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Diffstat (limited to 'source/blender/editors/space_view3d/view3d_navigate_walk.c')
-rw-r--r--source/blender/editors/space_view3d/view3d_navigate_walk.c1471
1 files changed, 1471 insertions, 0 deletions
diff --git a/source/blender/editors/space_view3d/view3d_navigate_walk.c b/source/blender/editors/space_view3d/view3d_navigate_walk.c
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index 00000000000..33cb6aad400
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+++ b/source/blender/editors/space_view3d/view3d_navigate_walk.c
@@ -0,0 +1,1471 @@
+/*
+ * 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.
+ */
+
+/** \file
+ * \ingroup spview3d
+ *
+ * Interactive walk navigation modal operator
+ * (similar to walking around in a first person game).
+ *
+ * \note Similar logic to `view3d_navigate_fly.c` changes here may apply there too.
+ */
+
+/* defines VIEW3D_OT_navigate - walk modal operator */
+
+#include "DNA_object_types.h"
+#include "DNA_scene_types.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "BLI_blenlib.h"
+#include "BLI_kdopbvh.h"
+#include "BLI_math.h"
+#include "BLI_utildefines.h"
+
+#include "BKE_context.h"
+#include "BKE_main.h"
+#include "BKE_report.h"
+
+#include "BLT_translation.h"
+
+#include "WM_api.h"
+#include "WM_types.h"
+
+#include "ED_screen.h"
+#include "ED_space_api.h"
+#include "ED_transform_snap_object_context.h"
+
+#include "PIL_time.h" /* Smooth-view. */
+
+#include "UI_interface.h"
+#include "UI_resources.h"
+
+#include "GPU_immediate.h"
+
+#include "DEG_depsgraph.h"
+
+#include "view3d_intern.h" /* own include */
+
+#ifdef WITH_INPUT_NDOF
+//# define NDOF_WALK_DEBUG
+/* is this needed for ndof? - commented so redraw doesn't thrash - campbell */
+//# define NDOF_WALK_DRAW_TOOMUCH
+#endif
+
+#define USE_TABLET_SUPPORT
+
+/* ensure the target position is one we can reach, see: T45771 */
+#define USE_PIXELSIZE_NATIVE_SUPPORT
+
+/* -------------------------------------------------------------------- */
+/** \name Modal Key-map
+ * \{ */
+
+/* NOTE: these defines are saved in keymap files,
+ * do not change values but just add new ones */
+enum {
+ WALK_MODAL_CANCEL = 1,
+ WALK_MODAL_CONFIRM,
+ WALK_MODAL_DIR_FORWARD,
+ WALK_MODAL_DIR_FORWARD_STOP,
+ WALK_MODAL_DIR_BACKWARD,
+ WALK_MODAL_DIR_BACKWARD_STOP,
+ WALK_MODAL_DIR_LEFT,
+ WALK_MODAL_DIR_LEFT_STOP,
+ WALK_MODAL_DIR_RIGHT,
+ WALK_MODAL_DIR_RIGHT_STOP,
+ WALK_MODAL_DIR_UP,
+ WALK_MODAL_DIR_UP_STOP,
+ WALK_MODAL_DIR_DOWN,
+ WALK_MODAL_DIR_DOWN_STOP,
+ WALK_MODAL_FAST_ENABLE,
+ WALK_MODAL_FAST_DISABLE,
+ WALK_MODAL_SLOW_ENABLE,
+ WALK_MODAL_SLOW_DISABLE,
+ WALK_MODAL_JUMP,
+ WALK_MODAL_JUMP_STOP,
+ WALK_MODAL_TELEPORT,
+ WALK_MODAL_TOGGLE,
+ WALK_MODAL_ACCELERATE,
+ WALK_MODAL_DECELERATE,
+};
+
+enum {
+ WALK_BIT_FORWARD = 1 << 0,
+ WALK_BIT_BACKWARD = 1 << 1,
+ WALK_BIT_LEFT = 1 << 2,
+ WALK_BIT_RIGHT = 1 << 3,
+ WALK_BIT_UP = 1 << 4,
+ WALK_BIT_DOWN = 1 << 5,
+};
+
+typedef enum eWalkTeleportState {
+ WALK_TELEPORT_STATE_OFF = 0,
+ WALK_TELEPORT_STATE_ON,
+} eWalkTeleportState;
+
+typedef enum eWalkMethod {
+ WALK_MODE_FREE = 0,
