diff options
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawarmature.c | 2793 |
1 files changed, 0 insertions, 2793 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c deleted file mode 100644 index bbda002eb8d..00000000000 --- a/source/blender/editors/space_view3d/drawarmature.c +++ /dev/null @@ -1,2793 +0,0 @@ -/* - * ***** 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. - * - * The Original Code is Copyright (C) 2005 by the Blender Foundation. - * All rights reserved. - * - * The Original Code is: all of this file. - * - * Contributor(s): none yet. - * - * ***** END GPL LICENSE BLOCK ***** - */ - -/** \file blender/editors/space_view3d/drawarmature.c - * \ingroup spview3d - */ - - -#include <stdlib.h> -#include <string.h> -#include <math.h> - -#include "DNA_anim_types.h" -#include "DNA_armature_types.h" -#include "DNA_constraint_types.h" -#include "DNA_scene_types.h" -#include "DNA_screen_types.h" -#include "DNA_view3d_types.h" -#include "DNA_object_types.h" - -#include "BLI_blenlib.h" -#include "BLI_math.h" -#include "BLI_dlrbTree.h" -#include "BLI_utildefines.h" - -#include "BKE_animsys.h" -#include "BKE_action.h" -#include "BKE_armature.h" -#include "BKE_global.h" -#include "BKE_modifier.h" -#include "BKE_nla.h" -#include "BKE_curve.h" - - -#include "BIF_gl.h" -#include "BIF_glutil.h" - -#include "ED_armature.h" -#include "ED_keyframes_draw.h" - -#include "GPU_basic_shader.h" - -#include "UI_resources.h" - -#include "view3d_intern.h" - -#include "GPU_select.h" - -/* *************** Armature Drawing - Coloring API ***************************** */ - -/* global here is reset before drawing each bone */ -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 */ -}; - -/* This function sets the color-set for coloring a certain bone */ -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; - - /* sanity check */ - if (ELEM(NULL, ob, arm, pose, pchan)) { - bcolor = NULL; - return; - } - - /* only try to set custom color if enabled for armature */ - if (arm->flag & ARM_COL_CUSTOM) { - /* currently, a bone can only use a custom color set if it's group (if it has one), - * has been set to use one - */ - if (pchan->agrp_index) { - grp = (bActionGroup *)BLI_findlink(&pose->agroups, (pchan->agrp_index - 1)); - if (grp) - color_index = grp->customCol; - } - } - - /* bcolor is a pointer to the color set to use. If NULL, then the default - * 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)]; - } - else if (color_index == -1) { - /* use the group's own custom color set (grp is always != NULL here) */ - bcolor = &grp->cs; - } - else { - 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) -{ - int r, g, b; - - r = offset + (int) cp[0]; - CLAMP(r, 0, 255); - g = offset + (int) cp[1]; - CLAMP(g, 0, 255); - b = offset + (int) cp[2]; - CLAMP(b, 0, 255); - - cp[0] = r; - cp[1] = g; - cp[2] = b; -} - -/* This function sets the gl-color for coloring a certain bone (based on bcolor) */ -static bool set_pchan_glColor(short colCode, int boneflag, short constflag) -{ - switch (colCode) { - 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); - } - } - 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_ThemeColor(TH_BONE_POSE_ACTIVE); - } - 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 true; - } - case PCHAN_COLOR_SOLID: - { - if (bcolor) { - glColor3ubv((unsigned char *)bcolor->solid); - } - else - UI_ThemeColor(TH_BONE_SOLID); - - return true; - } - 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); - - return true; - } - return false; - } - 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 { - 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 true; - } - 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); - } - - 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) { - const char *cp = bcolor->solid; - glColor4ub(cp[0], cp[1], cp[2], 204); - } - else - UI_ThemeColorShade(TH_BACK, -30); - } - - return true; - } - } - - return false; -} - -static void set_ebone_glColor(const unsigned int boneflag) -{ - if ((boneflag & BONE_DRAW_ACTIVE) && (boneflag & BONE_SELECTED)) { - UI_ThemeColor(TH_EDGE_SELECT); - } - else if (boneflag & BONE_DRAW_ACTIVE) { - UI_ThemeColorBlend(TH_WIRE_EDIT, TH_EDGE_SELECT, 0.15f); /* unselected active */ - } - else if (boneflag & BONE_SELECTED) { - UI_ThemeColorShade(TH_EDGE_SELECT, -20); - } - else { - UI_ThemeColor(TH_WIRE_EDIT); - } -} - -/* *************** Armature drawing, helper calls for parts ******************* */ - -/* half the cube, in Y */ -static const 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}, -}; - -static void drawsolidcube_size(float xsize, float ysize, float zsize) -{ - static GLuint displist = 0; - float n[3] = {0.0f}; - - glScalef(xsize, ysize, zsize); - - if (displist == 0) { - displist = glGenLists(1); - glNewList(displist, GL_COMPILE); - - glBegin(GL_QUADS); - 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; - glNormal3fv(n); - glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[1]); - 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; - glNormal3fv(n); - glVertex3fv(cube[7]); glVertex3fv(cube[3]); glVertex3fv(cube[2]); glVertex3fv(cube[6]); - 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; - glNormal3fv(n); - glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]); - glEnd(); - - glEndList(); - } - - glCallList(displist); -} - -static void drawcube_size(float xsize, float ysize, float zsize) -{ - static GLuint displist = 0; - - if (displist == 0) { - 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[7]); glVertex3fv(cube[4]); - glEnd(); - - glBegin(GL_LINES); - glVertex3fv(cube[1]); glVertex3fv(cube[5]); - glVertex3fv(cube[2]); glVertex3fv(cube[6]); - glVertex3fv(cube[3]); glVertex3fv(cube[7]); - glEnd(); - - glEndList(); - } - - glScalef(xsize, ysize, zsize); - glCallList(displist); - -} - - -static void draw_bonevert(void) -{ - static GLuint displist = 0; - - if (displist == 0) { - GLUquadricObj *qobj; - - displist = glGenLists(1); - glNewList(displist, GL_COMPILE); - - glPushMatrix(); - - qobj = gluNewQuadric(); - gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); - gluDisk(qobj, 0.0, 0.05, 16, 1); - - glRotatef(90, 0, 1, 0); - gluDisk(qobj, 0.0, 0.05, 16, 1); - - glRotatef(90, 1, 0, 0); - gluDisk(qobj, 0.0, 0.05, 16, 1); - - gluDeleteQuadric(qobj); - - glPopMatrix(); - glEndList(); - } - - glCallList(displist); -} - -static void draw_bonevert_solid(void) -{ - static GLuint displist = 0; - - if (displist == 0) { - GLUquadricObj *qobj; - - displist = glGenLists(1); - glNewList(displist, GL_COMPILE); - - qobj = gluNewQuadric(); - gluQuadricDrawStyle(qobj, GLU_FILL); - /* Draw tips of a bone */ - gluSphere(qobj, 0.05, 8, 5); - gluDeleteQuadric(qobj); - - glEndList(); - } - - glCallList(displist); -} - -static const float bone_octahedral_verts[6][3] = { - { 0.0f, 0.0f, 0.0f}, - { 0.1f, 0.1f, 0.1f}, - { 0.1f, 0.1f, -0.1f}, - {-0.1f, 0.1f, -0.1f}, - {-0.1f, 0.1f, 0.1f}, - { 0.0f, 1.0f, 0.0f} -}; - -static const unsigned int bone_octahedral_wire_sides[8] = {0, 1, 5, 3, 0, 4, 5, 2}; -static const unsigned int bone_octahedral_wire_square[8] = {1, 2, 3, 4, 1}; - -static const unsigned int bone_octahedral_solid_tris[8][3] = { - {2, 1, 0}, /* bottom */ - {3, 2, 0}, - {4, 3, 0}, - {1, 4, 0}, - - {5, 1, 2}, /* top */ - {5, 2, 3}, - {5, 3, 4}, - {5, 4, 1} -}; - -/* aligned with bone_octahedral_solid_tris */ -static