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authorCampbell Barton <ideasman42@gmail.com>2013-03-07 15:53:11 +0400
committerCampbell Barton <ideasman42@gmail.com>2013-03-07 15:53:11 +0400
commit28b9abe3eb599203c52df1aa1d4c8c0ee3d7a582 (patch)
treeb85b48c7569dd40774aff60092783553ad709c3b /source
parent172d624598b93590125594c84f5c97351474f3f4 (diff)
ruler/protractor for 3d viewport (apart of 3d printing features). work-in-progress.
- activate from spacebar search (3D Ruler) - ctrl-click adds new rulers - clicking in the middle of a ruler, turns into protractor, dragging out of view snaps back to ruler.
Diffstat (limited to 'source')
-rw-r--r--source/blender/editors/space_view3d/CMakeLists.txt1
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h3
-rw-r--r--source/blender/editors/space_view3d/view3d_ops.c1
-rw-r--r--source/blender/editors/space_view3d/view3d_ruler.c704
4 files changed, 709 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/CMakeLists.txt b/source/blender/editors/space_view3d/CMakeLists.txt
index 35dd88c3209..1c5f4a6d92d 100644
--- a/source/blender/editors/space_view3d/CMakeLists.txt
+++ b/source/blender/editors/space_view3d/CMakeLists.txt
@@ -54,6 +54,7 @@ set(SRC
view3d_iterators.c
view3d_ops.c
view3d_project.c
+ view3d_ruler.c
view3d_select.c
view3d_snap.c
view3d_toolbar.c
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index d4cfa9076a6..26ed8e1885c 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -108,6 +108,9 @@ float ndof_to_axis_angle(const struct wmNDOFMotionData *ndof, float axis[3]);
void view3d_keymap(struct wmKeyConfig *keyconf);
void VIEW3D_OT_fly(struct wmOperatorType *ot);
+/* view3d_ruler.c */
+void VIEW3D_OT_ruler(struct wmOperatorType *ot);
+
/* drawanim.c */
void draw_motion_paths_init(View3D *v3d, struct ARegion *ar);
void draw_motion_path_instance(Scene *scene,
diff --git a/source/blender/editors/space_view3d/view3d_ops.c b/source/blender/editors/space_view3d/view3d_ops.c
index bf1c5404c0e..e567ebda4b7 100644
--- a/source/blender/editors/space_view3d/view3d_ops.c
+++ b/source/blender/editors/space_view3d/view3d_ops.c
@@ -166,6 +166,7 @@ void view3d_operatortypes(void)
WM_operatortype_append(VIEW3D_OT_localview);
WM_operatortype_append(VIEW3D_OT_game_start);
WM_operatortype_append(VIEW3D_OT_fly);
+ WM_operatortype_append(VIEW3D_OT_ruler);
WM_operatortype_append(VIEW3D_OT_layers);
WM_operatortype_append(VIEW3D_OT_copybuffer);
WM_operatortype_append(VIEW3D_OT_pastebuffer);
diff --git a/source/blender/editors/space_view3d/view3d_ruler.c b/source/blender/editors/space_view3d/view3d_ruler.c
new file mode 100644
index 00000000000..e2e6561f380
--- /dev/null
+++ b/source/blender/editors/space_view3d/view3d_ruler.c
@@ -0,0 +1,704 @@
+/*
+ * ***** 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * Contributor(s): Campbell Barton
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/editors/space_view3d/view3d_ruler.c