+ WALK_MODE_GRAVITY,
+} eWalkMethod;
+
+typedef enum eWalkGravityState {
+ WALK_GRAVITY_STATE_OFF = 0,
+ WALK_GRAVITY_STATE_JUMP,
+ WALK_GRAVITY_STATE_START,
+ WALK_GRAVITY_STATE_ON,
+} eWalkGravityState;
+
+/* Called in transform_ops.c, on each regeneration of key-maps. */
+void walk_modal_keymap(wmKeyConfig *keyconf)
+{
+ static const EnumPropertyItem modal_items[] = {
+ {WALK_MODAL_CONFIRM, "CONFIRM", 0, "Confirm", ""},
+ {WALK_MODAL_CANCEL, "CANCEL", 0, "Cancel", ""},
+
+ {WALK_MODAL_DIR_FORWARD, "FORWARD", 0, "Forward", ""},
+ {WALK_MODAL_DIR_BACKWARD, "BACKWARD", 0, "Backward", ""},
+ {WALK_MODAL_DIR_LEFT, "LEFT", 0, "Left", ""},
+ {WALK_MODAL_DIR_RIGHT, "RIGHT", 0, "Right", ""},
+ {WALK_MODAL_DIR_UP, "UP", 0, "Up", ""},
+ {WALK_MODAL_DIR_DOWN, "DOWN", 0, "Down", ""},
+
+ {WALK_MODAL_DIR_FORWARD_STOP, "FORWARD_STOP", 0, "Stop Move Forward", ""},
+ {WALK_MODAL_DIR_BACKWARD_STOP, "BACKWARD_STOP", 0, "Stop Mode Backward", ""},
+ {WALK_MODAL_DIR_LEFT_STOP, "LEFT_STOP", 0, "Stop Move Left", ""},
+ {WALK_MODAL_DIR_RIGHT_STOP, "RIGHT_STOP", 0, "Stop Mode Right", ""},
+ {WALK_MODAL_DIR_UP_STOP, "UP_STOP", 0, "Stop Move Up", ""},
+ {WALK_MODAL_DIR_DOWN_STOP, "DOWN_STOP", 0, "Stop Mode Down", ""},
+
+ {WALK_MODAL_TELEPORT, "TELEPORT", 0, "Teleport", "Move forward a few units at once"},
+
+ {WALK_MODAL_ACCELERATE, "ACCELERATE", 0, "Accelerate", ""},
+ {WALK_MODAL_DECELERATE, "DECELERATE", 0, "Decelerate", ""},
+
+ {WALK_MODAL_FAST_ENABLE, "FAST_ENABLE", 0, "Fast", "Move faster (walk or fly)"},
+ {WALK_MODAL_FAST_DISABLE, "FAST_DISABLE", 0, "Fast (Off)", "Resume regular speed"},
+
+ {WALK_MODAL_SLOW_ENABLE, "SLOW_ENABLE", 0, "Slow", "Move slower (walk or fly)"},
+ {WALK_MODAL_SLOW_DISABLE, "SLOW_DISABLE", 0, "Slow (Off)", "Resume regular speed"},
+
+ {WALK_MODAL_JUMP, "JUMP", 0, "Jump", "Jump when in walk mode"},
+ {WALK_MODAL_JUMP_STOP, "JUMP_STOP", 0, "Jump (Off)", "Stop pushing jump"},
+
+ {WALK_MODAL_TOGGLE, "GRAVITY_TOGGLE", 0, "Toggle Gravity", "Toggle gravity effect"},
+
+ {0, NULL, 0, NULL, NULL},
+ };
+
+ wmKeyMap *keymap = WM_modalkeymap_find(keyconf, "View3D Walk Modal");
+
+ /* this function is called for each spacetype, only needs to add map once */
+ if (keymap && keymap->modal_items) {
+ return;
+ }
+
+ keymap = WM_modalkeymap_ensure(keyconf, "View3D Walk Modal", modal_items);
+
+ /* assign map to operators */
+ WM_modalkeymap_assign(keymap, "VIEW3D_OT_walk");
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Internal Walk Structs
+ * \{ */
+
+typedef struct WalkTeleport {
+ eWalkTeleportState state;
+ float duration; /* from user preferences */
+ float origin[3];
+ float direction[3];
+ double initial_time;
+ eWalkMethod navigation_mode; /* teleport always set FREE mode on */
+
+} WalkTeleport;
+
+typedef struct WalkInfo {
+ /* context stuff */
+ RegionView3D *rv3d;
+ View3D *v3d;
+ ARegion *region;
+ struct Depsgraph *depsgraph;
+ Scene *scene;
+
+ /** Needed for updating that isn't triggered by input. */
+ wmTimer *timer;
+
+ short state;
+ bool redraw;
+
+ /**
+ * Needed for auto-keyframing, when animation isn't playing, only keyframe on confirmation.
