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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_manipulator_armature.c')
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diff --git a/source/blender/editors/space_view3d/view3d_manipulator_armature.c b/source/blender/editors/space_view3d/view3d_manipulator_armature.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 blender/editors/space_view3d/view3d_manipulator_armature.c
+ * \ingroup spview3d
+ */
+
+#include "BLI_blenlib.h"
+#include "BLI_math.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_armature.h"
+#include "BKE_action.h"
+#include "BKE_context.h"
+#include "BKE_object.h"
+
+#include "DNA_object_types.h"
+#include "DNA_armature_types.h"
+
+#include "ED_armature.h"
+#include "ED_screen.h"
+#include "ED_manipulator_library.h"
+
+#include "UI_resources.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "RNA_access.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+#include "view3d_intern.h" /* own include */
+
+
+/* -------------------------------------------------------------------- */
+
+/** \name Armature Spline Manipulator
+ *
+ * \{ */
+
+/*
+ * TODO(campbell): Current conversion is a approximation (usable not correct),
+ * we'll need to take the next/previous bones into account to get the tangent directions.
+ * First last matrices from 'b_bone_spline_setup' are close but also not quite accurate
+ * since they're not at either end-points on the curve.
+ *
+ * Likely we'll need a function especially to get the first/last orientations.
+ */
+
+#define BBONE_SCALE_Y 3.0f
+
+struct BoneSplineHandle {
+ wmManipulator *manipulator;
+ bPoseChannel *pchan;
+ /* We could remove, keep since at the moment for checking the conversion. */
+ float co[3];
+ int index;
+};
+
+struct BoneSplineWidgetGroup {
+ struct BoneSplineHandle handles[2];
+};
+
+static void manipulator_bbone_offset_get(
+ const wmManipulator *UNUSED(mpr), wmManipulatorProperty *mpr_prop,
+ void *value_p)
+{
+ struct BoneSplineHandle *bh = mpr_prop->custom_func.user_data;
+ bPoseChannel *pchan = bh->pchan;
+
+ float *value = value_p;
+ BLI_assert(mpr_prop->type->array_length == 3);
+
+ if (bh->index == 0) {
+ bh->co[1] = pchan->bone->ease1 / BBONE_SCALE_Y;
+ bh->co[0] = pchan->curveInX;
+ bh->co[2] = pchan->curveInY;
+ }
+ else {
+ bh->co[1] = -pchan->bone->ease2 / BBONE_SCALE_Y;
+ bh->co[0] = pchan->curveOutX;
+ bh->co[2] = pchan->curveOutY;
+ }
+ copy_v3_v3(value, bh->co);
+}
+
+static void manipulator_bbone_offset_set(
+ const wmManipulator *UNUSED(mpr), wmManipulatorProperty *mpr_prop,
+ const void *value_p)
+{
+ struct BoneSplineHandle *bh = mpr_prop->custom_func.user_data;
+ bPoseChannel *pchan = bh->pchan;
+
+ const float *value = value_p;
+
+ BLI_assert(mpr_prop->type->array_length == 3);
+ copy_v3_v3(bh->co, value);
+
+ if (bh->index == 0) {
+ pchan->bone->ease1 = max_ff(0.0f, bh->co[1] * BBONE_SCALE_Y);
+ pchan->curveInX = bh->co[0];
+ pchan->curveInY = bh->co[2];
+ }
+ else {
+ pchan->bone->ease2 = max_ff(0.0f, -bh->co[1] * BBONE_SCALE_Y);
+ pchan->curveOutX = bh->co[0];
+ pchan->curveOutY = bh->co[2];
