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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c')
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diff --git a/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c b/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c
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+/*
+ * ***** 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.
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file view3d_gizmo_navigate_type.c
+ * \ingroup wm
+ *
+ * \name Custom Orientation/Navigation Manipulator for the 3D View
+ *
+ * \brief Simple manipulator to axis and translate.
+ *
+ * - scale_basis: used for the size.
+ * - matrix_basis: used for the location.
+ * - matrix_offset: used to store the orientation.
+ */
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_math.h"
+#include "BLI_sort_utils.h"
+
+#include "BKE_context.h"
+
+#include "BIF_gl.h"
+#include "BIF_glutil.h"
+
+#include "GPU_immediate.h"
+#include "GPU_immediate_util.h"
+#include "GPU_matrix.h"
+#include "GPU_state.h"
+
+#include "RNA_access.h"
+#include "RNA_define.h"
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+#include "ED_screen.h"
+
+#include "view3d_intern.h"
+
+#define DIAL_RESOLUTION 32
+
+#define HANDLE_SIZE 0.33
+
+static void axis_geom_draw(
+ const wmManipulator *mpr, const float color[4], const bool UNUSED(select))
+{
+ GPU_line_width(mpr->line_width);
+
+ Gwn_VertFormat *format = immVertexFormat();
+ const uint pos_id = GWN_vertformat_attr_add(format, "pos", GWN_COMP_F32, 3, GWN_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ /* flip z for reverse */
+ const float cone_coords[5][3] = {
+ {-1, -1, 4},
+ {-1, +1, 4},
+ {+1, +1, 4},
+ {+1, -1, 4},
+ {0, 0, 2},
+ };
+
+ struct {
+ float depth;
+ char index;
+ char axis;
+ char is_pos;
+ } axis_order[6] = {
+ {-mpr->matrix_offset[0][2], 0, 0, false},
+ {+mpr->matrix_offset[0][2], 1, 0, true},
+ {-mpr->matrix_offset[1][2], 2, 1, false},
+ {+mpr->matrix_offset[1][2], 3, 1, true},
+ {-mpr->matrix_offset[2][2], 4, 2, false},
+ {+mpr->matrix_offset[2][2], 5, 2, true},
+ };
+ qsort(&axis_order, ARRAY_SIZE(axis_order), sizeof(axis_order[0]), BLI_sortutil_cmp_float);
+
+ const float scale_axis = 0.25f;
+ static const float axis_highlight[4] = {1, 1, 1, 1};
+ static const float axis_nop[4] = {1, 1, 1, 0};
+ static const float axis_black[4] = {0, 0, 0, 1};
+ static float axis_color[3][4];
+ gpuPushMatrix();
+ gpuMultMatrix(mpr->matrix_offset);
+
+ bool draw_center_done = false;
+
+ for (int axis_index = 0; axis_index < ARRAY_SIZE(axis_order); axis_index++) {
+ const int index = axis_order[axis_index].index;
+ const int axis = axis_order[axis_index].axis;
+ const bool is_pos = axis_order[axis_index].is_pos;
+
+ /* Draw slightly before, so axis aligned arrows draw ontop. */
+ if ((draw_center_done == false) && (axis_order[axis_index].depth > -0.01f)) {
+
+ /* Circle defining active area (revert back to 2D space). */
+ {
+ gpuPopMatrix();
+ immUniformColor4fv(color);
+ imm_draw_circle_fill_3d(pos_id, 0, 0, 1.0f, DIAL_RESOLUTION);
+ gpuPushMatrix();
+ gpuMultMatrix(mpr->matrix_offset);
+ }
+
+ /* Center cube. */
+ {
+ float center[3], size[3];
+
+ zero_v3(center);
+ copy_v3_fl(size, HANDLE_SIZE);
+
+ GPU_depth_test(true);
+ glDepthMask(GL_TRUE);
+ glDepthFunc(GL_LEQUAL);
+ GPU_blend_set_func(GPU_ONE, GPU_ZERO);
+ GPU_blend_set_func_separate(GPU_SRC_ALPHA, GPU_ONE_MINUS_SRC_ALPHA, GPU_ONE, GPU_ONE_MINUS_SRC_ALPHA);
+
+ GPU_line_smooth(true);
+ GPU_blend(true);
+ GPU_line_width(1.0f);
+ /* Just draw depth values. */
+ immUniformColor4fv(axis_nop);
+ imm_draw_cube_fill_3d(pos_id, center, size);
+ immUniformColor4fv(axis_black);
+ madd_v3_v3fl(
+ center,
+ (float[3]){
+ mpr->matrix_offset[0][2],
+ mpr->matrix_offset[1][2],
+ mpr->matrix_offset[2][2],
+ },
+ 0.08f);