+ * \ingroup spview3d
+ */
+
+/* defines VIEW3D_OT_ruler modal operator */
+
+#include "DNA_scene_types.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_math.h"
+#include "BLI_blenlib.h"
+
+#include "BKE_context.h"
+#include "BKE_unit.h"
+
+#include "BIF_gl.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+#include "ED_screen.h"
+#include "ED_space_api.h"
+
+#include "BLF_api.h"
+#include "BIF_glutil.h"
+
+#include "UI_resources.h"
+#include "UI_interface.h"
+
+#include "view3d_intern.h" /* own include */
+
+/* -------------------------------------------------------------------- */
+/* Ruler Item (we can have many) */
+enum {
+ RULERITEM_USE_ANGLE = (1 << 0), /* use protractor */
+ RULERITEM_USE_RAYCAST = (1 << 1)
+};
+
+enum {
+ RULERITEM_DIRECTION_IN = 0,
+ RULERITEM_DIRECTION_OUT
+};
+
+#define RULER_PICK_DIST 75.0f
+#define RULER_PICK_DIST_SQ (RULER_PICK_DIST * RULER_PICK_DIST)
+
+typedef struct RulerItem {
+ struct RulerItem *next, *prev;
+
+ /* worldspace coords, middle being optional */
+ float co[3][3];
+
+ /* selected coord */
+ char co_index; /* 0 -> 2*/
+
+ int flag;
+ int raycast_dir; /* RULER_DIRECTION_* */
+} RulerItem;
+
+enum {
+ RULER_STATE_NORMAL = 0,
+ RULER_STATE_DRAG
+};
+
+
+/* -------------------------------------------------------------------- */
+/* Ruler Info (one per session) */
+
+typedef struct RulerInfo {
+ ListBase items;
+ int item_active;
+ int flag;
+ int snap_flag;
+ int state;
+
+ /* --- */
+ ARegion *ar;
+ void *draw_handle_pixel;
+} RulerInfo;
+
+/* -------------------------------------------------------------------- */
+/* local functions */
+static RulerItem *ruler_item_add(RulerInfo *ruler_info)
+{
+ RulerItem *ruler_item = MEM_callocN(sizeof(RulerItem), "RulerItem");
+ BLI_addtail(&ruler_info->items, ruler_item);
+ return ruler_item;
+}
+
+#if 0
+static void ruler_item_remove(RulerInfo *ruler_info, RulerItem *ruler_item)
+{
+ BLI_remlink(&ruler_info->items, ruler_item);
+ MEM_freeN(ruler_item);
+}
+#endif
+
+static RulerItem *ruler_item_active_get(RulerInfo *ruler_info)
+{
+ return BLI_findlink(&ruler_info->items, ruler_info->item_active);
+}
+
+static void ruler_item_active_set(RulerInfo *ruler_info, RulerItem *ruler_item)
+{
+ ruler_info->item_active = BLI_findindex(&ruler_info->items, ruler_item);
+}
+
+static bool view3d_ruler_pick(RulerInfo *ruler_info, const float mval[2],
+ RulerItem **r_ruler_item, int *r_co_index)
+{
+ ARegion *ar = ruler_info->ar;
+ RulerItem *ruler_item;
+
+ float dist_best = RULER_PICK_DIST_SQ;
+ RulerItem *ruler_item_best = NULL;
+ int co_index_best = -1;
+
+ for (ruler_item = ruler_info->items.first; ruler_item; ruler_item = ruler_item->next) {
+ float co_ss[3][2];
+ float dist;
+ int j;
+
+ /* should these be checked? - ok for now not to */
+ for (j = 0; j < 3; j++) {
+ ED_view3d_project_float_global(ar, ruler_item->co[j], co_ss[j], V3D_PROJ_TEST_NOP);
