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Diffstat (limited to 'source/blender/editors/space_view3d/drawobject.c')
-rw-r--r--source/blender/editors/space_view3d/drawobject.c1460
1 files changed, 753 insertions, 707 deletions
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index 1ef2226941e..497296748c6 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -184,20 +184,20 @@ static void draw_empty_cone(float size);
static int check_ob_drawface_dot(Scene *sce, View3D *vd, char dt)
{
- if((sce->toolsettings->selectmode & SCE_SELECT_FACE) == 0)
+ if ((sce->toolsettings->selectmode & SCE_SELECT_FACE) == 0)
return 0;
- if(G.f & G_BACKBUFSEL)
+ if (G.f & G_BACKBUFSEL)
return 0;
- if((vd->flag & V3D_ZBUF_SELECT) == 0)
+ if ((vd->flag & V3D_ZBUF_SELECT) == 0)
return 1;
/* if its drawing textures with zbuf sel, then dont draw dots */
- if(dt==OB_TEXTURE && vd->drawtype==OB_TEXTURE)
+ if (dt==OB_TEXTURE && vd->drawtype==OB_TEXTURE)
return 0;
- if(vd->drawtype>=OB_SOLID && vd->flag2 & V3D_SOLID_TEX)
+ if (vd->drawtype>=OB_SOLID && vd->flag2 & V3D_SOLID_TEX)
return 0;
return 1;
@@ -214,8 +214,8 @@ static void view3d_project_short_clip(ARegion *ar, const float vec[3], short adr
adr[0]= IS_CLIPPED;
/* clipplanes in eye space */
- if(rv3d->rflag & RV3D_CLIPPING) {
- if(ED_view3d_test_clipping(rv3d, vec, local))
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ if (ED_view3d_test_clipping(rv3d, vec, local))
return;
}
@@ -225,14 +225,14 @@ static void view3d_project_short_clip(ARegion *ar, const float vec[3], short adr
mul_m4_v4(rv3d->persmatob, vec4);
/* clipplanes in window space */
- if( vec4[3] > (float)BL_NEAR_CLIP ) { /* is the NEAR clipping cutoff for picking */
+ if ( vec4[3] > (float)BL_NEAR_CLIP ) { /* is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
- if( fx>0 && fx<ar->winx) {
+ if ( fx>0 && fx<ar->winx) {
fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
- if(fy > 0.0f && fy < (float)ar->winy) {
+ if (fy > 0.0f && fy < (float)ar->winy) {
adr[0]= (short)floorf(fx);
adr[1]= (short)floorf(fy);
}
@@ -255,14 +255,14 @@ static void UNUSED_FUNCTION(view3d_project_short_noclip)(ARegion *ar, const floa
mul_m4_v4(rv3d->persmatob, vec4);
- if( vec4[3] > (float)BL_NEAR_CLIP ) { /* is the NEAR clipping cutoff for picking */
+ if ( vec4[3] > (float)BL_NEAR_CLIP ) { /* is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
- if( fx>-32700 && fx<32700) {
+ if ( fx>-32700 && fx<32700) {
fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
- if(fy > -32700.0f && fy < 32700.0f) {
+ if (fy > -32700.0f && fy < 32700.0f) {
adr[0]= (short)floorf(fx);
adr[1]= (short)floorf(fy);
}
@@ -279,8 +279,8 @@ static void view3d_project_short_clip_persmat(ARegion *ar, float *vec, short adr
adr[0]= IS_CLIPPED;
/* clipplanes in eye space */
- if(rv3d->rflag & RV3D_CLIPPING) {
- if(ED_view3d_test_clipping(rv3d, vec, local))
+ if (rv3d->rflag & RV3D_CLIPPING) {
+ if (ED_view3d_test_clipping(rv3d, vec, local))
return;
}
@@ -290,14 +290,14 @@ static void view3d_project_short_clip_persmat(ARegion *ar, float *vec, short adr
mul_m4_v4(rv3d->persmat, vec4);
/* clipplanes in window space */
- if( vec4[3] > (float)BL_NEAR_CLIP ) { /* is the NEAR clipping cutoff for picking */
+ if ( vec4[3] > (float)BL_NEAR_CLIP ) { /* is the NEAR clipping cutoff for picking */
fx= (ar->winx/2)*(1 + vec4[0]/vec4[3]);
- if( fx>0 && fx<ar->winx) {
+ if ( fx>0 && fx<ar->winx) {
fy= (ar->winy/2)*(1 + vec4[1]/vec4[3]);
- if(fy > 0.0f && fy < (float)ar->winy) {
+ if (fy > 0.0f && fy < (float)ar->winy) {
adr[0]= (short)floorf(fx);
adr[1]= (short)floorf(fy);
}
@@ -310,15 +310,15 @@ static void view3d_project_short_clip_persmat(ARegion *ar, float *vec, short adr
int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt)
{
- if(!GPU_glsl_support())
+ if (!GPU_glsl_support())
return 0;
- if(G.f & G_PICKSEL)
+ if (G.f & G_PICKSEL)
return 0;
- if(!CHECK_OB_DRAWTEXTURE(v3d, dt))
+ if (!CHECK_OB_DRAWTEXTURE(v3d, dt))
return 0;
- if(ob==OBACT && (ob && ob->mode & OB_MODE_WEIGHT_PAINT))
+ if (ob==OBACT && (ob && ob->mode & OB_MODE_WEIGHT_PAINT))
return 0;
- if(scene_use_new_shading_nodes(scene))
+ if (scene_use_new_shading_nodes(scene))
return 0;
return (scene->gm.matmode == GAME_MAT_GLSL) && (dt > OB_SOLID);
@@ -326,10 +326,10 @@ int draw_glsl_material(Scene *scene, Object *ob, View3D *v3d, int dt)
static int check_alpha_pass(Base *base)
{
- if(base->flag & OB_FROMDUPLI)
+ if (base->flag & OB_FROMDUPLI)
return 0;
- if(G.f & G_PICKSEL)
+ if (G.f & G_PICKSEL)
return 0;
return (base->object->dtx & OB_DRAWTRANSP);
@@ -561,7 +561,8 @@ void drawaxes(float size, char drawtype)
if (axis % 2 == 1) {
v2[0] = -v2[0];
v3[1] = -v3[1];
- } else {
+ }
+ else {
v2[1] = -v2[1];
v3[0] = -v3[0];
}
@@ -634,12 +635,12 @@ static void draw_empty_image(Object *ob)
float scale, ofs_x, ofs_y, sca_x, sca_y;
int ima_x, ima_y;
- if(ibuf && (ibuf->rect == NULL) && (ibuf->rect_float != NULL)) {
+ if (ibuf && (ibuf->rect == NULL) && (ibuf->rect_float != NULL)) {
IMB_rect_from_float(ibuf);
}
/* Get the buffer dimensions so we can fallback to fake ones */
- if(ibuf && ibuf->rect) {
+ if (ibuf && ibuf->rect) {
ima_x= ibuf->x;
ima_y= ibuf->y;
}
@@ -649,12 +650,12 @@ static void draw_empty_image(Object *ob)
}
/* Get the image aspect even if the buffer is invalid */
- if(ima) {
- if(ima->aspx > ima->aspy) {
+ if (ima) {
+ if (ima->aspx > ima->aspy) {
sca_x= 1.0f;
sca_y= ima->aspy / ima->aspx;
}
- else if(ima->aspx < ima->aspy) {
+ else if (ima->aspx < ima->aspy) {
sca_x= ima->aspx / ima->aspy;
sca_y= 1.0f;
}
@@ -684,7 +685,7 @@ static void draw_empty_image(Object *ob)
/* Set the object scale */
glScalef(scale * sca_x, scale * sca_y, 1.0f);
- if(ibuf && ibuf->rect) {
+ if (ibuf && ibuf->rect) {
/* Setup GL params */
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
@@ -750,10 +751,10 @@ static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, const float co[3],
/* using gldepthfunc guarantees that it does write z values,
* but not checks for it, so centers remain visible independt order of drawing */
- if(v3d->zbuf) glDepthFunc(GL_ALWAYS);
+ if (v3d->zbuf) glDepthFunc(GL_ALWAYS);
glEnable(GL_BLEND);
- if(special_color) {
+ if (special_color) {
if (selstate==ACTIVE || selstate==SELECT) glColor4ub(0x88, 0xFF, 0xFF, 155);
else glColor4ub(0x55, 0xCC, 0xCC, 155);
@@ -782,7 +783,7 @@ static void drawcentercircle(View3D *v3d, RegionView3D *rv3d, const float co[3],
glDisable(GL_BLEND);
- if(v3d->zbuf) glDepthFunc(GL_LEQUAL);
+ if (v3d->zbuf) glDepthFunc(GL_LEQUAL);
}
/* *********** text drawing for object/particles/armature ************* */
@@ -839,20 +840,20 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, floa
int a, tot= 0;
/* project first and test */
- for(vos= strings->first; vos; vos= vos->next) {
- if(mat && !(vos->flag & V3D_CACHE_TEXT_WORLDSPACE))
+ for (vos= strings->first; vos; vos= vos->next) {
+ if (mat && !(vos->flag & V3D_CACHE_TEXT_WORLDSPACE))
mul_m4_v3(mat, vos->vec);
- if(vos->flag&V3D_CACHE_TEXT_GLOBALSPACE)
+ if (vos->flag&V3D_CACHE_TEXT_GLOBALSPACE)
view3d_project_short_clip_persmat(ar, vos->vec, vos->sco, 0);
else
view3d_project_short_clip(ar, vos->vec, vos->sco, 0);
- if(vos->sco[0]!=IS_CLIPPED)
+ if (vos->sco[0]!=IS_CLIPPED)
tot++;
}
- if(tot) {
+ if (tot) {
int col_pack_prev= 0;
#if 0
@@ -860,11 +861,11 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, floa
double ux, uy, uz;
float depth;
- if(v3d->zbuf)
+ if (v3d->zbuf)
bgl_get_mats(&mats);
#endif
- if(rv3d->rflag & RV3D_CLIPPING)
- for(a=0; a<6; a++)
+ if (rv3d->rflag & RV3D_CLIPPING)
+ for (a=0; a<6; a++)
glDisable(GL_CLIP_PLANE0+a);
glMatrixMode(GL_PROJECTION);
@@ -873,27 +874,27 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, floa
glPushMatrix();
ED_region_pixelspace(ar);
- if(depth_write) {
- if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
+ if (depth_write) {
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
}
else glDepthMask(0);
- for(vos= strings->first; vos; vos= vos->next) {
+ for (vos= strings->first; vos; vos= vos->next) {
/* too slow, reading opengl info while drawing is very bad,
* better to see if we can use the zbuffer while in pixel space - campbell */
#if 0
- if(v3d->zbuf && (vos->flag & V3D_CACHE_TEXT_ZBUF)) {
+ if (v3d->zbuf && (vos->flag & V3D_CACHE_TEXT_ZBUF)) {
gluProject(vos->vec[0], vos->vec[1], vos->vec[2], mats.modelview, mats.projection, (GLint *)mats.viewport, &ux, &uy, &uz);
glReadPixels(ar->winrct.xmin+vos->mval[0]+vos->xoffs, ar->winrct.ymin+vos->mval[1], 1, 1, GL_DEPTH_COMPONENT, GL_FLOAT, &depth);
- if(uz > depth)
+ if (uz > depth)
continue;
}
#endif
- if(vos->sco[0]!=IS_CLIPPED) {
+ if (vos->sco[0]!=IS_CLIPPED) {
const char *str= (char *)(vos+1);
- if(col_pack_prev != vos->col.pack) {
+ if (col_pack_prev != vos->col.pack) {
glColor3ubv(vos->col.ub);
col_pack_prev= vos->col.pack;
}
@@ -908,8 +909,8 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, floa
}
}
- if(depth_write) {
- if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ if (depth_write) {
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
else glDepthMask(1);
@@ -918,12 +919,12 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, floa
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
- if(rv3d->rflag & RV3D_CLIPPING)
- for(a=0; a<6; a++)
+ if (rv3d->rflag & RV3D_CLIPPING)
+ for (a=0; a<6; a++)
glEnable(GL_CLIP_PLANE0+a);
}
- if(strings->first)
+ if (strings->first)
BLI_freelistN(strings);
CachedTextLevel--;
@@ -1049,7 +1050,7 @@ static void spotvolume(float lvec[3], float vvec[3], const float inp)
cross_v3_v3v3(plane,lvec,temp); /* a plane perpendicular to this, parrallel with lvec */
/* vectors are exactly aligned, use the X axis, this is arbitrary */
- if(normalize_v3(plane) == 0.0f)
+ if (normalize_v3(plane) == 0.0f)
plane[1]= 1.0f;
/* now we've got two equations: one of a cone and one of a plane, but we have
@@ -1109,7 +1110,7 @@ static void draw_spot_cone(Lamp *la, float x, float z)
glBegin(GL_TRIANGLE_FAN);
glVertex3f(0.0f, 0.0f, -x);
- if(la->mode & LA_SQUARE) {
+ if (la->mode & LA_SQUARE) {
glVertex3f(z, z, 0);
glVertex3f(-z, z, 0);
glVertex3f(-z, -z, 0);
@@ -1120,7 +1121,7 @@ static void draw_spot_cone(Lamp *la, float x, float z)
float angle;
int a;
- for(a=0; a<33; a++) {
+ for (a=0; a<33; a++) {
angle= a*M_PI*2/(33-1);
glVertex3f(z*cosf(angle), z*sinf(angle), 0);
}
@@ -1178,7 +1179,7 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
!(base->flag & OB_FROMDUPLI) &&
!is_view);
- if(drawcone && !v3d->transp) {
+ if (drawcone && !v3d->transp) {
/* in this case we need to draw delayed */
add_view3d_after(&v3d->afterdraw_transp, base, flag);
return;
@@ -1204,9 +1205,9 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
curcol[3]= 0.6;
glColor4fv(curcol);
- if(lampsize > 0.0f) {
+ if (lampsize > 0.0f) {
- if(ob->id.us>1) {
+ if (ob->id.us>1) {
if (ob==OBACT || (ob->flag & SELECT)) glColor4ub(0x88, 0xFF, 0xFF, 155);
else glColor4ub(0x77, 0xCC, 0xCC, 155);
}
@@ -1218,7 +1219,7 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
drawcircball(GL_POLYGON, vec, lampsize, imat);
/* restore */
- if(ob->id.us>1)
+ if (ob->id.us>1)
glColor4fv(curcol);
/* Outer circle */
@@ -1228,8 +1229,8 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
drawcircball(GL_LINE_LOOP, vec, circrad, imat);
/* draw dashed outer circle if shadow is on. remember some lamps can't have certain shadows! */
- if(la->type!=LA_HEMI) {
- if( (la->mode & LA_SHAD_RAY) ||
+ if (la->type!=LA_HEMI) {
+ if ( (la->mode & LA_SHAD_RAY) ||
((la->mode & LA_SHAD_BUF) && (la->type==LA_SPOT))
) {
drawcircball(GL_LINE_LOOP, vec, circrad + 3.0f*pixsize, imat);
@@ -1242,7 +1243,7 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
}
/* draw the pretty sun rays */
- if(la->type==LA_SUN) {
+ if (la->type==LA_SUN) {
float v1[3], v2[3], mat[3][3];
short axis;
@@ -1272,7 +1273,7 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
}
if (la->type==LA_LOCAL) {
- if(la->mode & LA_SPHERE) {
+ if (la->mode & LA_SPHERE) {
drawcircball(GL_LINE_LOOP, vec, la->dist, imat);
}
/* yafray: for photonlight also draw lightcone as for spot */
@@ -1281,7 +1282,7 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
glPopMatrix(); /* back in object space */
zero_v3(vec);
- if(is_view) {
+ if (is_view) {
/* skip drawing extra info */
}
else if ((la->type==LA_SPOT) || (la->type==LA_YF_PHOTON)) {
@@ -1312,7 +1313,7 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
/* draw the circle/square at the end of the cone */
glTranslatef(0.0, 0.0 , x);
- if(la->mode & LA_SQUARE) {
+ if (la->mode & LA_SQUARE) {
float tvec[3];
float z_abs= fabs(z);
@@ -1332,7 +1333,7 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
else circ(0.0, 0.0, fabsf(z));
/* draw the circle/square representing spotbl */
- if(la->type==LA_SPOT) {
+ if (la->type==LA_SPOT) {
float spotblcirc = fabs(z)*(1 - pow(la->spotblend, 2));
/* hide line if it is zero size or overlaps with outer border,
previously it adjusted to always to show it but that seems
@@ -1341,12 +1342,12 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
circ(0.0, 0.0, spotblcirc);
}
- if(drawcone)
+ if (drawcone)
draw_transp_spot_volume(la, x, z);
/* draw clip start, useful for wide cones where its not obvious where the start is */
glTranslatef(0.0, 0.0 , -x); /* reverse translation above */
- if(la->type==LA_SPOT && (la->mode & LA_SHAD_BUF) ) {
+ if (la->type==LA_SPOT && (la->mode & LA_SHAD_BUF) ) {
float lvec_clip[3];
float vvec_clip[3];
float clipsta_fac= la->clipsta / -x;
@@ -1370,7 +1371,7 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
glVertex3fv(vec);
glEnd();
- if(la->type==LA_HEMI) {
+ if (la->type==LA_HEMI) {
/* draw the hemisphere curves */
short axis, steps, dir;
float outdist, zdist, mul;
@@ -1390,7 +1391,8 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
/* make the arcs start at the edge of the energy circle */
if (steps == 0) v[0] = dir*circrad;
else v[0] = v[0] + dir*(steps*outdist);
- } else if (axis == 2 || axis == 3) { /* y axis up, y axis down */
+ }
+ else if (axis == 2 || axis == 3) { /* y axis up, y axis down */
/* make the arcs start at the edge of the energy circle */
if (steps == 0) v[1] = dir*circrad;
else v[1] = v[1] + dir*(steps*outdist);
@@ -1408,11 +1410,12 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
dir = -dir;
}
}
- } else if(la->type==LA_AREA) {
+ }
+ else if (la->type==LA_AREA) {
setlinestyle(3);
- if(la->area_shape==LA_AREA_SQUARE)
+ if (la->area_shape==LA_AREA_SQUARE)
fdrawbox(-la->area_size*0.5f, -la->area_size*0.5f, la->area_size*0.5f, la->area_size*0.5f);
- else if(la->area_shape==LA_AREA_RECT)
+ else if (la->area_shape==LA_AREA_RECT)
fdrawbox(-la->area_size*0.5f, -la->area_sizey*0.5f, la->area_size*0.5f, la->area_sizey*0.5f);
glBegin(GL_LINE_STRIP);
@@ -1427,7 +1430,7 @@ static void drawlamp(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
setlinestyle(0);
- if((la->type == LA_SPOT) && (la->mode & LA_SHAD_BUF) && (is_view == FALSE)) {
+ if ((la->type == LA_SPOT) && (la->mode & LA_SHAD_BUF) && (is_view == FALSE)) {
drawshadbuflimits(la, ob->obmat);
}
@@ -1534,7 +1537,7 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
glPushMatrix();
- if(tracking_object->flag & TRACKING_OBJECT_CAMERA) {
+ if (tracking_object->flag & TRACKING_OBJECT_CAMERA) {
/* current ogl matrix is translated in camera space, bundles should
be rendered in world space, so camera matrix should be "removed"
from current ogl matrix */
@@ -1555,35 +1558,37 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
for (track= tracksbase->first; track; track= track->next) {
int selected= TRACK_SELECTED(track);
- if((track->flag&TRACK_HAS_BUNDLE)==0)
+ if ((track->flag&TRACK_HAS_BUNDLE)==0)
continue;
- if(flag&DRAW_PICKING)
+ if (flag&DRAW_PICKING)
glLoadName(base->selcol + (tracknr<<16));
glPushMatrix();
glTranslatef(track->bundle_pos[0], track->bundle_pos[1], track->bundle_pos[2]);
glScalef(v3d->bundle_size/0.05f, v3d->bundle_size/0.05f, v3d->bundle_size/0.05f);