const float bone_octahedral_solid_normals[8][3] = { - { M_SQRT1_2, -M_SQRT1_2, 0.00000000f}, - {-0.00000000f, -M_SQRT1_2, -M_SQRT1_2}, - {-M_SQRT1_2, -M_SQRT1_2, 0.00000000f}, - { 0.00000000f, -M_SQRT1_2, M_SQRT1_2}, - { 0.99388373f, 0.11043154f, -0.00000000f}, - { 0.00000000f, 0.11043154f, -0.99388373f}, - {-0.99388373f, 0.11043154f, 0.00000000f}, - { 0.00000000f, 0.11043154f, 0.99388373f} -}; - -static void draw_bone_octahedral(void) -{ - static GLuint displist = 0; - - if (displist == 0) { - 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), - GL_UNSIGNED_INT, - bone_octahedral_wire_sides); - - /* Section 1, square */ - glDrawElements(GL_LINE_LOOP, - sizeof(bone_octahedral_wire_square) / sizeof(*bone_octahedral_wire_square), - GL_UNSIGNED_INT, - bone_octahedral_wire_square); - glDisableClientState(GL_VERTEX_ARRAY); - - glEndList(); - } - - glCallList(displist); -} - -static void draw_bone_solid_octahedral(void) -{ - static GLuint displist = 0; - - if (displist == 0) { - int i; - - displist = glGenLists(1); - glNewList(displist, GL_COMPILE); - -#if 1 - glBegin(GL_TRIANGLES); - 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]]); - glVertex3fv(bone_octahedral_verts[bone_octahedral_solid_tris[i][2]]); - } - - glEnd(); - -#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), - GL_UNSIGNED_INT, bone_octahedral_solid_tris); - glDisableClientState(GL_NORMAL_ARRAY); - glDisableClientState(GL_VERTEX_ARRAY); -#endif - - glEndList(); - } - - glCallList(displist); -} - -/* *************** Armature drawing, bones ******************* */ - - -static void draw_bone_points(const short dt, int armflag, unsigned int boneflag, int id) -{ - /* Draw root point if we are not connected */ - if ((boneflag & BONE_CONNECTED) == 0) { - if (id != -1) - GPU_select_load_id(id | BONESEL_ROOT); - - if (dt <= OB_WIRE) { - if (armflag & ARM_EDITMODE) { - if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT); - else UI_ThemeColor(TH_VERTEX); - } - } - else { - if (armflag & ARM_POSEMODE) - set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, 0); - else - UI_ThemeColor(TH_BONE_SOLID); - } - - if (dt > OB_WIRE) - draw_bonevert_solid(); - else - draw_bonevert(); - } - - /* Draw tip point */ - if (id != -1) - GPU_select_load_id(id | BONESEL_TIP); - - if (dt <= OB_WIRE) { - if (armflag & ARM_EDITMODE) { - if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT); - else UI_ThemeColor(TH_VERTEX); - } - } - else { - if (armflag & ARM_POSEMODE) - set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, 0); - else - UI_ThemeColor(TH_BONE_SOLID); - } - - glTranslatef(0.0f, 1.0f, 0.0f); - if (dt > OB_WIRE) - draw_bonevert_solid(); - else - draw_bonevert(); - glTranslatef(0.0f, -1.0f, 0.0f); - -} - -/* 16 values of sin function (still same result!) */ -static const float si[16] = { - 0.00000000f, - 0.20129852f, 0.39435585f, - 0.57126821f, 0.72479278f, - 0.84864425f, 0.93775213f, - 0.98846832f, 0.99871650f, - 0.96807711f, 0.89780453f, - 0.79077573f, 0.65137248f, - 0.48530196f, 0.29936312f, - 0.10116832f -}; -/* 16 values of cos function (still same result!) */ -static const float co[16] = { - 1.00000000f, - 0.97952994f, 0.91895781f, - 0.82076344f, 0.68896691f, - 0.52896401f, 0.34730525f, - 0.15142777f, -0.05064916f, - -0.25065253f, -0.44039415f, - -0.61210598f, -0.75875812f, - -0.87434661f, -0.95413925f, - -0.99486932f -}; - - - -/* smat, imat = mat & imat to draw screenaligned */ -static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChannel *pchan, EditBone *ebone) -{ - float head, tail, dist /*, length*/; - float *headvec, *tailvec, dirvec[3]; - - /* figure out the sizes of spheres */ - if (ebone) { - /* this routine doesn't call get_matrix_editbone() that calculates it */ - ebone->length = len_v3v3(ebone->head, ebone->tail); - - /*length = ebone->length;*/ /*UNUSED*/ - tail = ebone->rad_tail; - dist = ebone->dist; - if (ebone->parent && (ebone->flag & BONE_CONNECTED)) - head = ebone->parent->rad_tail; - else - 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; - if (pchan->parent && (pchan->bone->flag & BONE_CONNECTED)) - head = pchan->parent->bone->rad_tail; - else - head = pchan->bone->rad_head; - headvec = pchan->pose_head; - tailvec = pchan->pose_tail; - } - - /* ***** draw it ***** */ - - /* move vector to viewspace */ - sub_v3_v3v3(dirvec, tailvec, headvec); - mul_mat3_m4_v3(smat, dirvec); - /* clear zcomp */ - 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); - - if (head - view_dist > tail) { - tailvec = headvec; - tail = head; - zero_v3(dirvec); - dirvec[0] = 0.00001; /* XXX. weak but ok */ - } - else if (tail - view_dist > head) { - headvec = tailvec; - head = tail; - zero_v3(dirvec); - dirvec[0] = 0.00001; /* XXX. weak but ok */ - } - } - - /* move vector back */ - mul_mat3_m4_v3(imat, dirvec); - - if (0.0f != normalize_v3(dirvec)) { - float norvec[3], vec1[3], vec2[3], vec[3]; - int a; - - //mul_v3_fl(dirvec, head); - cross_v3_v3v3(norvec, dirvec, imat[2]); - - 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]; - - madd_v3_v3v3fl(vec1, headvec, vec, head); - madd_v3_v3v3fl(vec2, headvec, vec, head + dist); - - glColor4ub(255, 255, 255, 50); - glVertex3fv(vec1); - //glColor4ub(255, 255, 255, 0); - 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]; - - madd_v3_v3v3fl(vec1, tailvec, vec, tail); - madd_v3_v3v3fl(vec2, tailvec, vec, tail + dist); - - //glColor4ub(255, 255, 255, 50); - glVertex3fv(vec1); - //glColor4ub(255, 255, 255, 0); - glVertex3fv(vec2); - } - /* make it cyclic... */ - - vec[0] = -si[0] * dirvec[0] + co[0] * norvec[0]; - vec[1] = -si[0] * dirvec[1] + co[0] * norvec[1]; - vec[2] = -si[0] * dirvec[2] + co[0] * norvec[2]; - - madd_v3_v3v3fl(vec1, headvec, vec, head); - madd_v3_v3v3fl(vec2, headvec, vec, head + dist); - - //glColor4ub(255, 255, 255, 50); - glVertex3fv(vec1); - //glColor4ub(255, 255, 255, 0); - glVertex3fv(vec2); - - glEnd(); - } -} - - -/* smat, imat = mat & imat to draw screenaligned */ -static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4], - int armflag, int boneflag, short constflag, unsigned int id, - bPoseChannel *pchan, EditBone *ebone) -{ - float head, tail /*, length*/; - float *headvec, *tailvec, dirvec[3]; - - /* figure out the sizes of spheres */ - if (ebone) { - /* this routine doesn't call get_matrix_editbone() that calculates it */ - ebone->length = len_v3v3(ebone->head, ebone->tail); - - /*length = ebone->length;*/ /*UNUSED*/ - tail = ebone->rad_tail; - if (ebone->parent && (boneflag & BONE_CONNECTED)) - head = ebone->parent->rad_tail; - else - head = ebone->rad_head; - headvec = ebone->head; - tailvec = ebone->tail; - } - else { - /*length = pchan->bone->length;*/ /*UNUSED*/ - tail = pchan->bone->rad_tail; - if ((pchan->parent) && (boneflag & BONE_CONNECTED)) - head = pchan->parent->bone->rad_tail; - else - head = pchan->bone->rad_head; - headvec = pchan->pose_head; - tailvec = pchan->pose_tail; - } - - /* sphere root color */ - if (armflag & ARM_EDITMODE) { - if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT); - else UI_ThemeColor(TH_VERTEX); - } - else if (armflag & ARM_POSEMODE) - set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag); - - /* Draw root point if we are not connected */ - if ((boneflag & BONE_CONNECTED) == 0) { - if (id != -1) - GPU_select_load_id(id | BONESEL_ROOT); - - drawcircball(GL_LINE_LOOP, headvec, head, imat); - } - - /* Draw