diff options
Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r-- | source/blender/editors/space_view3d/drawarmature.c | 47 |
1 files changed, 29 insertions, 18 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c index 2d77ab20808..599e113ba97 100644 --- a/source/blender/editors/space_view3d/drawarmature.c +++ b/source/blender/editors/space_view3d/drawarmature.c @@ -526,7 +526,8 @@ static void draw_bone_solid_octahedral(void) 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); + 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 @@ -738,7 +739,9 @@ static void draw_sphere_bone_dist(float smat[][4], float imat[][4], bPoseChannel /* smat, imat = mat & imat to draw screenaligned */ -static void draw_sphere_bone_wire(float smat[][4], float imat[][4], int armflag, int boneflag, short constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone) +static void draw_sphere_bone_wire(float smat[][4], float imat[][4], + int armflag, int boneflag, short constflag, unsigned int id, + bPoseChannel *pchan, EditBone *ebone) { float head, tail /*, length*/; float *headvec, *tailvec, dirvec[3]; @@ -843,7 +846,8 @@ static void draw_sphere_bone_wire(float smat[][4], float imat[][4], int armflag, } /* does wire only for outline selecting */ -static void draw_sphere_bone(int dt, int armflag, int boneflag, short constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone) +static void draw_sphere_bone(int dt, int armflag, int boneflag, short constflag, unsigned int id, + bPoseChannel *pchan, EditBone *ebone) { GLUquadricObj *qobj; float head, tail, length; @@ -973,7 +977,8 @@ 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) +static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned int id, + bPoseChannel *pchan, EditBone *ebone) { float length; @@ -1107,7 +1112,8 @@ static void draw_b_bone_boxes(int dt, bPoseChannel *pchan, float xwidth, float l } } -static void draw_b_bone(int dt, int armflag, int boneflag, short constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone) +static void draw_b_bone(int dt, int armflag, int boneflag, short constflag, unsigned int id, + bPoseChannel *pchan, EditBone *ebone) { float xwidth, length, zwidth; @@ -1220,7 +1226,8 @@ static void draw_wire_bone_segments(bPoseChannel *pchan, Mat4 *bbones, float len } } -static void draw_wire_bone(int dt, int armflag, int boneflag, short constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone) +static void draw_wire_bone(int dt, int armflag, int boneflag, short constflag, unsigned int id, + bPoseChannel *pchan, EditBone *ebone) { Mat4 *bbones = NULL; int segments = 0; @@ -1340,7 +1347,8 @@ static void draw_bone(int dt, int armflag, int boneflag, short constflag, unsign } } -static void draw_custom_bone(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, int dt, int armflag, int boneflag, unsigned int id, float length) +static void draw_custom_bone(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, + int dt, int armflag, int boneflag, unsigned int id, float length) { if(ob==NULL) return; @@ -1573,7 +1581,8 @@ static void draw_pose_dofs(Object *ob) glColor3ub(50, 50, 255); // blue, Z axis limit glBegin(GL_LINE_STRIP); for (a=-16; a<=16; a++) { - float fac= ((float)a)/16.0f * 0.5f; /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */ + /* *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]); @@ -1596,7 +1605,8 @@ static void draw_pose_dofs(Object *ob) glColor3ub(255, 50, 50); // Red, X axis limit glBegin(GL_LINE_STRIP); for (a=-16; a<=16; a++) { - float fac= ((float)a)/16.0f * 0.5f; /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */ + /* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */ + float fac= ((float)a)/16.0f * 0.5f; phi= (float)(0.5*M_PI) + fac * (pchan->limitmax[0] - pchan->limitmin[0]); i= (a == -16) ? 2 : 3; @@ -1630,7 +1640,8 @@ static void bone_matrix_translate_y(float mat[][4], float y) } /* assumes object is Armature with pose */ -static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, const short is_ghost, const short is_outline) +static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, + const short is_ghost, const short is_outline) { RegionView3D *rv3d= ar->regiondata; Object *ob= base->object; @@ -1730,10 +1741,13 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, if (use_custom) { /* if drawwire, don't try to draw in solid */ - if (pchan->bone->flag & BONE_DRAWWIRE) + if (pchan->bone->flag & BONE_DRAWWIRE) { draw_wire= 1; - else - draw_custom_bone(scene, v3d, rv3d, pchan->custom, OB_SOLID, arm->flag, flag, index, bone->length); + } + else { + draw_custom_bone(scene, v3d, rv3d, pchan->custom, + OB_SOLID, arm->flag, flag, index, bone->length); + } } else if (arm->drawtype==ARM_LINE) ; /* nothing in solid */ @@ -1817,7 +1831,8 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, if (bone == arm->act_bone) flag |= BONE_DRAW_ACTIVE; - draw_custom_bone(scene, v3d, rv3d, pchan->custom, OB_WIRE, arm->flag, flag, index, bone->length); + draw_custom_bone(scene, v3d, rv3d, pchan->custom, + OB_WIRE, arm->flag, flag, index, bone->length); glPopMatrix(); } @@ -2580,7 +2595,3 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, in return retval; } - -/* *************** END Armature drawing ******************* */ - - |