+ }
+
+}
+
+static bool WIDGETGROUP_armature_spline_poll(const bContext *C, wmManipulatorGroupType *UNUSED(wgt))
+{
+ Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C));
+ if (ob != NULL) {
+ const bArmature *arm = ob->data;
+ if (arm->drawtype == ARM_B_BONE) {
+ if (arm->act_bone && arm->act_bone->segments > 1) {
+ View3D *v3d = CTX_wm_view3d(C);
+ if ((v3d->flag2 & V3D_RENDER_OVERRIDE) == 0) {
+ return true;
+ }
+ }
+ }
+ }
+ return false;
+}
+
+
+static void WIDGETGROUP_armature_spline_setup(const bContext *C, wmManipulatorGroup *mgroup)
+{
+ Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C));
+ bPoseChannel *pchan = BKE_pose_channel_active(ob);
+
+ const wmManipulatorType *wt_grab = WM_manipulatortype_find("MANIPULATOR_WT_grab_3d", true);
+
+ struct BoneSplineWidgetGroup *bspline_group = MEM_callocN(sizeof(struct BoneSplineWidgetGroup), __func__);
+ mgroup->customdata = bspline_group;
+
+ /* Handles */
+ for (int i = 0; i < ARRAY_SIZE(bspline_group->handles); i++) {
+ wmManipulator *mpr;
+ mpr = bspline_group->handles[i].manipulator = WM_manipulator_new_ptr(wt_grab, mgroup, NULL);
+ RNA_enum_set(mpr->ptr, "draw_style", ED_MANIPULATOR_GRAB_STYLE_RING_2D);
+ RNA_enum_set(mpr->ptr, "draw_options",
+ ED_MANIPULATOR_GRAB_DRAW_FLAG_FILL | ED_MANIPULATOR_GRAB_DRAW_FLAG_ALIGN_VIEW);
+ WM_manipulator_set_flag(mpr, WM_MANIPULATOR_DRAW_VALUE, true);
+
+ UI_GetThemeColor3fv(TH_MANIPULATOR_PRIMARY, mpr->color);
+ UI_GetThemeColor3fv(TH_MANIPULATOR_HI, mpr->color_hi);
+
+ mpr->scale_basis = 0.06f;
+
+ if (i == 0) {
+ copy_v3_v3(mpr->matrix_basis[3], pchan->loc);
+ }
+ }
+}
+
+static void WIDGETGROUP_armature_spline_refresh(const bContext *C, wmManipulatorGroup *mgroup)
+{
+ Object *ob = BKE_object_pose_armature_get(CTX_data_active_object(C));
+
+ if (!mgroup->customdata)
+ return;
+
+ struct BoneSplineWidgetGroup *bspline_group = mgroup->customdata;
+ bPoseChannel *pchan = BKE_pose_channel_active(ob);
+
+ /* Handles */
+ for (int i = 0; i < ARRAY_SIZE(bspline_group->handles); i++) {
+ wmManipulator *mpr = bspline_group->handles[i].manipulator;
+ bspline_group->handles[i].pchan = pchan;
+ bspline_group->handles[i].index = i;
+
+ float mat[4][4];
+ mul_m4_m4m4(mat, ob->obmat, (i == 0) ? pchan->disp_mat : pchan->disp_tail_mat);
+ copy_m4_m4(mpr->matrix_space, mat);
+
+ /* need to set property here for undo. TODO would prefer to do this in _init */
+ WM_manipulator_target_property_def_func(
+ mpr, "offset",
+ &(const struct wmManipulatorPropertyFnParams) {
+ .value_get_fn = manipulator_bbone_offset_get,
+ .value_set_fn = manipulator_bbone_offset_set,
+ .range_get_fn = NULL,
+ .user_data = &bspline_group->handles[i],
+ });
+ }
+}
+
+void VIEW3D_WGT_armature_spline(wmManipulatorGroupType *wgt)
+{
+ wgt->name = "Armature Spline Widgets";
+ wgt->idname = "VIEW3D_WGT_armature_spline";
+
+ wgt->flag = (WM_MANIPULATORGROUPTYPE_PERSISTENT |
+ WM_MANIPULATORGROUPTYPE_3D);
+
+ wgt->poll = WIDGETGROUP_armature_spline_poll;
+ wgt->setup = WIDGETGROUP_armature_spline_setup;
+ wgt->refresh = WIDGETGROUP_armature_spline_refresh;
+}
+
+/** \} */