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authorCampbell Barton <ideasman42@gmail.com>2019-05-15 09:29:16 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-05-15 09:29:16 +0300
commita9d8474fda7f9cc9db52b505cae854db9870d1ce (patch)
tree9cf59068648de153044755417acc2f1a42b6c30e /source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
parent5005210f407b8f3426c0137a70443b2e53a02be1 (diff)
Gizmo: add depth bias for 3D selection
This allows some gizmos priority over others even when they're behind.
Diffstat (limited to 'source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c')
-rw-r--r--source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c63
1 files changed, 57 insertions, 6 deletions
diff --git a/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c b/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
index 31c5e1fb94c..9f36af8b616 100644
--- a/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
+++ b/source/blender/windowmanager/gizmo/intern/wm_gizmo_map.c
@@ -25,8 +25,10 @@
#include "BLI_listbase.h"
#include "BLI_math.h"
+#include "BLI_math_bits.h"
#include "BLI_rect.h"
#include "BLI_ghash.h"
+#include "BLI_array.h"
#include "BKE_context.h"
#include "BKE_global.h"
@@ -470,7 +472,8 @@ void WM_gizmomap_draw(wmGizmoMap *gzmap,
static void gizmo_draw_select_3D_loop(const bContext *C,
ListBase *visible_gizmos,
- const wmGizmo *gz_stop)
+ const wmGizmo *gz_stop,
+ bool *r_use_select_bias)
{
int select_id = 0;
wmGizmo *gz;
@@ -511,6 +514,10 @@ static void gizmo_draw_select_3D_loop(const bContext *C,
is_depth_skip_prev = is_depth_skip;
}
+ if (gz->select_bias != 0.0) {
+ *r_use_select_bias = true;
+ }
+
/* pass the selection id shifted by 8 bits. Last 8 bits are used for selected gizmo part id */
gz->type->draw_select(C, gz, select_id << 8);
@@ -543,24 +550,68 @@ static int gizmo_find_intersected_3d_intern(ListBase *visible_gizmos,
ED_view3d_draw_setup_view(
CTX_wm_window(C), CTX_data_depsgraph(C), CTX_data_scene(C), ar, v3d, NULL, NULL, &rect);
+ bool use_select_bias = false;
+
GPU_select_begin(buffer, ARRAY_SIZE(buffer), &rect, GPU_SELECT_NEAREST_FIRST_PASS, 0);
/* do the drawing */
- gizmo_draw_select_3D_loop(C, visible_gizmos, gz_stop);
+ gizmo_draw_select_3D_loop(C, visible_gizmos, gz_stop, &use_select_bias);
hits = GPU_select_end();
if (hits > 0) {
GPU_select_begin(buffer, ARRAY_SIZE(buffer), &rect, GPU_SELECT_NEAREST_SECOND_PASS, hits);
- gizmo_draw_select_3D_loop(C, visible_gizmos, gz_stop);
+ gizmo_draw_select_3D_loop(C, visible_gizmos, gz_stop, &use_select_bias);
GPU_select_end();
}
ED_view3d_draw_setup_view(
CTX_wm_window(C), CTX_data_depsgraph(C), CTX_data_scene(C), ar, v3d, NULL, NULL, NULL);
- const GLuint *hit_near = GPU_select_buffer_near(buffer, hits);
-
- return hit_near ? hit_near[3] : -1;
+ if (use_select_bias && (hits > 1)) {
+ wmGizmo **gizmo_table = NULL;
+ BLI_array_staticdeclare(gizmo_table, 1024);
+ for (LinkData *link = visible_gizmos->first; link; link = link->next) {
+ BLI_array_append(gizmo_table, link->data);
+ }
+ float co_direction[3];
+ float co_screen[3] = {co[0], co[1], 0.0f};
+ ED_view3d_win_to_vector(ar, (float[2]){UNPACK2(co)}, co_direction);
+
+ RegionView3D *rv3d = ar->regiondata;
+ const int viewport[4] = {0, 0, ar->winx, ar->winy};
+ float co_3d_origin[3];
+
+ GPU_matrix_unproject_model_inverted(
+ co_screen, rv3d->viewinv, rv3d->winmat, viewport, co_3d_origin);
+
+ GLuint *buf_iter = buffer;
+ int hit_found = -1;
+ float dot_best = FLT_MAX;
+
+ for (int i = 0; i < hits; i++, buf_iter += 4) {
+ BLI_assert(buf_iter[3] != -1);
+ wmGizmo *gz = gizmo_table[buf_iter[3] >> 8];
+ float co_3d[3];
+ co_screen[2] = int_as_float(buf_iter[1]);
+ GPU_matrix_unproject_model_inverted(co_screen, rv3d->viewinv, rv3d->winmat, viewport, co_3d);
+ float select_bias = gz->select_bias;
+ if ((gz->flag & WM_GIZMO_DRAW_NO_SCALE) == 0) {
+ select_bias *= gz->scale_final;
+ }
+ sub_v3_v3(co_3d, co_3d_origin);
+ const float dot_test = dot_v3v3(co_3d, co_direction) - select_bias;
+ if (dot_best > dot_test) {
+ dot_best = dot_test;
+ hit_found = buf_iter[3];
+ }
+ }
+ BLI_array_free(gizmo_table);
+ return hit_found;
+ }
+ else {
+ const GLuint *hit_near = GPU_select_buffer_near(buffer, hits);
+ return hit_near ? hit_near[3] : -1;
+ }
}
/**