- if(v3d->drawtype==OB_WIRE) {
+ if (v3d->drawtype==OB_WIRE) {
glDisable(GL_LIGHTING);
- if(selected) {
- if(base==BASACT) UI_ThemeColor(TH_ACTIVE);
+ if (selected) {
+ if (base==BASACT) UI_ThemeColor(TH_ACTIVE);
else UI_ThemeColor(TH_SELECT);
- } else {
- if(track->flag&TRACK_CUSTOMCOLOR) glColor3fv(track->color);
+ }
+ else {
+ if (track->flag&TRACK_CUSTOMCOLOR) glColor3fv(track->color);
else UI_ThemeColor(TH_WIRE);
}
drawaxes(0.05f, v3d->bundle_drawtype);
glEnable(GL_LIGHTING);
- } else if(v3d->drawtype>OB_WIRE) {
- if(v3d->bundle_drawtype==OB_EMPTY_SPHERE) {
+ }
+ else if (v3d->drawtype>OB_WIRE) {
+ if (v3d->bundle_drawtype==OB_EMPTY_SPHERE) {
/* selection outline */
- if(selected) {
- if(base==BASACT) UI_ThemeColor(TH_ACTIVE);
+ if (selected) {
+ if (base==BASACT) UI_ThemeColor(TH_ACTIVE);
else UI_ThemeColor(TH_SELECT);
glLineWidth(2.f);
@@ -1597,18 +1602,20 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
glLineWidth(1.f);
}
- if(track->flag&TRACK_CUSTOMCOLOR) glColor3fv(track->color);
+ if (track->flag&TRACK_CUSTOMCOLOR) glColor3fv(track->color);
else UI_ThemeColor(TH_BUNDLE_SOLID);
draw_bundle_sphere();
- } else {
+ }
+ else {
glDisable(GL_LIGHTING);
- if(selected) {
- if(base==BASACT) UI_ThemeColor(TH_ACTIVE);
+ if (selected) {
+ if (base==BASACT) UI_ThemeColor(TH_ACTIVE);
else UI_ThemeColor(TH_SELECT);
- } else {
- if(track->flag&TRACK_CUSTOMCOLOR) glColor3fv(track->color);
+ }
+ else {
+ if (track->flag&TRACK_CUSTOMCOLOR) glColor3fv(track->color);
else UI_ThemeColor(TH_WIRE);
}
@@ -1620,11 +1627,11 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
glPopMatrix();
- if((flag & DRAW_PICKING)==0 && (v3d->flag2&V3D_SHOW_BUNDLENAME)) {
+ if ((flag & DRAW_PICKING)==0 && (v3d->flag2&V3D_SHOW_BUNDLENAME)) {
float pos[3];
unsigned char tcol[4];
- if(selected) memcpy(tcol, scol, sizeof(tcol));
+ if (selected) memcpy(tcol, scol, sizeof(tcol));
else memcpy(tcol, col, sizeof(tcol));
mul_v3_m4v3(pos, mat, track->bundle_pos);
@@ -1634,12 +1641,12 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
tracknr++;
}
- if((flag & DRAW_PICKING)==0) {
- if((v3d->flag2&V3D_SHOW_CAMERAPATH) && (tracking_object->flag&TRACKING_OBJECT_CAMERA)) {
+ if ((flag & DRAW_PICKING)==0) {
+ if ((v3d->flag2&V3D_SHOW_CAMERAPATH) && (tracking_object->flag&TRACKING_OBJECT_CAMERA)) {
MovieTrackingReconstruction *reconstruction;
reconstruction= BKE_tracking_object_reconstruction(tracking, tracking_object);
- if(reconstruction->camnr) {
+ if (reconstruction->camnr) {
MovieReconstructedCamera *camera= reconstruction->cameras;
int a= 0;
@@ -1648,7 +1655,7 @@ static void draw_viewport_object_reconstruction(Scene *scene, Base *base, View3D
glLineWidth(2.0f);
glBegin(GL_LINE_STRIP);
- for(a= 0; a<reconstruction->camnr; a++, camera++) {
+ for (a= 0; a<reconstruction->camnr; a++, camera++) {
glVertex3fv(camera->mat[3]);
}
glEnd();
@@ -1671,10 +1678,10 @@ static void draw_viewport_reconstruction(Scene *scene, Base *base, View3D *v3d,
float curcol[4];
int global_track_index= 1;
- if((v3d->flag2&V3D_SHOW_RECONSTRUCTION)==0)
+ if ((v3d->flag2&V3D_SHOW_RECONSTRUCTION)==0)
return;
- if(v3d->flag2&V3D_RENDER_OVERRIDE)
+ if (v3d->flag2&V3D_RENDER_OVERRIDE)
return;
glGetFloatv(GL_CURRENT_COLOR, curcol);
@@ -1685,7 +1692,7 @@ static void draw_viewport_reconstruction(Scene *scene, Base *base, View3D *v3d,
glShadeModel(GL_SMOOTH);
tracking_object= tracking->objects.first;
- while(tracking_object) {
+ while (tracking_object) {
draw_viewport_object_reconstruction(scene, base, v3d, clip, tracking_object,
flag, &global_track_index);
@@ -1699,7 +1706,7 @@ static void draw_viewport_reconstruction(Scene *scene, Base *base, View3D *v3d,
glColor4fv(curcol);
- if(flag&DRAW_PICKING)
+ if (flag&DRAW_PICKING)
glLoadName(base->selcol);
}
@@ -1717,11 +1724,11 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
MovieClip *clip= object_get_movieclip(scene, base->object, 0);
/* draw data for movie clip set as active for scene */
- if(clip)
+ if (clip)
draw_viewport_reconstruction(scene, base, v3d, clip, flag);
#ifdef VIEW3D_CAMERA_BORDER_HACK
- if(is_view && !(G.f & G_PICKSEL)) {
+ if (is_view && !(G.f & G_PICKSEL)) {
glGetFloatv(GL_CURRENT_COLOR, view3d_camera_border_hack_col);
view3d_camera_border_hack_test= TRUE;
return;
@@ -1748,7 +1755,7 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
glVertex3fv(vec[3]);
glEnd();
- if(is_view)
+ if (is_view)
return;
zero_v3(tvec);
@@ -1790,8 +1797,8 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
glEnd();
}
- if(flag==0) {
- if(cam->flag & (CAM_SHOWLIMITS+CAM_SHOWMIST)) {
+ if (flag==0) {
+ if (cam->flag & (CAM_SHOWLIMITS+CAM_SHOWMIST)) {
float nobmat[4][4];
World *wrld;
@@ -1803,15 +1810,15 @@ static void drawcamera(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base
glLoadMatrixf(rv3d->viewmat);
glMultMatrixf(nobmat);
- if(cam->flag & CAM_SHOWLIMITS) {
+ if (cam->flag & CAM_SHOWLIMITS) {
draw_limit_line(cam->clipsta, cam->clipend, 0x77FFFF);
/* qdn: was yafray only, now also enabled for Blender to be used with defocus composit node */
draw_focus_cross(object_camera_dof_distance(ob), cam->drawsize);
}
wrld= scene->world;
- if(cam->flag & CAM_SHOWMIST)
- if(wrld) draw_limit_line(wrld->miststa, wrld->miststa+wrld->mistdist, 0xFFFFFF);
+ if (cam->flag & CAM_SHOWMIST)
+ if (wrld) draw_limit_line(wrld->miststa, wrld->miststa+wrld->mistdist, 0xFFFFFF);
glPopMatrix();
}
@@ -1829,11 +1836,11 @@ static void drawspeaker(Scene *UNUSED(scene), View3D *UNUSED(v3d), RegionView3D
glEnable(GL_BLEND);
- for(j = 0; j < 3; j++) {
+ for (j = 0; j < 3; j++) {
vec[2] = 0.25f * j -0.125f;
glBegin(GL_LINE_LOOP);
- for(i = 0; i < 16; i++) {
+ for (i = 0; i < 16; i++) {
vec[0] = cosf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
vec[1] = sinf((float)M_PI * i / 8.0f) * (j == 0 ? 0.5f : 0.25f);
glVertex3fv(vec);
@@ -1841,12 +1848,12 @@ static void drawspeaker(Scene *UNUSED(scene), View3D *UNUSED(v3d), RegionView3D
glEnd();
}
- for(j = 0; j < 4; j++) {
+ for (j = 0; j < 4; j++) {
vec[0] = (((j + 1) % 2) * (j - 1)) * 0.5f;
vec[1] = ((j % 2) * (j - 2)) * 0.5f;
glBegin(GL_LINE_STRIP);
- for(i = 0; i < 3; i++) {
- if(i == 1) {
+ for (i = 0; i < 3; i++) {
+ if (i == 1) {
vec[0] *= 0.5f;
vec[1] *= 0.5f;
}
@@ -1870,15 +1877,15 @@ static void lattice_draw_verts(Lattice *lt, DispList *dl, short sel)
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
bglBegin(GL_POINTS);
- for(w=0; w<lt->pntsw; w++) {
+ for (w=0; w<lt->pntsw; w++) {
int wxt = (w==0 || w==lt->pntsw-1);
- for(v=0; v<lt->pntsv; v++) {
+ for (v=0; v<lt->pntsv; v++) {
int vxt = (v==0 || v==lt->pntsv-1);
- for(u=0; u<lt->pntsu; u++, bp++, co+=3) {
+ for (u=0; u<lt->pntsu; u++, bp++, co+=3) {
int uxt = (u==0 || u==lt->pntsu-1);
- if(!(lt->flag & LT_OUTSIDE) || uxt || vxt || wxt) {
- if(bp->hide==0) {
- if((bp->f1 & SELECT)==sel) {
+ if (!(lt->flag & LT_OUTSIDE) || uxt || vxt || wxt) {
+ if (bp->hide==0) {
+ if ((bp->f1 & SELECT)==sel) {
bglVertex3fv(dl?co:bp->vec);
}
}
@@ -1916,7 +1923,7 @@ static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, i
{
int index = ((w*lt->pntsv + v)*lt->pntsu) + u;
- if(use_wcol) {
+ if (use_wcol) {
float col[3];
MDeformWeight *mdw= defvert_find_index (lt->dvert+index, use_wcol-1);
@@ -1927,7 +1934,8 @@ static void drawlattice__point(Lattice *lt, DispList *dl, int u, int v, int w, i
if (dl) {
glVertex3fv(&dl->verts[index*3]);
- } else {
+ }
+ else {
glVertex3fv(lt->def[index].vec);
}
}
@@ -1941,38 +1949,38 @@ static void drawlattice(Scene *scene, View3D *v3d, Object *ob)
int use_wcol= 0, is_edit= (lt->editlatt != NULL);
/* now we default make displist, this will modifiers work for non animated case */
- if(ob->disp.first==NULL)
+ if (ob->disp.first==NULL)
lattice_calc_modifiers(scene, ob);
dl= find_displist(&ob->disp, DL_VERTS);
- if(is_edit) {
+ if (is_edit) {
lt= lt->editlatt->latt;
cpack(0x004000);
- if(ob->defbase.first && lt->dvert) {
+ if (ob->defbase.first && lt->dvert) {
use_wcol= ob->actdef;
glShadeModel(GL_SMOOTH);
}
}
glBegin(GL_LINES);
- for(w=0; w<lt->pntsw; w++) {
+ for (w=0; w<lt->pntsw; w++) {
int wxt = (w==0 || w==lt->pntsw-1);
- for(v=0; v<lt->pntsv; v++) {
+ for (v=0; v<lt->pntsv; v++) {
int vxt = (v==0 || v==lt->pntsv-1);
- for(u=0; u<lt->pntsu; u++) {
+ for (u=0; u<lt->pntsu; u++) {
int uxt = (u==0 || u==lt->pntsu-1);
- if(w && ((uxt || vxt) || !(lt->flag & LT_OUTSIDE))) {
+ if (w && ((uxt || vxt) || !(lt->flag & LT_OUTSIDE))) {
drawlattice__point(lt, dl, u, v, w-1, use_wcol);
drawlattice__point(lt, dl, u, v, w, use_wcol);
}
- if(v && ((uxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
+ if (v && ((uxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
drawlattice__point(lt, dl, u, v-1, w, use_wcol);
drawlattice__point(lt, dl, u, v, w, use_wcol);
}
- if(u && ((vxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
+ if (u && ((vxt || wxt) || !(lt->flag & LT_OUTSIDE))) {
drawlattice__point(lt, dl, u-1, v, w, use_wcol);
drawlattice__point(lt, dl, u, v, w, use_wcol);
}
@@ -1982,16 +1990,16 @@ static void drawlattice(Scene *scene, View3D *v3d, Object *ob)
glEnd();
/* restoration for weight colors */
- if(use_wcol)
+ if (use_wcol)
glShadeModel(GL_FLAT);
- if(is_edit) {
- if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
+ if (is_edit) {
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
lattice_draw_verts(lt, dl, 0);
lattice_draw_verts(lt, dl, 1);
- if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
}
@@ -2011,7 +2019,8 @@ static void mesh_foreachScreenVert__mapFunc(void *userData, int index, float *co
if (data->clipVerts != V3D_CLIP_TEST_OFF) {
view3d_project_short_clip(data->vc.ar, co, s, 1);
- } else {
+ }
+ else {
float co2[2];
mul_v3_m4v3(co2, data->vc.obedit->obmat, co);
project_short_noclip(data->vc.ar, co2, s);
@@ -2035,7 +2044,7 @@ void mesh_foreachScreenVert(
data.userData = userData;
data.clipVerts = clipVerts;
- if(clipVerts != V3D_CLIP_TEST_OFF)
+ if (clipVerts != V3D_CLIP_TEST_OFF)
ED_view3d_local_clipping(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
EDBM_init_index_arrays(vc->em, 1, 0, 0);
@@ -2050,11 +2059,11 @@ static void drawSelectedVertices__mapFunc(void *userData, int index, float *co,
{
MVert *mv = &((MVert *)userData)[index];
- if(!(mv->flag & ME_HIDE)) {
+ if (!(mv->flag & ME_HIDE)) {
const char sel= mv->flag & SELECT;
// TODO define selected color
- if(sel) {
+ if (sel) {
glColor3f(1.0f, 1.0f, 0.0f);
}
else {
@@ -2126,7 +2135,7 @@ void mesh_foreachScreenEdge(
data.userData = userData;
data.clipVerts = clipVerts;
- if(clipVerts != V3D_CLIP_TEST_OFF)
+ if (clipVerts != V3D_CLIP_TEST_OFF)
ED_view3d_local_clipping(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
EDBM_init_index_arrays(vc->em, 0, 1, 0);
@@ -2166,7 +2175,7 @@ void mesh_foreachScreenFace(
data.func = func;
data.userData = userData;
- //if(clipVerts)
+ //if (clipVerts)
ED_view3d_local_clipping(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
EDBM_init_index_arrays(vc->em, 0, 0, 1);
@@ -2190,17 +2199,18 @@ void nurbs_foreachScreenVert(
ED_view3d_local_clipping(vc->rv3d, vc->obedit->obmat); /* for local clipping lookups */
for (nu= nurbs->first; nu; nu=nu->next) {
- if(nu->type == CU_BEZIER) {
+ if (nu->type == CU_BEZIER) {
for (i=0; i<nu->pntsu; i++) {
BezTriple *bezt = &nu->bezt[i];
- if(bezt->hide==0) {
+ if (bezt->hide==0) {
- if(cu->drawflag & CU_HIDE_HANDLES) {
+ if (cu->drawflag & CU_HIDE_HANDLES) {
view3d_project_short_clip(vc->ar, bezt->vec[1], s, 1);
if (s[0] != IS_CLIPPED)
func(userData, nu, NULL, bezt, 1, s[0], s[1]);
- } else {
+ }
+ else {
view3d_project_short_clip(vc->ar, bezt->vec[0], s, 1);
if (s[0] != IS_CLIPPED)
func(userData, nu, NULL, bezt, 0, s[0], s[1]);
@@ -2218,7 +2228,7 @@ void nurbs_foreachScreenVert(
for (i=0; i<nu->pntsu*nu->pntsv; i++) {
BPoint *bp = &nu->bp[i];
- if(bp->hide==0) {
+ if (bp->hide==0) {
view3d_project_short_clip(vc->ar, bp->vec, s, 1);
if (s[0] != IS_CLIPPED)
func(userData, nu, bp, NULL, -1, s[0], s[1]);
@@ -2335,7 +2345,8 @@ static void draw_dm_verts__mapFunc(void *userData, int index, float *co, float *
UI_ThemeColor4(data->sel?TH_VERTEX_SELECT:TH_VERTEX);
glPointSize(size);
bglBegin(GL_POINTS);
- } else {
+ }
+ else {
bglVertex3fv(co);
}
}
@@ -2366,10 +2377,12 @@ static int draw_dm_edges_sel__setDrawOptions(void *userData, int index)
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
if (eed==data->eed_act) {
glColor4ubv(data->actCol);
- } else {
+ }
+ else {
if (BM_elem_flag_test(eed, BM_ELEM_SELECT)) {
col = data->selCol;
- } else {
+ }
+ else {
col = data->baseCol;
}
/* no alpha, this is used so a transparent color can disable drawing unselected edges in editmode */
@@ -2378,7 +2391,8 @@ static int draw_dm_edges_sel__setDrawOptions(void *userData, int index)
glColor4ubv(col);
}
return 1;
- } else {
+ }
+ else {
return 0;
}
}
@@ -2471,7 +2485,8 @@ static int draw_dm_faces_sel__setDrawOptions(void *userData, int index, int *UNU
if (efa == data->efa_act) {
glColor4ubv(data->cols[2]);
return 2; /* stipple */
- } else {
+ }
+ else {
col = data->cols[BM_elem_flag_test(efa, BM_ELEM_SELECT)?1:0];
if (col[3]==0) return 0;
glColor4ubv(col);
@@ -2490,22 +2505,22 @@ static int draw_dm_faces_sel__compareDrawOptions(void *userData, int index, int
unsigned char *col, *next_col;
- if(!data->orig_index)
+ if (!data->orig_index)
return 0;
efa= EDBM_get_face_for_index(data->em, data->orig_index[index]);
next_efa= EDBM_get_face_for_index(data->em, data->orig_index[next_index]);
- if(efa == next_efa)
+ if (efa == next_efa)
return 1;
- if(efa == data->efa_act || next_efa == data->efa_act)
+ if (efa == data->efa_act || next_efa == data->efa_act)
return 0;
col = data->cols[BM_elem_flag_test(efa, BM_ELEM_SELECT)?1:0];
next_col = data->cols[BM_elem_flag_test(next_efa, BM_ELEM_SELECT)?1:0];
- if(col[3]==0 || next_col[3]==0)
+ if (col[3]==0 || next_col[3]==0)
return 0;
return col == next_col;
@@ -2539,7 +2554,8 @@ static int draw_dm_creases__setDrawOptions(void *userData, int index)
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN) && *crease!=0.0f) {
UI_ThemeColorBlend(TH_WIRE, TH_EDGE_CREASE, *crease);
return 1;
- } else {
+ }
+ else {
return 0;
}
}
@@ -2562,7 +2578,8 @@ static int draw_dm_bweights__setDrawOptions(void *userData, int index)
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN) && *bweight!=0.0f) {
UI_ThemeColorBlend(TH_WIRE, TH_EDGE_SELECT, *bweight);
return 1;
- } else {
+ }
+ else {
return 0;
}
}
@@ -2612,7 +2629,7 @@ static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
ToolSettings *ts= scene->toolsettings;
int sel;
- if(v3d->zbuf) glDepthMask(0); // disable write in zbuffer, zbuf select
+ if (v3d->zbuf) glDepthMask(0); // disable write in zbuffer, zbuf select
for (sel=0; sel<2; sel++) {
unsigned char col[4], fcol[4];
@@ -2626,28 +2643,30 @@ static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
float fsize = UI_GetThemeValuef(TH_FACEDOT_SIZE);
if (pass==0) {
- if(v3d->zbuf && !(v3d->flag&V3D_ZBUF_SELECT)) {
+ if (v3d->zbuf && !(v3d->flag&V3D_ZBUF_SELECT)) {
glDisable(GL_DEPTH_TEST);
glEnable(GL_BLEND);
- } else {
+ }
+ else {
continue;
}
size = (size > 2.1f ? size/2.0f:size);
fsize = (fsize > 2.1f ? fsize/2.0f:fsize);
col[3] = fcol[3] = 100;
- } else {
+ }
+ else {
col[3] = fcol[3] = 255;
}
- if(ts->selectmode & SCE_SELECT_VERTEX) {
+ if (ts->selectmode & SCE_SELECT_VERTEX) {
glPointSize(size);
glColor4ubv(col);
draw_dm_verts(em, cageDM, sel, eve_act);
}
- if(check_ob_drawface_dot(scene, v3d, obedit->dt)) {
+ if (check_ob_drawface_dot(scene, v3d, obedit->dt)) {
glPointSize(fsize);
glColor4ubv(fcol);
draw_dm_face_centers(em, cageDM, sel);
@@ -2660,7 +2679,7 @@ static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
}
}
- if(v3d->zbuf) glDepthMask(1);
+ if (v3d->zbuf) glDepthMask(1);
glPointSize(1.0);
}
@@ -2690,23 +2709,26 @@ static void draw_em_fancy_edges(BMEditMesh *em, Scene *scene, View3D *v3d,
glDisable(GL_DEPTH_TEST);
selCol[3] = 85;
if (!sel_only) wireCol[3] = 85;