+ }
+
+ if (ruler_item->flag & RULERITEM_USE_ANGLE) {
+ dist = min_ff(dist_squared_to_line_segment_v2(mval, co_ss[0], co_ss[1]),
+ dist_squared_to_line_segment_v2(mval, co_ss[1], co_ss[2]));
+ if (dist < dist_best) {
+ dist_best = dist;
+ ruler_item_best = ruler_item;
+
+ {
+ float dist_points[3] = {len_squared_v2v2(co_ss[0], mval),
+ len_squared_v2v2(co_ss[1], mval),
+ len_squared_v2v2(co_ss[2], mval)};
+ if (min_fff(UNPACK3(dist_points)) < RULER_PICK_DIST_SQ) {
+ co_index_best = min_axis_v3(dist_points);
+ }
+ else {
+ co_index_best = -1;
+ }
+ }
+ }
+ }
+ else {
+ dist = dist_squared_to_line_segment_v2(mval, co_ss[0], co_ss[2]);
+ if (dist < dist_best) {
+ dist_best = dist;
+ ruler_item_best = ruler_item;
+
+ {
+ float dist_points[2] = {len_squared_v2v2(co_ss[0], mval),
+ len_squared_v2v2(co_ss[2], mval)};
+ if (min_ff(UNPACK2(dist_points)) < RULER_PICK_DIST_SQ) {
+ co_index_best = (dist_points[0] < dist_points[1]) ? 0 : 2;
+ }
+ else {
+ co_index_best = -1;
+ }
+ }
+ }
+ }
+ }
+
+ if (ruler_item_best) {
+ *r_ruler_item = ruler_item_best;
+ *r_co_index = co_index_best;
+ return true;
+ }
+ else {
+ *r_ruler_item = NULL;
+ *r_co_index = -1;
+ return false;
+ }
+}
+
+/* -------------------------------------------------------------------- */
+/* local callbacks */
+
+static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *arg)
+{
+ Scene *scene = CTX_data_scene(C);
+ UnitSettings *unit = &scene->unit;
+ const int do_split = unit->flag & USER_UNIT_OPT_SPLIT;
+ RulerItem *ruler_item;
+ RulerInfo *ruler_info = arg;
+ RegionView3D *rv3d = ruler_info->ar->regiondata;
+// ARegion *ar = ruler_info->ar;
+ const float cap_size = 4.0f;
+ const float bg_margin = 4.0f * U.pixelsize;
+ const float bg_radius = 4.0f * U.pixelsize;
+ const float arc_size = 64.0f * U.pixelsize;
+#define ARC_STEPS 24
+ const int arc_steps = ARC_STEPS;
+ int i;
+ //unsigned int color_act = 0x666600;
+ unsigned int color_act = 0xffffff;
+ unsigned int color_base = 0x0;
+ unsigned char color_back[4] = {0xff, 0xff, 0xff, 0x80};
+ unsigned char color_text[3];
+ unsigned char color_wire[3];
+
+ /* anti-aliased lines for more consistent appearance */
+ glEnable(GL_LINE_SMOOTH);
+
+ BLF_enable(blf_mono_font, BLF_ROTATION);
+ BLF_size(blf_mono_font, 14 * U.pixelsize, U.dpi);
+
+ UI_GetThemeColor3ubv(TH_TEXT, color_text);
+ UI_GetThemeColor3ubv(TH_WIRE, color_wire);
+
+ for (ruler_item = ruler_info->items.first, i = 0; ruler_item; ruler_item = ruler_item->next, i++) {
+ const bool is_act = (i == ruler_info->item_active);
+ float dir_ruler[2];
+ float co_ss[3][2];
+ int j;
+
+ /* should these be checked? - ok for now not to */
+ for (j = 0; j < 3; j++) {
+ ED_view3d_project_float_global(ar, ruler_item->co[j], co_ss[j], V3D_PROJ_TEST_NOP);
+ }
+
+ glEnable(GL_BLEND);
+
+ cpack(is_act ? color_act : color_base);
+