tip point */ - if (armflag & ARM_EDITMODE) { - if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT); - else UI_ThemeColor(TH_VERTEX); - } - - if (id != -1) - GPU_select_load_id(id | BONESEL_TIP); - - drawcircball(GL_LINE_LOOP, tailvec, tail, imat); - - /* base */ - if (armflag & ARM_EDITMODE) { - if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_SELECT); - else UI_ThemeColor(TH_WIRE_EDIT); - } - - sub_v3_v3v3(dirvec, tailvec, headvec); - - /* move vector to viewspace */ - mul_mat3_m4_v3(smat, dirvec); - /* clear zcomp */ - dirvec[2] = 0.0f; - /* move vector back */ - mul_mat3_m4_v3(imat, dirvec); - - if (0.0f != normalize_v3(dirvec)) { - float norvech[3], norvect[3], vec[3]; - - copy_v3_v3(vec, dirvec); - - mul_v3_fl(dirvec, head); - cross_v3_v3v3(norvech, dirvec, imat[2]); - - mul_v3_fl(vec, tail); - cross_v3_v3v3(norvect, vec, imat[2]); - - if (id != -1) - GPU_select_load_id(id | BONESEL_BONE); - - glBegin(GL_LINES); - - add_v3_v3v3(vec, headvec, norvech); - glVertex3fv(vec); - - add_v3_v3v3(vec, tailvec, norvect); - glVertex3fv(vec); - - sub_v3_v3v3(vec, headvec, norvech); - glVertex3fv(vec); - - sub_v3_v3v3(vec, tailvec, norvect); - glVertex3fv(vec); - - glEnd(); - } -} - -/* does wire only for outline selecting */ -static void draw_sphere_bone(const short dt, int armflag, int boneflag, short constflag, unsigned int id, - bPoseChannel *pchan, EditBone *ebone) -{ - GLUquadricObj *qobj; - float head, tail, length; - float fac1, fac2; - - glPushMatrix(); - qobj = gluNewQuadric(); - - /* figure out the sizes of spheres */ - if (ebone) { - length = ebone->length; - tail = ebone->rad_tail; - if (ebone->parent && (boneflag & BONE_CONNECTED)) - head = ebone->parent->rad_tail; - else - head = ebone->rad_head; - } - else { - length = pchan->bone->length; - tail = pchan->bone->rad_tail; - if (pchan->parent && (boneflag & BONE_CONNECTED)) - head = pchan->parent->bone->rad_tail; - else - head = pchan->bone->rad_head; - } - - /* move to z-axis space */ - glRotatef(-90.0f, 1.0f, 0.0f, 0.0f); - - if (dt == OB_SOLID) { - /* set up solid drawing */ - GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); - - gluQuadricDrawStyle(qobj, GLU_FILL); - } - else { - gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); - } - - /* sphere root color */ - if (armflag & ARM_EDITMODE) { - if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT); - else UI_ThemeColorShade(TH_BONE_SOLID, -30); - } - else if (armflag & ARM_POSEMODE) - set_pchan_glColor(PCHAN_COLOR_SPHEREBONE_END, boneflag, constflag); - 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 (id != -1) - GPU_select_load_id(id | BONESEL_ROOT); - gluSphere(qobj, head, 16, 10); - } - - /* Draw tip point */ - if (armflag & ARM_EDITMODE) { - if (boneflag & BONE_TIPSEL) UI_ThemeColor(TH_VERTEX_SELECT); - else UI_ThemeColorShade(TH_BONE_SOLID, -30); - } - - if (id != -1) - GPU_select_load_id(id | BONESEL_TIP); - - glTranslatef(0.0f, 0.0f, length); - gluSphere(qobj, tail, 16, 10); - glTranslatef(0.0f, 0.0f, -length); - - /* base */ - if (armflag & ARM_EDITMODE) { - if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_SELECT); - else UI_ThemeColor(TH_BONE_SOLID); - } - else if (armflag & ARM_POSEMODE) - set_pchan_glColor(PCHAN_COLOR_SPHEREBONE_BASE, boneflag, constflag); - else if (dt == OB_SOLID) - UI_ThemeColor(TH_BONE_SOLID); - - fac1 = (length - head) / length; - fac2 = (length - tail) / length; - - if (length > (head + tail)) { - if (id != -1) - GPU_select_load_id(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); - 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, head); - 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); - } - - /* restore */ - if (dt == OB_SOLID) { - GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); - } - - glPopMatrix(); - 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_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, - bPoseChannel *pchan, EditBone *ebone) -{ - /* call this once, avoid constant changing */ - BLI_assert(glaGetOneInt(GL_UNPACK_ALIGNMENT) == 1); - - float length; - - if (pchan) - length = pchan->bone->length; - else - length = ebone->length; - - glPushMatrix(); - glScalef(length, length, length); - - /* this chunk not in object mode */ - if (armflag & (ARM_EDITMODE | ARM_POSEMODE)) { - glLineWidth(4.0f); - if (G.f & G_PICKSEL) { - /* no bitmap in selection mode, crashes 3d cards... - * instead draw a solid point the same size */ - glPointSize(8.0f); - } - - if (armflag & ARM_POSEMODE) - set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag); - else if (armflag & ARM_EDITMODE) { - UI_ThemeColor(TH_WIRE_EDIT); - } - - /* Draw root point if we are not connected */ - if ((boneflag & BONE_CONNECTED) == 0) { - if (G.f & G_PICKSEL) { - GPU_select_load_id(id | BONESEL_ROOT); - glBegin(GL_POINTS); - glVertex3f(0.0f, 0.0f, 0.0f); - glEnd(); - } - else { - glRasterPos3f(0.0f, 0.0f, 0.0f); - glBitmap(8, 8, 4, 4, 0, 0, bm_dot8); - } - } - - if (id != -1) - GPU_select_load_id((GLuint) id | BONESEL_BONE); - - glBegin(GL_LINES); - glVertex3f(0.0f, 0.0f, 0.0f); - glVertex3f(0.0f, 1.0f, 0.0f); - glEnd(); - - /* tip */ - if (G.f & G_PICKSEL) { - /* no bitmap in selection mode, crashes 3d cards... */ - GPU_select_load_id(id | BONESEL_TIP); - glBegin(GL_POINTS); - glVertex3f(0.0f, 1.0f, 0.0f); - glEnd(); - } - else { - glRasterPos3f(0.0f, 1.0f, 0.0f); - glBitmap(8, 8, 4, 4, 0, 0, bm_dot7); - } - - /* further we send no names */ - if (id != -1) - GPU_select_load_id(id & 0xFFFF); /* object tag, for bordersel optim */ - - if (armflag & ARM_POSEMODE) - set_pchan_glColor(PCHAN_COLOR_LINEBONE, boneflag, constflag); - } - - glLineWidth(2.0); - - /*Draw root point if we are not connected */ - 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); - else UI_ThemeColor(TH_VERTEX); - } - glRasterPos3f(0.0f, 0.0f, 0.0f); - glBitmap(8, 8, 4, 4, 0, 0, bm_dot6); - } - } - - if (armflag & ARM_EDITMODE) { - if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_EDGE_SELECT); - else UI_ThemeColorShade(TH_BACK, -30); - } - glBegin(GL_LINES); - glVertex3f(0.0f, 0.0f, 0.0f); - glVertex3f(0.0f, 1.0f, 0.0f); - glEnd(); - - /* tip */ - 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); - else UI_ThemeColor(TH_VERTEX); - } - glRasterPos3f(0.0f, 1.0f, 0.0f); - glBitmap(8, 8, 4, 4, 0, 0, bm_dot5); - } - - glPopMatrix(); -} - -/* A partial copy of b_bone_spline_setup(), with just the parts for previewing editmode curve settings - * - * This assumes that prev/next bones don't have any impact (since they should all still be in the "straight" - * position here anyway), and that we can simply apply the bbone settings to get the desired effect... - */ -static void ebone_spline_preview(EditBone *ebone, Mat4 result_array[MAX_BBONE_SUBDIV]) -{ - float h1[3], h2[3], length, hlength1, hlength2, roll1 = 0.0f, roll2 = 0.0f; - float mat3[3][3]; - float data[MAX_BBONE_SUBDIV + 1][4], *fp; - int a; - - length = ebone->length; - - hlength1 = ebone->ease1 * length * 0.390464f; /* 0.5f * sqrt(2) * kappa, the handle length for near-perfect circles */ - hlength2 = ebone->ease2 * length * 0.390464f; - - /* find the handle points, since this is inside bone space, the - * first point = (0, 0, 0) - * last point = (0, length, 0) - * - * we also just apply all the "extra effects", since they're the whole reason we're doing this... - */ - h1[0] = ebone->curveInX; - h1[1] = hlength1; - h1[2] = ebone->curveInY; - roll1 = ebone->roll1; - - h2[0] = ebone->curveOutX; - h2[1] = -hlength2; - h2[2] = ebone->curveOutY; - roll2 = ebone->roll2; - - /* make curve */ - if (ebone->segments > MAX_BBONE_SUBDIV) - ebone->segments = MAX_BBONE_SUBDIV; - - BKE_curve_forward_diff_bezier(0.0f, h1[0], h2[0], 0.0f, data[0], MAX_BBONE_SUBDIV, 4 * sizeof(float)); - BKE_curve_forward_diff_bezier(0.0f, h1[1], length + h2[1], length, data[0] + 1, MAX_BBONE_SUBDIV, 4 * sizeof(float)); - BKE_curve_forward_diff_bezier(0.0f, h1[2], h2[2], 0.0f, data[0] + 2, MAX_BBONE_SUBDIV, 4 * sizeof(float)); - BKE_curve_forward_diff_bezier(roll1, roll1 + 0.390464f * (roll2 - roll1), roll2 - 0.390464f * (roll2 - roll1), roll2, data[0] + 3, MAX_BBONE_SUBDIV, 4 * sizeof(float)); - - equalize_bbone_bezier(data[0], ebone->segments); /* note: does stride 4! */ - - /* make transformation matrices for the segments for drawing */ - for (a = 0, fp = data[0]; a < ebone->segments; a++, fp += 4) { - sub_v3_v3v3(h1, fp + 4, fp); - vec_roll_to_mat3(h1, fp[3], mat3); /* fp[3] is roll */ - - copy_m4_m3(result_array[a].mat, mat3); - copy_v3_v3(result_array[a].mat[3], fp); - - /* "extra" scale facs... */ - { - const int num_segments = ebone->segments; - - const float scaleFactorIn = 1.0f + (ebone->scaleIn - 1.0f) * ((float)(num_segments - a) / (float)num_segments); - const float scaleFactorOut = 1.0f + (ebone->scaleOut - 1.0f) * ((float)(a + 1) / (float)num_segments); - - const float scalefac = scaleFactorIn * scaleFactorOut; - float bscalemat[4][4], bscale[3]; - - bscale[0] = scalefac; - bscale[1] = 1.0f; - bscale[2] = scalefac; - - size_to_mat4(bscalemat, bscale); - - /* Note: don't multiply by inverse scale mat here, as it causes problems with scaling shearing and breaking segment chains */ - mul_m4_series(result_array[a].mat, result_array[a].mat, bscalemat); - } - } -} - -static void draw_b_bone_boxes(const short dt, bPoseChannel *pchan, EditBone *ebone, float xwidth, float length, float zwidth) -{ - int segments = 0; - - if (pchan) - segments = pchan->bone->segments; - else if (ebone) - segments = ebone->segments; - - if (segments > 1) { - float dlen = length / (float)segments; - Mat4 bbone[MAX_BBONE_SUBDIV]; - int a; - - if (pchan) { - b_bone_spline_setup(pchan, 0, bbone); - } - else if (ebone) { - ebone_spline_preview(ebone, bbone); - } - - for (a = 0; a < segments; a++) { - glPushMatrix(); - glMultMatrixf(bbone[a].mat); - 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); - else drawcube_size(xwidth, length, zwidth); - glPopMatrix(); - } -} - -static void draw_b_bone(const short dt, int armflag, int boneflag, short constflag, unsigned int id, - bPoseChannel *pchan, EditBone *ebone) -{ - float xwidth, length, zwidth; - - if (pchan) { - xwidth = pchan->bone->xwidth; - length = pchan->bone->length; - zwidth = pchan->bone->zwidth; - } - else { - xwidth = ebone->xwidth; - length = ebone->length; - zwidth = ebone->zwidth; - } - - /* draw points only if... */ - if (armflag & ARM_EDITMODE) { - /* move to unitspace */ - glPushMatrix(); - glScalef(length, length, length); - draw_bone_points(dt, armflag, boneflag, id); - glPopMatrix(); - length *= 0.95f; /* make vertices visible */ - } - - /* colors for modes */ - if (armflag & ARM_POSEMODE) { - if (dt <= OB_WIRE) - set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag); - else - set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag); - } - else if (armflag & ARM_EDITMODE) { - if (dt == OB_WIRE) { - set_ebone_glColor(boneflag); - } - else - UI_ThemeColor(TH_BONE_SOLID); - } - - if (id != -1) { - GPU_select_load_id((GLuint) id | BONESEL_BONE); - } - - /* set up solid drawing */ - if (dt > OB_WIRE) { - GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); - - if (armflag & ARM_POSEMODE) - set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag); - else - UI_ThemeColor(TH_BONE_SOLID); - - draw_b_bone_boxes(OB_SOLID, pchan, ebone, xwidth, length, zwidth); - - /* disable solid drawing */ - GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); - } - else { - /* wire */ - if (armflag & ARM_POSEMODE) { - if (constflag && ((G.f & G_PICKSEL) == 0)) { - /* set constraint colors */ - if (set_pchan_glColor(PCHAN_COLOR_CONSTS, boneflag, constflag)) { - glEnable(GL_BLEND); - - draw_b_bone_boxes(OB_SOLID, pchan, ebone, xwidth, length, zwidth); - - glDisable(GL_BLEND); - } - - /* restore colors */ - set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag); - } - } - - draw_b_bone_boxes(OB_WIRE, pchan, ebone, xwidth, length, zwidth); - } -} - -static void draw_wire_bone_segments(bPoseChannel *pchan, Mat4 *bbones, float length, int segments) -{ - if ((segments > 1) && (pchan)) { - float dlen = length / (float)segments; - Mat4 *bbone = bbones; - int a; - - for (a = 0; a < segments; a++, bbone++) { - glPushMatrix(); - glMultMatrixf(bbone->mat); - - glBegin(GL_LINES); - glVertex3f(0.0f, 0.0f, 0.0f); - glVertex3f(0.0f, dlen, 0.0f); - glEnd(); /* GL_LINES */ - - glPopMatrix(); - } - } - else { - glPushMatrix(); - - glBegin(GL_LINES); - glVertex3f(0.0f, 0.0f, 0.0f); - glVertex3f(0.0f, length, 0.0f); - glEnd(); - - glPopMatrix(); - } -} - -static void draw_wire_bone(const short dt, int armflag, int boneflag, short constflag, unsigned int id, - bPoseChannel *pchan, EditBone *ebone) -{ - Mat4 bbones_array[MAX_BBONE_SUBDIV]; - Mat4 *bbones = NULL; - int segments = 0; - float length; - - if (pchan) { - segments = pchan->bone->segments; - length = pchan->bone->length; - - if (segments > 1) { - b_bone_spline_setup(pchan, 0, bbones_array); - bbones = bbones_array; - } - } - else - length = ebone->length; - - /* draw points only if... */ - if (armflag & ARM_EDITMODE) { - /* move to unitspace */ - glPushMatrix(); - glScalef(length, length, length); - draw_bone_points(dt, armflag, boneflag, id); - glPopMatrix(); - length *= 0.95f; /* make vertices visible */ - } - - /* this chunk not in object mode */ - if (armflag & (ARM_EDITMODE | ARM_POSEMODE)) { - if (id != -1) - GPU_select_load_id((GLuint) id | BONESEL_BONE); - - draw_wire_bone_segments(pchan, bbones, length, segments); - - /* further we send no names */ - if (id != -1) - GPU_select_load_id(id & 0xFFFF); /* object tag, for bordersel optim */ - } - - /* colors for modes */ - if (armflag & ARM_POSEMODE) { - set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag); - } - else if (armflag & ARM_EDITMODE) { - set_ebone_glColor(boneflag); - } - - /* draw normal */ - draw_wire_bone_segments(pchan, bbones, length, segments); -} - -static void draw_bone(const short dt, int armflag, int boneflag, short constflag, unsigned int id, float length) -{ - - /* Draw a 3d octahedral bone, we use normalized space based on length, - * for display-lists */ - - glScalef(length, length, length); - - /* set up solid drawing */ - if (dt > OB_WIRE) { - GPU_basic_shader_bind(GPU_SHADER_LIGHTING | GPU_SHADER_USE_COLOR); - UI_ThemeColor(TH_BONE_SOLID); - } - - /* colors for posemode */ - if (armflag & ARM_POSEMODE) { - if (dt <= OB_WIRE) - set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag); - else - set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag); - } - - - draw_bone_points(dt, armflag, boneflag, id); - - /* now draw the bone itself */ - if (id != -1) { - GPU_select_load_id((GLuint) id | BONESEL_BONE); - } - - /* wire? */ - if (dt <= OB_WIRE) { - /* colors */ - if (armflag & ARM_EDITMODE) { - set_ebone_glColor(boneflag); - } - else if (armflag & ARM_POSEMODE) { - if (constflag && ((G.f & G_PICKSEL) == 0)) { - /* draw constraint colors */ - if (set_pchan_glColor(PCHAN_COLOR_CONSTS, boneflag, constflag)) { - glEnable(GL_BLEND); - - draw_bone_solid_octahedral(); - - glDisable(GL_BLEND); - } - - /* restore colors */ - set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag); - } - } - draw_bone_octahedral(); - } - else { - /* solid */ - if (armflag & ARM_POSEMODE) - set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag); - else - UI_ThemeColor(TH_BONE_SOLID); - draw_bone_solid_octahedral(); - } - - /* disable solid drawing */ - if (dt > OB_WIRE) { - GPU_basic_shader_bind(GPU_SHADER_USE_COLOR); - } -} - -static void draw_custom_bone(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, - const short dt, int armflag, int boneflag, unsigned int id, float length) -{ - if (ob == NULL) return; - - glScalef(length, length, length); - - /* colors for posemode */ - if (armflag & ARM_POSEMODE) { - set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, 0); - } - - if (id != -1) { - GPU_select_load_id((GLuint) id | BONESEL_BONE); - } - - draw_object_instance(scene, v3d, rv3d, ob, dt, armflag & ARM_POSEMODE); -} - - -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) { - if (con->enforce == 0.0f) - continue; - - switch (con->type) { - case CONSTRAINT_TYPE_KINEMATIC: - { - 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)) - continue; - - setlinestyle(3); - glBegin(GL_LINES); - - /* exclude tip from chain? */ - if ((data->flag & CONSTRAINT_IK_TIP) == 0) - parchan = pchan->parent; - else - 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 (parchan) - glVertex3fv(parchan->pose_head); - - glEnd(); - setlinestyle(0); - break; - } - case CONSTRAINT_TYPE_SPLINEIK: - { - bSplineIKConstraint *data = (bSplineIKConstraint *)con->data; - int segcount = 0; - - setlinestyle(3); - glBegin(GL_LINES); - - 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; - } - /* Only draw line in case our chain is more than one bone long! */ - if (parchan != pchan) /* XXX revise the breaking conditions to only stop at the tail? */ - glVertex3fv(parchan->pose_head); - - glEnd(); - setlinestyle(0); - break; - } - } - } -} - -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 : (2.0f * sqrtf(sine)); - - dir[0] = -az * q3; - dir[1] = 1.0f - 2.0f * sine; - dir[2] = ax * q3; - - glVertex3fv(dir); -} - -static void draw_dof_ellipse(float ax, float az) -{ - const float staticSine[16] = { - 0.0f, 0.104528463268f, 0.207911690818f, 0.309016994375f, - 0.406736643076f, 0.5f, 0.587785252292f, 0.669130606359f, - 0.743144825477f, 0.809016994375f, 0.866025403784f, - 0.913545457643f, 0.951056516295f, 0.978147600734f, - 0.994521895368f, 1.0f - }; - - int i, j, n = 16; - float x, z, px, pz; - - glEnable(GL_BLEND); - glDepthMask(0); - - glColor4ub(70, 70, 70, 50); - - glBegin(GL_QUADS); - pz = 0.0f; - for (i = 1; i < n; i++) { - z = staticSine[i]; - - px = 0.0f; - for (j = 1; j <= (n - i); j++) { - x = staticSine[j]; - - 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); - 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); - } - - px = x; - } - pz = z; - } - glEnd(); - - glDisable(GL_BLEND); - glDepthMask(1); - - 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); - glEnd(); -} - -static void draw_pose_dofs(Object *ob) -{ - bArmature *arm = ob->data; - bPoseChannel *pchan; - Bone *bone; - - for (pchan = ob->pose->chanbase.first; pchan; pchan = pchan->next) { - bone = pchan->bone; - - if ((bone != NULL) && !(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 (BKE_pose_channel_in_IK_chain(ob, pchan)) { - float corner[4][3], posetrans[3], mat[4][4]; - float phi = 0.0f, theta = 0.0f, scale; - int a, i; - - /* in parent-bone pose, but own restspace */ - glPushMatrix(); - - copy_v3_v3(posetrans, pchan->pose_mat[3]); - glTranslate3fv(posetrans); - - if (pchan->parent) { - copy_m4_m4(mat, pchan->parent->pose_mat); - 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]; - 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++) { - /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */ - amin[i] = sinf(pchan->limitmin[i] * 0.5f); - amax[i] = sinf(pchan->limitmax[i] * 0.5f); - } - - glScalef(1.0f, -1.0f, 1.0f); - if ((amin[0] != 0.0f) && (amin[2] != 0.0f)) - draw_dof_ellipse(amin[0], amin[2]); - if ((amin[0] != 0.0f) && (amax[2] != 0.0f)) - draw_dof_ellipse(amin[0], amax[2]); - if ((amax[0] != 0.0f) && (amin[2] != 0.0f)) - draw_dof_ellipse(amax[0], amin[2]); - if ((amax[0] != 0.0f) && (amax[2] != 0.0f)) - draw_dof_ellipse(amax[0], amax[2]); - glScalef(1.0f, -1.0f, 1.0f); - } - } - - /* 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])); - glRotatef(theta, 0.0f, 0.0f, 1.0f); - - glColor3ub(50, 50, 255); /* blue, Z axis limit */ - glBegin(GL_LINE_STRIP); - 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 = fac * (pchan->limitmax[2] - pchan->limitmin[2]); - - i = (a == -16) ? 0 : 1; - corner[i][0] = sinf(phi); - corner[i][1] = cosf(phi); - corner[i][2] = 0.0f; - glVertex3fv(corner[i]); - } - glEnd(); - - glRotatef(-theta, 0.0f, 0.0f, 1.0f); - } - - 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])); - glRotatef(theta, 1.0f, 0.0f, 0.0f); - - glColor3ub(255, 50, 50); /* Red, X axis limit */ - glBegin(GL_LINE_STRIP); - 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)M_PI_2 + fac * (pchan->limitmax[0] - pchan->limitmin[0]); - - i = (a == -16) ? 2 : 3; - corner[i][0] = 0.0f; - corner[i][1] = sinf(phi); - corner[i][2] = cosf(phi); - glVertex3fv(corner[i]); - } - glEnd(); - - glRotatef(-theta, 1.0f, 0.0f, 0.0f); - } - - /* out of cone, out of bone */ - glPopMatrix(); - } - } - } - } - } - } -} - -static void bone_matrix_translate_y(float mat[4][4], float y) -{ - float trans[3]; - - copy_v3_v3(trans, mat[1]); - mul_v3_fl(trans, y); - add_v3_v3(mat[3], trans); -} - -/* assumes object is Armature with pose */ -static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, - const short dt, const unsigned char ob_wire_col[4], - const bool do_const_color, const bool is_outline) -{ - RegionView3D *rv3d = ar->regiondata; - Object *ob = base->object; - bArmature *arm = ob->data; - bPoseChannel *pchan; - Bone *bone; - float smat[4][4], imat[4][4], bmat[4][4]; - int index = -1; - const enum { - DASH_RELATIONSHIP_LINES = 1, - DASH_HELP_LINES = 2, - } do_dashed = ( - (is_outline ? 0 : DASH_RELATIONSHIP_LINES) | - ((v3d->flag & V3D_HIDE_HELPLINES) ? 0 : DASH_HELP_LINES)); - bool draw_wire = false; - int flag; - bool is_cull_enabled; - - /* being set below */ - arm->layer_used = 0; - - /* precalc inverse matrix for drawing screen aligned */ - 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])); - invert_m4_m4(imat, smat); - - /* and draw blended distances */ - if (arm->flag & ARM_POSEMODE) { - glEnable(GL_BLEND); - - if (v3d->zbuf) glDisable(GL_DEPTH_TEST); - - 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_SELECTED)) { - if (bone->layer & arm->layer) - draw_sphere_bone_dist(smat, imat, pchan, NULL); - } - } - } - } - - if (v3d->zbuf) glEnable(GL_DEPTH_TEST); - glDisable(GL_BLEND); - } - } - - /* little speedup, also make sure transparent only draws once */ - glCullFace(GL_BACK); - if (v3d->flag2 & V3D_BACKFACE_CULLING) { - glEnable(GL_CULL_FACE); - is_cull_enabled = true; - } - else { - is_cull_enabled = false; - } - - /* 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; - - 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->layer & arm->layer) { - const bool use_custom = (pchan->custom) && !