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Diffstat (limited to 'source/blender/editors/space_view3d/drawarmature.c')
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c702
1 files changed, 351 insertions, 351 deletions
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index 9a2dfd82609..bbda002eb8d 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -93,13 +93,13 @@ static void set_pchan_colorset(Object *ob, bPoseChannel *pchan)
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),
@@ -111,9 +111,9 @@ static void set_pchan_colorset(Object *ob, bPoseChannel *pchan)
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.
+ * color set (based on the theme colors for 3d-view) is used.
*/
if (color_index > 0) {
bTheme *btheme = UI_GetTheme();
@@ -132,14 +132,14 @@ static void set_pchan_colorset(Object *ob, bPoseChannel *pchan)
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;
@@ -153,7 +153,7 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
{
if (bcolor) {
unsigned char cp[3];
-
+
if (boneflag & BONE_DRAW_ACTIVE) {
copy_v3_v3_char((char *)cp, bcolor->active);
if (!(boneflag & BONE_SELECTED)) {
@@ -168,7 +168,7 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
copy_v3_v3_char((char *)cp, bcolor->solid);
cp_shade_color3ub(cp, -50);
}
-
+
glColor3ubv(cp);
}
else {
@@ -185,7 +185,7 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
UI_ThemeColor(TH_WIRE);
}
}
-
+
return true;
}
case PCHAN_COLOR_SOLID:
@@ -195,7 +195,7 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
}
else
UI_ThemeColor(TH_BONE_SOLID);
-
+
return true;
}
case PCHAN_COLOR_CONSTS:
@@ -205,7 +205,7 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
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;
@@ -232,7 +232,7 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
else if (boneflag & BONE_SELECTED) UI_ThemeColor(TH_BONE_POSE);
else UI_ThemeColor(TH_BONE_SOLID);
}
-
+
return true;
}
case PCHAN_COLOR_SPHEREBONE_END:
@@ -252,7 +252,7 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
copy_v3_v3_char((char *)cp, bcolor->solid);
cp_shade_color3ub(cp, -30);
}
-
+
glColor3ubv(cp);
}
else {
@@ -280,11 +280,11 @@ static bool set_pchan_glColor(short colCode, int boneflag, short constflag)
else
UI_ThemeColorShade(TH_BACK, -30);
}
-
+
return true;
}
}
-
+
return false;
}
@@ -322,7 +322,7 @@ 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) {
@@ -331,26 +331,26 @@ static void drawsolidcube_size(float xsize, float ysize, float zsize)
glBegin(GL_QUADS);
n[0] = -1.0;
- glNormal3fv(n);
+ glNormal3fv(n);
glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]);
n[0] = 0;
n[1] = -1.0;
- glNormal3fv(n);
+ glNormal3fv(n);
glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[1]);
n[1] = 0;
n[0] = 1.0;
- glNormal3fv(n);
+ glNormal3fv(n);
glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glVertex3fv(cube[5]);
n[0] = 0;
n[1] = 1.0;
- glNormal3fv(n);
+ glNormal3fv(n);
glVertex3fv(cube[7]); glVertex3fv(cube[3]); glVertex3fv(cube[2]); glVertex3fv(cube[6]);
n[1] = 0;
n[2] = 1.0;
- glNormal3fv(n);
+ glNormal3fv(n);
glVertex3fv(cube[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[2]);
n[2] = -1.0;
- glNormal3fv(n);
+ glNormal3fv(n);
glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]);
glEnd();
@@ -363,56 +363,56 @@ static void drawsolidcube_size(float xsize, float ysize, float zsize)
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);
+ 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);
-
+
+ gluDeleteQuadric(qobj);
+
glPopMatrix();
glEndList();
}
@@ -423,19 +423,19 @@ static void draw_bonevert(void)
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);
-
+ gluDeleteQuadric(qobj);
+
glEndList();
}
@@ -481,7 +481,7 @@ static const float bone_octahedral_solid_normals[8][3] = {
static void draw_bone_octahedral(void)
{
static GLuint displist = 0;
-
+
if (displist == 0) {
displist = glGenLists(1);
glNewList(displist, GL_COMPILE);
@@ -500,12 +500,12 @@ static void draw_bone_octahedral(void)
GL_UNSIGNED_INT,
bone_octahedral_wire_square);
glDisableClientState(GL_VERTEX_ARRAY);
-
+
glEndList();
}
glCallList(displist);
-}
+}
static void draw_bone_solid_octahedral(void)
{
@@ -543,7 +543,7 @@ static void draw_bone_solid_octahedral(void)
}
glCallList(displist);
-}
+}
/* *************** Armature drawing, bones ******************* */
@@ -554,7 +554,7 @@ static void draw_bone_points(const short dt, int armflag, unsigned int boneflag,
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);
@@ -562,22 +562,22 @@ static void draw_bone_points(const short dt, int armflag, unsigned int boneflag,
}
}
else {
- if (armflag & ARM_POSEMODE)