- } else {
+ }
+ else {
continue;
}
- } else {
+ }
+ else {
selCol[3] = 255;
if (!sel_only) wireCol[3] = 255;
}
- if(ts->selectmode == SCE_SELECT_FACE) {
+ if (ts->selectmode == SCE_SELECT_FACE) {
draw_dm_edges_sel(em, cageDM, wireCol, selCol, actCol, eed_act);
}
- else if( (me->drawflag & ME_DRAWEDGES) || (ts->selectmode & SCE_SELECT_EDGE) ) {
- if(cageDM->drawMappedEdgesInterp && (ts->selectmode & SCE_SELECT_VERTEX)) {
+ else if ( (me->drawflag & ME_DRAWEDGES) || (ts->selectmode & SCE_SELECT_EDGE) ) {
+ if (cageDM->drawMappedEdgesInterp && (ts->selectmode & SCE_SELECT_VERTEX)) {
glShadeModel(GL_SMOOTH);
draw_dm_edges_sel_interp(em, cageDM, wireCol, selCol);
glShadeModel(GL_FLAT);
- } else {
+ }
+ else {
draw_dm_edges_sel(em, cageDM, wireCol, selCol, actCol, eed_act);
}
}
@@ -2748,15 +2770,15 @@ static void draw_em_measure_stats(View3D *v3d, Object *ob, BMEditMesh *em, UnitS
else if (grid < 10.0f) conv_float= "%.3g";
else conv_float= "%.2g";
- if(me->drawflag & ME_DRAWEXTRA_EDGELEN) {
+ if (me->drawflag & ME_DRAWEXTRA_EDGELEN) {
BMEdge *eed;
UI_GetThemeColor3ubv(TH_DRAWEXTRA_EDGELEN, col);
eed = BM_iter_new(&iter, em->bm, BM_EDGES_OF_MESH, NULL);
- for(; eed; eed=BM_iter_step(&iter)) {
+ for (; eed; eed=BM_iter_step(&iter)) {
/* draw selected edges, or edges next to selected verts while draging */
- if(BM_elem_flag_test(eed, BM_ELEM_SELECT) ||
+ if (BM_elem_flag_test(eed, BM_ELEM_SELECT) ||
(do_moving && (BM_elem_flag_test(eed->v1, BM_ELEM_SELECT) || BM_elem_flag_test(eed->v2, BM_ELEM_SELECT) ))) {
copy_v3_v3(v1, eed->v1->co);
@@ -2764,12 +2786,12 @@ static void draw_em_measure_stats(View3D *v3d, Object *ob, BMEditMesh *em, UnitS
mid_v3_v3v3(vmid, v1, v2);
- if(do_global) {
+ if (do_global) {
mul_mat3_m4_v3(ob->obmat, v1);
mul_mat3_m4_v3(ob->obmat, v2);
}
- if(unit->system) {
+ if (unit->system) {
bUnit_AsString(numstr, sizeof(numstr), len_v3v3(v1, v2) * unit->scale_length, 3,
unit->system, B_UNIT_LENGTH, do_split, FALSE);
}
@@ -2782,7 +2804,7 @@ static void draw_em_measure_stats(View3D *v3d, Object *ob, BMEditMesh *em, UnitS
}
}
- if(me->drawflag & ME_DRAWEXTRA_FACEAREA) {
+ if (me->drawflag & ME_DRAWEXTRA_FACEAREA) {
/* would be nice to use BM_face_area_calc, but that is for 2d faces
so instead add up tessalation triangle areas */
BMFace *f;
@@ -2791,7 +2813,7 @@ static void draw_em_measure_stats(View3D *v3d, Object *ob, BMEditMesh *em, UnitS
#define DRAW_EM_MEASURE_STATS_FACEAREA() \
if (BM_elem_flag_test(f, BM_ELEM_SELECT)) { \
mul_v3_fl(vmid, 1.0/n); \
- if(unit->system) \
+ if (unit->system) \
bUnit_AsString(numstr, sizeof(numstr), area*unit->scale_length, \
3, unit->system, B_UNIT_LENGTH, do_split, FALSE); \
else \
@@ -2805,9 +2827,9 @@ static void draw_em_measure_stats(View3D *v3d, Object *ob, BMEditMesh *em, UnitS
area = 0.0;
zero_v3(vmid);
n = 0;
- for(i = 0; i < em->tottri; i++) {
+ for (i = 0; i < em->tottri; i++) {
BMLoop **l = em->looptris[i];
- if(f && l[0]->f != f) {
+ if (f && l[0]->f != f) {
DRAW_EM_MEASURE_STATS_FACEAREA();
zero_v3(vmid);
area = 0.0;
@@ -2818,7 +2840,7 @@ static void draw_em_measure_stats(View3D *v3d, Object *ob, BMEditMesh *em, UnitS
copy_v3_v3(v1, l[0]->v->co);
copy_v3_v3(v2, l[1]->v->co);
copy_v3_v3(v3, l[2]->v->co);
- if(do_global) {
+ if (do_global) {
mul_mat3_m4_v3(ob->obmat, v1);
mul_mat3_m4_v3(ob->obmat, v2);
mul_mat3_m4_v3(ob->obmat, v3);
@@ -2830,26 +2852,26 @@ static void draw_em_measure_stats(View3D *v3d, Object *ob, BMEditMesh *em, UnitS
n += 3;
}
- if(f){
+ if (f) {
DRAW_EM_MEASURE_STATS_FACEAREA();
}
#undef DRAW_EM_MEASURE_STATS_FACEAREA
}
- if(me->drawflag & ME_DRAWEXTRA_FACEANG) {
+ if (me->drawflag & ME_DRAWEXTRA_FACEANG) {
BMFace *efa;
UI_GetThemeColor3ubv(TH_DRAWEXTRA_FACEANG, col);
- for(efa = BM_iter_new(&iter, em->bm, BM_FACES_OF_MESH, NULL);
+ for (efa = BM_iter_new(&iter, em->bm, BM_FACES_OF_MESH, NULL);
efa; efa=BM_iter_step(&iter)) {
BMIter liter;
BMLoop *loop;
BM_face_center_bounds_calc(em->bm, efa, vmid);
- for(loop = BM_iter_new(&liter, em->bm, BM_LOOPS_OF_FACE, efa);
+ for (loop = BM_iter_new(&liter, em->bm, BM_LOOPS_OF_FACE, efa);
loop; loop = BM_iter_step(&liter)) {
float v1[3], v2[3], v3[3];
@@ -2858,7 +2880,7 @@ static void draw_em_measure_stats(View3D *v3d, Object *ob, BMEditMesh *em, UnitS
copy_v3_v3(v2, loop->v->co);
copy_v3_v3(v3, loop->next->v->co);
- if(do_global){
+ if (do_global) {
mul_mat3_m4_v3(ob->obmat, v1);
mul_mat3_m4_v3(ob->obmat, v2);
mul_mat3_m4_v3(ob->obmat, v3);
@@ -2962,18 +2984,20 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
/* face is handeled above */
/*if (ese->type == BM_FACE ) {
efa_act = (BMFace *)ese->data;
- } else */ if ( ese->htype == BM_EDGE ) {
+ }
+ else */ if ( ese->htype == BM_EDGE ) {
eed_act = (BMEdge *)ese->data;
- } else if ( ese->htype == BM_VERT ) {
+ }
+ else if ( ese->htype == BM_VERT ) {
eve_act = (BMVert *)ese->data;
}
}
EDBM_init_index_arrays(em, 1, 1, 1);
- if(dt>OB_WIRE) {
- if(CHECK_OB_DRAWTEXTURE(v3d, dt)) {
- if(draw_glsl_material(scene, ob, v3d, dt)) {
+ if (dt>OB_WIRE) {
+ if (CHECK_OB_DRAWTEXTURE(v3d, dt)) {
+ if (draw_glsl_material(scene, ob, v3d, dt)) {
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
finalDM->drawMappedFacesGLSL(finalDM, GPU_enable_material,
@@ -3013,7 +3037,7 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
}
}
- if(me->drawflag & ME_DRAWFACES) { /* transp faces */
+ if (me->drawflag & ME_DRAWFACES) { /* transp faces */
unsigned char col1[4], col2[4], col3[4];
UI_GetThemeColor4ubv(TH_FACE, col1);
@@ -3031,7 +3055,8 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
glDisable(GL_BLEND);
glDepthMask(1); // restore write in zbuffer
- } else if (efa_act) {
+ }
+ else if (efa_act) {
/* even if draw faces is off it would be nice to draw the stipple face
* Make all other faces zero alpha except for the active
* */
@@ -3050,14 +3075,15 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
}
/* here starts all fancy draw-extra over */
- if((me->drawflag & ME_DRAWEDGES)==0 && CHECK_OB_DRAWTEXTURE(v3d, dt)) {
+ if ((me->drawflag & ME_DRAWEDGES)==0 && CHECK_OB_DRAWTEXTURE(v3d, dt)) {
/* we are drawing textures and 'ME_DRAWEDGES' is disabled, dont draw any edges */
/* only draw selected edges otherwise there is no way of telling if a face is selected */
draw_em_fancy_edges(em, scene, v3d, me, cageDM, 1, eed_act);
- } else {
- if(me->drawflag & ME_DRAWSEAMS) {
+ }
+ else {
+ if (me->drawflag & ME_DRAWSEAMS) {
UI_ThemeColor(TH_EDGE_SEAM);
glLineWidth(2);
@@ -3067,7 +3093,7 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
glLineWidth(1);
}
- if(me->drawflag & ME_DRAWSHARP) {
+ if (me->drawflag & ME_DRAWSHARP) {
UI_ThemeColor(TH_EDGE_SHARP);
glLineWidth(2);
@@ -3077,23 +3103,23 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
glLineWidth(1);
}
- if(me->drawflag & ME_DRAWCREASES && CustomData_has_layer(&em->bm->edata, CD_CREASE)) {
+ if (me->drawflag & ME_DRAWCREASES && CustomData_has_layer(&em->bm->edata, CD_CREASE)) {
draw_dm_creases(em, cageDM);
}
- if(me->drawflag & ME_DRAWBWEIGHTS) {
+ if (me->drawflag & ME_DRAWBWEIGHTS) {
draw_dm_bweights(em, scene, cageDM);
}
draw_em_fancy_edges(em, scene, v3d, me, cageDM, 0, eed_act);
}
- if(em) {
+ if (em) {
draw_em_fancy_verts(scene, v3d, ob, em, cageDM, eve_act);
- if(me->drawflag & ME_DRAWNORMALS) {
+ if (me->drawflag & ME_DRAWNORMALS) {
UI_ThemeColor(TH_NORMAL);
draw_dm_face_normals(em, scene, cageDM);
}
- if(me->drawflag & ME_DRAW_VNORMALS) {
+ if (me->drawflag & ME_DRAW_VNORMALS) {
UI_ThemeColor(TH_VNORMAL);
draw_dm_vert_normals(em, scene, cageDM);
}
@@ -3110,7 +3136,7 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
}
}
- if(dt>OB_WIRE) {
+ if (dt>OB_WIRE) {
glDepthMask(1);
bglPolygonOffset(rv3d->dist, 0.0);
GPU_disable_material();
@@ -3124,13 +3150,13 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
static void draw_mesh_object_outline(View3D *v3d, Object *ob, DerivedMesh *dm)
{
- if(v3d->transp==0) { // not when we draw the transparent pass
+ if (v3d->transp==0) { // not when we draw the transparent pass
glLineWidth(UI_GetThemeValuef(TH_OUTLINE_WIDTH) * 2.0f);
glDepthMask(0);
/* if transparent, we cannot draw the edges for solid select... edges have no material info.
drawFacesSolid() doesn't draw the transparent faces */
- if(ob->dtx & OB_DRAWTRANSP) {
+ if (ob->dtx & OB_DRAWTRANSP) {
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
@@ -3163,12 +3189,12 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
const short is_obact= (ob == OBACT);
int draw_flags = (is_obact && paint_facesel_test(ob)) ? DRAW_FACE_SELECT : 0;
- if(!dm)
+ if (!dm)
return;
/* Check to draw dynamic paint colors (or weights from WeightVG modifiers).
* Note: Last "preview-active" modifier in stack will win! */
- if(DM_get_tessface_data_layer(dm, CD_WEIGHT_MCOL) && modifiers_isPreview(ob))
+ if (DM_get_tessface_data_layer(dm, CD_WEIGHT_MCOL) && modifiers_isPreview(ob))
draw_flags |= DRAW_MODIFIERS_PREVIEW;
/* Unwanted combination */
@@ -3186,16 +3212,16 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
/* vertexpaint, faceselect wants this, but it doesnt work for shaded? */
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
- if(dt==OB_BOUNDBOX) {
- if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
+ if (dt==OB_BOUNDBOX) {
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
draw_bounding_volume(scene, ob, ob->boundtype);
}
- else if(hasHaloMat || (totface==0 && totedge==0)) {
+ else if (hasHaloMat || (totface==0 && totedge==0)) {
glPointSize(1.5);
dm->drawVerts(dm);
glPointSize(1.0);
}
- else if(dt==OB_WIRE || totface==0) {
+ else if (dt==OB_WIRE || totface==0) {
draw_wire= OBDRAW_WIRE_ON; /* draw wire only, no depth buffer stuff */
}
else if ( (draw_flags & DRAW_FACE_SELECT || (is_obact && ob->mode & OB_MODE_TEXTURE_PAINT)) ||
@@ -3210,11 +3236,11 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
draw_mesh_object_outline(v3d, ob, dm);
}
- if(draw_glsl_material(scene, ob, v3d, dt) && !(draw_flags & DRAW_MODIFIERS_PREVIEW)) {
+ if (draw_glsl_material(scene, ob, v3d, dt) && !(draw_flags & DRAW_MODIFIERS_PREVIEW)) {
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
dm->drawFacesGLSL(dm, GPU_enable_material);
-// if(get_ob_property(ob, "Text"))
+// if (get_ob_property(ob, "Text"))
// XXX draw_mesh_text(ob, 1);
GPU_disable_material();
@@ -3224,18 +3250,18 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
draw_mesh_textured(scene, v3d, rv3d, ob, dm, draw_flags);
}
- if(!(draw_flags & DRAW_FACE_SELECT)) {
- if(base->flag & SELECT)
+ if (!(draw_flags & DRAW_FACE_SELECT)) {
+ if (base->flag & SELECT)
UI_ThemeColor(is_obact ? TH_ACTIVE : TH_SELECT);
else
UI_ThemeColor(TH_WIRE);
- if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
dm->drawLooseEdges(dm);
}
}
- else if(dt==OB_SOLID) {
- if(is_obact && ob->mode & OB_MODE_WEIGHT_PAINT) {
+ else if (dt==OB_SOLID) {
+ if (is_obact && ob->mode & OB_MODE_WEIGHT_PAINT) {
/* weight paint in solid mode, special case. focus on making the weights clear
* rather than the shading, this is also forced in wire view */
GPU_enable_material(0, NULL);
@@ -3316,13 +3342,13 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
glEnable(GL_LIGHTING);
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
- if(ob->sculpt && (p=paint_get_active(scene))) {
+ if (ob->sculpt && (p=paint_get_active(scene))) {
float planes[4][4];
float (*fpl)[4] = NULL;
int fast= (p->flags & PAINT_FAST_NAVIGATE) && (rv3d->rflag & RV3D_NAVIGATING);
- if(ob->sculpt->partial_redraw) {
- if(ar->do_draw & RGN_DRAW_PARTIAL) {
+ if (ob->sculpt->partial_redraw) {
+ if (ar->do_draw & RGN_DRAW_PARTIAL) {
sculpt_get_redraw_planes(planes, ar, rv3d, ob);
fpl = planes;
ob->sculpt->partial_redraw = 0;
@@ -3339,18 +3365,19 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
glFrontFace(GL_CCW);
glDisable(GL_LIGHTING);
- if(base->flag & SELECT) {
+ if (base->flag & SELECT) {
UI_ThemeColor(is_obact ? TH_ACTIVE : TH_SELECT);
- } else {
+ }
+ else {
UI_ThemeColor(TH_WIRE);
}
- if(!ob->sculpt && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
+ if (!ob->sculpt && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
dm->drawLooseEdges(dm);
}
}
- else if(dt==OB_PAINT) {
+ else if (dt==OB_PAINT) {
if (is_obact) {
- if(ob && ob->mode & OB_MODE_WEIGHT_PAINT) {
+ if (ob && ob->mode & OB_MODE_WEIGHT_PAINT) {
/* enforce default material settings */
GPU_enable_material(0, NULL);
@@ -3370,8 +3397,8 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
GPU_disable_material();
}
- else if(ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_TEXTURE_PAINT)) {
- if(me->mloopcol)
+ else if (ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_TEXTURE_PAINT)) {
+ if (me->mloopcol)
dm->drawMappedFaces(dm, wpaint__setSolidDrawOptions, GPU_enable_material, NULL, NULL, 1);
else {
glColor3f(1.0f, 1.0f, 1.0f);
@@ -3383,20 +3410,21 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
/* set default draw color back for wire or for draw-extra later on */
if (dt!=OB_WIRE) {
- if(base->flag & SELECT) {
+ if (base->flag & SELECT) {
if (is_obact && ob->flag & OB_FROMGROUP)
UI_ThemeColor(TH_GROUP_ACTIVE);
- else if(ob->flag & OB_FROMGROUP)
+ else if (ob->flag & OB_FROMGROUP)
UI_ThemeColorShade(TH_GROUP_ACTIVE, -16);
- else if(flag!=DRAW_CONSTCOLOR)
+ else if (flag!=DRAW_CONSTCOLOR)
UI_ThemeColor(is_obact ? TH_ACTIVE : TH_SELECT);
else
glColor3ub(80,80,80);
- } else {
+ }
+ else {
if (ob->flag & OB_FROMGROUP)
UI_ThemeColor(TH_GROUP);
else {
- if(ob->dtx & OB_DRAWWIRE && flag==DRAW_CONSTCOLOR)
+ if (ob->dtx & OB_DRAWWIRE && flag==DRAW_CONSTCOLOR)
glColor3ub(80,80,80);
else
UI_ThemeColor(TH_WIRE);
@@ -3408,7 +3436,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
/* When using wireframe object traw in particle edit mode
* the mesh gets in the way of seeing the particles, fade the wire color
* with the background. */
- if(is_obact && (ob->mode & OB_MODE_PARTICLE_EDIT)) {
+ if (is_obact && (ob->mode & OB_MODE_PARTICLE_EDIT)) {
float col_wire[4], col_bg[4], col[3];
UI_GetThemeColor3fv(TH_BACK, col_bg);
@@ -3431,7 +3459,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
}
- if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_SOLID)==0)
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_SOLID)==0)
dm->drawEdges(dm, (dt==OB_WIRE || totface==0), me->drawflag & ME_ALLEDGES);
if (dt!=OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
@@ -3440,7 +3468,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
}
}
- if(is_obact && paint_vertsel_test(ob)) {
+ if (is_obact && paint_vertsel_test(ob)) {
glColor3f(0.0f, 0.0f, 0.0f);
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
@@ -3464,7 +3492,7 @@ static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
/* If we are drawing shadows and any of the materials don't cast a shadow,
* then don't draw the object */
if (v3d->flag2 & V3D_RENDER_SHADOW) {
- for(i=0; i<ob->totcol; ++i) {
+ for (i=0; i<ob->totcol; ++i) {
Material *ma= give_current_material(ob, i);
if (ma && !(ma->mode & MA_SHADBUF)) {
return 1;
@@ -3472,13 +3500,13 @@ static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
}
}
- if(obedit && ob!=obedit && ob->data==obedit->data) {
- if(ob_get_key(ob) || ob_get_key(obedit));
- else if(ob->modifiers.first || obedit->modifiers.first);
+ if (obedit && ob!=obedit && ob->data==obedit->data) {
+ if (ob_get_key(ob) || ob_get_key(obedit));
+ else if (ob->modifiers.first || obedit->modifiers.first);
else drawlinked= 1;
}
- if(ob==obedit || drawlinked) {
+ if (ob==obedit || drawlinked) {
DerivedMesh *finalDM, *cageDM;
if (obedit!=ob)
@@ -3487,7 +3515,7 @@ static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
cageDM = editbmesh_get_derived_cage_and_final(scene, ob, em, &finalDM,
scene->customdata_mask);
- if(dt>OB_WIRE) {
+ if (dt>OB_WIRE) {
glsl = draw_glsl_material(scene, ob, v3d, dt);
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
@@ -3502,11 +3530,11 @@ static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
