, const char ftext[]) { + char text[40]; + short twmode= (t->spacetype==SPACE_VIEW3D)? ((View3D*)t->view)->twmode: V3D_MANIP_GLOBAL; + + switch(twmode) { + case V3D_MANIP_GLOBAL: + /* + sprintf(text, ftext, "global"); + Mat3One(mtx); + setConstraint(t, mtx, mode, text); + break; + */ + case V3D_MANIP_LOCAL: + sprintf(text, ftext, "local"); + setLocalConstraint(t, mode, text); + break; + case V3D_MANIP_NORMAL: + sprintf(text, ftext, "normal"); + setConstraint(t, t->spacemtx, mode, text); + break; + case V3D_MANIP_VIEW: + sprintf(text, ftext, "view"); + setConstraint(t, t->spacemtx, mode, text); + break; + default: /* V3D_MANIP_CUSTOM */ + sprintf(text, ftext, t->spacename); + setConstraint(t, t->spacemtx, mode, text); + break; + } + + t->con.mode |= CON_USER; +} + +/*--------------------- EXTERNAL SETUP CALLS ------------------*/ + +void BIF_setLocalLockConstraint(char axis, char *text) { + TransInfo *t = BIF_GetTransInfo(); + + if (t->total == 0) { + return; + } + + switch (axis) { + case 'x': + setLocalConstraint(t, (CON_AXIS1|CON_AXIS2), text); + break; + case 'y': + setLocalConstraint(t, (CON_AXIS0|CON_AXIS2), text); + break; + case 'z': + setLocalConstraint(t, (CON_AXIS0|CON_AXIS1), text); + break; + } +} + +void BIF_setLocalAxisConstraint(char axis, char *text) { + TransInfo *t = BIF_GetTransInfo(); + + if (t->total == 0) { + return; + } + + switch (axis) { + case 'X': + setLocalConstraint(t, CON_AXIS0, text); + break; + case 'Y': + setLocalConstraint(t, CON_AXIS1, text); + break; + case 'Z': + setLocalConstraint(t, CON_AXIS2, text); + break; + } +} + +/* text is optional, for header print */ +void BIF_setSingleAxisConstraint(float vec[3], char *text) { + TransInfo *t = BIF_GetTransInfo(); + float space[3][3], v[3]; + + if (t->total == 0) { + return; + } + + VECCOPY(space[0], vec); + + v[0] = vec[2]; + v[1] = vec[0]; + v[2] = vec[1]; + + Crossf(space[1], vec, v); + Crossf(space[2], vec, space[1]); + Mat3Ortho(space); + + Mat3CpyMat3(t->con.mtx, space); + t->con.mode = CON_AXIS0; + + getConstraintMatrix(t); + + startConstraint(t); + + /* start copying with an offset of 1, to reserve a spot for the SPACE char */ + if(text) + { + strncpy(t->con.text+1, text, 48); /* 50 in struct */ + } + else + { + t->con.text[1] = '\0'; /* No text */ + } + + t->con.drawExtra = NULL; + t->con.applyVec = applyAxisConstraintVec; + t->con.applySize = applyAxisConstraintSize; + t->con.applyRot = applyAxisConstraintRot; + t->redraw = 1; +} + +void BIF_setDualAxisConstraint(float vec1[3], float vec2[3], char *text) { + TransInfo *t = BIF_GetTransInfo(); + float space[3][3]; + + if (t->total == 0) { + return; + } + + VECCOPY(space[0], vec1); + VECCOPY(space[1], vec2); + Crossf(space[2], space[0], space[1]); + Mat3Ortho(space); + + Mat3CpyMat3(t->con.mtx, space); + t->con.mode = CON_AXIS0|CON_AXIS1; + + getConstraintMatrix(t); + + startConstraint(t); + + /* start copying with an offset of 1, to reserve a spot for the SPACE char */ + if(text) + { + strncpy(t->con.text+1, text, 48); /* 50 in struct */ + } + else + { + t->con.text[1] = '\0'; /* No text */ + } + + t->con.drawExtra = NULL; + t->con.applyVec = applyAxisConstraintVec; + t->con.applySize = applyAxisConstraintSize; + t->con.applyRot = applyAxisConstraintRot; + t->redraw = 1; +} + +/*----------------- DRAWING CONSTRAINTS -------------------*/ + +void BIF_drawConstraint(void) +{ + TransInfo *t = BIF_GetTransInfo(); + TransCon *tc = &(t->con); + + if (t->spacetype!