Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
Diffstat (limited to 'source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c747
1 files changed, 374 insertions, 373 deletions
diff --git a/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c b/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c
index f9b67a430e6..539b5d93bdf 100644
--- a/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c
+++ b/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c
@@ -33,7 +33,6 @@
#include "BKE_context.h"
-
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
@@ -71,12 +70,12 @@
#define AXIS_HANDLE_OFFSET (1.0f - AXIS_HANDLE_SIZE_FG)
struct AxisDrawInfo {
- /* Matrix is needed for screen-aligned font drawing. */
+ /* Matrix is needed for screen-aligned font drawing. */
#ifdef USE_AXIS_FONT
- float matrix_final[4][4];
+ float matrix_final[4][4];
#endif
#ifdef USE_FADE_BACKGROUND
- float color_bg[3];
+ float color_bg[3];
#endif
};
@@ -86,451 +85,453 @@ struct AxisDrawInfo {
* copied into a 3x3 matrix and normalized.
*/
static void draw_xyz_wire(
- uint pos_id, const float viewmat_local_unit[3][3], const float c[3], float size, int axis)
+ uint pos_id, const float viewmat_local_unit[3][3], const float c[3], float size, int axis)
{
- int line_type;
- float buffer[4][3];
- int n = 0;
+ int line_type;
+ float buffer[4][3];
+ int n = 0;
- float v1[3] = {0.0f, 0.0f, 0.0f}, v2[3] = {0.0f, 0.0f, 0.0f};
- float dim = size * 0.1f;
- float dx[3], dy[3];
+ float v1[3] = {0.0f, 0.0f, 0.0f}, v2[3] = {0.0f, 0.0f, 0.0f};
+ float dim = size * 0.1f;
+ float dx[3], dy[3];
- dx[0] = dim; dx[1] = 0.0f; dx[2] = 0.0f;
- dy[0] = 0.0f; dy[1] = dim; dy[2] = 0.0f;
+ dx[0] = dim;
+ dx[1] = 0.0f;
+ dx[2] = 0.0f;
+ dy[0] = 0.0f;
+ dy[1] = dim;
+ dy[2] = 0.0f;
- switch (axis) {
- case 0: /* x axis */
- line_type = GPU_PRIM_LINES;
+ switch (axis) {
+ case 0: /* x axis */
+ line_type = GPU_PRIM_LINES;
- /* bottom left to top right */
- negate_v3_v3(v1, dx);
- sub_v3_v3(v1, dy);
- copy_v3_v3(v2, dx);
- add_v3_v3(v2, dy);
+ /* bottom left to top right */
+ negate_v3_v3(v1, dx);
+ sub_v3_v3(v1, dy);
+ copy_v3_v3(v2, dx);
+ add_v3_v3(v2, dy);
- copy_v3_v3(buffer[n++], v1);
- copy_v3_v3(buffer[n++], v2);
+ copy_v3_v3(buffer[n++], v1);
+ copy_v3_v3(buffer[n++], v2);
- /* top left to bottom right */
- mul_v3_fl(dy, 2.0f);
- add_v3_v3(v1, dy);
- sub_v3_v3(v2, dy);
+ /* top left to bottom right */
+ mul_v3_fl(dy, 2.0f);
+ add_v3_v3(v1, dy);