}
else {
/* don't create boundbox here with mesh_get_bb(), the derived system will make it, puts deformed bb's OK */
- if(me->totpoly <= 4 || ED_view3d_boundbox_clip(rv3d, ob->obmat, (ob->bb)? ob->bb: me->bb)) {
+ if (me->totpoly <= 4 || ED_view3d_boundbox_clip(rv3d, ob->obmat, (ob->bb)? ob->bb: me->bb)) {
glsl = draw_glsl_material(scene, ob, v3d, dt);
check_alpha = check_alpha_pass(base);
- if(dt==OB_SOLID || glsl) {
+ if (dt==OB_SOLID || glsl) {
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl,
(check_alpha)? &do_alpha_after: NULL);
}
@@ -3515,22 +3543,22 @@ static int draw_mesh_object(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
GPU_end_object_materials();
- if(me->totvert==0) retval= 1;
+ if (me->totvert==0) retval= 1;
}
}
/* GPU_begin_object_materials checked if this is needed */
- if(do_alpha_after) {
- if(ob->dtx & OB_DRAWXRAY) {
+ if (do_alpha_after) {
+ if (ob->dtx & OB_DRAWXRAY) {
add_view3d_after(&v3d->afterdraw_xraytransp, base, flag);
}
else {
add_view3d_after(&v3d->afterdraw_transp, base, flag);
}
}
- else if(ob->dtx & OB_DRAWXRAY && ob->dtx & OB_DRAWTRANSP) {
+ else if (ob->dtx & OB_DRAWXRAY && ob->dtx & OB_DRAWTRANSP) {
/* special case xray+transp when alpha is 1.0, without this the object vanishes */
- if(v3d->xray == 0 && v3d->transp == 0) {
+ if (v3d->xray == 0 && v3d->transp == 0) {
add_view3d_after(&v3d->afterdraw_xray, base, flag);
}
}
@@ -3550,13 +3578,13 @@ static int drawDispListwire(ListBase *dlbase)
int parts, nr;
float *data;
- if(dlbase==NULL) return 1;
+ if (dlbase==NULL) return 1;
glEnableClientState(GL_VERTEX_ARRAY);
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
- for(dl= dlbase->first; dl; dl= dl->next) {
- if(dl->parts==0 || dl->nr==0)
+ for (dl= dlbase->first; dl; dl= dl->next) {
+ if (dl->parts==0 || dl->nr==0)
continue;
data= dl->verts;
@@ -3566,7 +3594,7 @@ static int drawDispListwire(ListBase *dlbase)
glVertexPointer(3, GL_FLOAT, 0, data);
- for(parts=0; parts<dl->parts; parts++)
+ for (parts=0; parts<dl->parts; parts++)
glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
break;
@@ -3574,7 +3602,7 @@ static int drawDispListwire(ListBase *dlbase)
glVertexPointer(3, GL_FLOAT, 0, data);
- for(parts=0; parts<dl->parts; parts++)
+ for (parts=0; parts<dl->parts; parts++)
glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
break;
@@ -3582,23 +3610,23 @@ static int drawDispListwire(ListBase *dlbase)
glVertexPointer(3, GL_FLOAT, 0, data);
- for(parts=0; parts<dl->parts; parts++) {
- if(dl->flag & DL_CYCL_U)
+ for (parts=0; parts<dl->parts; parts++) {
+ if (dl->flag & DL_CYCL_U)
glDrawArrays(GL_LINE_LOOP, parts*dl->nr, dl->nr);
else
glDrawArrays(GL_LINE_STRIP, parts*dl->nr, dl->nr);
}
- for(nr=0; nr<dl->nr; nr++) {
+ for (nr=0; nr<dl->nr; nr++) {
int ofs= 3*dl->nr;
data= ( dl->verts )+3*nr;
parts= dl->parts;
- if(dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP);
+ if (dl->flag & DL_CYCL_V) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
- while(parts--) {
+ while (parts--) {
glVertex3fv(data);
data+=ofs;
}
@@ -3606,7 +3634,7 @@ static int drawDispListwire(ListBase *dlbase)
/* (ton) this code crashes for me when resolv is 86 or higher... no clue */
// glVertexPointer(3, GL_FLOAT, sizeof(float)*3*dl->nr, data + 3*nr);
-// if(dl->flag & DL_CYCL_V)
+// if (dl->flag & DL_CYCL_V)
// glDrawArrays(GL_LINE_LOOP, 0, dl->parts);
// else
// glDrawArrays(GL_LINE_STRIP, 0, dl->parts);
@@ -3614,14 +3642,14 @@ static int drawDispListwire(ListBase *dlbase)
break;
case DL_INDEX3:
- if(draw_index_wire) {
+ if (draw_index_wire) {
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
}
break;
case DL_INDEX4:
- if(draw_index_wire) {
+ if (draw_index_wire) {
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
glDrawElements(GL_QUADS, 4*dl->parts, GL_UNSIGNED_INT, dl->index);
}
@@ -3642,7 +3670,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
float *data, curcol[4];
float *ndata;
- if(lb==NULL) return;
+ if (lb==NULL) return;
/* for drawing wire */
glGetFloatv(GL_CURRENT_COLOR, curcol);
@@ -3650,21 +3678,21 @@ static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
glEnable(GL_LIGHTING);
glEnableClientState(GL_VERTEX_ARRAY);
- if(ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
+ if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
else glFrontFace(GL_CCW);
- if(ob->type==OB_MBALL) { // mball always smooth shaded
+ if (ob->type==OB_MBALL) { // mball always smooth shaded
glShadeModel(GL_SMOOTH);
}
dl= lb->first;
- while(dl) {
+ while (dl) {
data= dl->verts;
ndata= dl->nors;
switch(dl->type) {
case DL_SEGM:
- if(ob->type==OB_SURF) {
+ if (ob->type==OB_SURF) {
int nr;
glDisable(GL_LIGHTING);
@@ -3674,7 +3702,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
// glDrawArrays(GL_LINE_STRIP, 0, dl->nr);
glBegin(GL_LINE_STRIP);
- for(nr= dl->nr; nr; nr--, data+=3)
+ for (nr= dl->nr; nr; nr--, data+=3)
glVertex3fv(data);
glEnd();
@@ -3682,7 +3710,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
}
break;
case DL_POLY:
- if(ob->type==OB_SURF) {
+ if (ob->type==OB_SURF) {
int nr;
glDisable(GL_LIGHTING);
@@ -3692,7 +3720,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
//glDrawArrays(GL_LINE_LOOP, 0, dl->nr);
glBegin(GL_LINE_LOOP);
- for(nr= dl->nr; nr; nr--, data+=3)
+ for (nr= dl->nr; nr; nr--, data+=3)
glVertex3fv(data);
glEnd();
@@ -3701,10 +3729,10 @@ static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
}
case DL_SURF:
- if(dl->index) {
+ if (dl->index) {
GPU_enable_material(dl->col+1, (glsl)? &gattribs: NULL);
- if(dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
+ if (dl->rt & CU_SMOOTH) glShadeModel(GL_SMOOTH);
else glShadeModel(GL_FLAT);
glEnableClientState(GL_NORMAL_ARRAY);
@@ -3721,7 +3749,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
glVertexPointer(3, GL_FLOAT, 0, dl->verts);
/* voor polys only one normal needed */
- if(index3_nors_incr) {
+ if (index3_nors_incr) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, dl->nors);
}
@@ -3730,7 +3758,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob, int glsl)
glDrawElements(GL_TRIANGLES, 3*dl->parts, GL_UNSIGNED_INT, dl->index);
- if(index3_nors_incr)
+ if (index3_nors_incr)
glDisableClientState(GL_NORMAL_ARRAY);
break;
@@ -3771,11 +3799,11 @@ static int drawCurveDerivedMesh(Scene *scene, View3D *v3d, RegionView3D *rv3d, B
return 1;
}
- if(dt>OB_WIRE && dm->getNumTessFaces(dm)) {
+ if (dt>OB_WIRE && dm->getNumTessFaces(dm)) {
int glsl = draw_glsl_material(scene, ob, v3d, dt);
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
- if(!glsl) {
+ if (!glsl) {
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
glEnable(GL_LIGHTING);
dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
@@ -3785,8 +3813,9 @@ static int drawCurveDerivedMesh(Scene *scene, View3D *v3d, RegionView3D *rv3d, B
dm->drawFacesGLSL(dm, GPU_enable_material);
GPU_end_object_materials();
- } else {
- if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_SOLID)==0)
+ }
+ else {
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_SOLID)==0)
drawCurveDMWired (ob);
}
@@ -3815,22 +3844,22 @@ static int drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *bas
lb= &ob->disp;
- if(solid) {
+ if (solid) {
dl= lb->first;
- if(dl==NULL) return 1;
+ if (dl==NULL) return 1;
- if(dl->nors==NULL) addnormalsDispList(lb);
+ if (dl->nors==NULL) addnormalsDispList(lb);
index3_nors_incr= 0;
- if( displist_has_faces(lb)==0) {
- if(!render_only) {
+ if ( displist_has_faces(lb)==0) {
+ if (!render_only) {
draw_index_wire= 0;
drawDispListwire(lb);
draw_index_wire= 1;
}
}
else {
- if(draw_glsl_material(scene, ob, v3d, dt)) {
+ if (draw_glsl_material(scene, ob, v3d, dt)) {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
drawDispListsolid(lb, ob, 1);
GPU_end_object_materials();
@@ -3841,7 +3870,7 @@ static int drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *bas
drawDispListsolid(lb, ob, 0);
GPU_end_object_materials();
}
- if(cu->editnurb && cu->bevobj==NULL && cu->taperobj==NULL && cu->ext1 == 0.0f && cu->ext2 == 0.0f) {
+ if (cu->editnurb && cu->bevobj==NULL && cu->taperobj==NULL && cu->ext1 == 0.0f && cu->ext2 == 0.0f) {
cpack(0);
draw_index_wire= 0;
drawDispListwire(lb);
@@ -3851,7 +3880,7 @@ static int drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *bas
index3_nors_incr= 1;
}
else {
- if(!render_only || (render_only && displist_has_faces(lb))) {
+ if (!render_only || (render_only && displist_has_faces(lb))) {
draw_index_wire= 0;
retval= drawDispListwire(lb);
draw_index_wire= 1;
@@ -3862,13 +3891,13 @@ static int drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *bas
lb= &ob->disp;
- if(solid) {
+ if (solid) {
dl= lb->first;
- if(dl==NULL) return 1;
+ if (dl==NULL) return 1;
- if(dl->nors==NULL) addnormalsDispList(lb);
+ if (dl->nors==NULL) addnormalsDispList(lb);
- if(draw_glsl_material(scene, ob, v3d, dt)) {
+ if (draw_glsl_material(scene, ob, v3d, dt)) {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
drawDispListsolid(lb, ob, 1);
GPU_end_object_materials();
@@ -3886,14 +3915,14 @@ static int drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *bas
break;
case OB_MBALL:
- if( is_basis_mball(ob)) {
+ if ( is_basis_mball(ob)) {
lb= &ob->disp;
- if(lb->first==NULL) makeDispListMBall(scene, ob);
- if(lb->first==NULL) return 1;
+ if (lb->first==NULL) makeDispListMBall(scene, ob);
+ if (lb->first==NULL) return 1;
- if(solid) {
+ if (solid) {
- if(draw_glsl_material(scene, ob, v3d, dt)) {
+ if (draw_glsl_material(scene, ob, v3d, dt)) {
GPU_begin_object_materials(v3d, rv3d, scene, ob, 1, NULL);
drawDispListsolid(lb, ob, 1);
GPU_end_object_materials();
@@ -3920,7 +3949,7 @@ static int drawDispList(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *bas
static void draw_particle_arrays(int draw_as, int totpoint, int ob_dt, int select)
{
/* draw created data arrays */
- switch(draw_as){
+ switch(draw_as) {
case PART_DRAW_AXIS:
case PART_DRAW_CROSS:
glDrawArrays(GL_LINES, 0, 6*totpoint);
@@ -3929,7 +3958,7 @@ static void draw_particle_arrays(int draw_as, int totpoint, int ob_dt, int selec
glDrawArrays(GL_LINES, 0, 2*totpoint);
break;
case PART_DRAW_BB:
- if(ob_dt<=OB_WIRE || select)
+ if (ob_dt<=OB_WIRE || select)
glPolygonMode(GL_FRONT_AND_BACK,GL_LINE);
else
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
@@ -3950,22 +3979,22 @@ static void draw_particle(ParticleKey *state, int draw_as, short draw, float pix
float ma_col[3]= {0.0f, 0.0f, 0.0f};
/* null only for PART_DRAW_CIRC */
- if(pdd) {
+ if (pdd) {
vd = pdd->vd;
cd = pdd->cd;
- if(pdd->ma_col) {
+ if (pdd->ma_col) {
copy_v3_v3(ma_col, pdd->ma_col);
}
}
- switch(draw_as){
+ switch(draw_as) {
case PART_DRAW_DOT:
{
- if(vd) {
+ if (vd) {
copy_v3_v3(vd,state->co); pdd->vd+=3;
}
- if(cd) {
+ if (cd) {
copy_v3_v3(cd, pdd->ma_col);
pdd->cd+=3;
}
@@ -3977,8 +4006,8 @@ static void draw_particle(ParticleKey *state, int draw_as, short draw, float pix
vec[0]=2.0f*pixsize;
vec[1]=vec[2]=0.0;
mul_qt_v3(state->rot,vec);
- if(draw_as==PART_DRAW_AXIS) {
- if(cd) {
+ if (draw_as==PART_DRAW_AXIS) {
+ if (cd) {
cd[1]=cd[2]=cd[4]=cd[5]=0.0;
cd[0]=cd[3]=1.0;
cd[6]=cd[8]=cd[9]=cd[11]=0.0;
@@ -3991,7 +4020,7 @@ static void draw_particle(ParticleKey *state, int draw_as, short draw, float pix
copy_v3_v3(vec2,state->co);
}
else {
- if(cd) {
+ if (cd) {
cd[0]=cd[3]=cd[6]=cd[ 9]=cd[12]=cd[15]= ma_col[0];
cd[1]=cd[4]=cd[7]=cd[10]=cd[13]=cd[16]= ma_col[1];
cd[2]=cd[5]=cd[8]=cd[11]=cd[14]=cd[17]= ma_col[2];
@@ -4007,7 +4036,7 @@ static void draw_particle(ParticleKey *state, int draw_as, short draw, float pix
vec[1]=2.0f*pixsize;
vec[0]=vec[2]=0.0;
mul_qt_v3(state->rot,vec);
- if(draw_as==PART_DRAW_AXIS){
+ if (draw_as==PART_DRAW_AXIS) {
copy_v3_v3(vec2,state->co);
}
else sub_v3_v3v3(vec2, state->co, vec);
@@ -4019,7 +4048,7 @@ static void draw_particle(ParticleKey *state, int draw_as, short draw, float pix
vec[2]=2.0f*pixsize;
vec[0]=vec[1]=0.0;
mul_qt_v3(state->rot,vec);
- if(draw_as==PART_DRAW_AXIS){
+ if (draw_as==PART_DRAW_AXIS) {
copy_v3_v3(vec2,state->co);
}
else sub_v3_v3v3(vec2, state->co, vec);
@@ -4034,11 +4063,11 @@ static void draw_particle(ParticleKey *state, int draw_as, short draw, float pix
{
copy_v3_v3(vec,state->vel);
normalize_v3(vec);
- if(draw & PART_DRAW_VEL_LENGTH)
+ if (draw & PART_DRAW_VEL_LENGTH)
mul_v3_fl(vec,len_v3(state->vel));
madd_v3_v3v3fl(pdd->vd, state->co, vec, -draw_line[0]); pdd->vd+=3;
madd_v3_v3v3fl(pdd->vd, state->co, vec, draw_line[1]); pdd->vd+=3;
- if(cd) {
+ if (cd) {
cd[0]=cd[3]= ma_col[0];
cd[1]=cd[4]= ma_col[1];
cd[2]=cd[5]= ma_col[2];
@@ -4054,7 +4083,7 @@ static void draw_particle(ParticleKey *state, int draw_as, short draw, float pix
case PART_DRAW_BB:
{
float xvec[3], yvec[3], zvec[3], bb_center[3];
- if(cd) {
+ if (cd) {
cd[0]=cd[3]=cd[6]=cd[ 9]= ma_col[0];
cd[1]=cd[4]=cd[7]=cd[10]= ma_col[1];
cd[2]=cd[5]=cd[8]=cd[11]= ma_col[2];
@@ -4121,27 +4150,27 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
unsigned char tcol[4]= {0, 0, 0, 255};
/* 1. */
- if(psys==NULL)
+ if (psys==NULL)
return;
part=psys->part;
pars=psys->particles;
- if(part==NULL || !psys_check_enabled(ob, psys))
+ if (part==NULL || !psys_check_enabled(ob, psys))
return;
- if(pars==NULL) return;
+ if (pars==NULL) return;
/* don't draw normal paths in edit mode */
- if(psys_in_edit_mode(scene, psys) && (pset->flag & PE_DRAW_PART)==0)
+ if (psys_in_edit_mode(scene, psys) && (pset->flag & PE_DRAW_PART)==0)
return;
- if(part->draw_as == PART_DRAW_REND)
+ if (part->draw_as == PART_DRAW_REND)
draw_as = part->ren_as;
else
draw_as = part->draw_as;
- if(draw_as == PART_DRAW_NOT)
+ if (draw_as == PART_DRAW_NOT)
return;
/* 2. */
@@ -4150,32 +4179,32 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
sim.psys= psys;
sim.psmd = psys_get_modifier(ob,psys);
- if(part->phystype==PART_PHYS_KEYED){
- if(psys->flag&PSYS_KEYED){
+ if (part->phystype==PART_PHYS_KEYED) {
+ if (psys->flag&PSYS_KEYED) {
psys_count_keyed_targets(&sim);
- if(psys->totkeyed==0)
+ if (psys->totkeyed==0)
return;
}
}
- if(select){
+ if (select) {
select=0;
- if(psys_get_current(ob)==psys)
+ if (psys_get_current(ob)==psys)
select=1;
}
psys->flag|=PSYS_DRAWING;
- if(part->type==PART_HAIR && !psys->childcache)
+ if (part->type==PART_HAIR && !psys->childcache)
totchild=0;
else
totchild=psys->totchild*part->disp/100;
ma= give_current_material(ob,part->omat);
- if(v3d->zbuf) glDepthMask(1);
+ if (v3d->zbuf) glDepthMask(1);
- if((ma) && (part->draw_col == PART_DRAW_COL_MAT)) {
+ if ((ma) && (part->draw_col == PART_DRAW_COL_MAT)) {
rgb_float_to_uchar(tcol, &(ma->r));
copy_v3_v3(ma_col, &ma->r);
}
@@ -4184,7 +4213,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
timestep= psys_get_timestep(&sim);
- if( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) {
+ if ( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) {
float mat[4][4];
mult_m4_m4m4(mat, ob->obmat, psys->imat);
glMultMatrixf(mat);
@@ -4197,13 +4226,13 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
cfra= BKE_curframe(scene);
- if(draw_as==PART_DRAW_PATH && psys->pathcache==NULL && psys->childcache==NULL)
+ if (draw_as==PART_DRAW_PATH && psys->pathcache==NULL && psys->childcache==NULL)
draw_as=PART_DRAW_DOT;
/* 3. */
- switch(draw_as){
+ switch(draw_as) {
case PART_DRAW_DOT:
- if(part->draw_size)
+ if (part->draw_size)
glPointSize(part->draw_size);
else
glPointSize(2.0); /* default dot size */
@@ -4223,33 +4252,33 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
else
pixsize_scale = part->draw_size;
- if(draw_as==PART_DRAW_AXIS)
+ if (draw_as==PART_DRAW_AXIS)
create_cdata = 1;
break;
case PART_DRAW_OB:
- if(part->dup_ob==NULL)
+ if (part->dup_ob==NULL)
draw_as=PART_DRAW_DOT;
else
draw_as=0;
break;
case PART_DRAW_GR:
- if(part->dup_group==NULL)
+ if (part->dup_group==NULL)
draw_as=PART_DRAW_DOT;
else
draw_as=0;
break;
case PART_DRAW_BB:
- if(v3d->camera==NULL && part->bb_ob==NULL){
+ if (v3d->camera==NULL && part->bb_ob==NULL) {