+ *
+ * Currently we can't cancel this operator usefully while recording on animation playback
+ * (this would need to un-key all previous frames).
+ */
+ bool anim_playing;
+ bool need_rotation_keyframe;
+ bool need_translation_keyframe;
+
+ /** Previous 2D mouse values. */
+ int prev_mval[2];
+ /** Center mouse values. */
+ int center_mval[2];
+
+ int moffset[2];
+
+#ifdef WITH_INPUT_NDOF
+ /** Latest 3D mouse values. */
+ wmNDOFMotionData *ndof;
+#endif
+
+ /* Walk state. */
+ /** The base speed without run/slow down modifications. */
+ float base_speed;
+ /** The speed the view is moving per redraw. */
+ float speed;
+ /** World scale 1.0 default. */
+ float grid;
+
+ /* compare between last state */
+ /** Time between draws. */
+ double time_lastdraw;
+
+ void *draw_handle_pixel;
+
+ /* use for some lag */
+ /** Keep the previous value to smooth transitions (use lag). */
+ float dvec_prev[3];
+
+ /** Walk/free movement. */
+ eWalkMethod navigation_mode;
+
+ /* teleport */
+ WalkTeleport teleport;
+
+ /** Look speed factor - user preferences. */
+ float mouse_speed;
+
+ /** Speed adjustments. */
+ bool is_fast;
+ bool is_slow;
+
+ /** Mouse reverse. */
+ bool is_reversed;
+
+#ifdef USE_TABLET_SUPPORT
+ /** Check if we had a cursor event before. */
+ bool is_cursor_first;
+
+ /** Tablet devices (we can't relocate the cursor). */
+ bool is_cursor_absolute;
+#endif
+
+ /** Gravity system. */
+ eWalkGravityState gravity_state;
+ float gravity;
+
+ /** Height to use in walk mode. */
+ float view_height;
+
+ /** Counting system to allow movement to continue if a direction (WASD) key is still pressed. */
+ int active_directions;
+
+ float speed_jump;
+ /** Maximum jump height. */
+ float jump_height;
+ /** To use for fast/slow speeds. */
+ float speed_factor;
+
+ struct SnapObjectContext *snap_context;
+
+ struct View3DCameraControl *v3d_camera_control;
+
+} WalkInfo;
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Internal Walk Drawing
+ * \{ */
+
+/* prototypes */
+#ifdef WITH_INPUT_NDOF
+static void walkApply_ndof(bContext *C, WalkInfo *walk, bool is_confirm);
+#endif /* WITH_INPUT_NDOF */
+static int walkApply(bContext *C, struct WalkInfo *walk, bool is_confirm);
+static float getVelocityZeroTime(const float gravity, const float velocity);
+
+static void drawWalkPixel(const struct bContext *UNUSED(C), ARegion *region, void *arg)
+{
+ /* draws an aim/cross in the center */
+ WalkInfo *walk = arg;
+
+ const int outter_length = 24;
+ const int inner_length = 14;
+ int xoff, yoff;
+ rctf viewborder;
+
+ if (ED_view3d_cameracontrol_object_get(walk->v3d_camera_control)) {
+ ED_view3d_calc_camera_border(
+ walk->scene, walk->depsgraph, region, walk->v3d, walk->rv3d, &viewborder, false);
+ xoff = viewborder.xmin + BLI_rctf_size_x(&viewborder) * 0.5f;
+ yoff = viewborder.ymin + BLI_rctf_size_y(&viewborder) * 0.5f;
+ }
+ else {
+ xoff = walk->region->winx / 2;
+ yoff = walk->region->winy / 2;
+ }
+
+ GPUVertFormat *format = immVertexFormat();
+ uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
+
+ immBindBuiltinProgram(GPU_SHADER_2D_UNIFORM_COLOR);
+
+ immUniformThemeColorAlpha(TH_VIEW_OVERLAY, 1.0f);
+
+ immBegin(GPU_PRIM_LINES, 8);