+ sub_v3_v3(v2, dy);
- copy_v3_v3(buffer[n++], v1);
- copy_v3_v3(buffer[n++], v2);
+ copy_v3_v3(buffer[n++], v1);
+ copy_v3_v3(buffer[n++], v2);
- break;
- case 1: /* y axis */
- line_type = GPU_PRIM_LINES;
+ break;
+ case 1: /* y axis */
+ line_type = GPU_PRIM_LINES;
- /* bottom left to top right */
- mul_v3_fl(dx, 0.75f);
- negate_v3_v3(v1, dx);
- sub_v3_v3(v1, dy);
- copy_v3_v3(v2, dx);
- add_v3_v3(v2, dy);
+ /* bottom left to top right */
+ mul_v3_fl(dx, 0.75f);
+ negate_v3_v3(v1, dx);
+ sub_v3_v3(v1, dy);
+ copy_v3_v3(v2, dx);
+ add_v3_v3(v2, dy);
- copy_v3_v3(buffer[n++], v1);
- copy_v3_v3(buffer[n++], v2);
+ copy_v3_v3(buffer[n++], v1);
+ copy_v3_v3(buffer[n++], v2);
- /* top left to center */
- mul_v3_fl(dy, 2.0f);
- add_v3_v3(v1, dy);
- zero_v3(v2);
+ /* top left to center */
+ mul_v3_fl(dy, 2.0f);
+ add_v3_v3(v1, dy);
+ zero_v3(v2);
- copy_v3_v3(buffer[n++], v1);
- copy_v3_v3(buffer[n++], v2);
+ copy_v3_v3(buffer[n++], v1);
+ copy_v3_v3(buffer[n++], v2);
- break;
- case 2: /* z axis */
- line_type = GPU_PRIM_LINE_STRIP;
+ break;
+ case 2: /* z axis */
+ line_type = GPU_PRIM_LINE_STRIP;
- /* start at top left */
- negate_v3_v3(v1, dx);
- add_v3_v3(v1, dy);
+ /* start at top left */
+ negate_v3_v3(v1, dx);
+ add_v3_v3(v1, dy);
- copy_v3_v3(buffer[n++], v1);
+ copy_v3_v3(buffer[n++], v1);
- mul_v3_fl(dx, 2.0f);
- add_v3_v3(v1, dx);
+ mul_v3_fl(dx, 2.0f);
+ add_v3_v3(v1, dx);
- copy_v3_v3(buffer[n++], v1);
+ copy_v3_v3(buffer[n++], v1);
- mul_v3_fl(dy, 2.0f);
- sub_v3_v3(v1, dx);
- sub_v3_v3(v1, dy);
+ mul_v3_fl(dy, 2.0f);
+ sub_v3_v3(v1, dx);
+ sub_v3_v3(v1, dy);
- copy_v3_v3(buffer[n++], v1);
+ copy_v3_v3(buffer[n++], v1);
- add_v3_v3(v1, dx);
+ add_v3_v3(v1, dx);
- copy_v3_v3(buffer[n++], v1);
+ copy_v3_v3(buffer[n++], v1);
- break;
- default:
- BLI_assert(0);
- return;
- }
+ break;
+ default:
+ BLI_assert(0);
+ return;
+ }
- for (int i = 0; i < n; i++) {
- mul_transposed_m3_v3((float (*)[3])viewmat_local_unit, buffer[i]);
- add_v3_v3(buffer[i], c);
- }
+ for (int i = 0; i < n; i++) {
+ mul_transposed_m3_v3((float(*)[3])viewmat_local_unit, buffer[i]);
+ add_v3_v3(buffer[i], c);
+ }
- immBegin(line_type, n);
- for (int i = 0; i < n; i++) {
- immVertex3fv(pos_id, buffer[i]);
- }
- immEnd();
+ immBegin(line_type, n);
+ for (int i = 0; i < n; i++) {
+ immVertex3fv(pos_id, buffer[i]);
+ }
+ immEnd();
}
-#endif /* !USE_AXIS_FONT */
+#endif /* !USE_AXIS_FONT */
/**
* \param draw_info: Extra data needed for drawing.