+ if (armflag & ARM_POSEMODE)
set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, 0);
else
UI_ThemeColor(TH_BONE_SOLID);
}
-
- if (dt > OB_WIRE)
+
+ if (dt > OB_WIRE)
draw_bonevert_solid();
- else
+ 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);
@@ -585,19 +585,19 @@ static void draw_bone_points(const short dt, int armflag, unsigned int boneflag,
}
}
else {
- if (armflag & ARM_POSEMODE)
+ 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)
+ if (dt > OB_WIRE)
draw_bonevert_solid();
- else
+ else
draw_bonevert();
glTranslatef(0.0f, -1.0f, 0.0f);
-
+
}
/* 16 values of sin function (still same result!) */
@@ -632,7 +632,7 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann
{
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 */
@@ -659,9 +659,9 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann
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);
@@ -689,16 +689,16 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann
/* 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];
@@ -706,13 +706,13 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann
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];
@@ -720,14 +720,14 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann
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];
@@ -739,7 +739,7 @@ static void draw_sphere_bone_dist(float smat[4][4], float imat[4][4], bPoseChann
glVertex3fv(vec1);
//glColor4ub(255, 255, 255, 0);
glVertex3fv(vec2);
-
+
glEnd();
}
}
@@ -752,12 +752,12 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
{
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))
@@ -777,7 +777,7 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
headvec = pchan->pose_head;
tailvec = pchan->pose_tail;
}
-
+
/* sphere root color */
if (armflag & ARM_EDITMODE) {
if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
@@ -785,55 +785,55 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
}
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);
@@ -847,7 +847,7 @@ static void draw_sphere_bone_wire(float smat[4][4], float imat[4][4],
sub_v3_v3v3(vec, tailvec, norvect);
glVertex3fv(vec);
-
+
glEnd();
}
}
@@ -859,7 +859,7 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
GLUquadricObj *qobj;
float head, tail, length;
float fac1, fac2;
-
+
glPushMatrix();
qobj = gluNewQuadric();
@@ -880,20 +880,20 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
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);
+
+ gluQuadricDrawStyle(qobj, GLU_FILL);
}
else {
- gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
+ gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
}
-
+
/* sphere root color */
if (armflag & ARM_EDITMODE) {
if (boneflag & BONE_ROOTSEL) UI_ThemeColor(TH_VERTEX_SELECT);
@@ -903,14 +903,14 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
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);
@@ -919,11 +919,11 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
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);
@@ -933,28 +933,28 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
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);
}
@@ -963,14 +963,14 @@ static void draw_sphere_bone(const short dt, int armflag, int boneflag, short co
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);
+ gluDeleteQuadric(qobj);
}
static GLubyte bm_dot6[] = {0x0, 0x18, 0x3C, 0x7E, 0x7E, 0x3C, 0x18, 0x0};
@@ -987,15 +987,15 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
BLI_assert(glaGetOneInt(GL_UNPACK_ALIGNMENT) == 1);
float length;
-
- if (pchan)
+
+ if (pchan)
length = pchan->bone->length;
- else
+ else
length = ebone->length;
-
+
glPushMatrix();
glScalef(length, length, length);
-
+
/* this chunk not in object mode */
if (armflag & (ARM_EDITMODE | ARM_POSEMODE)) {
glLineWidth(4.0f);
@@ -1010,7 +1010,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
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) {
@@ -1024,15 +1024,15 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
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... */
@@ -1045,17 +1045,17 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
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) {
@@ -1068,7 +1068,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
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);
@@ -1077,7 +1077,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
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... */
@@ -1088,11 +1088,11 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
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
+/* 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...