+ imm_draw_cube_wire_3d(pos_id, center, size);
+ GPU_blend(false);
+ GPU_line_smooth(false);
+ GPU_depth_test(false);
+ }
+
+ draw_center_done = true;
+ }
+ UI_GetThemeColor3fv(TH_AXIS_X + axis, axis_color[axis]);
+ axis_color[axis][3] = 1.0f;
+
+ const int index_z = axis;
+ const int index_y = (axis + 1) % 3;
+ const int index_x = (axis + 2) % 3;
+
+#define ROTATED_VERT(v_orig) \
+ { \
+ float v[3]; \
+ copy_v3_v3(v, v_orig); \
+ if (is_pos == 0) { \
+ v[2] *= -1.0f; \
+ } \
+ immVertex3f(pos_id, v[index_x] * scale_axis, v[index_y] * scale_axis, v[index_z] * scale_axis); \
+ } ((void)0)
+
+ bool ok = true;
+
+ /* skip view align axis */
+ if (len_squared_v2(mpr->matrix_offset[axis]) < 1e-6f && (mpr->matrix_offset[axis][2] > 0.0f) == is_pos) {
+ ok = false;
+ }
+ if (ok) {
+ immUniformColor4fv(index + 1 == mpr->highlight_part ? axis_highlight : axis_color[axis]);
+ immBegin(GWN_PRIM_TRI_FAN, 6);
+ ROTATED_VERT(cone_coords[4]);
+ for (int j = 0; j <= 4; j++) {
+ ROTATED_VERT(cone_coords[j % 4]);
+ }
+ immEnd();
+ }
+
+#undef ROTATED_VERT
+ }
+
+ gpuPopMatrix();
+ immUnbindProgram();
+}
+
+static void axis3d_draw_intern(
+ const bContext *UNUSED(C), wmManipulator *mpr,
+ const bool select, const bool highlight)
+{
+ const float *color = highlight ? mpr->color_hi : mpr->color;
+ float matrix_final[4][4];
+ float matrix_unit[4][4];
+
+ unit_m4(matrix_unit);
+
+ WM_manipulator_calc_matrix_final_params(
+ mpr,
+ &((struct WM_ManipulatorMatrixParams) {
+ .matrix_offset = matrix_unit,
+ }), matrix_final);
+
+ gpuPushMatrix();
+ gpuMultMatrix(matrix_final);
+
+ GPU_blend(true);
+ axis_geom_draw(mpr, color, select);
+ GPU_blend(false);
+ gpuPopMatrix();
+}
+
+static void manipulator_axis_draw(const bContext *C, wmManipulator *mpr)
+{
+ const bool is_modal = mpr->state & WM_MANIPULATOR_STATE_MODAL;
+ const bool is_highlight = (mpr->state & WM_MANIPULATOR_STATE_HIGHLIGHT) != 0;
+
+ (void)is_modal;
+
+ GPU_blend(true);
+ axis3d_draw_intern(C, mpr, false, is_highlight);
+ GPU_blend(false);
+}
+
+static int manipulator_axis_test_select(
+ bContext *UNUSED(C), wmManipulator *mpr, const wmEvent *event)
+{
+ float point_local[2] = {UNPACK2(event->mval)};
+ sub_v2_v2(point_local, mpr->matrix_basis[3]);
+ mul_v2_fl(point_local, 1.0f / (mpr->scale_basis * UI_DPI_FAC));
+
+ const float len_sq = len_squared_v2(point_local);
+ if (len_sq > 1.0) {
+ return -1;
+ }
+
+ int part_best = -1;
+ int part_index = 1;
+ /* Use 'SQUARE(HANDLE_SIZE)' if we want to be able to _not_ focus on one of the axis. */
+ float i_best_len_sq = FLT_MAX;
+ for (int i = 0; i < 3; i++) {
+ for (int is_pos = 0; is_pos < 2; is_pos++) {
+ float co[2] = {
+ mpr->matrix_offset[i][0] * (is_pos ? 1 : -1),
+ mpr->matrix_offset[i][1] * (is_pos ? 1 : -1),
+ };
+
+ bool ok = true;
+
+ /* Check if we're viewing on an axis, there is no point to clicking on the current axis so show the reverse. */
+ if (len_squared_v2(co) < 1e-6f && (mpr->matrix_offset[i][2] > 0.0f) == is_pos) {
+ ok = false;
+ }
+
+ if (ok) {
+ const float len_axis_sq = len_squared_v2v2(co, point_local);
+ if (len_axis_sq < i_best_len_sq) {
+ part_best = part_index;
+ i_best_len_sq = len_axis_sq;
+ }
+ }
+ part_index += 1;
+ }
+ }
+
+ if (part_best != -1) {
+ return part_best;
+ }
+
+ /* The 'mpr->scale_final' is already applied when projecting. */
+ if (len_sq < 1.0f) {
+ return 0;
+ }
+
+ return -1;
+}
+
+static int manipulator_axis_cursor_get(wmManipulator *mpr)
+{
+ if (mpr->highlight_part > 0) {
+ return CURSOR_EDIT;
+ }
+ return BC_NSEW_SCROLLCURSOR;
+}
+
+void VIEW3D_WT_navigate_rotate(wmManipulatorType *wt)
+{
+ /* identifiers */
+ wt->idname = "VIEW3D_WT_navigate_rotate";
+
+ /* api callbacks */
+ wt->draw = manipulator_axis_draw;
+ wt->test_select = manipulator_axis_test_select;
+ wt->cursor_get = manipulator_axis_cursor_get;
+
+ wt->struct_size = sizeof(wmManipulator);
+}