*/
-static void axis_geom_draw(
- const wmGizmo *gz, const float color[4], const bool select,
- const struct AxisDrawInfo *draw_info)
+static void axis_geom_draw(const wmGizmo *gz,
+ const float color[4],
+ const bool select,
+ const struct AxisDrawInfo *draw_info)
{
- GPU_line_width(gz->line_width);
-
- GPUVertFormat *format = immVertexFormat();
- const uint pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
- immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
-
- struct {
- float depth;
- char index;
- char axis;
- bool is_pos;
- } axis_order[6] = {
- {-gz->matrix_offset[0][2], 0, 0, false},
- {+gz->matrix_offset[0][2], 1, 0, true},
- {-gz->matrix_offset[1][2], 2, 1, false},
- {+gz->matrix_offset[1][2], 3, 1, true},
- {-gz->matrix_offset[2][2], 4, 2, false},
- {+gz->matrix_offset[2][2], 5, 2, true},
- };
-
- int axis_align = -1;
- for (int axis = 0; axis < 3; axis++) {
- if (len_squared_v2(gz->matrix_offset[axis]) < 1e-6f) {
- axis_align = axis;
- break;
- }
- }
-
- /* Show backwards pointing highlight on-top (else we can't see it at all). */
- if ((select == false) && (gz->highlight_part > 0) && (axis_align != -1)) {
- if (axis_order[gz->highlight_part - 1].is_pos == false) {
- axis_order[gz->highlight_part - 1].depth = FLT_MAX;
- }
- }
-
- qsort(&axis_order, ARRAY_SIZE(axis_order), sizeof(axis_order[0]), BLI_sortutil_cmp_float);
-
- static const float axis_highlight[4] = {1, 1, 1, 1};
- static const float axis_black[4] = {0, 0, 0, 1};
- static float axis_color[3][4];
-
- const float axis_depth_bias = 0.01f;
+ GPU_line_width(gz->line_width);
+
+ GPUVertFormat *format = immVertexFormat();
+ const uint pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+
+ struct {
+ float depth;
+ char index;
+ char axis;
+ bool is_pos;
+ } axis_order[6] = {
+ {-gz->matrix_offset[0][2], 0, 0, false},
+ {+gz->matrix_offset[0][2], 1, 0, true},
+ {-gz->matrix_offset[1][2], 2, 1, false},
+ {+gz->matrix_offset[1][2], 3, 1, true},
+ {-gz->matrix_offset[2][2], 4, 2, false},
+ {+gz->matrix_offset[2][2], 5, 2, true},
+ };
+
+ int axis_align = -1;
+ for (int axis = 0; axis < 3; axis++) {
+ if (len_squared_v2(gz->matrix_offset[axis]) < 1e-6f) {
+ axis_align = axis;
+ break;
+ }
+ }
+
+ /* Show backwards pointing highlight on-top (else we can't see it at all). */
+ if ((select == false) && (gz->highlight_part > 0) && (axis_align != -1)) {
+ if (axis_order[gz->highlight_part - 1].is_pos == false) {
+ axis_order[gz->highlight_part - 1].depth = FLT_MAX;
+ }
+ }
+
+ qsort(&axis_order, ARRAY_SIZE(axis_order), sizeof(axis_order[0]), BLI_sortutil_cmp_float);
+
+ static const float axis_highlight[4] = {1, 1, 1, 1};
+ static const float axis_black[4] = {0, 0, 0, 1};
+ static float axis_color[3][4];
+
+ const float axis_depth_bias = 0.01f;
#ifdef USE_AXIS_FONT
- struct {
- float matrix[4][4];
- int id;
- } font;
-
- if (select == false) {
- font.id = blf_mono_font;
- BLF_disable(font.id, BLF_ROTATION | BLF_SHADOW | BLF_MATRIX | BLF_ASPECT | BLF_WORD_WRAP);
- BLF_color4fv(font.id, axis_black);
- BLF_size(font.id, 11 * U.dpi_fac, 72);
-
- /* Calculate the inverse of the (matrix_final * matrix_offset).
- * This allows us to use the final location, while reversing the rotation so fonts
- * show without any rotation. */
- float m3[3][3];
- float m3_offset[3][3];
- copy_m3_m4(m3, draw_info->matrix_final);
- copy_m3_m4(m3_offset, gz->matrix_offset);
- mul_m3_m3m3(m3, m3, m3_offset);
- invert_m3(m3);
- copy_m4_m3(font.matrix, m3);
- }
+ struct {
+ float matrix[4][4];
+ int id;
+ } font;
+
+ if (select == false) {
+ font.id = blf_mono_font;
+ BLF_disable(font.id, BLF_ROTATION | BLF_SHADOW | BLF_MATRIX | BLF_ASPECT | BLF_WORD_WRAP);
+ BLF_color4fv(font.id, axis_black);
+ BLF_size(font.id, 11 * U.dpi_fac, 72);
+
+ /* Calculate the inverse of the (matrix_final * matrix_offset).
