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Diffstat (limited to 'source/blender/editors/space_view3d/drawsimdebug.c')
-rw-r--r--source/blender/editors/space_view3d/drawsimdebug.c140
1 files changed, 140 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/drawsimdebug.c b/source/blender/editors/space_view3d/drawsimdebug.c
new file mode 100644
index 00000000000..83fee946c99
--- /dev/null
+++ b/source/blender/editors/space_view3d/drawsimdebug.c
@@ -0,0 +1,140 @@
+/*
+ * ***** BEGIN GPL LICENSE BLOCK *****
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; if not, write to the Free Software Foundation,
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+ *
+ * The Original Code is Copyright (C) 2014 by the Blender Foundation.
+ * All rights reserved.
+ *
+ * The Original Code is: all of this file.
+ *
+ * Contributor(s): Lukas Toenne
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/editors/space_view3d/drawsimdebug.c
+ * \ingroup spview3d
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "DNA_scene_types.h"
+#include "DNA_screen_types.h"
+#include "DNA_view3d_types.h"
+#include "DNA_object_types.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_math.h"
+#include "BLI_utildefines.h"
+#include "BLI_ghash.h"
+
+#include "BKE_effect.h"
+#include "BKE_global.h"
+#include "BKE_modifier.h"
+
+#include "view3d_intern.h"
+
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
+
+#include "UI_resources.h"
+
+static void draw_sim_debug_elements(SimDebugData *debug_data)
+{
+ GHashIterator iter;
+
+ /**** dots ****/
+
+ glPointSize(3.0f);
+ glBegin(GL_POINTS);
+ for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
+ SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
+ if (elem->type != SIM_DEBUG_ELEM_DOT)
+ continue;
+
+ glColor3f(elem->color[0], elem->color[1], elem->color[2]);
+ glVertex3f(elem->v1[0], elem->v1[1], elem->v1[2]);
+ }
+ glEnd();
+ glPointSize(1.0f);
+
+ /**** lines ****/
+
+ glBegin(GL_LINES);
+ for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
+ SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
+ if (elem->type != SIM_DEBUG_ELEM_LINE)
+ continue;
+
+ glColor3f(elem->color[0], elem->color[1], elem->color[2]);
+ glVertex3f(elem->v1[0], elem->v1[1], elem->v1[2]);
+ glVertex3f(elem->v2[0], elem->v2[1], elem->v2[2]);
+ }
+ glEnd();
+
+ /**** vectors ****/
+
+ glPointSize(2.0f);
+ glBegin(GL_POINTS);
+ for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
+ SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
+ if (elem->type != SIM_DEBUG_ELEM_VECTOR)
+ continue;
+
+ glColor3f(elem->color[0], elem->color[1], elem->color[2]);
+ glVertex3f(elem->v1[0], elem->v1[1], elem->v1[2]);
+ }
+ glEnd();
+ glPointSize(1.0f);
+
+ glBegin(GL_LINES);
+ for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) {
+ SimDebugElement *elem = BLI_ghashIterator_getValue(&iter);
+ float t[3];
+ if (elem->type != SIM_DEBUG_ELEM_VECTOR)
+ continue;
+
+ glColor3f(elem->color[0], elem->color[1], elem->color[2]);
+ glVertex3f(elem->v1[0], elem->v1[1], elem->v1[2]);
+ add_v3_v3v3(t, elem->v1, elem->v2);
+ glVertex3f(t[0], t[1], t[2]);
+ }
+ glEnd();
+}
+
+void draw_sim_debug_data(Scene *UNUSED(scene), View3D *UNUSED(v3d), ARegion *ar, Base *UNUSED(base), SimDebugData *debug_data)
+{
+ RegionView3D *rv3d = ar->regiondata;
+ /*Object *ob = base->object;*/
+ /*float imat[4][4];*/
+
+ /*invert_m4_m4(imat, rv3d->viewmatob);*/
+
+// glDepthMask(GL_FALSE);
+// glEnable(GL_BLEND);
+
+ glPushMatrix();
+ glLoadMatrixf(rv3d->viewmat);
+
+ if (debug_data) {
+ draw_sim_debug_elements(debug_data);
+ }
+
+ glPopMatrix();
+
+// glDepthMask(GL_TRUE);
+// glDisable(GL_BLEND);
+}