=SPACE_VIEW3D) + return; + if (!(tc->mode & CON_APPLY)) + return; + if (t->flag & T_USES_MANIPULATOR) + return; + if (t->flag & T_NO_CONSTRAINT) + return; + + /* nasty exception for Z constraint in camera view */ + // TRANSFORM_FIX_ME +// if((t->flag & T_OBJECT) && G.vd->camera==OBACT && G.vd->persp==V3D_CAMOB) +// return; + + if (tc->drawExtra) { + tc->drawExtra(t); + } + else { + if (tc->mode & CON_SELECT) { + float vec[3]; + char col2[3] = {255,255,255}; + convertViewVec(t, vec, (short)(t->mval[0] - t->con.imval[0]), (short)(t->mval[1] - t->con.imval[1])); + VecAddf(vec, vec, tc->center); + + drawLine(tc->center, tc->mtx[0], 'x', 0); + drawLine(tc->center, tc->mtx[1], 'y', 0); + drawLine(tc->center, tc->mtx[2], 'z', 0); + + glColor3ubv((GLubyte *)col2); + + glDisable(GL_DEPTH_TEST); + setlinestyle(1); + glBegin(GL_LINE_STRIP); + glVertex3fv(tc->center); + glVertex3fv(vec); + glEnd(); + setlinestyle(0); + // TRANSFORM_FIX_ME + //if(G.vd->zbuf) + glEnable(GL_DEPTH_TEST); + } + + if (tc->mode & CON_AXIS0) { + drawLine(tc->center, tc->mtx[0], 'x', DRAWLIGHT); + } + if (tc->mode & CON_AXIS1) { + drawLine(tc->center, tc->mtx[1], 'y', DRAWLIGHT); + } + if (tc->mode & CON_AXIS2) { + drawLine(tc->center, tc->mtx[2], 'z', DRAWLIGHT); + } + } +} + +/* called from drawview.c, as an extra per-window draw option */ +void BIF_drawPropCircle() +{ + TransInfo *t = BIF_GetTransInfo(); + + if (t->flag & T_PROP_EDIT) { + // TRANSFORM_FIX_ME +#if 0 + float tmat[4][4], imat[4][4]; + + BIF_ThemeColor(TH_GRID); + + /* if editmode we need to go into object space */ + if(G.obedit && t->spacetype == SPACE_VIEW3D) + mymultmatrix(G.obedit->obmat); + + mygetmatrix(tmat); + Mat4Invert(imat, tmat); + + set_inverted_drawing(1); + drawcircball(GL_LINE_LOOP, t->center, t->propsize, imat); + set_inverted_drawing(0); + + /* if editmode we restore */ + if(G.obedit && t->spacetype == SPACE_VIEW3D) + myloadmatrix(G.vd->viewmat); +#endif + } +} + +void BIF_getPropCenter(float *center) +{ + TransInfo *t = BIF_GetTransInfo(); + + if (t && t->flag & T_PROP_EDIT) { + VECCOPY(center, t->center); + } + else + center[0] = center[1] = center[2] = 0.0f; +} +static void drawObjectConstraint(TransInfo *t) { + int i; + TransData * td = t->data; + + /* Draw the first one lighter because that's the one who controls the others. + Meaning the transformation is projected on that one and just copied on the others + constraint space. + In a nutshell, the object with light axis is controlled by the user and the others follow. + Without drawing the first light, users have little clue what they are doing. + */ + if (t->con.mode & CON_AXIS0) { + drawLine(td->ob->obmat[3], td->axismtx[0], 'x', DRAWLIGHT); + } + if (t->con.mode & CON_AXIS1) { + drawLine(td->ob->obmat[3], td->axismtx[1], 'y', DRAWLIGHT); + } + if (t->con.mode & CON_AXIS2) { + drawLine(td->ob->obmat[3], td->axismtx[2], 'z', DRAWLIGHT); + } + + td++; + + for(i=1;i<t->total;i++,td++) { + if (t->con.mode & CON_AXIS0) { + drawLine(td->ob->obmat[3], td->axismtx[0], 'x', 