printf("Billboards need an active camera or a target object!\n");
draw_as=part->draw_as=PART_DRAW_DOT;
- if(part->draw_size)
+ if (part->draw_size)
glPointSize(part->draw_size);
else
glPointSize(2.0); /* default dot size */
}
- else if(part->bb_ob)
+ else if (part->bb_ob)
bb.ob=part->bb_ob;
else
bb.ob=v3d->camera;
@@ -4264,30 +4293,30 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
need_v=1;
break;
}
- if(part->draw & PART_DRAW_SIZE && part->draw_as!=PART_DRAW_CIRC){
+ if (part->draw & PART_DRAW_SIZE && part->draw_as!=PART_DRAW_CIRC) {
copy_m4_m4(imat, rv3d->viewinv);
normalize_v3(imat[0]);
normalize_v3(imat[1]);
}
- if(ELEM3(draw_as, PART_DRAW_DOT, PART_DRAW_CROSS, PART_DRAW_LINE)
+ if (ELEM3(draw_as, PART_DRAW_DOT, PART_DRAW_CROSS, PART_DRAW_LINE)
&& part->draw_col > PART_DRAW_COL_MAT)
create_cdata = 1;
- if(!create_cdata && pdd && pdd->cdata) {
+ if (!create_cdata && pdd && pdd->cdata) {
MEM_freeN(pdd->cdata);
pdd->cdata = pdd->cd = NULL;
}
/* 4. */
- if(draw_as && ELEM(draw_as, PART_DRAW_PATH, PART_DRAW_CIRC)==0) {
+ if (draw_as && ELEM(draw_as, PART_DRAW_PATH, PART_DRAW_CIRC)==0) {
int tot_vec_size = (totpart + totchild) * 3 * sizeof(float);
int create_ndata = 0;
- if(!pdd)
+ if (!pdd)
pdd = psys->pdd = MEM_callocN(sizeof(ParticleDrawData), "ParticlDrawData");
- if(part->draw_as == PART_DRAW_REND && part->trail_count > 1) {
+ if (part->draw_as == PART_DRAW_REND && part->trail_count > 1) {
tot_vec_size *= part->trail_count;
psys_make_temp_pointcache(ob, psys);
}
@@ -4296,7 +4325,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
case PART_DRAW_AXIS:
case PART_DRAW_CROSS:
tot_vec_size *= 6;
- if(draw_as != PART_DRAW_CROSS)
+ if (draw_as != PART_DRAW_CROSS)
create_cdata = 1;
break;
case PART_DRAW_LINE:
@@ -4308,22 +4337,23 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
break;
}
- if(pdd->tot_vec_size != tot_vec_size)
+ if (pdd->tot_vec_size != tot_vec_size)
psys_free_pdd(psys);
- if(!pdd->vdata)
+ if (!pdd->vdata)
pdd->vdata = MEM_callocN(tot_vec_size, "particle_vdata");
- if(create_cdata && !pdd->cdata)
+ if (create_cdata && !pdd->cdata)
pdd->cdata = MEM_callocN(tot_vec_size, "particle_cdata");
- if(create_ndata && !pdd->ndata)
+ if (create_ndata && !pdd->ndata)
pdd->ndata = MEM_callocN(tot_vec_size, "particle_ndata");
- if(part->draw & PART_DRAW_VEL && draw_as != PART_DRAW_LINE) {
- if(!pdd->vedata)
+ if (part->draw & PART_DRAW_VEL && draw_as != PART_DRAW_LINE) {
+ if (!pdd->vedata)
pdd->vedata = MEM_callocN(2 * (totpart + totchild) * 3 * sizeof(float), "particle_vedata");
need_v = 1;
- } else if (pdd->vedata) {
+ }
+ else if (pdd->vedata) {
/* velocity data not needed, so free it */
MEM_freeN(pdd->vedata);
pdd->vedata= NULL;
@@ -4335,36 +4365,36 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
pdd->nd= pdd->ndata;
pdd->tot_vec_size= tot_vec_size;
}
- else if(psys->pdd) {
+ else if (psys->pdd) {
psys_free_pdd(psys);
MEM_freeN(psys->pdd);
pdd = psys->pdd = NULL;
}
- if(pdd) {
+ if (pdd) {
pdd->ma_col= ma_col;
}
psys->lattice= psys_get_lattice(&sim);
/* circles don't use drawdata, so have to add a special case here */
- if((pdd || draw_as==PART_DRAW_CIRC) && draw_as!=PART_DRAW_PATH){
+ if ((pdd || draw_as==PART_DRAW_CIRC) && draw_as!=PART_DRAW_PATH) {
/* 5. */
- if(pdd && (pdd->flag & PARTICLE_DRAW_DATA_UPDATED)
+ if (pdd && (pdd->flag & PARTICLE_DRAW_DATA_UPDATED)
&& (pdd->vedata || part->draw & (PART_DRAW_SIZE|PART_DRAW_NUM|PART_DRAW_HEALTH))==0) {
totpoint = pdd->totpoint; /* draw data is up to date */
}
- else for(a=0,pa=pars; a<totpart+totchild; a++, pa++){
+ else for (a=0,pa=pars; a<totpart+totchild; a++, pa++) {
/* setup per particle individual stuff */
- if(a<totpart){
- if(totchild && (part->draw&PART_DRAW_PARENT)==0) continue;
- if(pa->flag & PARS_NO_DISP || pa->flag & PARS_UNEXIST) continue;
+ if (a<totpart) {
+ if (totchild && (part->draw&PART_DRAW_PARENT)==0) continue;
+ if (pa->flag & PARS_NO_DISP || pa->flag & PARS_UNEXIST) continue;
pa_time=(cfra-pa->time)/pa->lifetime;
pa_birthtime=pa->time;
pa_dietime = pa->dietime;
pa_size=pa->size;
- if(part->phystype==PART_PHYS_BOIDS)
+ if (part->phystype==PART_PHYS_BOIDS)
pa_health = pa->boid->data.health;
else
pa_health = -1.0;
@@ -4372,7 +4402,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
r_tilt = 2.0f*(PSYS_FRAND(a + 21) - 0.5f);
r_length = PSYS_FRAND(a + 22);
- if(part->draw_col > PART_DRAW_COL_MAT) {
+ if (part->draw_col > PART_DRAW_COL_MAT) {
switch(part->draw_col) {
case PART_DRAW_COL_VEL:
intensity = len_v3(pa->state.vel)/part->color_vec_max;
@@ -4400,7 +4430,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
}
drawn = 0;
- if(part->draw_as == PART_DRAW_REND && part->trail_count > 1) {
+ if (part->draw_as == PART_DRAW_REND && part->trail_count > 1) {
float length = part->path_end * (1.0f - part->randlength * r_length);
int trail_count = part->trail_count * (1.0f - part->randlength * r_length);
float ct = ((part->draw & PART_ABS_PATH_TIME) ? cfra : pa_time) - length;
@@ -4408,24 +4438,24 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
int i=0;
ct+=dt;
- for(i=0; i < trail_count; i++, ct += dt) {
+ for (i=0; i < trail_count; i++, ct += dt) {
float pixsize;
- if(part->draw & PART_ABS_PATH_TIME) {
- if(ct < pa_birthtime || ct > pa_dietime)
+ if (part->draw & PART_ABS_PATH_TIME) {
+ if (ct < pa_birthtime || ct > pa_dietime)
continue;
}
- else if(ct < 0.0f || ct > 1.0f)
+ else if (ct < 0.0f || ct > 1.0f)
continue;
state.time = (part->draw & PART_ABS_PATH_TIME) ? -ct : -(pa_birthtime + ct * (pa_dietime - pa_birthtime));
psys_get_particle_on_path(&sim,a,&state,need_v);
- if(psys->parent)
+ if (psys->parent)
mul_m4_v3(psys->parent->obmat, state.co);
/* create actiual particle data */
- if(draw_as == PART_DRAW_BB) {
+ if (draw_as == PART_DRAW_BB) {
bb.offset[0] = part->bb_offset[0];
bb.offset[1] = part->bb_offset[1];
bb.size[0] = part->bb_size[0] * pa_size;
@@ -4455,14 +4485,14 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
else
{
state.time=cfra;
- if(psys_get_particle_state(&sim,a,&state,0)){
+ if (psys_get_particle_state(&sim,a,&state,0)) {
float pixsize;
- if(psys->parent)
+ if (psys->parent)
mul_m4_v3(psys->parent->obmat, state.co);
/* create actiual particle data */
- if(draw_as == PART_DRAW_BB) {
+ if (draw_as == PART_DRAW_BB) {
bb.offset[0] = part->bb_offset[0];
bb.offset[1] = part->bb_offset[1];
bb.size[0] = part->bb_size[0] * pa_size;
@@ -4490,10 +4520,10 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
}
}
- if(drawn) {
+ if (drawn) {
/* additional things to draw for each particle */
/* (velocity, size and number) */
- if((part->draw & PART_DRAW_VEL) && pdd && pdd->vedata){
+ if ((part->draw & PART_DRAW_VEL) && pdd && pdd->vedata) {
copy_v3_v3(pdd->ved,state.co);
pdd->ved += 3;
mul_v3_v3fl(vel, state.vel, timestep);
@@ -4503,20 +4533,20 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
totve++;
}
- if(part->draw & PART_DRAW_SIZE){
+ if (part->draw & PART_DRAW_SIZE) {
setlinestyle(3);
drawcircball(GL_LINE_LOOP, state.co, pa_size, imat);
setlinestyle(0);
}
- if((part->draw & PART_DRAW_NUM || part->draw & PART_DRAW_HEALTH) && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0){
+ if ((part->draw & PART_DRAW_NUM || part->draw & PART_DRAW_HEALTH) && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
float vec_txt[3];
char *val_pos= numstr;
numstr[0]= '\0';
- if(part->draw&PART_DRAW_NUM) {
- if(a < totpart && (part->draw & PART_DRAW_HEALTH) && (part->phystype==PART_PHYS_BOIDS)) {
+ if (part->draw&PART_DRAW_NUM) {
+ if (a < totpart && (part->draw & PART_DRAW_HEALTH) && (part->phystype==PART_PHYS_BOIDS)) {
sprintf(val_pos, "%d:%.2f", a, pa_health);
}
else {
@@ -4524,7 +4554,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
}
}
else {
- if(a < totpart && (part->draw & PART_DRAW_HEALTH) && (part->phystype==PART_PHYS_BOIDS)) {
+ if (a < totpart && (part->draw & PART_DRAW_HEALTH) && (part->phystype==PART_PHYS_BOIDS)) {
sprintf(val_pos, "%.2f", pa_health);
}
}
@@ -4542,7 +4572,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
glGetIntegerv(GL_POLYGON_MODE, polygonmode);
glEnableClientState(GL_VERTEX_ARRAY);
- if(draw_as==PART_DRAW_PATH){
+ if (draw_as==PART_DRAW_PATH) {
ParticleCacheKey **cache, *path;
float /* *cd2=NULL, */ /* UNUSED */ *cdata2=NULL;
@@ -4550,7 +4580,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
if (1) { //ob_dt > OB_WIRE) {
glEnableClientState(GL_NORMAL_ARRAY);
- if(part->draw_col == PART_DRAW_COL_MAT)
+ if (part->draw_col == PART_DRAW_COL_MAT)
glEnableClientState(GL_COLOR_ARRAY);
glEnable(GL_LIGHTING);
@@ -4565,21 +4595,21 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
UI_ThemeColor(TH_WIRE);
}*/
- if(totchild && (part->draw&PART_DRAW_PARENT)==0)
+ if (totchild && (part->draw&PART_DRAW_PARENT)==0)
totpart=0;
- else if(psys->pathcache==NULL)
+ else if (psys->pathcache==NULL)
totpart=0;
/* draw actual/parent particles */
cache=psys->pathcache;
- for(a=0, pa=psys->particles; a<totpart; a++, pa++){
+ for (a=0, pa=psys->particles; a<totpart; a++, pa++) {
path=cache[a];
- if(path->steps > 0) {
+ if (path->steps > 0) {
glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
- if(1) { //ob_dt > OB_WIRE) {
+ if (1) { //ob_dt > OB_WIRE) {
glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
- if(part->draw_col == PART_DRAW_COL_MAT)
+ if (part->draw_col == PART_DRAW_COL_MAT)
glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
}
@@ -4589,13 +4619,13 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
/* draw child particles */
cache=psys->childcache;
- for(a=0; a<totchild; a++){
+ for (a=0; a<totchild; a++) {
path=cache[a];
glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
- if(1) { //ob_dt > OB_WIRE) {
+ if (1) { //ob_dt > OB_WIRE) {
glNormalPointer(GL_FLOAT, sizeof(ParticleCacheKey), path->vel);
- if(part->draw_col == PART_DRAW_COL_MAT)
+ if (part->draw_col == PART_DRAW_COL_MAT)
glColorPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->col);
}
@@ -4604,22 +4634,22 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
/* restore & clean up */
- if(1) { //ob_dt > OB_WIRE) {
- if(part->draw_col == PART_DRAW_COL_MAT)
+ if (1) { //ob_dt > OB_WIRE) {
+ if (part->draw_col == PART_DRAW_COL_MAT)
glDisable(GL_COLOR_ARRAY);
glDisable(GL_COLOR_MATERIAL);
}
- if(cdata2)
+ if (cdata2)
MEM_freeN(cdata2);
/* cd2= */ /* UNUSED */ cdata2=NULL;
glLineWidth(1.0f);
- if((part->draw & PART_DRAW_NUM) && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0){
+ if ((part->draw & PART_DRAW_NUM) && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
cache=psys->pathcache;
- for(a=0, pa=psys->particles; a<totpart; a++, pa++){
+ for (a=0, pa=psys->particles; a<totpart; a++, pa++) {
float vec_txt[3];
BLI_snprintf(numstr, sizeof(numstr), "%i", a);
/* use worldspace beause object matrix is already applied */
@@ -4628,21 +4658,21 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
}
}
}
- else if(pdd && ELEM(draw_as, 0, PART_DRAW_CIRC)==0){
+ else if (pdd && ELEM(draw_as, 0, PART_DRAW_CIRC)==0) {
glDisableClientState(GL_COLOR_ARRAY);
/* enable point data array */
- if(pdd->vdata){
+ if (pdd->vdata) {
glEnableClientState(GL_VERTEX_ARRAY);
glVertexPointer(3, GL_FLOAT, 0, pdd->vdata);
}
else
glDisableClientState(GL_VERTEX_ARRAY);
- if(select) {
+ if (select) {
UI_ThemeColor(TH_ACTIVE);
- if(part->draw_size)
+ if (part->draw_size)
glPointSize(part->draw_size + 2);
else
glPointSize(4.0);
@@ -4660,7 +4690,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
/* enable other data arrays */
/* billboards are drawn this way */
- if(pdd->ndata && ob_dt>OB_WIRE){
+ if (pdd->ndata && ob_dt>OB_WIRE) {
glEnableClientState(GL_NORMAL_ARRAY);
glNormalPointer(GL_FLOAT, 0, pdd->ndata);
glEnable(GL_LIGHTING);
@@ -4670,7 +4700,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
glDisable(GL_LIGHTING);
}
- if(pdd->cdata){
+ if (pdd->cdata) {
glEnableClientState(GL_COLOR_ARRAY);
glColorPointer(3, GL_FLOAT, 0, pdd->cdata);
}
@@ -4681,7 +4711,7 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
pdd->totpoint = totpoint;
}
- if(pdd && pdd->vedata){
+ if (pdd && pdd->vedata) {
glDisableClientState(GL_COLOR_ARRAY);
cpack(0xC0C0C0);
@@ -4700,39 +4730,39 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
glDisableClientState(GL_VERTEX_ARRAY);
glDisableClientState(GL_NORMAL_ARRAY);
- if(states)
+ if (states)
MEM_freeN(states);
psys->flag &= ~PSYS_DRAWING;
/* draw data can't be saved for billboards as they must update to target changes */
- if(draw_as == PART_DRAW_BB) {
+ if (draw_as == PART_DRAW_BB) {
psys_free_pdd(psys);
pdd->flag &= ~PARTICLE_DRAW_DATA_UPDATED;
}
- if(psys->lattice){
+ if (psys->lattice) {
end_latt_deform(psys->lattice);
psys->lattice= NULL;
}
- if(pdd) {
+ if (pdd) {
/* drop references to stack memory */
pdd->ma_col= NULL;
}
- if( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) {
+ if ( (base->flag & OB_FROMDUPLI) && (ob->flag & OB_FROMGROUP) ) {
glLoadMatrixf(rv3d->viewmat);
}
}
static void draw_update_ptcache_edit(Scene *scene, Object *ob, PTCacheEdit *edit)
{
- if(edit->psys && edit->psys->flag & PSYS_HAIR_UPDATED)
+ if (edit->psys && edit->psys->flag & PSYS_HAIR_UPDATED)
PE_update_object(scene, ob, 0);
/* create path and child path cache if it doesn't exist already */
- if(edit->pathcache == NULL)
+ if (edit->pathcache == NULL)
psys_cache_edit_paths(scene, ob, edit, CFRA);
}
@@ -4748,13 +4778,13 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
float nosel_col[3];
float *pathcol = NULL, *pcol;
- if(edit->pathcache == NULL)
+ if (edit->pathcache == NULL)
return;
PE_hide_keys_time(scene, edit, CFRA);
/* opengl setup */
- if((v3d->flag & V3D_ZBUF_SELECT)==0)
+ if ((v3d->flag & V3D_ZBUF_SELECT)==0)
glDisable(GL_DEPTH_TEST);
/* get selection theme colors */
@@ -4762,7 +4792,7 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
UI_GetThemeColor3fv(TH_VERTEX, nosel_col);
/* draw paths */
- if(timed) {
+ if (timed) {
glEnable(GL_BLEND);
steps = (*edit->pathcache)->steps + 1;
pathcol = MEM_callocN(steps*4*sizeof(float), "particle path color data");
@@ -4775,18 +4805,18 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
glEnable(GL_COLOR_MATERIAL);
glShadeModel(GL_SMOOTH);
- if(pset->brushtype == PE_BRUSH_WEIGHT) {
+ if (pset->brushtype == PE_BRUSH_WEIGHT) {
glLineWidth(2.0f);
glDisable(GL_LIGHTING);
}
cache=edit->pathcache;
- for(i=0; i<totpoint; i++){
+ for (i=0; i<totpoint; i++) {
path = cache[i];
glVertexPointer(3, GL_FLOAT, sizeof(ParticleCacheKey), path->co);
- if(timed) {
- for(k=0, pcol=pathcol, pkey=path; k<steps; k++, pkey++, pcol+=4){
+ if (timed) {
+ for (k=0, pcol=pathcol, pkey=path; k<steps; k++, pkey++, pcol+=4) {
copy_v3_v3(pcol, pkey->col);
pcol[3] = 1.0f - fabsf((float)(CFRA) - pkey->time)/(float)pset->fade_frames;
}
@@ -4799,44 +4829,44 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
glDrawArrays(GL_LINE_STRIP, 0, path->steps + 1);
}
- if(pathcol) { MEM_freeN(pathcol); pathcol = pcol = NULL; }
+ if (pathcol) { MEM_freeN(pathcol); pathcol = pcol = NULL; }
/* draw edit vertices */
- if(pset->selectmode!=SCE_SELECT_PATH){
+ if (pset->selectmode!=SCE_SELECT_PATH) {
glPointSize(UI_GetThemeValuef(TH_VERTEX_SIZE));
- if(pset->selectmode==SCE_SELECT_POINT){
+ if (pset->selectmode==SCE_SELECT_POINT) {
float *pd=NULL,*pdata=NULL;
float *cd=NULL,*cdata=NULL;
int totkeys = 0;
for (i=0, point=edit->points; i<totpoint; i++, point++)
- if(!(point->flag & PEP_HIDE))
+ if (!(point->flag & PEP_HIDE))
totkeys += point->totkey;
- if(edit->points && !(edit->points->keys->flag & PEK_USE_WCO))
+ if (edit->points && !(edit->points->keys->flag & PEK_USE_WCO))
pd=pdata=MEM_callocN(totkeys*3*sizeof(float), "particle edit point data");
cd=cdata=MEM_callocN(totkeys*(timed?4:3)*sizeof(float), "particle edit color data");
- for(i=0, point=edit->points; i<totpoint; i++, point++){
- if(point->flag & PEP_HIDE)
+ for (i=0, point=edit->points; i<totpoint; i++, point++) {
+ if (point->flag & PEP_HIDE)
continue;
- for(k=0, key=point->keys; k<point->totkey; k++, key++){
