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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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+++ b/source/blender/editors/space_view3d/view3d_gizmo_navigate_type.c
@@ -0,0 +1,417 @@
+/*
+ * ***** 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 Gizmo for the 3D View
+ *
+ * \brief Simple gizmo 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 "GPU_batch.h"
+#include "GPU_batch_presets.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
+
+/**
+ * \param viewmat_local_unit is typically the 'rv3d->viewmatob'
+ * 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)
+{
+ 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];
+
+ 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;
+
+ /* 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);
+
+ /* 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);
+
+ 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);
+
+ 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);
+
+ copy_v3_v3(buffer[n++], v1);
+ copy_v3_v3(buffer[n++], v2);
+
+ 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);
+
+ copy_v3_v3(buffer[n++], v1);
+
+ mul_v3_fl(dx, 2.0f);
+ add_v3_v3(v1, dx);
+
+ copy_v3_v3(buffer[n++], v1);
+
+ mul_v3_fl(dy, 2.0f);
+ sub_v3_v3(v1, dx);
+ sub_v3_v3(v1, dy);
+
+ copy_v3_v3(buffer[n++], v1);
+
+ add_v3_v3(v1, dx);
+
+ copy_v3_v3(buffer[n++], v1);
+
+ 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);
+ }
+
+ immBegin(line_type, n);
+ for (int i = 0; i < n; i++) {
+ immVertex3fv(pos_id, buffer[i]);
+ }
+ immEnd();
+}
+
+static void axis_geom_draw(const wmGizmo *gz, const float color[4], const bool UNUSED(select))
+{
+ 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;
+ char 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},
+ };
+ 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_black[4] = {0, 0, 0, 1};
+ static float axis_color[3][4];
+ GPU_matrix_push();
+ GPU_matrix_mul(gz->matrix_offset);
+
+ bool draw_center_done = false;
+
+ 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;
+ }
+ }
+
+ 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;
+
+ /* 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). */
+ {
+ GPU_matrix_pop();
+ immUniformColor4fv(color);
+ imm_draw_circle_fill_3d(pos_id, 0, 0, 1.0f, DIAL_RESOLUTION);
+ GPU_matrix_push();
+ GPU_matrix_mul(gz->matrix_offset);
+ }
+ 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;
+
+ bool ok = true;
+
+ /* skip view align axis */
+ if ((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, 3 * (is_pos ? 1 : -1)};
+ const float v_final[3] = {
+ v[index_x] * scale_axis,
+ v[index_y] * scale_axis,
+ v[index_z] * scale_axis,
+ };
+ const float *color_current = is_highlight ? axis_highlight : axis_color[axis];
+ float color_current_fade[4];
+ copy_v4_v4(color_current_fade, color_current);
+ color_current_fade[3] *= 0.2;
+
+ /* Axis Line. */
+ if (is_pos) {
+ float v_start[3];
+ GPU_line_width(2.0f);
+ immUniformColor4fv(color_current);
+ 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(show_axis_char ? 0.22f : 0.18f);
+
+ GPUBatch *sphere = GPU_batch_preset_sphere(0);
+ GPU_batch_program_set_builtin(sphere, GPU_SHADER_3D_UNIFORM_COLOR);
+ GPU_batch_uniform_4fv(sphere, "color", is_pos ? color_current : color_current_fade);
+ GPU_batch_draw(sphere);
+ GPU_matrix_pop();
+ }
+
+ /* Axis XYZ Character. */
+ if (show_axis_char) {
+ GPU_line_width(1.0f);
+ float m3[3][3];
+ copy_m3_m4(m3, gz->matrix_offset);
+ immUniformColor4fv(is_highlight ? axis_black : axis_highlight);
+ draw_xyz_wire(pos_id, m3, v_final, 1.0, axis);
+ }
+ }
+ }
+
+ GPU_matrix_pop();
+ immUnbindProgram();
+}
+
+static void axis3d_draw_intern(
+ const bContext *UNUSED(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);
+
+ WM_gizmo_calc_matrix_final_params(
+ gz,
+ &((struct WM_GizmoMatrixParams) {
+ .matrix_offset = matrix_unit,
+ }), matrix_final);
+
+ GPU_matrix_push();
+ GPU_matrix_mul(matrix_final);
+
+ GPU_blend(true);
+ axis_geom_draw(gz, color, select);
+ 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;
+
+ (void)is_modal;
+
+ 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 wmEvent *event)
+{
+ float point_local[2] = {UNPACK2(event->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;
+}
+
+void VIEW3D_GT_navigate_rotate(wmGizmoType *gzt)
+{
+ /* 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;
+
+ gzt->struct_size = sizeof(wmGizmo);
+}