0); + } + if (t->con.mode & CON_AXIS1) { + drawLine(td->ob->obmat[3], td->axismtx[1], 'y', 0); + } + if (t->con.mode & CON_AXIS2) { + drawLine(td->ob->obmat[3], td->axismtx[2], 'z', 0); + } + } +} + +/*--------------------- START / STOP CONSTRAINTS ---------------------- */ + +void startConstraint(TransInfo *t) { + t->con.mode |= CON_APPLY; + *t->con.text = ' '; + t->num.idx_max = MIN2(getConstraintSpaceDimension(t) - 1, t->idx_max); +} + +void stopConstraint(TransInfo *t) { + t->con.mode &= ~(CON_APPLY|CON_SELECT); + *t->con.text = '\0'; + t->num.idx_max = t->idx_max; +} + +void getConstraintMatrix(TransInfo *t) +{ + float mat[3][3]; + Mat3Inv(t->con.imtx, t->con.mtx); + Mat3One(t->con.pmtx); + + if (!(t->con.mode & CON_AXIS0)) { + t->con.pmtx[0][0] = + t->con.pmtx[0][1] = + t->con.pmtx[0][2] = 0.0f; + } + + if (!(t->con.mode & CON_AXIS1)) { + t->con.pmtx[1][0] = + t->con.pmtx[1][1] = + t->con.pmtx[1][2] = 0.0f; + } + + if (!(t->con.mode & CON_AXIS2)) { + t->con.pmtx[2][0] = + t->con.pmtx[2][1] = + t->con.pmtx[2][2] = 0.0f; + } + + Mat3MulMat3(mat, t->con.pmtx, t->con.imtx); + Mat3MulMat3(t->con.pmtx, t->con.mtx, mat); +} + +/*------------------------- MMB Select -------------------------------*/ + +void initSelectConstraint(TransInfo *t, float mtx[3][3]) +{ + Mat3CpyMat3(t->con.mtx, mtx); + t->con.mode |= CON_APPLY; + t->con.mode |= CON_SELECT; + t->con.mode &= ~CON_LOCAL; + + setNearestAxis(t); + t->con.drawExtra = NULL; + t->con.applyVec = applyAxisConstraintVec; + t->con.applySize = applyAxisConstraintSize; + t->con.applyRot = applyAxisConstraintRot; +} + +void selectConstraint(TransInfo *t) { + if (t->con.mode & CON_SELECT) { + setNearestAxis(t); + startConstraint(t); + } +} + +void postSelectConstraint(TransInfo *t) +{ + if (!(t->con.mode & CON_SELECT)) + return; + + t->con.mode &= ~CON_AXIS0; + t->con.mode &= ~CON_AXIS1; + t->con.mode &= ~CON_AXIS2; + t->con.mode &= ~CON_SELECT; + + setNearestAxis(t); + + startConstraint(t); + t->redraw = 1; +} + +static void setNearestAxis2d(TransInfo *t) +{ + /* no correction needed... just use whichever one is lower */ + if ( abs(t->mval[0]-t->con.imval[0]) < abs(t->mval[1]-t->con.imval[1]) ) { + t->con.mode |= CON_AXIS1; + sprintf(t->con.text, " along Y axis"); + } + else { + t->con.mode |= CON_AXIS0; + sprintf(t->con.text, " along X axis"); + } +} + +static void setNearestAxis3d(TransInfo *t) +{ + wmEvent *event = t->event; + float zfac; + float mvec[3], axis[3], proj[3]; + float len[3]; + int i, icoord[2]; + + /* calculate mouse movement */ + mvec[0] = (float)(t->mval[0] - t->con.imval[0]); + mvec[1] = (float)(t->mval[1] - t->con.imval[1]); + mvec[2] = 0.0f; + + /* we need to correct axis length for the current zoomlevel of view, + this to prevent projected values to be clipped behind the camera + and to overflow the short integers. + The formula used is a bit stupid, just a simplification of the substraction + of two 2D points 30 pixels apart (that's the last factor in the formula) after + projecting them with window_to_3d and then get the length of that vector. + */ + zfac= t->persmat[0][3]*t->center[0]+ t->persmat[1][3]*t->center[1]+ t->persmat[2][3]*t->center[2]+ t->persmat[3][3]; + zfac = VecLength(t->persinv[0]) * 2.0f/t->ar->winx * zfac * 30.0f; + + for (i = 0; i<3; i++) { + VECCOPY(axis, t->con.mtx[i]); + + VecMulf(axis, zfac); + /* now we can project to get window coordinate */ + VecAddf(axis, axis, t->con.center); + projectIntView(t, axis, icoord); + + axis[0] = (float)(icoord[0] - t->center2d[0]); + axis[1] = (float)(icoord[1] - t->center2d[1]); + axis[2] = 0.0f; + + if (Normalize(axis) != 0.0f) { + Projf(proj, mvec, axis); + VecSubf(axis, mvec, proj); + len[i] = Normalize(axis); + } + else { + len[i] = 10000000000.0f; + } + } + + if (len[0] <= len[1] && len[0] <= len[2]) { + if (event->shift) { + t->con.mode |= (CON_AXIS1|CON_AXIS2); + sprintf(t->con.text, " locking %s X axis", t->spacename); + } + else { + t->con.mode |= CON_AXIS0; + sprintf(t->con.text, " along %s X axis", t->spacename); + } + } + else if (len[1] <= len[0] && len[1] <= len[2]) { + if (event->shift) { + t->con.mode |= (CON_AXIS0|CON_AXIS2); + sprintf(t->con.text, " locking %s Y axis", t->spacename); + } + else { + t->con.mode |= CON_AXIS1; + sprintf(t->con.text, " along %s Y axis", t->spacename); + } + } + else if (len[2] <= len[1] && len[2] <= len[0]) { + if (event->shift) { + t->con.mode |= (CON_AXIS0|CON_AXIS1); + sprintf(t->con.text, " locking %s Z axis", t->spacename); + } + else { + t->con.mode |= CON_AXIS2; + sprintf(t->con.text, " along %s Z axis", t->spacename); + } + } +} + +void setNearestAxis(TransInfo *t) +{ + /* clear any prior constraint flags */ + t->con.mode &= ~CON_AXIS0; + t->con.mode &= ~CON_AXIS1; + t->con.mode &= ~CON_AXIS2; + + /* constraint setting - depends on spacetype */ + if (t->spacetype == SPACE_VIEW3D) { + /* 3d-view */ + setNearestAxis3d(t); + } + else { + /* assume that this means a 2D-Editor */ + setNearestAxis2d(t); + } + + getConstraintMatrix(t); +} + +/*-------------- HELPER FUNCTIONS ----------------*/ + +char constraintModeToChar(TransInfo *t) { + if ((t->con.mode & CON_APPLY)==0) { + return '\0'; + } + switch (t->con.mode & (CON_AXIS0|CON_AXIS1|CON_AXIS2)) { + case (CON_AXIS0): + case (CON_AXIS1|CON_AXIS2): + return 'X'; + case (CON_AXIS1): + case (CON_AXIS0|CON_AXIS2): + return 'Y'; + case (CON_AXIS2): + case (CON_AXIS0|CON_AXIS1): + return 'Z'; + default: + return '\0'; + } +} + + +int isLockConstraint(TransInfo *t) { + int mode = t->con.mode; + + if ( (mode & (CON_AXIS0|CON_AXIS1)) == (CON_AXIS0|CON_AXIS1)) + return 1; + + if ( (mode & (CON_AXIS1|CON_AXIS2)) == (CON_AXIS1|CON_AXIS2)) + return 1; + + if ( (mode & (CON_AXIS0|CON_AXIS2)) == (CON_AXIS0|CON_AXIS2)) + return 1; + + return 0; +} + +/* + * Returns the dimension of the constraint space. + * + * For that reason, the flags always needs to be set to properly evaluate here, + * even if they aren't actually used in the callback function. (Which could happen + * for weird constraints not yet designed. Along a path for example.) + */ + +int getConstraintSpaceDimension(TransInfo *t) +{ + int n = 0; + + if (t->con.mode & CON_AXIS0) + n++; + + if (t->con.mode & CON_AXIS1) + n++; + + if (t->con.mode & CON_AXIS2) + n++; + + return n; +/* + Someone willing to do it criptically could do the following instead: + + return t->con & (CON_AXIS0|CON_AXIS1|CON_AXIS2); + + Based on the assumptions that the axis flags are one after the other and start at 1 +*/ +} |