- if(pd) {
+ for (k=0, key=point->keys; k<point->totkey; k++, key++) {
+ if (pd) {
copy_v3_v3(pd, key->co);
pd += 3;
}
- if(key->flag&PEK_SELECT){
+ if (key->flag&PEK_SELECT) {
copy_v3_v3(cd,sel_col);
}
else{
copy_v3_v3(cd,nosel_col);
}
- if(timed)
+ if (timed)
*(cd+3) = 1.0f - fabsf((float)CFRA - *key->time)/(float)pset->fade_frames;
cd += (timed?4:3);
@@ -4844,11 +4874,11 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
}
cd=cdata;
pd=pdata;
- for(i=0, point=edit->points; i<totpoint; i++, point++){
- if(point->flag & PEP_HIDE)
+ for (i=0, point=edit->points; i<totpoint; i++, point++) {
+ if (point->flag & PEP_HIDE)
continue;
- if(point->keys->flag & PEK_USE_WCO)
+ if (point->keys->flag & PEK_USE_WCO)
glVertexPointer(3, GL_FLOAT, sizeof(PTCacheEditKey), point->keys->world_co);
else
glVertexPointer(3, GL_FLOAT, 3*sizeof(float), pd);
@@ -4860,14 +4890,14 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
pd += pd ? 3 * point->totkey : 0;
cd += (timed?4:3) * point->totkey;
}
- if(pdata) { MEM_freeN(pdata); pd=pdata=NULL; }
- if(cdata) { MEM_freeN(cdata); cd=cdata=NULL; }
+ if (pdata) { MEM_freeN(pdata); pd=pdata=NULL; }
+ if (cdata) { MEM_freeN(cdata); cd=cdata=NULL; }
}
- else if(pset->selectmode == SCE_SELECT_END){
- for(i=0, point=edit->points; i<totpoint; i++, point++){
- if((point->flag & PEP_HIDE)==0){
+ else if (pset->selectmode == SCE_SELECT_END) {
+ for (i=0, point=edit->points; i<totpoint; i++, point++) {
+ if ((point->flag & PEP_HIDE)==0) {
key = point->keys + point->totkey - 1;
- if(key->flag & PEK_SELECT)
+ if (key->flag & PEK_SELECT)
glColor3fv(sel_col);
else
glColor3fv(nosel_col);
@@ -4887,7 +4917,7 @@ static void draw_ptcache_edit(Scene *scene, View3D *v3d, PTCacheEdit *edit)
glDisableClientState(GL_NORMAL_ARRAY);
glDisableClientState(GL_VERTEX_ARRAY);
glShadeModel(GL_FLAT);
- if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
glLineWidth(1.0f);
glPointSize(1.0);
}
@@ -4934,8 +4964,8 @@ static void ob_draw_RE_motion(float com[3],float rotscale[3][3],float itw,float
glVertex3fv(tip);
glEnd();
- root[1] =tw; root[2] = 0.0f;
- root[0] =th;
+ root[1] = tw; root[2] = 0.0f;
+ root[0] = th;
glBegin(GL_LINES);
mul_m3_v3(tr,root);
add_v3_v3(root, com);
@@ -4976,7 +5006,7 @@ static void ob_draw_RE_motion(float com[3],float rotscale[3][3],float itw,float
glVertex3fv(tip);
glEnd();
- root[0] =0.0f; root[2] = -tw;
+ root[0] = 0.0f; root[2] = -tw;
root[1] = th;
glBegin(GL_LINES);
mul_m3_v3(tr,root);
@@ -4985,8 +5015,8 @@ static void ob_draw_RE_motion(float com[3],float rotscale[3][3],float itw,float
glVertex3fv(tip);
glEnd();
- root[0] =tw; root[2] = 0.0f;
- root[1] =th;
+ root[0] = tw; root[2] = 0.0f;
+ root[1] = th;
glBegin(GL_LINES);
mul_m3_v3(tr,root);
add_v3_v3(root, com);
@@ -5062,11 +5092,11 @@ static void tekenhandlesN(Nurb *nu, short sel, short hide_handles)
float *fp;
int a;
- if(nu->hide || hide_handles) return;
+ if (nu->hide || hide_handles) return;
glBegin(GL_LINES);
- if(nu->type == CU_BEZIER) {
+ if (nu->type == CU_BEZIER) {
#define TH_HANDLE_COL_TOT ((TH_HANDLE_SEL_FREE - TH_HANDLE_FREE) + 1)
/* use MIN2 when indexing to ensure newer files dont read outside the array */
@@ -5079,9 +5109,9 @@ static void tekenhandlesN(Nurb *nu, short sel, short hide_handles)
bezt= nu->bezt;
a= nu->pntsu;
- while(a--) {
- if(bezt->hide==0) {
- if( (bezt->f2 & SELECT)==sel) {
+ while (a--) {
+ if (bezt->hide==0) {
+ if ( (bezt->f2 & SELECT)==sel) {
fp= bezt->vec[0];
glColor3ubv(handle_cols[MIN2(bezt->h1, TH_HANDLE_COL_TOT-1)]);
@@ -5092,14 +5122,14 @@ static void tekenhandlesN(Nurb *nu, short sel, short hide_handles)
glVertex3fv(fp+3);
glVertex3fv(fp+6);
}
- else if( (bezt->f1 & SELECT)==sel) {
+ else if ( (bezt->f1 & SELECT)==sel) {
fp= bezt->vec[0];
glColor3ubv(handle_cols[MIN2(bezt->h1, TH_HANDLE_COL_TOT-1)]);
glVertex3fv(fp);
glVertex3fv(fp+3);
}
- else if( (bezt->f3 & SELECT)==sel) {
+ else if ( (bezt->f3 & SELECT)==sel) {
fp= bezt->vec[1];
glColor3ubv(handle_cols[MIN2(bezt->h2, TH_HANDLE_COL_TOT-1)]);
@@ -5122,18 +5152,18 @@ static void tekenhandlesN_active(Nurb *nu)
float *fp;
int a;
- if(nu->hide) return;
+ if (nu->hide) return;
UI_ThemeColor(TH_ACTIVE_SPLINE);
glLineWidth(2);
glBegin(GL_LINES);
- if(nu->type == CU_BEZIER) {
+ if (nu->type == CU_BEZIER) {
bezt= nu->bezt;
a= nu->pntsu;
- while(a--) {
- if(bezt->hide==0) {
+ while (a--) {
+ if (bezt->hide==0) {
fp= bezt->vec[0];
glVertex3fv(fp);
@@ -5158,9 +5188,9 @@ static void tekenvertsN(Nurb *nu, short sel, short hide_handles, void *lastsel)
float size;
int a, color;
- if(nu->hide) return;
+ if (nu->hide) return;
- if(sel) color= TH_VERTEX_SELECT;
+ if (sel) color= TH_VERTEX_SELECT;
else color= TH_VERTEX;
UI_ThemeColor(color);
@@ -5170,28 +5200,30 @@ static void tekenvertsN(Nurb *nu, short sel, short hide_handles, void *lastsel)
bglBegin(GL_POINTS);
- if(nu->type == CU_BEZIER) {
+ if (nu->type == CU_BEZIER) {
bezt= nu->bezt;
a= nu->pntsu;
- while(a--) {
- if(bezt->hide==0) {
+ while (a--) {
+ if (bezt->hide==0) {
if (sel == 1 && bezt == lastsel) {
UI_ThemeColor(TH_LASTSEL_POINT);
bglVertex3fv(bezt->vec[1]);
if (!hide_handles) {
- if(bezt->f1 & SELECT) bglVertex3fv(bezt->vec[0]);
- if(bezt->f3 & SELECT) bglVertex3fv(bezt->vec[2]);
+ if (bezt->f1 & SELECT) bglVertex3fv(bezt->vec[0]);
+ if (bezt->f3 & SELECT) bglVertex3fv(bezt->vec[2]);
}
UI_ThemeColor(color);
- } else if (hide_handles) {
- if((bezt->f2 & SELECT)==sel) bglVertex3fv(bezt->vec[1]);
- } else {
- if((bezt->f1 & SELECT)==sel) bglVertex3fv(bezt->vec[0]);
- if((bezt->f2 & SELECT)==sel) bglVertex3fv(bezt->vec[1]);
- if((bezt->f3 & SELECT)==sel) bglVertex3fv(bezt->vec[2]);
+ }
+ else if (hide_handles) {
+ if ((bezt->f2 & SELECT)==sel) bglVertex3fv(bezt->vec[1]);
+ }
+ else {
+ if ((bezt->f1 & SELECT)==sel) bglVertex3fv(bezt->vec[0]);
+ if ((bezt->f2 & SELECT)==sel) bglVertex3fv(bezt->vec[1]);
+ if ((bezt->f3 & SELECT)==sel) bglVertex3fv(bezt->vec[2]);
}
}
bezt++;
@@ -5200,14 +5232,15 @@ static void tekenvertsN(Nurb *nu, short sel, short hide_handles, void *lastsel)
else {
bp= nu->bp;
a= nu->pntsu*nu->pntsv;
- while(a--) {
- if(bp->hide==0) {
+ while (a--) {
+ if (bp->hide==0) {
if (bp == lastsel) {
UI_ThemeColor(TH_LASTSEL_POINT);
bglVertex3fv(bp->vec);
UI_ThemeColor(color);
- } else {
- if((bp->f1 & SELECT)==sel) bglVertex3fv(bp->vec);
+ }
+ else {
+ if ((bp->f1 & SELECT)==sel) bglVertex3fv(bp->vec);
}
}
bp++;
@@ -5227,11 +5260,11 @@ static void editnurb_draw_active_poly(Nurb *nu)
glLineWidth(2);
bp= nu->bp;
- for(b=0; b<nu->pntsv; b++) {
- if(nu->flagu & 1) glBegin(GL_LINE_LOOP);
+ for (b=0; b<nu->pntsv; b++) {
+ if (nu->flagu & 1) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
- for(a=0; a<nu->pntsu; a++, bp++) {
+ for (a=0; a<nu->pntsu; a++, bp++) {
glVertex3fv(bp->vec);
}
@@ -5252,12 +5285,12 @@ static void editnurb_draw_active_nurbs(Nurb *nu)
glBegin(GL_LINES);
bp= nu->bp;
- for(b=0; b<nu->pntsv; b++) {
+ for (b=0; b<nu->pntsv; b++) {
bp1= bp;
bp++;
- for(a=nu->pntsu-1; a>0; a--, bp++) {
- if(bp->hide==0 && bp1->hide==0) {
+ for (a=nu->pntsu-1; a>0; a--, bp++) {
+ if (bp->hide==0 && bp1->hide==0) {
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
}
@@ -5265,14 +5298,14 @@ static void editnurb_draw_active_nurbs(Nurb *nu)
}
}
- if(nu->pntsv > 1) { /* surface */
+ if (nu->pntsv > 1) { /* surface */
ofs= nu->pntsu;
- for(b=0; b<nu->pntsu; b++) {
+ for (b=0; b<nu->pntsu; b++) {
bp1= nu->bp+b;
bp= bp1+ofs;
- for(a=nu->pntsv-1; a>0; a--, bp+=ofs) {
- if(bp->hide==0 && bp1->hide==0) {
+ for (a=nu->pntsv-1; a>0; a--, bp+=ofs) {
+ if (bp->hide==0 && bp1->hide==0) {
glVertex3fv(bp->vec);
glVertex3fv(bp1->vec);
}
@@ -5296,8 +5329,8 @@ static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
index= 0;
nu= nurb;
- while(nu) {
- if(nu->hide==0) {
+ while (nu) {
+ if (nu->hide==0) {
switch(nu->type) {
case CU_POLY:
if (!sel && index== cu->actnu) {
@@ -5307,11 +5340,11 @@ static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
UI_ThemeColor(TH_NURB_ULINE);
bp= nu->bp;
- for(b=0; b<nu->pntsv; b++) {
- if(nu->flagu & 1) glBegin(GL_LINE_LOOP);
+ for (b=0; b<nu->pntsv; b++) {
+ if (nu->flagu & 1) glBegin(GL_LINE_LOOP);
else glBegin(GL_LINE_STRIP);
- for(a=0; a<nu->pntsu; a++, bp++) {
+ for (a=0; a<nu->pntsu; a++, bp++) {
glVertex3fv(bp->vec);
}
@@ -5325,13 +5358,13 @@ static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
}
bp= nu->bp;
- for(b=0; b<nu->pntsv; b++) {
+ for (b=0; b<nu->pntsv; b++) {
bp1= bp;
bp++;
- for(a=nu->pntsu-1; a>0; a--, bp++) {
- if(bp->hide==0 && bp1->hide==0) {
- if(sel) {
- if( (bp->f1 & SELECT) && ( bp1->f1 & SELECT ) ) {
+ for (a=nu->pntsu-1; a>0; a--, bp++) {
+ if (bp->hide==0 && bp1->hide==0) {
+ if (sel) {
+ if ( (bp->f1 & SELECT) && ( bp1->f1 & SELECT ) ) {
UI_ThemeColor(TH_NURB_SEL_ULINE);
glBegin(GL_LINE_STRIP);
@@ -5341,7 +5374,7 @@ static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
}
}
else {
- if( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) );
+ if ( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) );
else {
UI_ThemeColor(TH_NURB_ULINE);
@@ -5355,16 +5388,16 @@ static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
bp1= bp;
}
}
- if(nu->pntsv > 1) { /* surface */
+ if (nu->pntsv > 1) { /* surface */
ofs= nu->pntsu;
- for(b=0; b<nu->pntsu; b++) {
+ for (b=0; b<nu->pntsu; b++) {
bp1= nu->bp+b;
bp= bp1+ofs;
- for(a=nu->pntsv-1; a>0; a--, bp+=ofs) {
- if(bp->hide==0 && bp1->hide==0) {
- if(sel) {
- if( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) ) {
+ for (a=nu->pntsv-1; a>0; a--, bp+=ofs) {
+ if (bp->hide==0 && bp1->hide==0) {
+ if (sel) {
+ if ( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) ) {
UI_ThemeColor(TH_NURB_SEL_VLINE);
glBegin(GL_LINE_STRIP);
@@ -5374,7 +5407,7 @@ static void draw_editnurb(Object *ob, Nurb *nurb, int sel)
}
}
else {
- if( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) );
+ if ( (bp->f1 & SELECT) && ( bp1->f1 & SELECT) );
else {
UI_ThemeColor(TH_NURB_VLINE);
@@ -5413,12 +5446,12 @@ static void drawnurb(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
UI_ThemeColor(TH_WIRE);
drawDispList(scene, v3d, rv3d, base, dt);
- if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
/* first non-selected and active handles */
index= 0;
- for(nu=nurb; nu; nu=nu->next) {
- if(nu->type == CU_BEZIER) {
+ for (nu=nurb; nu; nu=nu->next) {
+ if (nu->type == CU_BEZIER) {
if (index == cu->actnu && !hide_handles)
tekenhandlesN_active(nu);
tekenhandlesN(nu, 0, hide_handles);
@@ -5428,17 +5461,17 @@ static void drawnurb(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
draw_editnurb(ob, nurb, 0);
draw_editnurb(ob, nurb, 1);
/* selected handles */
- for(nu=nurb; nu; nu=nu->next) {
- if(nu->type == CU_BEZIER && (cu->drawflag & CU_HIDE_HANDLES)==0)
+ for (nu=nurb; nu; nu=nu->next) {
+ if (nu->type == CU_BEZIER && (cu->drawflag & CU_HIDE_HANDLES)==0)
tekenhandlesN(nu, 1, hide_handles);
tekenvertsN(nu, 0, hide_handles, NULL);
}
- if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
/* direction vectors for 3d curve paths
when at its lowest, dont render normals */
- if(cu->flag & CU_3D && ts->normalsize > 0.0015f && (cu->drawflag & CU_HIDE_NORMALS)==0) {
+ if (cu->flag & CU_3D && ts->normalsize > 0.0015f && (cu->drawflag & CU_HIDE_NORMALS)==0) {
UI_ThemeColor(TH_WIRE);
for (bl=cu->bev.first,nu=nurb; nu && bl; bl=bl->next,nu=nu->next) {
@@ -5479,13 +5512,13 @@ static void drawnurb(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
}
}
- if(v3d->zbuf) glDisable(GL_DEPTH_TEST);
+ if (v3d->zbuf) glDisable(GL_DEPTH_TEST);
- for(nu=nurb; nu; nu=nu->next) {
+ for (nu=nurb; nu; nu=nu->next) {
tekenvertsN(nu, 1, hide_handles, cu->lastsel);
}
- if(v3d->zbuf) glEnable(GL_DEPTH_TEST);
+ if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
}
/* draw a sphere for use as an empty drawtype */
@@ -5554,18 +5587,18 @@ static void curve_draw_speed(Scene *scene, Object *ob)
float loc[4], dir[3];
int a;
- if(cu->ipo==NULL)
+ if (cu->ipo==NULL)
return;
icu= cu->ipo->curve.first;
- if(icu==NULL || icu->totvert<2)
+ if (icu==NULL || icu->totvert<2)
return;
glPointSize( UI_GetThemeValuef(TH_VERTEX_SIZE) );
bglBegin(GL_POINTS);
- for(a=0, bezt= icu->bezt; a<icu->totvert; a++, bezt++) {
- if( where_on_path(ob, bezt->vec[1][1], loc, dir)) {
+ for (a=0, bezt= icu->bezt; a<icu->totvert; a++, bezt++) {
+ if ( where_on_path(ob, bezt->vec[1][1], loc, dir)) {
UI_ThemeColor((bezt->f2 & SELECT) && ob==OBACT?TH_VERTEX_SELECT:TH_VERTEX);
bglVertex3fv(loc);
}
@@ -5613,7 +5646,7 @@ static void drawspiral(const float cent[3], float rad, float tmat[][4], int star
copy_v3_v3(vec, cent);
glVertex3fv(vec);
- for(a=0; a<CIRCLE_RESOL; a++) {
+ for (a=0; a<CIRCLE_RESOL; a++) {
if (a+start>=CIRCLE_RESOL)
start=-a + 1;
@@ -5639,7 +5672,7 @@ static void drawspiral(const float cent[3], float rad, float tmat[][4], int star
glVertex3fv(vec);
- for(a=0; a<CIRCLE_RESOL; a++) {
+ for (a=0; a<CIRCLE_RESOL; a++) {
if (a+start>=CIRCLE_RESOL)
start=-a + 1;
@@ -5733,24 +5766,24 @@ static int drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
mb= ob->data;
- if(mb->editelems) {
+ if (mb->editelems) {
UI_ThemeColor(TH_WIRE);
- if((G.f & G_PICKSEL)==0 ) drawDispList(scene, v3d, rv3d, base, dt);
+ if ((G.f & G_PICKSEL)==0 ) drawDispList(scene, v3d, rv3d, base, dt);
ml= mb->editelems->first;
}
else {
- if((base->flag & OB_FROMDUPLI)==0)
+ if ((base->flag & OB_FROMDUPLI)==0)
drawDispList(scene, v3d, rv3d, base, dt);
ml= mb->elems.first;
}
- if(ml==NULL) return 1;
+ if (ml==NULL) return 1;
- if(v3d->flag2 & V3D_RENDER_OVERRIDE) return 0;
+ if (v3d->flag2 & V3D_RENDER_OVERRIDE) return 0;
/* in case solid draw, reset wire colors */
- if(ob->flag & SELECT) {
- if(ob==OBACT) UI_ThemeColor(TH_ACTIVE);
+ if (ob->flag & SELECT) {
+ if (ob==OBACT) UI_ThemeColor(TH_ACTIVE);
else UI_ThemeColor(TH_SELECT);
}
else UI_ThemeColor(TH_WIRE);
@@ -5759,14 +5792,14 @@ static int drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
normalize_v3(imat[0]);
normalize_v3(imat[1]);
- while(ml) {
+ while (ml) {
/* draw radius */
- if(mb->editelems) {
- if((ml->flag & SELECT) && (ml->flag & MB_SCALE_RAD)) cpack(0xA0A0F0);
+ if (mb->editelems) {
+ if ((ml->flag & SELECT) && (ml->flag & MB_SCALE_RAD)) cpack(0xA0A0F0);
else cpack(0x3030A0);
- if(G.f & G_PICKSEL) {
+ if (G.f & G_PICKSEL) {
ml->selcol1= code;
glLoadName(code++);
}
@@ -5774,11 +5807,11 @@ static int drawmball(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
drawcircball(GL_LINE_LOOP, &(ml->x), ml->rad, imat);
/* draw stiffness */
- if(mb->editelems) {
- if((ml->flag & SELECT) && !(ml->flag & MB_SCALE_RAD)) cpack(0xA0F0A0);
+ if (mb->editelems) {
+ if ((ml->flag & SELECT) && !(ml->flag & MB_SCALE_RAD)) cpack(0xA0F0A0);
else cpack(0x30A030);
- if(G.f & G_PICKSEL) {
+ if (G.f & G_PICKSEL) {
ml->selcol2= code;
glLoadName(code++);
}
@@ -5799,8 +5832,8 @@ static void draw_forcefield(Scene *scene, Object *ob, RegionView3D *rv3d)
float size;
/* XXX why? */
- if(ob!=scene->obedit && (ob->flag & SELECT)) {
- if(ob==OBACT) curcol= TH_ACTIVE;
+ if (ob!=scene->obedit && (ob->flag & SELECT)) {
+ if (ob==OBACT) curcol= TH_ACTIVE;
else curcol= TH_SELECT;
}
else curcol= TH_WIRE;
@@ -5876,7 +5909,7 @@ static void draw_forcefield(Scene *scene, Object *ob, RegionView3D *rv3d)
}
else if (pd->forcefield == PFIELD_GUIDE && ob->type==OB_CURVE) {
Curve *cu= ob->data;
- if((cu->flag & CU_PATH) && cu->path && cu->path->data) {
+ if ((cu->flag & CU_PATH) && cu->path && cu->path->data) {
float mindist, guidevec1[4], guidevec2[3];
//if (has_ipo_code(ob->ipo, OB_PD_FSTR))
@@ -5903,15 +5936,15 @@ static void draw_forcefield(Scene *scene, Object *ob, RegionView3D *rv3d)
setlinestyle(3);
UI_ThemeColorBlend(curcol, TH_BACK, 0.5);
- if(pd->falloff==PFIELD_FALL_SPHERE){
+ if (pd->falloff==PFIELD_FALL_SPHERE) {
/* as last, guide curve alters it */
- if(pd->flag & PFIELD_USEMAX)
+ if (pd->flag & PFIELD_USEMAX)
drawcircball(GL_LINE_LOOP, vec, pd->maxdist, imat);