+ * This allows us to use the final location, while reversing the rotation so fonts
+ * show without any rotation. */
+ float m3[3][3];
+ float m3_offset[3][3];
+ copy_m3_m4(m3, draw_info->matrix_final);
+ copy_m3_m4(m3_offset, gz->matrix_offset);
+ mul_m3_m3m3(m3, m3, m3_offset);
+ invert_m3(m3);
+ copy_m4_m3(font.matrix, m3);
+ }
#endif
- /* When the cursor is over any of the gizmos (show circle backdrop). */
- const bool is_active = (color[3] != 0.0f);
-
- /* Circle defining active area. */
- if (is_active) {
- immUniformColor4fv(color);
- imm_draw_circle_fill_3d(pos_id, 0, 0, 1.0f, DIAL_RESOLUTION);
- }
-
- GPU_matrix_push();
- GPU_matrix_mul(gz->matrix_offset);
-
- 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;
- const bool is_highlight = index + 1 == gz->highlight_part;
-
- 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;
-
- bool ok = true;
-
- /* Skip view align axis when selecting (allows to switch to opposite side). */
- if (select && ((axis_align == axis) && (gz->matrix_offset[axis][2] > 0.0f) == is_pos)) {
- ok = false;
- }
- if (ok) {
- /* Check aligned, since the front axis won't display in this case,
- * and we want to make sure all 3 axes have a character at all times. */
- const bool show_axis_char = (is_pos || (axis == axis_align));
- const float v[3] = {0, 0, AXIS_HANDLE_OFFSET * (is_pos ? 1 : -1)};
- const float v_final[3] = {v[index_x], v[index_y], v[index_z]};
- const float *color_current = is_highlight ? axis_highlight : axis_color[axis];
- float color_current_fade[4];
-
- /* Flip the faded state when axis aligned, since we're hiding the front-mode axis
- * otherwise we see the color for the back-most axis, which is useful for
- * click-to-rotate 180d but not useful to visualize.
- *
- * Use depth bias so axis-aligned views show the positive axis as being in-front.
- * This is a detail so primary axes show as dominant.
- */
- const bool is_pos_color = (
- axis_order[axis_index].depth > (axis_depth_bias * (is_pos ? -1 : 1)));
-
-
- if (select == false) {
+ /* When the cursor is over any of the gizmos (show circle backdrop). */
+ const bool is_active = (color[3] != 0.0f);
+
+ /* Circle defining active area. */
+ if (is_active) {
+ immUniformColor4fv(color);
+ imm_draw_circle_fill_3d(pos_id, 0, 0, 1.0f, DIAL_RESOLUTION);
+ }
+
+ GPU_matrix_push();
+ GPU_matrix_mul(gz->matrix_offset);
+
+ 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;
+ const bool is_highlight = index + 1 == gz->highlight_part;
+
+ 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;
+
+ bool ok = true;
+
+ /* Skip view align axis when selecting (allows to switch to opposite side). */
+ if (select && ((axis_align == axis) && (gz->matrix_offset[axis][2] > 0.0f) == is_pos)) {
+ ok = false;
+ }
+ if (ok) {
+ /* Check aligned, since the front axis won't display in this case,
+ * and we want to make sure all 3 axes have a character at all times. */
+ const bool show_axis_char = (is_pos || (axis == axis_align));
+ const float v[3] = {0, 0, AXIS_HANDLE_OFFSET * (is_pos ? 1 : -1)};
+ const float v_final[3] = {v[index_x], v[index_y], v[index_z]};
+ const float *color_current = is_highlight ? axis_highlight : axis_color[axis];
+ float color_current_fade[4];
+
+ /* Flip the faded state when axis aligned, since we're hiding the front-mode axis
+ * otherwise we see the color for the back-most axis, which is useful for
+ * click-to-rotate 180d but not useful to visualize.
+ *
+ * Use depth bias so axis-aligned views show the positive axis as being in-front.
+ * This is a detail so primary axes show as dominant.