+
+ /* North */
+ immVertex2i(pos, xoff, yoff + inner_length);
+ immVertex2i(pos, xoff, yoff + outter_length);
+
+ /* East */
+ immVertex2i(pos, xoff + inner_length, yoff);
+ immVertex2i(pos, xoff + outter_length, yoff);
+
+ /* South */
+ immVertex2i(pos, xoff, yoff - inner_length);
+ immVertex2i(pos, xoff, yoff - outter_length);
+
+ /* West */
+ immVertex2i(pos, xoff - inner_length, yoff);
+ immVertex2i(pos, xoff - outter_length, yoff);
+
+ immEnd();
+ immUnbindProgram();
+}
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Internal Walk Logic
+ * \{ */
+
+static void walk_navigation_mode_set(WalkInfo *walk, eWalkMethod mode)
+{
+ if (mode == WALK_MODE_FREE) {
+ walk->navigation_mode = WALK_MODE_FREE;
+ walk->gravity_state = WALK_GRAVITY_STATE_OFF;
+ }
+ else { /* WALK_MODE_GRAVITY */
+ walk->navigation_mode = WALK_MODE_GRAVITY;
+ walk->gravity_state = WALK_GRAVITY_STATE_START;
+ }
+}
+
+/**
+ * \param r_distance: Distance to the hit point
+ */
+static bool walk_floor_distance_get(RegionView3D *rv3d,
+ WalkInfo *walk,
+ const float dvec[3],
+ float *r_distance)
+{
+ const float ray_normal[3] = {0, 0, -1}; /* down */
+ float ray_start[3];
+ float r_location[3];
+ float r_normal_dummy[3];
+ float dvec_tmp[3];
+ bool ret;
+
+ *r_distance = BVH_RAYCAST_DIST_MAX;
+
+ copy_v3_v3(ray_start, rv3d->viewinv[3]);
+
+ mul_v3_v3fl(dvec_tmp, dvec, walk->grid);
+ add_v3_v3(ray_start, dvec_tmp);
+
+ ret = ED_transform_snap_object_project_ray(
+ walk->snap_context,
+ walk->depsgraph,
+ &(const struct SnapObjectParams){
+ .snap_select = SNAP_ALL,
+ /* Avoid having to convert the edit-mesh to a regular mesh. */
+ .edit_mode_type = SNAP_GEOM_EDIT,
+ },
+ ray_start,
+ ray_normal,
+ r_distance,
+ r_location,
+ r_normal_dummy);
+
+ /* artificially scale the distance to the scene size */
+ *r_distance /= walk->grid;
+ return ret;
+}
+
+/**
+ * \param ray_distance: Distance to the hit point
+ * \param r_location: Location of the hit point
+ * \param r_normal: Normal of the hit surface, transformed to always face the camera
+ */
+static bool walk_ray_cast(RegionView3D *rv3d,
+ WalkInfo *walk,
+ float r_location[3],
+ float r_normal[3],
+ float *ray_distance)
+{
+ float ray_normal[3] = {0, 0, -1}; /* forward */
+ float ray_start[3];
+ bool ret;
+
+ *ray_distance = BVH_RAYCAST_DIST_MAX;
+
+ copy_v3_v3(ray_start, rv3d->viewinv[3]);
+
+ mul_mat3_m4_v3(rv3d->viewinv, ray_normal);
+
+ normalize_v3(ray_normal);
+
+ ret = ED_transform_snap_object_project_ray(walk->snap_context,
+ walk->depsgraph,
+ &(const struct SnapObjectParams){
+ .snap_select = SNAP_ALL,
+ },
+ ray_start,
+ ray_normal,
+ NULL,
+ r_location,
+ r_normal);
+
+ /* dot is positive if both rays are facing the same direction */
+ if (dot_v3v3(ray_normal, r_normal) > 0) {
+ negate_v3(r_normal);
+ }
+
+ /* artificially scale the distance to the scene size */
+ *ray_distance /= walk->grid;
+
+ return ret;
+}
+
+/* WalkInfo->state */
+enum {
+ WALK_RUNNING = 0,
+ WALK_CANCEL = 1,
+ WALK_CONFIRM = 2,
+};
+
+/* keep the previous speed until user changes userpreferences */
+static float base_speed = -1.0f;
+static float userdef_speed = -1.0f;
+
+static bool initWalkInfo(bContext *C, WalkInfo *walk, wmOperator *op)