- if(pd->flag & PFIELD_USEMIN)
+ if (pd->flag & PFIELD_USEMIN)
drawcircball(GL_LINE_LOOP, vec, pd->mindist, imat);
}
- else if(pd->falloff==PFIELD_FALL_TUBE){
+ else if (pd->falloff==PFIELD_FALL_TUBE) {
float radius,distance;
unit_m4(tmat);
@@ -5922,7 +5955,7 @@ static void draw_forcefield(Scene *scene, Object *ob, RegionView3D *rv3d)
vec[2]=distance;
distance=(pd->flag&PFIELD_POSZ)?-distance:-2.0f*distance;
- if(pd->flag & (PFIELD_USEMAX|PFIELD_USEMAXR))
+ if (pd->flag & (PFIELD_USEMAX|PFIELD_USEMAXR))
drawtube(vec,radius,distance,tmat);
radius=(pd->flag&PFIELD_USEMINR)?pd->minrad:1.0f;
@@ -5930,10 +5963,10 @@ static void draw_forcefield(Scene *scene, Object *ob, RegionView3D *rv3d)
vec[2]=distance;
distance=(pd->flag&PFIELD_POSZ)?-distance:-2.0f*distance;
- if(pd->flag & (PFIELD_USEMIN|PFIELD_USEMINR))
+ if (pd->flag & (PFIELD_USEMIN|PFIELD_USEMINR))
drawtube(vec,radius,distance,tmat);
}
- else if(pd->falloff==PFIELD_FALL_CONE){
+ else if (pd->falloff==PFIELD_FALL_CONE) {
float radius,distance;
unit_m4(tmat);
@@ -5941,18 +5974,18 @@ static void draw_forcefield(Scene *scene, Object *ob, RegionView3D *rv3d)
radius= DEG2RADF((pd->flag&PFIELD_USEMAXR) ? pd->maxrad : 1.0f);
distance=(pd->flag&PFIELD_USEMAX)?pd->maxdist:0.0f;
- if(pd->flag & (PFIELD_USEMAX|PFIELD_USEMAXR)){
+ if (pd->flag & (PFIELD_USEMAX|PFIELD_USEMAXR)) {
drawcone(vec, distance * sinf(radius),distance * cosf(radius), tmat);
- if((pd->flag & PFIELD_POSZ)==0)
+ if ((pd->flag & PFIELD_POSZ)==0)
drawcone(vec, distance * sinf(radius),-distance * cosf(radius),tmat);
}
radius= DEG2RADF((pd->flag&PFIELD_USEMINR) ? pd->minrad : 1.0f);
distance=(pd->flag&PFIELD_USEMIN)?pd->mindist:0.0f;
- if(pd->flag & (PFIELD_USEMIN|PFIELD_USEMINR)){
+ if (pd->flag & (PFIELD_USEMIN|PFIELD_USEMINR)) {
drawcone(vec,distance*sinf(radius),distance*cosf(radius),tmat);
- if((pd->flag & PFIELD_POSZ)==0)
+ if ((pd->flag & PFIELD_POSZ)==0)
drawcone(vec, distance * sinf(radius), -distance * cosf(radius), tmat);
}
}
@@ -5980,7 +6013,7 @@ static void get_local_bounds(Object *ob, float center[3], float size[3])
{
BoundBox *bb= object_get_boundbox(ob);
- if(bb==NULL) {
+ if (bb==NULL) {
zero_v3(center);
copy_v3_v3(size, ob->size);
}
@@ -6012,18 +6045,18 @@ static void draw_bb_quadric(BoundBox *bb, char type)
cent[2]= 0.5f*(bb->vec[0][2] + bb->vec[1][2]);
glPushMatrix();
- if(type==OB_BOUND_SPHERE) {
+ if (type==OB_BOUND_SPHERE) {
glTranslatef(cent[0], cent[1], cent[2]);
glScalef(size[0], size[1], size[2]);
gluSphere(qobj, 1.0, 8, 5);
}
- else if(type==OB_BOUND_CYLINDER) {
+ else if (type==OB_BOUND_CYLINDER) {
float radius = size[0] > size[1] ? size[0] : size[1];
glTranslatef(cent[0], cent[1], cent[2]-size[2]);
glScalef(radius, radius, 2.0f * size[2]);
gluCylinder(qobj, 1.0, 1.0, 1.0, 8, 1);
}
- else if(type==OB_BOUND_CONE) {
+ else if (type==OB_BOUND_CONE) {
float radius = size[0] > size[1] ? size[0] : size[1];
glTranslatef(cent[0], cent[1], cent[2]-size[2]);
glScalef(radius, radius, 2.0f * size[2]);
@@ -6038,16 +6071,16 @@ static void draw_bounding_volume(Scene *scene, Object *ob, char type)
{
BoundBox *bb= NULL;
- if(ob->type==OB_MESH) {
+ if (ob->type==OB_MESH) {
bb= mesh_get_bb(ob);
}
else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) {
bb= ob->bb ? ob->bb : ( (Curve *)ob->data )->bb;
}
- else if(ob->type==OB_MBALL) {
- if(is_basis_mball(ob)) {
+ else if (ob->type==OB_MBALL) {
+ if (is_basis_mball(ob)) {
bb= ob->bb;
- if(bb==NULL) {
+ if (bb==NULL) {
makeDispListMBall(scene, ob);
bb= ob->bb;
}
@@ -6058,9 +6091,9 @@ static void draw_bounding_volume(Scene *scene, Object *ob, char type)
return;
}
- if(bb==NULL) return;
+ if (bb==NULL) return;
- if(type==OB_BOUND_BOX) draw_box(bb->vec);
+ if (type==OB_BOUND_BOX) draw_box(bb->vec);
else draw_bb_quadric(bb, type);
}
@@ -6069,7 +6102,7 @@ static void drawtexspace(Object *ob)
{
float vec[8][3], loc[3], size[3];
- if(ob->type==OB_MESH) {
+ if (ob->type==OB_MESH) {
mesh_get_texspace(ob->data, loc, NULL, size);
}
else if ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT) {
@@ -6077,7 +6110,7 @@ static void drawtexspace(Object *ob)
copy_v3_v3(size, cu->size);
copy_v3_v3(loc, cu->loc);
}
- else if(ob->type==OB_MBALL) {
+ else if (ob->type==OB_MBALL) {
MetaBall *mb= ob->data;
copy_v3_v3(size, mb->size);
copy_v3_v3(loc, mb->loc);
@@ -6109,14 +6142,15 @@ static void drawObjectSelect(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
glLineWidth(2.0);
glDepthMask(0);
- if(ELEM3(ob->type, OB_FONT,OB_CURVE, OB_SURF)) {
+ if (ELEM3(ob->type, OB_FONT,OB_CURVE, OB_SURF)) {
Curve *cu = ob->data;
DerivedMesh *dm = ob->derivedFinal;
int hasfaces= 0;
if (dm) {
hasfaces= dm->getNumTessFaces(dm);
- } else {
+ }
+ else {
hasfaces= displist_has_faces(&ob->disp);
}
@@ -6124,19 +6158,21 @@ static void drawObjectSelect(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
draw_index_wire= 0;
if (dm) {
draw_mesh_object_outline(v3d, ob, dm);
- } else {
+ }
+ else {
drawDispListwire(&ob->disp);
}
draw_index_wire= 1;
}
- } else if (ob->type==OB_MBALL) {
- if(is_basis_mball(ob)) {
- if((base->flag & OB_FROMDUPLI)==0)
+ }
+ else if (ob->type==OB_MBALL) {
+ if (is_basis_mball(ob)) {
+ if ((base->flag & OB_FROMDUPLI)==0)
drawDispListwire(&ob->disp);
}
}
- else if(ob->type==OB_ARMATURE) {
- if(!(ob->mode & OB_MODE_POSE && base == scene->basact))
+ else if (ob->type==OB_ARMATURE) {
+ if (!(ob->mode & OB_MODE_POSE && base == scene->basact))
draw_armature(scene, v3d, ar, base, OB_WIRE, FALSE, TRUE);
}
@@ -6146,23 +6182,24 @@ static void drawObjectSelect(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
static void drawWireExtra(Scene *scene, RegionView3D *rv3d, Object *ob)
{
- if(ob!=scene->obedit && (ob->flag & SELECT)) {
- if(ob==OBACT) {
- if(ob->flag & OB_FROMGROUP) UI_ThemeColor(TH_GROUP_ACTIVE);
+ if (ob!=scene->obedit && (ob->flag & SELECT)) {
+ if (ob==OBACT) {
+ if (ob->flag & OB_FROMGROUP) UI_ThemeColor(TH_GROUP_ACTIVE);
else UI_ThemeColor(TH_ACTIVE);
}
- else if(ob->flag & OB_FROMGROUP)
+ else if (ob->flag & OB_FROMGROUP)
UI_ThemeColorShade(TH_GROUP_ACTIVE, -16);
else
UI_ThemeColor(TH_SELECT);
}
else {
- if(ob->flag & OB_FROMGROUP)
+ if (ob->flag & OB_FROMGROUP)
UI_ThemeColor(TH_GROUP);
else {
- if(ob->dtx & OB_DRAWWIRE) {
+ if (ob->dtx & OB_DRAWWIRE) {
glColor3ub(80,80,80);
- } else {
+ }
+ else {
UI_ThemeColor(TH_WIRE);
}
}
@@ -6179,15 +6216,17 @@ static void drawWireExtra(Scene *scene, RegionView3D *rv3d, Object *ob)
if (ob->derivedFinal) {
drawCurveDMWired(ob);
- } else {
+ }
+ else {
drawDispListwire(&ob->disp);
}
if (ob->type==OB_CURVE)
draw_index_wire= 1;
}
- } else if (ob->type==OB_MBALL) {
- if(is_basis_mball(ob)) {
+ }
+ else if (ob->type==OB_MBALL) {
+ if (is_basis_mball(ob)) {
drawDispListwire(&ob->disp);
}
}
@@ -6208,7 +6247,7 @@ static void draw_hooks(Object *ob)
mul_v3_m4v3(vec, ob->obmat, hmd->cent);
- if(hmd->object) {
+ if (hmd->object) {
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(hmd->object->obmat[3]);
@@ -6292,15 +6331,15 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
}
/* XXX particles are not safe for simultaneous threaded render */
- if(G.rendering && ob->particlesystem.first)
+ if (G.rendering && ob->particlesystem.first)
return;
/* xray delay? */
- if((flag & DRAW_PICKING)==0 && (base->flag & OB_FROMDUPLI)==0) {
+ if ((flag & DRAW_PICKING)==0 && (base->flag & OB_FROMDUPLI)==0) {
/* don't do xray in particle mode, need the z-buffer */
- if(!(ob->mode & OB_MODE_PARTICLE_EDIT)) {
+ if (!(ob->mode & OB_MODE_PARTICLE_EDIT)) {
/* xray and transp are set when it is drawing the 2nd/3rd pass */
- if(!v3d->xray && !v3d->transp && (ob->dtx & OB_DRAWXRAY) && !(ob->dtx & OB_DRAWTRANSP)) {
+ if (!v3d->xray && !v3d->transp && (ob->dtx & OB_DRAWXRAY) && !(ob->dtx & OB_DRAWTRANSP)) {
add_view3d_after(&v3d->afterdraw_xray, base, flag);
return;
}
@@ -6311,7 +6350,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
view3d_cached_text_draw_begin();
/* patch? children objects with a timeoffs change the parents. How to solve! */
- /* if( ((int)ob->ctime) != F_(scene->r.cfra)) where_is_object(scene, ob); */
+ /* if ( ((int)ob->ctime) != F_(scene->r.cfra)) where_is_object(scene, ob); */
/* draw motion paths (in view space) */
if (ob->mpath && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
@@ -6332,7 +6371,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
ED_view3d_init_mats_rv3d_gl(ob, rv3d);
/* which wire color */
- if((flag & DRAW_CONSTCOLOR) == 0) {
+ if ((flag & DRAW_CONSTCOLOR) == 0) {
/* confusing logic here, there are 2 methods of setting the color
* 'colortab[colindex]' and 'theme_id', colindex overrides theme_id.
*
@@ -6342,7 +6381,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
project_short(ar, ob->obmat[3], &base->sx);
- if( (scene->obedit == NULL) &&
+ if ( (scene->obedit == NULL) &&
(G.moving & G_TRANSFORM_OBJ) &&
(base->flag & (SELECT+BA_WAS_SEL)))
{
@@ -6350,11 +6389,11 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
}
else {
/* Sets the 'colindex' */
- if(ob->id.lib) {
+ if (ob->id.lib) {
colindex= (base->flag & (SELECT+BA_WAS_SEL)) ? 4 : 3;
}
- else if(warning_recursive==1) {
- if(base->flag & (SELECT+BA_WAS_SEL)) {
+ else if (warning_recursive==1) {
+ if (base->flag & (SELECT+BA_WAS_SEL)) {
colindex= (scene->basact==base) ? 8 : 7;
}
else {
@@ -6363,12 +6402,12 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
}
/* Sets the 'theme_id' or fallback to wire */
else {
- if(ob->flag & OB_FROMGROUP) {
- if(base->flag & (SELECT+BA_WAS_SEL)) {
+ if (ob->flag & OB_FROMGROUP) {
+ if (base->flag & (SELECT+BA_WAS_SEL)) {
/* uses darker active color for non-active + selected*/
theme_id= TH_GROUP_ACTIVE;
- if(scene->basact != base) {
+ if (scene->basact != base) {
theme_shade= -16;
}
}
@@ -6377,12 +6416,12 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
}
}
else {
- if(base->flag & (SELECT+BA_WAS_SEL)) {
+ if (base->flag & (SELECT+BA_WAS_SEL)) {
theme_id= scene->basact == base ? TH_ACTIVE : TH_SELECT;
}
else {
- if(ob->type==OB_LAMP) theme_id= TH_LAMP;
- else if(ob->type==OB_SPEAKER) theme_id= TH_SPEAKER;
+ if (ob->type==OB_LAMP) theme_id= TH_LAMP;
+ else if (ob->type==OB_SPEAKER) theme_id= TH_SPEAKER;
/* fallback to TH_WIRE */
}
}
@@ -6390,8 +6429,8 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
}
/* finally set the color */
- if(colindex == 0) {
- if(theme_shade == 0) UI_ThemeColor(theme_id);
+ if (colindex == 0) {
+ if (theme_shade == 0) UI_ThemeColor(theme_id);
else UI_ThemeColorShade(theme_id, theme_shade);
}
else {
@@ -6402,18 +6441,18 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
/* maximum drawtype */
dt= v3d->drawtype;
- if(dt==OB_RENDER) dt= OB_SOLID;
+ if (dt==OB_RENDER) dt= OB_SOLID;
dt= MIN2(dt, ob->dt);
- if(v3d->zbuf==0 && dt>OB_WIRE) dt= OB_WIRE;
+ if (v3d->zbuf==0 && dt>OB_WIRE) dt= OB_WIRE;
dtx= 0;
/* faceselect exception: also draw solid when dt==wire, except in editmode */
if (is_obact && (ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT))) {
- if(ob->type==OB_MESH) {
+ if (ob->type==OB_MESH) {
- if(ob->mode & OB_MODE_EDIT);
+ if (ob->mode & OB_MODE_EDIT);
else {
- if(dt<OB_SOLID) {
+ if (dt<OB_SOLID) {
zbufoff= 1;
dt= OB_SOLID;
}
@@ -6425,7 +6464,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
}
}
else {
- if(dt<OB_SOLID) {
+ if (dt<OB_SOLID) {
dt= OB_SOLID;
glEnable(GL_DEPTH_TEST);
zbufoff= 1;
@@ -6434,10 +6473,10 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
}
/* draw-extra supported for boundbox drawmode too */
- if(dt>=OB_BOUNDBOX ) {
+ if (dt>=OB_BOUNDBOX ) {
dtx= ob->dtx;
- if(ob->mode & OB_MODE_EDIT) {
+ if (ob->mode & OB_MODE_EDIT) {
// the only 2 extra drawtypes alowed in editmode
dtx= dtx & (OB_DRAWWIRE|OB_TEXSPACE);
}
@@ -6445,14 +6484,14 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
}
/* bad exception, solve this! otherwise outline shows too late */
- if(ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT)) {
+ if (ELEM3(ob->type, OB_CURVE, OB_SURF, OB_FONT)) {
/* still needed for curves hidden in other layers. depgraph doesnt handle that yet */
if (ob->disp.first==NULL) makeDispListCurveTypes(scene, ob, 0);
}
/* draw outline for selected objects, mesh does itself */
- if((v3d->flag & V3D_SELECT_OUTLINE) && ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) && ob->type!=OB_MESH) {
- if(dt>OB_WIRE && (ob->mode & OB_MODE_EDIT)==0 && (flag & DRAW_SCENESET)==0) {
+ if ((v3d->flag & V3D_SELECT_OUTLINE) && ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) && ob->type!=OB_MESH) {
+ if (dt>OB_WIRE && (ob->mode & OB_MODE_EDIT)==0 && (flag & DRAW_SCENESET)==0) {
if (!(ob->dtx&OB_DRAWWIRE) && (ob->flag&SELECT) && !(flag&DRAW_PICKING)) {
drawObjectSelect(scene, v3d, ar, base);
@@ -6463,12 +6502,12 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
switch( ob->type) {
case OB_MESH:
empty_object= draw_mesh_object(scene, ar, v3d, rv3d, base, dt, flag);
- if(flag!=DRAW_CONSTCOLOR) dtx &= ~OB_DRAWWIRE; // mesh draws wire itself
+ if (flag!=DRAW_CONSTCOLOR) dtx &= ~OB_DRAWWIRE; // mesh draws wire itself
break;
case OB_FONT:
cu= ob->data;
- if(cu->editfont) {
+ if (cu->editfont) {
draw_textcurs(cu->editfont->textcurs);
if (cu->flag & CU_FAST) {
@@ -6476,7 +6515,8 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
set_inverted_drawing(1);
drawDispList(scene, v3d, rv3d, base, OB_WIRE);
set_inverted_drawing(0);
- } else {
+ }
+ else {
drawDispList(scene, v3d, rv3d, base, dt);
}
@@ -6546,11 +6586,11 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
set_inverted_drawing(0);
}
}
- else if(dt==OB_BOUNDBOX) {
- if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
+ else if (dt==OB_BOUNDBOX) {
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
draw_bounding_volume(scene, ob, ob->boundtype);
}
- else if(ED_view3d_boundbox_clip(rv3d, ob->obmat, ob->bb ? ob->bb : cu->bb))
+ else if (ED_view3d_boundbox_clip(rv3d, ob->obmat, ob->bb ? ob->bb : cu->bb))
empty_object= drawDispList(scene, v3d, rv3d, base, dt);
break;
@@ -6558,18 +6598,18 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
case OB_SURF:
cu= ob->data;
- if(cu->editnurb) {
+ if (cu->editnurb) {
ListBase *nurbs= curve_editnurbs(cu);
drawnurb(scene, v3d, rv3d, base, nurbs->first, dt);
}
- else if(dt==OB_BOUNDBOX) {
- if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
+ else if (dt==OB_BOUNDBOX) {
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
draw_bounding_volume(scene, ob, ob->boundtype);
}
- else if(ED_view3d_boundbox_clip(rv3d, ob->obmat, ob->bb ? ob->bb : cu->bb)) {
+ else if (ED_view3d_boundbox_clip(rv3d, ob->obmat, ob->bb ? ob->bb : cu->bb)) {
empty_object= drawDispList(scene, v3d, rv3d, base, dt);
-//XXX old animsys if(cu->path)
+//XXX old animsys if (cu->path)
// curve_draw_speed(scene, ob);
}
break;
@@ -6577,10 +6617,10 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
{
MetaBall *mb= ob->data;
- if(mb->editelems)
+ if (mb->editelems)
drawmball(scene, v3d, rv3d, base, dt);
- else if(dt==OB_BOUNDBOX) {
- if((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
+ else if (dt==OB_BOUNDBOX) {
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE && v3d->drawtype >= OB_WIRE)==0)
draw_bounding_volume(scene, ob, ob->boundtype);
}
else
@@ -6588,7 +6628,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
break;
}
case OB_EMPTY:
- if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
if (ob->empty_drawtype == OB_EMPTY_IMAGE) {
draw_empty_image(ob);
}
@@ -6598,9 +6638,9 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
}
break;
case OB_LAMP:
- if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
drawlamp(scene, v3d, rv3d, base, dt, flag);
- if(dtx || (base->flag & SELECT)) glMultMatrixf(ob->obmat);
+ if (dtx || (base->flag & SELECT)) glMultMatrixf(ob->obmat);
}
break;
case OB_CAMERA:
@@ -6611,35 +6651,35 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
break;
}
case OB_SPEAKER:
- if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0)
drawspeaker(scene, v3d, rv3d, ob, flag);
break;