(arm->flag & ARM_NO_CUSTOM); - glPushMatrix(); - - if (use_custom && pchan->custom_tx) { - glMultMatrixf(pchan->custom_tx->pose_mat); - } - else { - 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_CONNECTED; - } - - /* set temporary flag for drawing bone as active, but only if selected */ - if (bone == arm->act_bone) - flag |= BONE_DRAW_ACTIVE; - - if (do_const_color) { - /* keep color */ - } - else { - /* set color-set to use */ - set_pchan_colorset(ob, pchan); - } - - /* may be 2x width from custom bone's outline option */ - glLineWidth(1.0f); - - if (use_custom) { - /* if drawwire, don't try to draw in solid */ - if (pchan->bone->flag & BONE_DRAWWIRE) { - draw_wire = true; - } - else { - if (is_cull_enabled && (v3d->flag2 & V3D_BACKFACE_CULLING) == 0) { - is_cull_enabled = false; - glDisable(GL_CULL_FACE); - } - - draw_custom_bone(scene, v3d, rv3d, pchan->custom, - OB_SOLID, arm->flag, flag, index, PCHAN_CUSTOM_DRAW_SIZE(pchan)); - } - } - else { - if (is_cull_enabled == false) { - is_cull_enabled = true; - glEnable(GL_CULL_FACE); - } - - if (arm->drawtype == ARM_LINE) { - /* nothing in solid */ - } - else if (arm->drawtype == ARM_WIRE) { - /* nothing in solid */ - } - else if (arm->drawtype == ARM_ENVELOPE) { - draw_sphere_bone(OB_SOLID, arm->flag, flag, 0, index, pchan, NULL); - } - else if (arm->drawtype == ARM_B_BONE) { - draw_b_bone(OB_SOLID, arm->flag, flag, 0, index, pchan, NULL); - } - else { - draw_bone(OB_SOLID, arm->flag, flag, 0, index, bone->length); - } - } - - glPopMatrix(); - } - } - - 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 GPU_select_load_id yet, - * stick bones and/or wire custom-shapes are drawn in next loop - */ - if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) == 0 && (draw_wire == false) && index != -1) { - /* object tag, for bordersel optim */ - GPU_select_load_id(index & 0xFFFF); - index = -1; - } - } - - /* custom bone may draw outline double-width */ - if (arm->flag & ARM_POSEMODE) { - glLineWidth(1.0f); - } - - /* draw custom bone shapes as wireframes */ - if (!(arm->flag & ARM_NO_CUSTOM) && - (draw_wire || (dt <= OB_WIRE)) ) - { - if (arm->flag & ARM_POSEMODE) - 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; - - /* 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->layer & arm->layer) { - if (pchan->custom) { - if ((dt < OB_SOLID) || (bone->flag & BONE_DRAWWIRE)) { - glPushMatrix(); - - if (pchan->custom_tx) { - glMultMatrixf(pchan->custom_tx->pose_mat); - } - else { - glMultMatrixf(pchan->pose_mat); - } - - /* prepare colors */ - if (do_const_color) { - /* 13 October 2009, Disabled this to make ghosting show the right colors (Aligorith) */ - } - else if (arm->flag & ARM_POSEMODE) - set_pchan_colorset(ob, pchan); - else { - glColor3ubv(ob_wire_col); - } - - /* catch exception for bone with hidden parent */ - 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 */ - if (bone == arm->act_bone) - flag |= BONE_DRAW_ACTIVE; - - draw_custom_bone(scene, v3d, rv3d, pchan->custom, - OB_WIRE, arm->flag, flag, index, PCHAN_CUSTOM_DRAW_SIZE(pchan)); - - glPopMatrix(); - } - } - } - } - - if (index != -1) - 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 && index != -1) { - /* object tag, for bordersel optim */ - GPU_select_load_id(index & 0xFFFF); - index = -1; - } - } - - /* wire draw over solid only in posemode */ - if ((dt <= OB_WIRE) || (arm->flag & ARM_POSEMODE) || ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) { - /* draw line check first. we do selection indices */ - if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) { - if (arm->flag & ARM_POSEMODE) - index = base->selcol; - } - /* if solid && posemode, we draw again with polygonoffset */ - else if ((dt > OB_WIRE) && (arm->flag & ARM_POSEMODE)) { - ED_view3d_polygon_offset(rv3d, 1.0); - } - else { - /* and we use selection indices if not done yet */ - if (arm->flag & ARM_POSEMODE) - index = base->selcol; - } - - if (is_cull_enabled == false) { - is_cull_enabled = true; - glEnable(GL_CULL_FACE); - } - - 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->layer & arm->layer) { - const short constflag = pchan->constflag; - if ((do_dashed & DASH_RELATIONSHIP_LINES) && (pchan->parent)) { - /* Draw a line from our root to the parent's tip - * - only if V3D_HIDE_HELPLINES is enabled... - */ - if ((do_dashed & DASH_HELP_LINES) && ((bone->flag & BONE_CONNECTED) == 0)) { - if (arm->flag & ARM_POSEMODE) { - GPU_select_load_id(index & 0xFFFF); /* object tag, for bordersel optim */ - UI_ThemeColor(TH_WIRE); - } - setlinestyle(3); - glBegin(GL_LINES); - glVertex3fv(pchan->pose_head); - glVertex3fv(pchan->parent->pose_tail); - glEnd(); - setlinestyle(0); - } - - /* Draw a line to IK root bone - * - 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! */ - - GPU_select_load_id(index & 0xFFFF); - pchan_draw_IK_root_lines(pchan, !(do_dashed & DASH_HELP_LINES)); - } - } - else if (constflag & PCHAN_HAS_SPLINEIK) { - if (bone->flag & BONE_SELECTED) { - glColor3ub(150, 200, 50); /* add theme! */ - - GPU_select_load_id(index & 0xFFFF); - pchan_draw_IK_root_lines(pchan, !(do_dashed & DASH_HELP_LINES)); - } - } - } - } - - glPushMatrix(); - if (arm->drawtype != ARM_ENVELOPE) - 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_CONNECTED; - - /* set temporary flag for drawing bone as active, but only if selected */ - if (bone == arm->act_bone) - flag |= BONE_DRAW_ACTIVE; - - /* extra draw service for pose mode */ - - /* set color-set to use */ - if (do_const_color) { - /* keep color */ - } - else { - set_pchan_colorset(ob, pchan); - } - - if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM)) { - /* custom bone shapes should not be drawn here! */ - } - 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) - draw_line_bone(arm->flag, flag, constflag, index, pchan, NULL); - else if (arm->drawtype == ARM_WIRE) - draw_wire_bone(dt, arm->flag, flag, constflag, index, pchan, NULL); - else if (arm->drawtype == ARM_B_BONE) - draw_b_bone(OB_WIRE, arm->flag, flag, constflag, index, pchan, NULL); - else - draw_bone(OB_WIRE, arm->flag, flag, constflag, index, bone->length); - - glPopMatrix(); - } - } - - /* pose bones count in higher 2 bytes only */ - if (index != -1) - index += 0x10000; - } - /* restore things */ - if (!ELEM(arm->drawtype, ARM_WIRE, ARM_LINE) && (dt > OB_WIRE) && (arm->flag & ARM_POSEMODE)) - ED_view3d_polygon_offset(rv3d, 0.0); - } - - /* restore */ - if (is_cull_enabled) { - glDisable(GL_CULL_FACE); - } - - /* draw DoFs */ - if (arm->flag & ARM_POSEMODE) { - if (((base->flag & OB_FROMDUPLI) == 0) && ((v3d->flag & V3D_HIDE_HELPLINES) == 0)) { - draw_pose_dofs(ob); - } - } - - /* finally names and axes */ - if ((arm->flag & (ARM_DRAWNAMES | ARM_DRAWAXES)) && - (is_outline == 0) && - ((base->flag & OB_FROMDUPLI) == 0)) - { - /* patch for several 3d cards (IBM mostly) that crash on GL_SELECT with text drawing */ - if ((G.f & G_PICKSEL) == 0) { - float vec[3]; - - unsigned char col[4]; - if (do_const_color) { - /* so we can draw bone names in current const color */ - float tcol[4]; - glGetFloatv(GL_CURRENT_COLOR, tcol); - rgb_float_to_uchar(col, tcol); - col[3] = 255; - } - else { - col[0] = ob_wire_col[0]; - col[1] = ob_wire_col[1]; - col[2] = ob_wire_col[2]; - 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) { - if (pchan->bone->layer & arm->layer) { - 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 */ - if (arm->flag & ARM_DRAWNAMES) { - mid_v3_v3v3(vec, pchan->pose_head, pchan->pose_tail); - view3d_cached_text_draw_add(vec, pchan->name, strlen(pchan->name), 10, 0, col); - } - - /* Draw additional axes on the bone tail */ - if ((arm->flag & ARM_DRAWAXES) && (arm->flag & ARM_POSEMODE)) { - glPushMatrix(); - copy_m4_m4(bmat, pchan->pose_mat); - bone_matrix_translate_y(bmat, pchan->bone->length); - glMultMatrixf(bmat); - - glColor3ubv(col); - - float viewmat_pchan[4][4]; - mul_m4_m4m4(viewmat_pchan, rv3d->viewmatob, bmat); - drawaxes(viewmat_pchan, pchan->bone->length * 0.25f, OB_ARROWS); - - glPopMatrix(); - } - } - } - } - - if (v3d->zbuf) glEnable(GL_DEPTH_TEST); - } - } - - if (index != -1) { - GPU_select_load_id(-1); - } -} - -/* in editmode, we don't store the bone matrix... */ -static void get_matrix_editbone(EditBone *ebone, float bmat[4][4]) -{ - ebone->length = len_v3v3(ebone->tail, ebone->head); - ED_armature_ebone_to_mat4(ebone, bmat); -} - -static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt) -{ - RegionView3D *rv3d = ar->regiondata; - EditBone *eBone; - 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; - - ED_view3d_check_mats_rv3d(rv3d); - - /* envelope (deform distance) */ - 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])); - invert_m4_m4(imat, smat); - - /* and draw blended distances */ - glEnable(GL_BLEND); - - if (v3d->zbuf) glDisable(GL_DEPTH_TEST); - - 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)) - draw_sphere_bone_dist(smat, imat, NULL, eBone); - } - } - } - - if (v3d->zbuf) glEnable(GL_DEPTH_TEST); - glDisable(GL_BLEND); - } - - /* 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++) { - if (eBone->layer & arm->layer) { - 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; - if ((eBone->parent) && !EBONE_VISIBLE(arm, eBone->parent)) { - flag &= ~BONE_CONNECTED; - } - - /* set temporary flag for drawing bone as active, but only if selected */ - if (eBone == arm->act_edbone) - flag |= BONE_DRAW_ACTIVE; - - if (arm->drawtype == ARM_ENVELOPE) - draw_sphere_bone(OB_SOLID, arm->flag, flag, 0, index, NULL, eBone); - else if (arm->drawtype == ARM_B_BONE) - draw_b_bone(OB_SOLID, arm->flag, flag, 0, index, NULL, eBone); - else if (arm->drawtype == ARM_WIRE) - draw_wire_bone(OB_SOLID, arm->flag, flag, 0, index, NULL, eBone); - else { - draw_bone(OB_SOLID, arm->flag, flag, 0, index, eBone->length); - } - - glPopMatrix(); - } - } - } - } - - /* if wire over solid, set offset */ - index = -1; - GPU_select_load_id(-1); - if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) { - if (G.f & G_PICKSEL) - index = 0; - } - else if (dt > OB_WIRE) - ED_view3d_polygon_offset(rv3d, 1.0); - else if (arm->flag & ARM_EDITMODE) - index = 0; /* do selection codes */ - - 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) { - - /* catch exception for bone with hidden parent */ - flag = eBone->flag; - if ((eBone->parent) && !EBONE_VISIBLE(arm, eBone->parent)) { - flag &= ~BONE_CONNECTED; - } - - /* set temporary flag for drawing bone as active, but only if selected */ - if (eBone == arm->act_edbone) - flag |= BONE_DRAW_ACTIVE; - - if (arm->drawtype == ARM_ENVELOPE) { - if (dt < OB_SOLID) - draw_sphere_bone_wire(smat, imat, arm->flag, flag, 0, index, NULL, eBone); - } - else { - glPushMatrix(); - get_matrix_editbone(eBone, bmat); - glMultMatrixf(bmat); - - if (arm->drawtype == ARM_LINE) - draw_line_bone(arm->flag, flag, 0, index, NULL, eBone); - else if (arm->drawtype == ARM_WIRE) - draw_wire_bone(OB_WIRE, arm->flag, flag, 0, index, NULL, eBone); - else if (arm->drawtype == ARM_B_BONE) - draw_b_bone(OB_WIRE, arm->flag, flag, 0, index, NULL, eBone); - else - draw_bone(OB_WIRE, arm->flag, flag, 0, index, eBone->length); - - glPopMatrix(); - } - - /* offset to parent */ - if (eBone->parent) { - UI_ThemeColor(TH_WIRE_EDIT); - GPU_select_load_id(-1); /* -1 here is OK! */ - setlinestyle(3); - - glBegin(GL_LINES); - glVertex3fv(eBone->parent->tail); - glVertex3fv(eBone->head); - glEnd(); - - setlinestyle(0); - } - } - } - if (index != -1) index++; - } - - /* restore */ - if (index != -1) { - GPU_select_load_id(-1); - } - - if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) { - /* pass */ - } - else if (dt > OB_WIRE) { - ED_view3d_polygon_offset(rv3d, 0.0); - } - - /* finally names and axes */ - if (arm->flag & (ARM_DRAWNAMES | ARM_DRAWAXES)) { - /* patch for several 3d cards (IBM mostly) that crash on GL_SELECT with text drawing */ - if ((G.f & G_PICKSEL) == 0) { - float vec[3]; - unsigned char col[4]; - col[3] = 255; - - if (v3d->zbuf) glDisable(GL_DEPTH_TEST); - - for (eBone = arm->edbo->first; eBone; eBone = eBone->next) { - if (eBone->layer & arm->layer) { - if ((eBone->flag & BONE_HIDDEN_A) == 0) { - - UI_GetThemeColor3ubv((eBone->flag & BONE_SELECTED) ? TH_TEXT_HI : TH_TEXT, col); - - /* Draw name */ - if (arm->flag & ARM_DRAWNAMES) { - mid_v3_v3v3(vec, eBone->head, eBone->tail); - view3d_cached_text_draw_add(vec, eBone->name, strlen(eBone->name), 10, 0, col); - } - /* Draw additional axes */ - if (arm->flag & ARM_DRAWAXES) { - glPushMatrix(); - get_matrix_editbone(eBone, bmat); - bone_matrix_translate_y(bmat, eBone->length); - glMultMatrixf(bmat); - - glColor3ubv(col); - - float viewmat_ebone[4][4]; - mul_m4_m4m4(viewmat_ebone, rv3d->viewmatob, bmat); - drawaxes(viewmat_ebone, eBone->length * 0.25f, OB_ARROWS); - - glPopMatrix(); - } - - } - } - } - - if (v3d->zbuf) glEnable(GL_DEPTH_TEST); - } - } -} - -/* ****************************** Armature Visualization ******************************** */ - -/* ---------- Paths --------- */ - -/* draw bone paths - * - in view space - */ -static void draw_pose_paths(Scene *scene, View3D *v3d, ARegion *ar, Object *ob) -{ - 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) { - if ((pchan->bone->layer & arm->layer) && (pchan->mpath)) - draw_motion_path_instance(scene, ob, pchan, avs, pchan->mpath); - } - - /* cleanup after drawing */ - draw_motion_paths_cleanup(v3d); -} - - -/* ---------- Ghosts --------- */ - -/* helper function for ghost drawing - sets/removes flags for temporarily - * hiding unselected bones while drawing ghosts - */ -static void ghost_poses_tag_unselected(Object *ob, short unset) -{ - 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) - return; - - /* loop over all pchans, adding/removing tags as appropriate */ - 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 */ - pchan->bone->flag &= ~BONE_HIDDEN_PG; - } - else { - /* set tags on unselected pchans only */ - if ((pchan->bone->flag & BONE_SELECTED) == 0) - pchan->bone->flag |= BONE_HIDDEN_PG; - } - } - } -} - -/* draw ghosts that occur within a frame range - * 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; - bPose *posen, *poseo; - float start, end, stepsize, range, colfac; - int cfrao, flago; - - start = (float)arm->ghostsf; - end = (float)arm->ghostef; - if (end <= start) - return; - - /* prevent infinite loops if this is set to 0 - T49527 */ - if (arm->ghostsize < 1) - arm->ghostsize = 1; - - 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); - - /* copy the pose */ - poseo = ob->pose; - BKE_pose_copy_data(&posen, ob->pose, 1); - ob->pose = posen; - BKE_pose_rebuild(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) { - colfac = (end - (float)CFRA) / range; - UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(colfac))); - - BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL); - BKE_pose_where_is(scene, ob); - draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false); - } - glDisable(GL_BLEND); - if (v3d->zbuf) glEnable(GL_DEPTH_TEST); - - /* before disposing of temp pose, use it to restore object to a sane state */ - BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)cfrao, ADT_RECALC_ALL); - - /* clean up temporary pose */ - ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */ - BKE_pose_free(posen); - - /* restore */ - CFRA = cfrao; - ob->pose = poseo; - arm->flag = flago; - ob->mode |= OB_MODE_POSE; -} - -/* draw ghosts on keyframes in action within range - * - object should be in posemode - */ -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; - bPose *posen, *poseo; - DLRBT_Tree keys; - ActKeyColumn *ak, *akn; - float start, end, range, colfac, i; - int cfrao, flago; - - start = (float)arm->ghostsf; - end = (float)arm->ghostef; - if (end <= start) - return; - - /* get keyframes - then clip to only within range */ - BLI_dlrbTree_init(&keys); - action_to_keylist(adt, act, &keys, NULL); - BLI_dlrbTree_linkedlist_sync(&keys); - - range = 0; - for (ak = keys.first; ak; ak = akn) { - akn = ak->next; - - if ((ak->cfra < start) || (ak->cfra > end)) - BLI_freelinkN((ListBase *)&keys, ak); - else - range++; - } - if (range == 0) return; - - /* store values */ - ob->mode &= ~OB_MODE_POSE; - cfrao = CFRA; - flago = arm->flag; - arm->flag &= ~(ARM_DRAWNAMES | ARM_DRAWAXES); - - /* copy the pose */ - poseo = ob->pose; - BKE_pose_copy_data(&posen, ob->pose, 1); - ob->pose = posen; - BKE_pose_rebuild(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)(120.0f * sqrtf(colfac))); - - CFRA = (int)ak->cfra; - - BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL); - BKE_pose_where_is(scene, ob); - draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false); - } - glDisable(GL_BLEND); - if (v3d->zbuf) glEnable(GL_DEPTH_TEST); - - /* before disposing of temp pose, use it to restore object to a sane state */ - BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)cfrao, ADT_RECALC_ALL); - - /* clean up temporary pose */ - ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */ - BLI_dlrbTree_free(&keys); - BKE_pose_free(posen); - - /* restore */ - CFRA = cfrao; - ob->pose = poseo; - arm->flag = flago; - ob->mode |= OB_MODE_POSE; -} - -/* draw ghosts around current frame - * - 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; - bPose *posen, *poseo; - float cur, start, end, stepsize, range, colfac, actframe, ctime; - int cfrao, flago; - - /* pre conditions, get an action with sufficient frames */ - if (ELEM(NULL, adt, adt->action)) - return; - - calc_action_range(adt->action, &start, &end, 0); - if (start == end) - return; - - /* prevent infinite loops if this is set to 0 - T49527 */ - if (arm->ghostsize < 1) - arm->ghostsize = 1; - - 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); - - /* copy the pose */ - poseo = ob->pose; - BKE_pose_copy_data(&posen, ob->pose, 1); - ob->pose = posen; - BKE_pose_rebuild(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)(120.0f * sqrtf(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 (CFRA != cfrao) { - BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL); - BKE_pose_where_is(scene, ob); - draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false); - } - } - - ctime = cur + (float)fmod((float)cfrao, stepsize) - stepsize + 1.0f; /* ensures consistent stepping */ - colfac = ctime / range; - UI_ThemeColorShadeAlpha(TH_WIRE, 0, -128 - (int)(120.0f * sqrtf(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 (CFRA != cfrao) { - BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)CFRA, ADT_RECALC_ALL); - BKE_pose_where_is(scene, ob); - draw_pose_bones(scene, v3d, ar, base, OB_WIRE, NULL, true, false); - } - } - } - glDisable(GL_BLEND); - if (v3d->zbuf) glEnable(GL_DEPTH_TEST); - - /* before disposing of temp pose, use it to restore object to a sane state */ - BKE_animsys_evaluate_animdata(scene, &ob->id, adt, (float)cfrao, ADT_RECALC_ALL); - - /* clean up temporary pose */ - ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */ - BKE_pose_free(posen); - - /* restore */ - CFRA = cfrao; - ob->pose = poseo; - arm->flag = flago; - ob->mode |= OB_MODE_POSE; -} - -/* ********************************** Armature Drawing - Main ************************* */ - -/* called from drawobject.c, return true if nothing was drawn - * (ob_wire_col == NULL) when drawing ghost */ -bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, - const short dt, const short dflag, const unsigned char ob_wire_col[4], - const bool is_outline) -{ - Object *ob = base->object; - bArmature *arm = ob->data; - bool retval = false; - - if (v3d->flag2 & V3D_RENDER_OVERRIDE) - return true; - - /* needed for 'draw_line_bone' which draws pixel. */ - if (arm->drawtype == ARM_LINE) { - glPixelStorei(GL_UNPACK_ALIGNMENT, 1); - } - - if (dt > OB_WIRE) { - /* we use color for solid lighting */ - if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE)) { - const float diffuse[3] = {0.64f, 0.64f, 0.64f}; - const float specular[3] = {0.5f, 0.5f, 0.5f}; - GPU_basic_shader_colors(diffuse, specular, 35, 1.0f); - } - else { - const float diffuse[3] = {1.0f, 1.0f, 1.0f}; - const float specular[3] = {1.0f, 1.0f, 1.0f}; - GPU_basic_shader_colors(diffuse, specular, 35, 1.0f); - glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW); /* only for lighting... */ - } - } - - /* arm->flag is being used to detect mode... */ - /* editmode? */ - if (arm->edbo) { - arm->flag |= ARM_EDITMODE; - draw_ebones(v3d, ar, ob, dt); - arm->flag &= ~ARM_EDITMODE; - } - else { - /* Draw Pose */ - if (ob->pose && ob->pose->chanbase.first) { - /* We can't safely draw non-updated pose, might contain NULL bone pointers... */ - if (ob->pose->flag & POSE_RECALC) { - BKE_pose_rebuild(ob, arm); - } - - /* 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 (OBACT && (OBACT->mode & OB_MODE_WEIGHT_PAINT)) { - if (ob == modifiers_isDeformedByArmature(OBACT)) - arm->flag |= ARM_POSEMODE; - } - else -#endif - if (ob->mode & OB_MODE_POSE) { - arm->flag |= ARM_POSEMODE; - } - } - else if (ob->mode & OB_MODE_POSE) { - if (arm->ghosttype == ARM_GHOST_RANGE) { - draw_ghost_poses_range(scene, v3d, ar, base); - } - else if (arm->ghosttype == ARM_GHOST_KEYS) { - draw_ghost_poses_keys(scene, v3d, ar, base); - } - else if (arm->ghosttype == ARM_GHOST_CUR) { - if (arm->ghostep) - draw_ghost_poses(scene, v3d, ar, base); - } - if ((dflag & DRAW_SCENESET) == 0) { - if (ob == OBACT) - arm->flag |= ARM_POSEMODE; - else if (OBACT && (OBACT->mode & OB_MODE_WEIGHT_PAINT)) { - if (ob == modifiers_isDeformedByArmature(OBACT)) - arm->flag |= ARM_POSEMODE; - } - draw_pose_paths(scene, v3d, ar, ob); - } - } - } - draw_pose_bones(scene, v3d, ar, base, dt, ob_wire_col, (dflag & DRAW_CONSTCOLOR), is_outline); - arm->flag &= ~ARM_POSEMODE; - - if (ob->mode & OB_MODE_POSE) - UI_ThemeColor(TH_WIRE); /* restore, for extra draw stuff */ - } - else { - retval = true; - } - } - /* restore */ - glFrontFace(GL_CCW); - - if (arm->drawtype == ARM_LINE) { - glPixelStorei(GL_UNPACK_ALIGNMENT, 4); - } - - return retval; -} |