+ */
+ const bool is_pos_color = (axis_order[axis_index].depth >
+ (axis_depth_bias * (is_pos ? -1 : 1)));
+
+ if (select == false) {
#ifdef USE_FADE_BACKGROUND
- interp_v3_v3v3(color_current_fade, draw_info->color_bg, color_current, is_highlight ? 1.0 : 0.5f);
- color_current_fade[3] = color_current[3];
+ interp_v3_v3v3(
+ color_current_fade, draw_info->color_bg, color_current, is_highlight ? 1.0 : 0.5f);
+ color_current_fade[3] = color_current[3];
#else
- copy_v4_v4(color_current_fade, color_current);
- color_current_fade[3] *= 0.2;
+ copy_v4_v4(color_current_fade, color_current);
+ color_current_fade[3] *= 0.2;
#endif
- }
- else {
- copy_v4_fl(color_current_fade, 1.0f);
- }
-
- /* Axis Line. */
- if (is_pos) {
- float v_start[3];
- GPU_line_width(2.0f);
- immUniformColor4fv(is_pos_color ? color_current : color_current_fade);
- immBegin(GPU_PRIM_LINES, 2);
- if (axis_align == -1) {
- zero_v3(v_start);
- }
- else {
- /* When axis aligned we don't draw the front most axis
- * (allowing us to switch to the opposite side).
- * In this case don't draw lines over axis pointing away from us
- * because it obscures character and looks noisy.
- */
- mul_v3_v3fl(v_start, v_final, 0.3f);
- }
- immVertex3fv(pos_id, v_start);
- immVertex3fv(pos_id, v_final);
- immEnd();
- }
-
- /* Axis Ball. */
- {
- GPU_matrix_push();
- GPU_matrix_translate_3fv(v_final);
- GPU_matrix_scale_1f(is_pos ? AXIS_HANDLE_SIZE_FG : AXIS_HANDLE_SIZE_BG);
-
- GPUBatch *sphere = GPU_batch_preset_sphere(0);
- GPU_batch_program_set_builtin(sphere, GPU_SHADER_3D_UNIFORM_COLOR);
-
- /* Black outlines for negative axis balls, otherwise they can be hard to see since
- * they use a faded color which can be similar to the circle backdrop in tone. */
- if (is_active && !is_highlight && !is_pos && !select && !(axis_align == axis)) {
- static const float axis_black_faded[4] = {0, 0, 0, 0.2f};
- const float scale = 1.15f;
- GPU_matrix_scale_1f(scale);
- GPU_batch_uniform_4fv(sphere, "color", axis_black_faded);
- GPU_batch_draw(sphere);
- GPU_matrix_scale_1f(1.0 / scale);
- }
-
- GPU_batch_uniform_4fv(sphere, "color", is_pos_color ? color_current : color_current_fade);
- GPU_batch_draw(sphere);
- GPU_matrix_pop();
- }
-
- /* Axis XYZ Character. */
- if (show_axis_char && (select == false)) {
+ }
+ else {
+ copy_v4_fl(color_current_fade, 1.0f);
+ }
+
+ /* Axis Line. */
+ if (is_pos) {
+ float v_start[3];
+ GPU_line_width(2.0f);
+ immUniformColor4fv(is_pos_color ? color_current : color_current_fade);
+ immBegin(GPU_PRIM_LINES, 2);
+ if (axis_align == -1) {
+ zero_v3(v_start);
+ }
+ else {
+ /* When axis aligned we don't draw the front most axis
+ * (allowing us to switch to the opposite side).
+ * In this case don't draw lines over axis pointing away from us
+ * because it obscures character and looks noisy.