case OB_LATTICE:
- if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
drawlattice(scene, v3d, ob);
}
break;
case OB_ARMATURE:
- if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
- if(dt>OB_WIRE) GPU_enable_material(0, NULL); // we use default material
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+ if (dt>OB_WIRE) GPU_enable_material(0, NULL); // we use default material
empty_object= draw_armature(scene, v3d, ar, base, dt, flag, FALSE);
- if(dt>OB_WIRE) GPU_disable_material();
+ if (dt>OB_WIRE) GPU_disable_material();
}
break;
default:
- if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
drawaxes(1.0, OB_ARROWS);
}
}
- if((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
- if(ob->soft /*&& flag & OB_SBMOTION*/){
+ if (ob->soft /*&& flag & OB_SBMOTION*/) {
float mrt[3][3],msc[3][3],mtr[3][3];
SoftBody *sb= NULL;
float tipw = 0.5f, tiph = 0.5f,drawsize = 4.0f;
- if ((sb= ob->soft)){
- if(sb->solverflags & SBSO_ESTIMATEIPO){
+ if ((sb= ob->soft)) {
+ if (sb->solverflags & SBSO_ESTIMATEIPO) {
glLoadMatrixf(rv3d->viewmat);
copy_m3_m3(msc,sb->lscale);
@@ -6651,31 +6691,31 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
}
}
- if(ob->pd && ob->pd->forcefield) {
+ if (ob->pd && ob->pd->forcefield) {
draw_forcefield(scene, ob, rv3d);
}
}
/* code for new particle system */
- if( (warning_recursive==0) &&
+ if ( (warning_recursive==0) &&
(ob->particlesystem.first) &&
(flag & DRAW_PICKING)==0 &&
(ob!=scene->obedit)
) {
ParticleSystem *psys;
- if(col || (ob->flag & SELECT)) cpack(0xFFFFFF); /* for visibility, also while wpaint */
+ if (col || (ob->flag & SELECT)) cpack(0xFFFFFF); /* for visibility, also while wpaint */
//glDepthMask(GL_FALSE);
glLoadMatrixf(rv3d->viewmat);
view3d_cached_text_draw_begin();
- for(psys=ob->particlesystem.first; psys; psys=psys->next) {
+ for (psys=ob->particlesystem.first; psys; psys=psys->next) {
/* run this so that possible child particles get cached */
if (ob->mode & OB_MODE_PARTICLE_EDIT && is_obact) {
PTCacheEdit *edit = PE_create_current(scene, ob);
- if(edit && edit->psys == psys)
+ if (edit && edit->psys == psys)
draw_update_ptcache_edit(scene, ob, edit);
}
@@ -6687,7 +6727,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
glMultMatrixf(ob->obmat);
//glDepthMask(GL_TRUE);
- if(col) cpack(col);
+ if (col) cpack(col);
}
/* draw edit particles last so that they can draw over child particles */
@@ -6698,7 +6738,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
if (ob->mode & OB_MODE_PARTICLE_EDIT && is_obact) {
PTCacheEdit *edit = PE_create_current(scene, ob);
- if(edit) {
+ if (edit) {
glLoadMatrixf(rv3d->viewmat);
draw_update_ptcache_edit(scene, ob, edit);
draw_ptcache_edit(scene, v3d, edit);
@@ -6708,20 +6748,20 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
}
/* draw code for smoke */
- if((md = modifiers_findByType(ob, eModifierType_Smoke))) {
+ if ((md = modifiers_findByType(ob, eModifierType_Smoke))) {
SmokeModifierData *smd = (SmokeModifierData *)md;
// draw collision objects
- if((smd->type & MOD_SMOKE_TYPE_COLL) && smd->coll)
+ if ((smd->type & MOD_SMOKE_TYPE_COLL) && smd->coll)
{
/*SmokeCollSettings *scs = smd->coll;
- if(scs->points)
+ if (scs->points)
{
size_t i;
glLoadMatrixf(rv3d->viewmat);
- if(col || (ob->flag & SELECT)) cpack(0xFFFFFF);
+ if (col || (ob->flag & SELECT)) cpack(0xFFFFFF);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
@@ -6729,7 +6769,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
// glPointSize(3.0);
bglBegin(GL_POINTS);
- for(i = 0; i < scs->numpoints; i++)
+ for (i = 0; i < scs->numpoints; i++)
{
bglVertex3fv(&scs->points[3*i]);
}
@@ -6740,18 +6780,18 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
glMultMatrixf(ob->obmat);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
- if(col) cpack(col);
+ if (col) cpack(col);
}
*/
}
// only draw domains
- if(smd->domain && smd->domain->fluid)
+ if (smd->domain && smd->domain->fluid)
{
- if(CFRA < smd->domain->point_cache[0]->startframe)
+ if (CFRA < smd->domain->point_cache[0]->startframe)
; /* don't show smoke before simulation starts, this could be made an option in the future */
- else if(!smd->domain->wt || !(smd->domain->viewsettings & MOD_SMOKE_VIEW_SHOWBIG))
+ else if (!smd->domain->wt || !(smd->domain->viewsettings & MOD_SMOKE_VIEW_SHOWBIG))
{
// #if 0
smd->domain->tex = NULL;
@@ -6769,7 +6809,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
glLoadMatrixf(rv3d->viewmat);
// glMultMatrixf(ob->obmat);
- if(col || (ob->flag & SELECT)) cpack(0xFFFFFF);
+ if (col || (ob->flag & SELECT)) cpack(0xFFFFFF);
glDepthMask(GL_FALSE);
glEnable(GL_BLEND);
@@ -6777,14 +6817,14 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
// glPointSize(3.0);
bglBegin(GL_POINTS);
- for(x = 0; x < smd->domain->res[0]; x++)
- for(y = 0; y < smd->domain->res[1]; y++)
- for(z = 0; z < smd->domain->res[2]; z++)
+ for (x = 0; x < smd->domain->res[0]; x++)
+ for (y = 0; y < smd->domain->res[1]; y++)
+ for (z = 0; z < smd->domain->res[2]; z++)
{
float tmp[3];
int index = smoke_get_index(x, smd->domain->res[0], y, smd->domain->res[1], z);
- if(density[index] > FLT_EPSILON)
+ if (density[index] > FLT_EPSILON)
{
float color[3];
copy_v3_v3(tmp, smd->domain->p0);
@@ -6803,10 +6843,10 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
glMultMatrixf(ob->obmat);
glDisable(GL_BLEND);
glDepthMask(GL_TRUE);
- if(col) cpack(col);
+ if (col) cpack(col);
#endif
}
- else if(smd->domain->wt && (smd->domain->viewsettings & MOD_SMOKE_VIEW_SHOWBIG))
+ else if (smd->domain->wt && (smd->domain->viewsettings & MOD_SMOKE_VIEW_SHOWBIG))
{
smd->domain->tex = NULL;
GPU_create_smoke(smd, 1);
@@ -6819,21 +6859,21 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
}
}
- if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
bConstraint *con;
- for(con=ob->constraints.first; con; con= con->next)
+ for (con=ob->constraints.first; con; con= con->next)
{
- if(con->type==CONSTRAINT_TYPE_RIGIDBODYJOINT)
+ if (con->type==CONSTRAINT_TYPE_RIGIDBODYJOINT)
{
bRigidBodyJointConstraint *data = (bRigidBodyJointConstraint*)con->data;
- if(data->flag&CONSTRAINT_DRAW_PIVOT)
+ if (data->flag&CONSTRAINT_DRAW_PIVOT)
drawRBpivot(data);
}
}
- if(ob->gameflag & OB_BOUNDS) {
- if(ob->boundtype!=ob->collision_boundtype || (dtx & OB_BOUNDBOX)==0) {
+ if (ob->gameflag & OB_BOUNDS) {
+ if (ob->boundtype!=ob->collision_boundtype || (dtx & OB_BOUNDBOX)==0) {
setlinestyle(2);
draw_bounding_volume(scene, ob, ob->collision_boundtype);
setlinestyle(0);
@@ -6841,19 +6881,19 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
}
/* draw extra: after normal draw because of makeDispList */
- if(dtx && (G.f & G_RENDER_OGL)==0) {
+ if (dtx && (G.f & G_RENDER_OGL)==0) {
- if(dtx & OB_AXIS) {
+ if (dtx & OB_AXIS) {
drawaxes(1.0f, OB_ARROWS);
}
- if(dtx & OB_BOUNDBOX) {
+ if (dtx & OB_BOUNDBOX) {
draw_bounding_volume(scene, ob, ob->boundtype);
}
- if(dtx & OB_TEXSPACE) drawtexspace(ob);
- if(dtx & OB_DRAWNAME) {
+ if (dtx & OB_TEXSPACE) drawtexspace(ob);
+ if (dtx & OB_DRAWNAME) {
/* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */
/* but, we also dont draw names for sets or duplicators */
- if(flag == 0) {
+ if (flag == 0) {
float zero[3]= {0,0,0};
float curcol[4];
unsigned char tcol[4];
@@ -6863,13 +6903,13 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
view3d_cached_text_draw_add(zero, ob->id.name+2, 10, 0, tcol);
}
}
- /*if(dtx & OB_DRAWIMAGE) drawDispListwire(&ob->disp);*/
- if((dtx & OB_DRAWWIRE) && dt>=OB_SOLID) drawWireExtra(scene, rv3d, ob);
+ /*if (dtx & OB_DRAWIMAGE) drawDispListwire(&ob->disp);*/
+ if ((dtx & OB_DRAWWIRE) && dt>=OB_SOLID) drawWireExtra(scene, rv3d, ob);
}
}
- if(dt<=OB_SOLID && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
- if((ob->gameflag & OB_DYNAMIC) ||
+ if (dt<=OB_SOLID && (v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
+ if ((ob->gameflag & OB_DYNAMIC) ||
((ob->gameflag & OB_BOUNDS) && (ob->boundtype == OB_BOUND_SPHERE))) {
float imat[4][4], vec[3]= {0.0f, 0.0f, 0.0f};
@@ -6887,35 +6927,36 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
glLoadMatrixf(rv3d->viewmat);
- if(zbufoff) glDisable(GL_DEPTH_TEST);
+ if (zbufoff) glDisable(GL_DEPTH_TEST);
- if(warning_recursive) return;
- if(base->flag & OB_FROMDUPLI) return;
- if(v3d->flag2 & V3D_RENDER_OVERRIDE) return;
+ if (warning_recursive) return;
+ if (base->flag & OB_FROMDUPLI) return;
+ if (v3d->flag2 & V3D_RENDER_OVERRIDE) return;
/* object centers, need to be drawn in viewmat space for speed, but OK for picking select */
if (!is_obact || !(ob->mode & (OB_MODE_VERTEX_PAINT|OB_MODE_WEIGHT_PAINT|OB_MODE_TEXTURE_PAINT))) {
int do_draw_center= -1; /* defines below are zero or positive... */
- if(v3d->flag2 & V3D_RENDER_OVERRIDE) {
+ if (v3d->flag2 & V3D_RENDER_OVERRIDE) {
/* dont draw */
- } else if((scene->basact)==base)
+ }
+ else if ((scene->basact)==base)
do_draw_center= ACTIVE;
- else if(base->flag & SELECT)
+ else if (base->flag & SELECT)
do_draw_center= SELECT;
- else if(empty_object || (v3d->flag & V3D_DRAW_CENTERS))
+ else if (empty_object || (v3d->flag & V3D_DRAW_CENTERS))
do_draw_center= DESELECT;
- if(do_draw_center != -1) {
- if(flag & DRAW_PICKING) {
+ if (do_draw_center != -1) {
+ if (flag & DRAW_PICKING) {
/* draw a single point for opengl selection */
glBegin(GL_POINTS);
glVertex3fv(ob->obmat[3]);
glEnd();
}
- else if((flag & DRAW_CONSTCOLOR)==0) {
+ else if ((flag & DRAW_CONSTCOLOR)==0) {
/* we don't draw centers for duplicators and sets */
- if(U.obcenter_dia > 0) {
+ if (U.obcenter_dia > 0) {
/* check > 0 otherwise grease pencil can draw into the circle select which is annoying. */
drawcentercircle(v3d, rv3d, ob->obmat[3], do_draw_center, ob->id.lib || ob->id.us>1);
}
@@ -6924,14 +6965,14 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
}
/* not for sets, duplicators or picking */
- if(flag==0 && (v3d->flag & V3D_HIDE_HELPLINES)== 0 && (v3d->flag2 & V3D_RENDER_OVERRIDE)== 0) {
+ if (flag==0 && (v3d->flag & V3D_HIDE_HELPLINES)== 0 && (v3d->flag2 & V3D_RENDER_OVERRIDE)== 0) {
ListBase *list;
/* draw hook center and offset line */
- if(ob!=scene->obedit) draw_hooks(ob);
+ if (ob!=scene->obedit) draw_hooks(ob);
/* help lines and so */
- if(ob!=scene->obedit && ob->parent && (ob->parent->lay & v3d->lay)) {
+ if (ob!=scene->obedit && ob->parent && (ob->parent->lay & v3d->lay)) {
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(ob->obmat[3]);
@@ -6959,25 +7000,25 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
ListBase targets = {NULL, NULL};
bConstraintTarget *ct;
- if(ELEM(cti->type, CONSTRAINT_TYPE_FOLLOWTRACK, CONSTRAINT_TYPE_OBJECTSOLVER)) {
+ if (ELEM(cti->type, CONSTRAINT_TYPE_FOLLOWTRACK, CONSTRAINT_TYPE_OBJECTSOLVER)) {
/* special case for object solver and follow track constraints because they don't fill
constraint targets properly (design limitation -- scene is needed for their target
but it can't be accessed from get_targets callvack) */
Object *camob= NULL;
- if(cti->type==CONSTRAINT_TYPE_FOLLOWTRACK) {
+ if (cti->type==CONSTRAINT_TYPE_FOLLOWTRACK) {
bFollowTrackConstraint *data= (bFollowTrackConstraint *)curcon->data;
camob= data->camera ? data->camera : scene->camera;
}
- else if(cti->type==CONSTRAINT_TYPE_OBJECTSOLVER) {
+ else if (cti->type==CONSTRAINT_TYPE_OBJECTSOLVER) {
bObjectSolverConstraint *data= (bObjectSolverConstraint *)curcon->data;
camob= data->camera ? data->camera : scene->camera;
}
- if(camob) {
+ if (camob) {
setlinestyle(3);
glBegin(GL_LINES);
glVertex3fv(camob->obmat[3]);
@@ -7075,7 +7116,8 @@ static int bbs_mesh_wire__setDrawOptions(void *userData, int index)
if (!BM_elem_flag_test(eed, BM_ELEM_HIDDEN)) {
WM_set_framebuffer_index_color(offset+index);
return 1;
- } else {
+ }
+ else {
return 0;
}
}
@@ -7094,7 +7136,8 @@ static int bbs_mesh_solid__setSolidDrawOptions(void *userData, int index, int *U
WM_set_framebuffer_index_color(index+1);
}
return 1;
- } else {
+ }
+ else {
return 0;
}
}
@@ -7121,7 +7164,7 @@ static void bbs_mesh_solid_EM(BMEditMesh *em, Scene *scene, View3D *v3d,
ptrs[1] = (void*)(intptr_t) 1;
dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, GPU_enable_material, NULL, ptrs, 0);
- if(check_ob_drawface_dot(scene, v3d, ob->dt)) {
+ if (check_ob_drawface_dot(scene, v3d, ob->dt)) {
glPointSize(UI_GetThemeValuef(TH_FACEDOT_SIZE));
bglBegin(GL_POINTS);
@@ -7129,7 +7172,8 @@ static void bbs_mesh_solid_EM(BMEditMesh *em, Scene *scene, View3D *v3d,
bglEnd();
}
- } else {
+ }
+ else {
dm->drawMappedFaces(dm, bbs_mesh_solid__setSolidDrawOptions, GPU_enable_material, NULL, ptrs, 0);
}
}
@@ -7147,7 +7191,8 @@ static int bbs_mesh_solid_hide__setDrawOpts(void *userData, int index, int *UNUS
if (!(me->mpoly[index].flag&ME_HIDE)) {
WM_set_framebuffer_index_color(index+1);
return 1;
- } else {
+ }
+ else {
return 0;
}
}
@@ -7159,7 +7204,8 @@ static int bbs_mesh_solid_hide2__setDrawOpts(void *userData, int index, int *UNU
if (!(me->mpoly[index].flag & ME_HIDE)) {
return 1;
- } else {
+ }
+ else {
return 0;
}
}
@@ -7170,7 +7216,7 @@ static void bbs_mesh_solid(Scene *scene, Object *ob)
glColor3ub(0, 0, 0);
- if((me->editflag & ME_EDIT_PAINT_MASK))
+ if ((me->editflag & ME_EDIT_PAINT_MASK))
dm->drawMappedFaces(dm, bbs_mesh_solid_hide__setDrawOpts, GPU_enable_material, NULL, me, 0);
else
dm->drawMappedFaces(dm, bbs_mesh_solid__setDrawOpts, GPU_enable_material, NULL, me, 0);
@@ -7189,7 +7235,7 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
switch( ob->type) {
case OB_MESH:
- if(ob->mode & OB_MODE_EDIT) {
+ if (ob->mode & OB_MODE_EDIT) {
Mesh *me= ob->data;
BMEditMesh *em= me->edit_btmesh;
@@ -7198,7 +7244,7 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
EDBM_init_index_arrays(em, 1, 1, 1);
bbs_mesh_solid_EM(em, scene, v3d, ob, dm, ts->selectmode & SCE_SELECT_FACE);
- if(ts->selectmode & SCE_SELECT_FACE)
+ if (ts->selectmode & SCE_SELECT_FACE)
bm_solidoffs = 1+em->bm->totface;
else
bm_solidoffs= 1;
@@ -7210,7 +7256,7 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
bm_wireoffs= bm_solidoffs + em->bm->totedge;
// we draw verts if vert select mode or if in transform (for snap).
- if(ts->selectmode & SCE_SELECT_VERTEX || G.moving & G_TRANSFORM_EDIT) {
+ if (ts->selectmode & SCE_SELECT_VERTEX || G.moving & G_TRANSFORM_EDIT) {
bbs_mesh_verts(em, dm, bm_wireoffs);
bm_vertoffs= bm_wireoffs + em->bm->totvert;
}
@@ -7224,7 +7270,7 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
}
else {
Mesh *me= ob->data;
- if( (me->editflag & ME_EDIT_VERT_SEL) &&
+ if ( (me->editflag & ME_EDIT_VERT_SEL) &&
/* currently vertex select only supports weight paint */
(ob->mode & OB_MODE_WEIGHT_PAINT))
{
@@ -7263,22 +7309,22 @@ static void draw_object_mesh_instance(Scene *scene, View3D *v3d, RegionView3D *r
DerivedMesh *dm=NULL, *edm=NULL;
int glsl;
- if(ob->mode & OB_MODE_EDIT)
+ if (ob->mode & OB_MODE_EDIT)
edm= editbmesh_get_derived_base(ob, me->edit_btmesh);
else
dm = mesh_get_derived_final(scene, ob, CD_MASK_BAREMESH);
- if(dt<=OB_WIRE) {
- if(dm)
+ if (dt<=OB_WIRE) {
+ if (dm)
dm->drawEdges(dm, 1, 0);
- else if(edm)
+ else if (edm)
edm->drawEdges(edm, 1, 0);
}
else {
- if(outline)
+ if (outline)
draw_mesh_object_outline(v3d, ob, dm?dm:edm);
- if(dm) {
+ if (dm) {
glsl = draw_glsl_material(scene, ob, v3d, dt);
GPU_begin_object_materials(v3d, rv3d, scene, ob, glsl, NULL);
}
@@ -7292,18 +7338,18 @@ static void draw_object_mesh_instance(Scene *scene, View3D *v3d, RegionView3D *r
glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW);
glEnable(GL_LIGHTING);
- if(dm) {
+ if (dm) {
dm->drawFacesSolid(dm, NULL, 0, GPU_enable_material);
GPU_end_object_materials();
}
- else if(edm)
+ else if (edm)
edm->drawMappedFaces(edm, NULL, GPU_enable_material, NULL, NULL, 0);
glDisable(GL_LIGHTING);
}
- if(edm) edm->release(edm);
- if(dm) dm->release(dm);
+ if (edm) edm->release(edm);
+ if (dm) dm->release(dm);
}
void draw_object_instance(Scene *scene, View3D *v3d, RegionView3D *rv3d, Object *ob, int dt, int outline)