+{
+ wmWindowManager *wm = CTX_wm_manager(C);
+ wmWindow *win = CTX_wm_window(C);
+
+ walk->rv3d = CTX_wm_region_view3d(C);
+ walk->v3d = CTX_wm_view3d(C);
+ walk->region = CTX_wm_region(C);
+ walk->depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
+ walk->scene = CTX_data_scene(C);
+
+#ifdef NDOF_WALK_DEBUG
+ puts("\n-- walk begin --");
+#endif
+
+ /* sanity check: for rare but possible case (if lib-linking the camera fails) */
+ if ((walk->rv3d->persp == RV3D_CAMOB) && (walk->v3d->camera == NULL)) {
+ walk->rv3d->persp = RV3D_PERSP;
+ }
+
+ if (walk->rv3d->persp == RV3D_CAMOB && ID_IS_LINKED(walk->v3d->camera)) {
+ BKE_report(op->reports, RPT_ERROR, "Cannot navigate a camera from an external library");
+ return false;
+ }
+
+ if (ED_view3d_offset_lock_check(walk->v3d, walk->rv3d)) {
+ BKE_report(op->reports, RPT_ERROR, "Cannot navigate when the view offset is locked");
+ return false;
+ }
+
+ if (walk->rv3d->persp == RV3D_CAMOB && walk->v3d->camera->constraints.first) {
+ BKE_report(op->reports, RPT_ERROR, "Cannot navigate an object with constraints");
+ return false;
+ }
+
+ walk->state = WALK_RUNNING;
+
+ if (fabsf(U.walk_navigation.walk_speed - userdef_speed) > 0.1f) {
+ base_speed = U.walk_navigation.walk_speed;
+ userdef_speed = U.walk_navigation.walk_speed;
+ }
+
+ walk->speed = 0.0f;
+ walk->is_fast = false;
+ walk->is_slow = false;
+ walk->grid = (walk->scene->unit.system == USER_UNIT_NONE) ?
+ 1.0f :
+ 1.0f / walk->scene->unit.scale_length;
+
+ /* user preference settings */
+ walk->teleport.duration = U.walk_navigation.teleport_time;
+ walk->mouse_speed = U.walk_navigation.mouse_speed;
+
+ if ((U.walk_navigation.flag & USER_WALK_GRAVITY)) {
+ walk_navigation_mode_set(walk, WALK_MODE_GRAVITY);
+ }
+ else {
+ walk_navigation_mode_set(walk, WALK_MODE_FREE);
+ }
+
+ walk->view_height = U.walk_navigation.view_height;
+ walk->jump_height = U.walk_navigation.jump_height;
+ walk->speed = U.walk_navigation.walk_speed;
+ walk->speed_factor = U.walk_navigation.walk_speed_factor;
+
+ walk->gravity_state = WALK_GRAVITY_STATE_OFF;
+
+ if ((walk->scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY)) {
+ walk->gravity = fabsf(walk->scene->physics_settings.gravity[2]);
+ }
+ else {
+ walk->gravity = 9.80668f; /* m/s2 */
+ }
+
+ walk->is_reversed = ((U.walk_navigation.flag & USER_WALK_MOUSE_REVERSE) != 0);
+
+#ifdef USE_TABLET_SUPPORT
+ walk->is_cursor_first = true;
+
+ walk->is_cursor_absolute = false;
+#endif
+
+ walk->active_directions = 0;
+
+#ifdef NDOF_WALK_DRAW_TOOMUCH
+ walk->redraw = 1;
+#endif
+ zero_v3(walk->dvec_prev);
+
+ walk->timer = WM_event_add_timer(CTX_wm_manager(C), win, TIMER, 0.01f);
+
+#ifdef WITH_INPUT_NDOF
+ walk->ndof = NULL;
+#endif
+
+ walk->anim_playing = ED_screen_animation_playing(wm);
+ walk->need_rotation_keyframe = false;
+ walk->need_translation_keyframe = false;
+
+ walk->time_lastdraw = PIL_check_seconds_timer();
+
+ walk->draw_handle_pixel = ED_region_draw_cb_activate(
+ walk->region->type, drawWalkPixel, walk, REGION_DRAW_POST_PIXEL);
+
+ walk->rv3d->rflag |= RV3D_NAVIGATING;
+
+ walk->snap_context = ED_transform_snap_object_context_create_view3d(