@@ -1103,12 +1103,12 @@ static void ebone_spline_preview(EditBone *ebone, Mat4 result_array[MAX_BBONE_SU
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)
@@ -1119,12 +1119,12 @@ static void ebone_spline_preview(EditBone *ebone, Mat4 result_array[MAX_BBONE_SU
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;
@@ -1140,26 +1140,26 @@ static void ebone_spline_preview(EditBone *ebone, Mat4 result_array[MAX_BBONE_SU
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);
}
@@ -1169,24 +1169,24 @@ static void ebone_spline_preview(EditBone *ebone, Mat4 result_array[MAX_BBONE_SU
static void draw_b_bone_boxes(const short dt, bPoseChannel *pchan, EditBone *ebone, float xwidth, float length, float zwidth)
{
int segments = 0;
-
- if (pchan)
+
+ 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);
@@ -1207,7 +1207,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
bPoseChannel *pchan, EditBone *ebone)
{
float xwidth, length, zwidth;
-
+
if (pchan) {
xwidth = pchan->bone->xwidth;
length = pchan->bone->length;
@@ -1218,7 +1218,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
length = ebone->length;
zwidth = ebone->zwidth;
}
-
+
/* draw points only if... */
if (armflag & ARM_EDITMODE) {
/* move to unitspace */
@@ -1233,32 +1233,32 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
if (armflag & ARM_POSEMODE) {
if (dt <= OB_WIRE)
set_pchan_glColor(PCHAN_COLOR_NORMAL, boneflag, constflag);
- else
+ else
set_pchan_glColor(PCHAN_COLOR_SOLID, boneflag, constflag);
}
else if (armflag & ARM_EDITMODE) {
if (dt == OB_WIRE) {
set_ebone_glColor(boneflag);
}
- else
+ 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);
}
@@ -1269,17 +1269,17 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
/* 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);
}
}
@@ -1290,27 +1290,27 @@ static void draw_wire_bone_segments(bPoseChannel *pchan, Mat4 *bbones, float len
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();
}
}
@@ -1322,19 +1322,19 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
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
+ else
length = ebone->length;
-
+
/* draw points only if... */
if (armflag & ARM_EDITMODE) {
/* move to unitspace */
@@ -1344,19 +1344,19 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
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);
@@ -1364,17 +1364,17 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
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 */
@@ -1382,23 +1382,23 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag
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
+ 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 */
@@ -1410,12 +1410,12 @@ static void draw_bone(const short dt, int armflag, int boneflag, short constflag
/* 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);
}
@@ -1441,18 +1441,18 @@ static void draw_custom_bone(Scene *scene, View3D *v3d, RegionView3D *rv3d, Obje
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);
}
@@ -1461,32 +1461,32 @@ 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++;
@@ -1497,22 +1497,22 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
}
if (parchan)
glVertex3fv(parchan->pose_head);
-
+
glEnd();
setlinestyle(0);
break;
}
- case CONSTRAINT_TYPE_SPLINEIK:
+ 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++;
@@ -1568,11 +1568,11 @@ static void draw_dof_ellipse(float ax, float az)
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);
@@ -1588,7 +1588,7 @@ static void draw_dof_ellipse(float ax, float az)
bgl_sphere_project(ax * px, az * pz);
bgl_sphere_project(ax * px, az * z);
}
-
+
px = x;
}
pz = z;
@@ -1611,10 +1611,10 @@ 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) {
@@ -1623,35 +1623,35 @@ static void draw_pose_dofs(Object *ob)
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]);
@@ -1664,21 +1664,21 @@ static void draw_pose_dofs(Object *ob)
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);
@@ -1686,22 +1686,22 @@ static void draw_pose_dofs(Object *ob)
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);
@@ -1709,12 +1709,12 @@ static void draw_pose_dofs(Object *ob)
glVertex3fv(corner[i]);
}
glEnd();
-
+
glRotatef(-theta, 1.0f, 0.0f, 0.0f);
}
-
+
/* out of cone, out of bone */
- glPopMatrix();
+ glPopMatrix();
}
}
}
@@ -1753,27 +1753,27 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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]
+ /* 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) &&
@@ -1786,12 +1786,12 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
}
}
-
+
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) {
@@ -1804,13 +1804,13 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
/* if solid we draw that first, with selection codes, but without names, axes etc */
if (dt > OB_WIRE) {
- if (arm->flag & ARM_POSEMODE)
+ 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))
@@ -1818,24 +1818,24 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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 */
}
@@ -1888,13 +1888,13 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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
+ * 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 */
@@ -1902,7 +1902,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
index = -1;
}
}
-
+
/* custom bone may draw outline double-width */
if (arm->flag & ARM_POSEMODE) {
glLineWidth(1.0f);
@@ -1914,11 +1914,11 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
{
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) )
@@ -1927,14 +1927,14 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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) */
@@ -1944,26 +1944,26 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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)