+ if (ruler_item->flag & RULERITEM_USE_ANGLE) {
+ const float ruler_angle = angle_v3v3v3(ruler_item->co[0],
+ ruler_item->co[1],
+ ruler_item->co[2]);
+ glBegin(GL_LINE_STRIP);
+ for (j = 0; j < 3; j++) {
+ glVertex2fv(co_ss[j]);
+ }
+ glEnd();
+ cpack(0xaaaaaa);
+ setlinestyle(3);
+ glBegin(GL_LINE_STRIP);
+ for (j = 0; j < 3; j++) {
+ glVertex2fv(co_ss[j]);
+ }
+ glEnd();
+ setlinestyle(0);
+
+ /* arc */
+ {
+ float dir_tmp[3];
+ float co_tmp[3];
+ float arc_ss_coords[ARC_STEPS + 1][2];
+
+ float dir_a[3];
+ float dir_b[3];
+ float quat[4];
+ float axis[3];
+ float angle;
+ int j;
+ const float px_scale = ED_view3d_pixel_size(rv3d, ruler_item->co[1]) * arc_size;
+
+ sub_v3_v3v3(dir_a, ruler_item->co[0], ruler_item->co[1]);
+ sub_v3_v3v3(dir_b, ruler_item->co[2], ruler_item->co[1]);
+ normalize_v3(dir_a);
+ normalize_v3(dir_b);
+
+ cross_v3_v3v3(axis, dir_a, dir_b);
+ angle = angle_normalized_v3v3(dir_a, dir_b);
+
+ axis_angle_to_quat(quat, axis, angle / arc_steps);
+
+ copy_v3_v3(dir_tmp, dir_a);
+
+ glColor3ubv(color_wire);
+
+ for(j = 0; j <= arc_steps; j++) {
+ madd_v3_v3v3fl(co_tmp, ruler_item->co[1], dir_tmp, px_scale);
+ ED_view3d_project_float_global(ar, co_tmp, arc_ss_coords[j], V3D_PROJ_TEST_NOP);
+ mul_qt_v3(quat, dir_tmp);
+ }
+
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(2, GL_FLOAT, 0, arc_ss_coords);
+ glDrawArrays(GL_LINE_STRIP, 0, arc_steps + 1);
+ glDisableClientState(GL_VERTEX_ARRAY);
+ }
+
+ /* text */
+ {
+ char numstr[256];
+ float numstr_size[2];
+ float pos[2];
+ const int prec = 2; /* XXX, todo, make optional */
+
+ if (unit->system == USER_UNIT_NONE) {
+ BLI_snprintf(numstr, sizeof(numstr), "%.*f°", prec, RAD2DEGF(ruler_angle));
+ }
+ else {
+ bUnit_AsString(numstr, sizeof(numstr),
+ (double)ruler_angle,
+ prec, unit->system, B_UNIT_ROTATION, do_split, false);
+ }
+ BLF_width_and_height(blf_mono_font, numstr, &numstr_size[0], &numstr_size[1]);
+
+ pos[0] = co_ss[1][0] + (cap_size * 2.0f);
+ pos[1] = co_ss[1][1] - (numstr_size[1] / 2.0f);
+
+ /* draw text (bg) */
+ glColor4ubv(color_back);
+ uiSetRoundBox(UI_CNR_ALL);
+ uiRoundBox(pos[0] - bg_margin, pos[1] - bg_margin,
+ pos[0] + numstr_size[0] + bg_margin, pos[1] + numstr_size[1] + bg_margin,
+ bg_radius);
+ /* draw text */
+ glColor3ubv(color_text);
+ BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
+ BLF_rotation(blf_mono_font, 0.0f);
+ BLF_draw(blf_mono_font, numstr, sizeof(numstr));
+ }
+
+ /* capping */
+ {
+ float rot_90_vec_a[2];
+ float rot_90_vec_b[2];
+ float cap[2];
+
+ sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[1]);
+ rot_90_vec_a[0] = -dir_ruler[1];
+ rot_90_vec_a[1] = dir_ruler[0];
+ normalize_v2(rot_90_vec_a);
+
+ sub_v2_v2v2(dir_ruler, co_ss[1], co_ss[2]);
+ rot_90_vec_b[0] = -dir_ruler[1];
+ rot_90_vec_b[1] = dir_ruler[0];
+ normalize_v2(rot_90_vec_b);
+
+ glEnable(GL_BLEND);
+
+ glColor3ubv(color_wire);
+
+ glBegin(GL_LINES);