+ */
+ mul_v3_v3fl(v_start, v_final, 0.3f);
+ }
+ immVertex3fv(pos_id, v_start);
+ immVertex3fv(pos_id, v_final);
+ immEnd();
+ }
+
+ /* Axis Ball. */
+ {
+ GPU_matrix_push();
+ GPU_matrix_translate_3fv(v_final);
+ GPU_matrix_scale_1f(is_pos ? AXIS_HANDLE_SIZE_FG : AXIS_HANDLE_SIZE_BG);
+
+ GPUBatch *sphere = GPU_batch_preset_sphere(0);
+ GPU_batch_program_set_builtin(sphere, GPU_SHADER_3D_UNIFORM_COLOR);
+
+ /* Black outlines for negative axis balls, otherwise they can be hard to see since
+ * they use a faded color which can be similar to the circle backdrop in tone. */
+ if (is_active && !is_highlight && !is_pos && !select && !(axis_align == axis)) {
+ static const float axis_black_faded[4] = {0, 0, 0, 0.2f};
+ const float scale = 1.15f;
+ GPU_matrix_scale_1f(scale);
+ GPU_batch_uniform_4fv(sphere, "color", axis_black_faded);
+ GPU_batch_draw(sphere);
+ GPU_matrix_scale_1f(1.0 / scale);
+ }
+
+ GPU_batch_uniform_4fv(sphere, "color", is_pos_color ? color_current : color_current_fade);
+ GPU_batch_draw(sphere);
+ GPU_matrix_pop();
+ }
+
+ /* Axis XYZ Character. */
+ if (show_axis_char && (select == false)) {
#ifdef USE_AXIS_FONT
- immUnbindProgram();
+ immUnbindProgram();
- GPU_matrix_push();
- GPU_matrix_translate_3fv(v_final);
- GPU_matrix_mul(font.matrix);
+ GPU_matrix_push();
+ GPU_matrix_translate_3fv(v_final);
+ GPU_matrix_mul(font.matrix);
- const char axis_str[2] = {'X' + axis, 0};
- float offset[2] = {0};
- BLF_width_and_height(font.id, axis_str, 2, &offset[0], &offset[1]);
- BLF_position(font.id, roundf(offset[0] * -0.5f), roundf(offset[1] * -0.5f), 0);
- BLF_draw_ascii(font.id, axis_str, 2);
- GPU_blend(true); /* XXX, blf disables */
- GPU_matrix_pop();
+ const char axis_str[2] = {'X' + axis, 0};
+ float offset[2] = {0};
+ BLF_width_and_height(font.id, axis_str, 2, &offset[0], &offset[1]);
+ BLF_position(font.id, roundf(offset[0] * -0.5f), roundf(offset[1] * -0.5f), 0);
+ BLF_draw_ascii(font.id, axis_str, 2);
+ GPU_blend(true); /* XXX, blf disables */
+ GPU_matrix_pop();
- immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
#else
- GPU_line_width(1.0f);
- float m3[3][3];
- copy_m3_m4(m3, gz->matrix_offset);
- immUniformColor4fv(axis_black);
- draw_xyz_wire(pos_id, m3, v_final, 1.0, axis);
+ GPU_line_width(1.0f);
+ float m3[3][3];
+ copy_m3_m4(m3, gz->matrix_offset);
+ immUniformColor4fv(axis_black);
+ draw_xyz_wire(pos_id, m3, v_final, 1.0, axis);
#endif
- }
- }
- }
+ }
+ }
+ }
- GPU_matrix_pop();
- immUnbindProgram();
+ GPU_matrix_pop();
+ immUnbindProgram();
}
-static void axis3d_draw_intern(
- const bContext *C, wmGizmo *gz,
- const bool select, const bool highlight)
+static void axis3d_draw_intern(const bContext *C,
+ wmGizmo *gz,
+ const bool select,
+ const bool highlight)
{
- const float *color = highlight ? gz->color_hi : gz->color;
- float matrix_final[4][4];
- float matrix_unit[4][4];
-
- unit_m4(matrix_unit);
+ const float *color = highlight ? gz->color_hi : gz->color;
+ float matrix_final[4][4];
+ float matrix_unit[4][4];
- WM_gizmo_calc_matrix_final_params(
- gz,
- &((struct WM_GizmoMatrixParams) {
- .matrix_offset = matrix_unit,
- }), matrix_final);
+ unit_m4(matrix_unit);
- GPU_matrix_push();
- GPU_matrix_mul(matrix_final);
+ WM_gizmo_calc_matrix_final_params(gz,
+ &((struct WM_GizmoMatrixParams){
+ .matrix_offset = matrix_unit,