+
+ 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 */
@@ -1978,7 +1978,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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)
+ if (arm->flag & ARM_POSEMODE)
index = base->selcol;
}
/* if solid && posemode, we draw again with polygonoffset */
@@ -1987,7 +1987,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
else {
/* and we use selection indices if not done yet */
- if (arm->flag & ARM_POSEMODE)
+ if (arm->flag & ARM_POSEMODE)
index = base->selcol;
}
@@ -1999,7 +1999,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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))
@@ -2007,7 +2007,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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
+ /* 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)) {
@@ -2022,8 +2022,8 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
glEnd();
setlinestyle(0);
}
-
- /* Draw a line to IK root bone
+
+ /* Draw a line to IK root bone
* - only if temporary chain (i.e. "autoik")
*/
if (arm->flag & ARM_POSEMODE) {
@@ -2039,27 +2039,27 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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 */
@@ -2069,7 +2069,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
else {
set_pchan_colorset(ob, pchan);
}
-
+
if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM)) {
/* custom bone shapes should not be drawn here! */
}
@@ -2085,25 +2085,25 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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)
+ 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)) {
@@ -2134,9 +2134,9 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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) {
@@ -2147,32 +2147,32 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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);
}
}
@@ -2197,7 +2197,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
float smat[4][4], imat[4][4], bmat[4][4];
unsigned int index;
int flag;
-
+
/* being set in code below */
arm->layer_used = 0;
@@ -2209,10 +2209,10 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
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) {
@@ -2223,11 +2223,11 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
}
}
}
-
+
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++) {
@@ -2236,17 +2236,17 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
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)
@@ -2256,13 +2256,13 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
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);
@@ -2270,26 +2270,26 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
if (G.f & G_PICKSEL)
index = 0;
}
- else if (dt > OB_WIRE)
+ else if (dt > OB_WIRE)
ED_view3d_polygon_offset(rv3d, 1.0);
- else if (arm->flag & ARM_EDITMODE)
+ 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);
@@ -2298,8 +2298,8 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
glPushMatrix();
get_matrix_editbone(eBone, bmat);
glMultMatrixf(bmat);
-
- if (arm->drawtype == ARM_LINE)
+
+ 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);
@@ -2307,28 +2307,28 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
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);
@@ -2340,7 +2340,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
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 */
@@ -2348,9 +2348,9 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
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) {
@@ -2374,14 +2374,14 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
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);
}
}
@@ -2399,16 +2399,16 @@ 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);
}
@@ -2416,7 +2416,7 @@ static void draw_pose_paths(Scene *scene, View3D *v3d, ARegion *ar, Object *ob)
/* ---------- Ghosts --------- */
-/* helper function for ghost drawing - sets/removes flags for temporarily
+/* 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)
@@ -2424,11 +2424,11 @@ 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)) {
@@ -2445,7 +2445,7 @@ static void ghost_poses_tag_unselected(Object *ob, short unset)
}
}
-/* draw ghosts that occur within a frame range
+/* 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)
@@ -2456,54 +2456,54 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base
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;
@@ -2511,7 +2511,7 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base
ob->mode |= OB_MODE_POSE;
}
-/* draw ghosts on keyframes in action within range
+/* 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)
@@ -2525,28 +2525,28 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *
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;
@@ -2559,32 +2559,32 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *
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;
@@ -2603,7 +2603,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
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;
@@ -2611,56 +2611,56 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
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);
@@ -2670,14 +2670,14 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
}
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;
@@ -2719,7 +2719,7 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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) {
@@ -2773,8 +2773,8 @@ bool draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
}
draw_pose_bones(scene, v3d, ar, base, dt, ob_wire_col, (dflag & DRAW_CONSTCOLOR), is_outline);
- arm->flag &= ~ARM_POSEMODE;
-
+ arm->flag &= ~ARM_POSEMODE;
+
if (ob->mode & OB_MODE_POSE)
UI_ThemeColor(TH_WIRE); /* restore, for extra draw stuff */
}