+
+ madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, cap_size);
+ glVertex2fv(cap);
+ madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, -cap_size);
+ glVertex2fv(cap);
+
+ madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, cap_size);
+ glVertex2fv(cap);
+ madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, -cap_size);
+ glVertex2fv(cap);
+
+ /* angle vertex */
+ glVertex2f(co_ss[1][0] - cap_size, co_ss[1][1] - cap_size);
+ glVertex2f(co_ss[1][0] + cap_size, co_ss[1][1] + cap_size);
+ glVertex2f(co_ss[1][0] - cap_size, co_ss[1][1] + cap_size);
+ glVertex2f(co_ss[1][0] + cap_size, co_ss[1][1] - cap_size);
+ glEnd();
+
+ glDisable(GL_BLEND);
+ }
+ }
+ else {
+ const float ruler_len = len_v3v3(ruler_item->co[0], ruler_item->co[2]);
+ glBegin(GL_LINE_STRIP);
+ for (j = 0; j < 3; j += 2) {
+ glVertex2fv(co_ss[j]);
+ }
+ glEnd();
+ cpack(0xaaaaaa);
+ setlinestyle(3);
+ glBegin(GL_LINE_STRIP);
+ for (j = 0; j < 3; j += 2) {
+ glVertex2fv(co_ss[j]);
+ }
+ glEnd();
+ setlinestyle(0);
+
+ sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[2]);
+
+ /* text */
+ {
+ char numstr[256];
+ float numstr_size[2];
+ const int prec = 6; /* XXX, todo, make optional */
+ const float dir_default_x[2] = {1, 0};
+ float pos[2];
+ float numstr_angle;
+ bool flip_text;
+
+
+ /* angle for text */
+ numstr_angle = angle_signed_v2v2(dir_ruler, dir_default_x);
+
+ /* keep text upright */
+ if (numstr_angle >= (float)(M_PI / 2.0)) {
+ numstr_angle -= (float)M_PI;
+ flip_text = true;
+ }
+ else if (numstr_angle <= -(float)(M_PI / 2.0)) {
+ numstr_angle += (float)M_PI;
+ flip_text = true;
+ }
+ else {
+ flip_text = false;
+ }
+
+ if (unit->system == USER_UNIT_NONE) {
+ BLI_snprintf(numstr, sizeof(numstr), "%.*f", prec, ruler_len);
+ }
+ else {
+ bUnit_AsString(numstr, sizeof(numstr),
+ (double)(ruler_len * unit->scale_length),
+ prec, unit->system, B_UNIT_LENGTH, do_split, false);
+ }
+ BLF_width_and_height(blf_mono_font, numstr, &numstr_size[0], &numstr_size[1]);
+
+ mid_v2_v2v2(pos, co_ss[0], co_ss[2]);
+
+ /* center text */
+ normalize_v2(dir_ruler);
+ madd_v2_v2fl(pos, dir_ruler, numstr_size[0] / (flip_text ? 2.0f : -2.0f));
+
+ /* draw text (bg) */
+ glTranslatef(pos[0], pos[1], 0.0f);
+ glRotatef(RAD2DEGF(numstr_angle), 0.0f, 0.0f, 1.0f);
+ glColor4ubv(color_back);
+ uiSetRoundBox(UI_CNR_ALL);
+ uiRoundBox(-bg_margin, -bg_margin,
+ numstr_size[0] + bg_margin, numstr_size[1] + bg_margin,
+ bg_radius);
+ glRotatef(-RAD2DEGF(numstr_angle), 0.0f, 0.0f, 1.0f);
+ glTranslatef(-pos[0], -pos[1], 0.0f);
+ /* draw text */
+ glColor3ubv(color_text);
+ BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
+ BLF_rotation(blf_mono_font, numstr_angle);
+ BLF_draw(blf_mono_font, numstr, sizeof(numstr));
+ }
+
+ /* capping */
+ {
+ float rot_90_vec[2] = {-dir_ruler[1], dir_ruler[0]};
+ float cap[2];
+
+ normalize_v2(rot_90_vec);
+