+ }),
+ matrix_final);
+ GPU_matrix_push();
+ GPU_matrix_mul(matrix_final);
- struct AxisDrawInfo draw_info;
+ struct AxisDrawInfo draw_info;
#ifdef USE_AXIS_FONT
- if (select == false) {
- copy_m4_m4(draw_info.matrix_final, matrix_final);
- }
+ if (select == false) {
+ copy_m4_m4(draw_info.matrix_final, matrix_final);
+ }
#endif
#ifdef USE_FADE_BACKGROUND
- if (select == false) {
- ED_view3d_background_color_get(CTX_data_scene(C), CTX_wm_view3d(C), draw_info.color_bg);
- }
+ if (select == false) {
+ ED_view3d_background_color_get(CTX_data_scene(C), CTX_wm_view3d(C), draw_info.color_bg);
+ }
#else
- UNUSED_VARS(C);
+ UNUSED_VARS(C);
#endif
- GPU_blend(true);
- axis_geom_draw(
- gz, color, select,
- &draw_info);
- GPU_blend(false);
- GPU_matrix_pop();
+ GPU_blend(true);
+ axis_geom_draw(gz, color, select, &draw_info);
+ GPU_blend(false);
+ GPU_matrix_pop();
}
static void gizmo_axis_draw(const bContext *C, wmGizmo *gz)
{
- const bool is_modal = gz->state & WM_GIZMO_STATE_MODAL;
- const bool is_highlight = (gz->state & WM_GIZMO_STATE_HIGHLIGHT) != 0;
+ const bool is_modal = gz->state & WM_GIZMO_STATE_MODAL;
+ const bool is_highlight = (gz->state & WM_GIZMO_STATE_HIGHLIGHT) != 0;
- (void)is_modal;
+ (void)is_modal;
- GPU_blend(true);
- axis3d_draw_intern(C, gz, false, is_highlight);
- GPU_blend(false);
+ GPU_blend(true);
+ axis3d_draw_intern(C, gz, false, is_highlight);
+ GPU_blend(false);
}
-static int gizmo_axis_test_select(
- bContext *UNUSED(C), wmGizmo *gz, const int mval[2])
+static int gizmo_axis_test_select(bContext *UNUSED(C), wmGizmo *gz, const int mval[2])
{
- float point_local[2] = {UNPACK2(mval)};
- sub_v2_v2(point_local, gz->matrix_basis[3]);
- mul_v2_fl(point_local, 1.0f / (gz->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] = {
- gz->matrix_offset[i][0] * (is_pos ? 1 : -1),
- gz->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 && (gz->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 'gz->scale_final' is already applied when projecting. */
- if (len_sq < 1.0f) {
- return 0;
- }
-
- return -1;
+ float point_local[2] = {UNPACK2(mval)};
+ sub_v2_v2(point_local, gz->matrix_basis[3]);
+ mul_v2_fl(point_local, 1.0f / (gz->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] = {
+ gz->matrix_offset[i][0] * (is_pos ? 1 : -1),
+ gz->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 && (gz->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 'gz->scale_final' is already applied when projecting. */
+ if (len_sq < 1.0f) {
+ return 0;
+ }
+
+ return -1;
}
static int gizmo_axis_cursor_get(wmGizmo *gz)
{
- if (gz->highlight_part > 0) {
- return CURSOR_EDIT;
- }
- return BC_NSEW_SCROLLCURSOR;
+ if (gz->highlight_part > 0) {
+ return CURSOR_EDIT;
+ }
+ return BC_NSEW_SCROLLCURSOR;
}
void VIEW3D_GT_navigate_rotate(wmGizmoType *gzt)
{
- /* identifiers */
- gzt->idname = "VIEW3D_GT_navigate_rotate";
+ /* identifiers */
+ gzt->idname = "VIEW3D_GT_navigate_rotate";
- /* api callbacks */
- gzt->draw = gizmo_axis_draw;
- gzt->test_select = gizmo_axis_test_select;
- gzt->cursor_get = gizmo_axis_cursor_get;
+ /* api callbacks */
+ gzt->draw = gizmo_axis_draw;
+ gzt->test_select = gizmo_axis_test_select;
+ gzt->cursor_get = gizmo_axis_cursor_get;
- gzt->struct_size = sizeof(wmGizmo);
+ gzt->struct_size = sizeof(wmGizmo);
}