+ glEnable(GL_BLEND);
+ glColor3ubv(color_wire);
+
+ glBegin(GL_LINES);
+ madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, cap_size);
+ glVertex2fv(cap);
+ madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, -cap_size);
+ glVertex2fv(cap);
+
+ madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, cap_size);
+ glVertex2fv(cap);
+ madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, -cap_size);
+ glVertex2fv(cap);
+ glEnd();
+
+ glDisable(GL_BLEND);
+ }
+ }
+ }
+
+ glDisable(GL_LINE_SMOOTH);
+
+ BLF_disable(blf_mono_font, BLF_ROTATION);
+
+#undef ARC_STEPS
+}
+
+/* free, use for both cancel and finish */
+static void view3d_ruler_end(const struct bContext *UNUSED(C), RulerInfo *ruler_info)
+{
+ ED_region_draw_cb_exit(ruler_info->ar->type, ruler_info->draw_handle_pixel);
+}
+
+static void view3d_ruler_free(RulerInfo *ruler_info)
+{
+ BLI_freelistN(&ruler_info->items);
+ MEM_freeN(ruler_info);
+}
+
+static void view3d_ruler_item_project(bContext *C, RulerInfo *UNUSED(ruler_info), float r_co[3],
+ const int xy[2], const float ref[3])
+{
+ copy_v3_v3(r_co, ref);
+ ED_view3d_cursor3d_position(C, r_co, xy);
+}
+
+/* use for mousemove events */
+static bool view3d_ruler_item_mousemove(bContext *C, RulerInfo *ruler_info, const wmEvent *event, const bool use_ofs)
+{
+ RulerItem *ruler_item = ruler_item_active_get(ruler_info);
+
+ if (ruler_item) {
+ RegionView3D *rv3d = ruler_info->ar->regiondata;
+ float _ref_ofs[3];
+ float const *ref;
+
+ if (use_ofs) {
+ negate_v3_v3(_ref_ofs, rv3d->ofs);
+ ref = _ref_ofs;
+ }
+ else {
+ ref = ruler_item->co[ruler_item->co_index];
+ }
+
+ view3d_ruler_item_project(C, ruler_info, ruler_item->co[ruler_item->co_index], event->mval, ref);
+ return true;
+ }
+ else {
+ return false;
+ }
+}
+
+/* -------------------------------------------------------------------- */
+/* Operator callbacks */
+
+static int view3d_ruler_invoke(bContext *C, wmOperator *op, wmEvent *event)
+{
+ ARegion *ar = CTX_wm_region(C);
+// RegionView3D *rv3d = CTX_wm_region_view3d(C);
+ RulerInfo *ruler_info;
+ (void)event;
+
+ ruler_info = MEM_callocN(sizeof(RulerInfo), "RulerInfo");
+
+ op->customdata = ruler_info;
+
+ ruler_info->ar = ar;
+ ruler_info->draw_handle_pixel = ED_region_draw_cb_activate(ar->type, ruler_info_draw_pixel, ruler_info, REGION_DRAW_POST_PIXEL);
+
+ WM_event_add_modal_handler(C, op);
+
+ return OPERATOR_RUNNING_MODAL;
+}
+
+static int view3d_ruler_cancel(bContext *C, wmOperator *op)
+{
+ RulerInfo *ruler_info = op->customdata;
+
+ view3d_ruler_end(C, ruler_info);
+ view3d_ruler_free(ruler_info);
+ op->customdata = NULL;
+
+ return OPERATOR_CANCELLED;
+}
+
+static int view3d_ruler_modal(bContext *C, wmOperator *op, wmEvent *event)
+{
+ bool do_draw = false;
+ int exit_code = OPERATOR_RUNNING_MODAL;
+ RulerInfo *ruler_info = op->customdata;
+ RegionView3D *rv3d = ruler_info->ar->regiondata;
+
+ (void)C;
+
+ switch (event->type) {
+ case LEFTMOUSE:
+ if (event->val == KM_RELEASE) {
+ if (ruler_info->state == RULER_STATE_DRAG) {
+ /* rubber-band angle removal */
+ RulerItem *ruler_item = ruler_item_active_get(ruler_info);
+ if (ruler_item && (ruler_item->co_index == 1) && (ruler_item->flag & RULERITEM_USE_ANGLE)) {
+ if (!BLI_rcti_isect_pt_v(&ruler_info->ar->winrct, &event->x)) {
+ ruler_item->flag &= ~RULERITEM_USE_ANGLE;
+ do_draw = true;
+ }
+ }
+ ruler_info->state = RULER_STATE_NORMAL;
+ }
+ }
+ else {
+ if (ruler_info->state == RULER_STATE_NORMAL) {
+
+ if (event->ctrl) {
+ /* Create new line */
+ const float ref[3] = {UNPACK3OP(rv3d->ofs, -)};
+ RulerItem *ruler_item;
+ /* check if we want to drag an existing point or add a new one */
+ ruler_info->state = RULER_STATE_DRAG;
+
+ ruler_item = ruler_item_add(ruler_info);
+ ruler_item_active_set(ruler_info, ruler_item);
+ ruler_item->co_index = 2;
+
+ view3d_ruler_item_project(C, ruler_info, ruler_item->co[0], event->mval, ref); // XXX
+ copy_v3_v3(ruler_item->co[2], ruler_item->co[0]);
+
+ do_draw = true;
+ }
+ else {
+ float mval_fl[2] = {UNPACK2(event->mval)};
+ RulerItem *ruler_item_pick;
+ int co_index;
+
+ /* select and drag */
+ if (view3d_ruler_pick(ruler_info, mval_fl, &ruler_item_pick, &co_index)) {
+ if (co_index == -1) {
+ if ((ruler_item_pick->flag & RULERITEM_USE_ANGLE) == 0) {
+ /* Add Center Point */
+ ruler_item_active_set(ruler_info, ruler_item_pick);
+ ruler_item_pick->flag |= RULERITEM_USE_ANGLE;
+ ruler_item_pick->co_index = 1;
+ ruler_info->state = RULER_STATE_DRAG;
+
+ /* update the new location */
+ view3d_ruler_item_mousemove(C, ruler_info, event, true);
+ do_draw = true;
+ }
+ }
+ else {
+ ruler_item_active_set(ruler_info, ruler_item_pick);
+ ruler_item_pick->co_index = co_index;
+ ruler_info->state = RULER_STATE_DRAG;
+ do_draw = true;
+ }
+ }
+ else {
+ exit_code = OPERATOR_PASS_THROUGH;
+ }
+
+ }
+ }
+ }
+ break;
+ case MOUSEMOVE:
+ {
+ if (ruler_info->state == RULER_STATE_DRAG) {
+ if (view3d_ruler_item_mousemove(C, ruler_info, event, false)) {
+ do_draw = true;
+ }
+ }
+ break;
+ }
+
+ case ESCKEY:
+ {
+ do_draw = true;
+ exit_code = OPERATOR_CANCELLED;
+ break;
+ }
+ default:
+ exit_code = OPERATOR_PASS_THROUGH;
+ break;
+
+ }
+
+ if (do_draw) {
+ ED_region_tag_redraw(ruler_info->ar);
+ }
+
+ if (ELEM(exit_code, OPERATOR_FINISHED, OPERATOR_CANCELLED)) {
+ view3d_ruler_end(C, ruler_info);
+ view3d_ruler_free(ruler_info);
+ op->customdata = NULL;
+ }
+
+ return exit_code;
+}
+
+void VIEW3D_OT_ruler(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "3D Ruler";
+ ot->description = "Interactive ruler";
+ ot->idname = "VIEW3D_OT_ruler";
+
+ /* api callbacks */
+ ot->invoke = view3d_ruler_invoke;
+ ot->cancel = view3d_ruler_cancel;
+ ot->modal = view3d_ruler_modal;
+ ot->poll = ED_operator_view3d_active;
+
+ /* flags */
+ ot->flag = OPTYPE_BLOCKING;
+}