+ walk->scene, 0, walk->region, walk->v3d);
+
+ walk->v3d_camera_control = ED_view3d_cameracontrol_acquire(
+ walk->depsgraph, walk->scene, walk->v3d, walk->rv3d);
+
+ /* center the mouse */
+ walk->center_mval[0] = walk->region->winx * 0.5f;
+ walk->center_mval[1] = walk->region->winy * 0.5f;
+
+#ifdef USE_PIXELSIZE_NATIVE_SUPPORT
+ walk->center_mval[0] += walk->region->winrct.xmin;
+ walk->center_mval[1] += walk->region->winrct.ymin;
+
+ WM_cursor_compatible_xy(win, &walk->center_mval[0], &walk->center_mval[1]);
+
+ walk->center_mval[0] -= walk->region->winrct.xmin;
+ walk->center_mval[1] -= walk->region->winrct.ymin;
+#endif
+
+ copy_v2_v2_int(walk->prev_mval, walk->center_mval);
+
+ WM_cursor_warp(win,
+ walk->region->winrct.xmin + walk->center_mval[0],
+ walk->region->winrct.ymin + walk->center_mval[1]);
+
+ /* remove the mouse cursor temporarily */
+ WM_cursor_modal_set(win, WM_CURSOR_NONE);
+
+ return 1;
+}
+
+static int walkEnd(bContext *C, WalkInfo *walk)
+{
+ wmWindow *win;
+ RegionView3D *rv3d;
+
+ if (walk->state == WALK_RUNNING) {
+ return OPERATOR_RUNNING_MODAL;
+ }
+ if (walk->state == WALK_CONFIRM) {
+ /* Needed for auto_keyframe. */
+#ifdef WITH_INPUT_NDOF
+ if (walk->ndof) {
+ walkApply_ndof(C, walk, true);
+ }
+ else
+#endif /* WITH_INPUT_NDOF */
+ {
+ walkApply(C, walk, true);
+ }
+ }
+
+#ifdef NDOF_WALK_DEBUG
+ puts("\n-- walk end --");
+#endif
+
+ win = CTX_wm_window(C);
+ rv3d = walk->rv3d;
+
+ WM_event_remove_timer(CTX_wm_manager(C), win, walk->timer);
+
+ ED_region_draw_cb_exit(walk->region->type, walk->draw_handle_pixel);
+
+ ED_transform_snap_object_context_destroy(walk->snap_context);
+
+ ED_view3d_cameracontrol_release(walk->v3d_camera_control, walk->state == WALK_CANCEL);
+
+ rv3d->rflag &= ~RV3D_NAVIGATING;
+
+#ifdef WITH_INPUT_NDOF
+ if (walk->ndof) {
+ MEM_freeN(walk->ndof);
+ }
+#endif
+
+ /* restore the cursor */
+ WM_cursor_modal_restore(win);
+
+#ifdef USE_TABLET_SUPPORT
+ if (walk->is_cursor_absolute == false)
+#endif
+ {
+ /* center the mouse */
+ WM_cursor_warp(win,
+ walk->region->winrct.xmin + walk->center_mval[0],
+ walk->region->winrct.ymin + walk->center_mval[1]);
+ }
+
+ if (walk->state == WALK_CONFIRM) {
+ MEM_freeN(walk);
+ return OPERATOR_FINISHED;
+ }
+
+ MEM_freeN(walk);
+ return OPERATOR_CANCELLED;
+}
+
+static void walkEvent(bContext *C, WalkInfo *walk, const wmEvent *event)
+{
+ if (event->type == TIMER && event->customdata == walk->timer) {
+ walk->redraw = true;
+ }
+ else if (ELEM(event->type, MOUSEMOVE, INBETWEEN_MOUSEMOVE)) {
+
+#ifdef USE_TABLET_SUPPORT
+ if (walk->is_cursor_first) {
+ /* wait until we get the 'warp' event */
+ if ((walk->center_mval[0] == event->mval[0]) && (walk->center_mval[1] == event->mval[1])) {
+ walk->is_cursor_first = false;
+ }
+ else {
+ /* note, its possible the system isn't giving us the warp event
+ * ideally we shouldn't have to worry about this, see: T45361 */
+ wmWindow *win = CTX_wm_window(C);
+ WM_cursor_warp(win,
+ walk->region->winrct.xmin + walk->center_mval[0],
+ walk->region->winrct.ymin + walk->center_mval[1]);
+ }
+ return;
+ }
+
+ if ((walk->is_cursor_absolute == false) && event->tablet.is_motion_absolute) {
+ walk->is_cursor_absolute = true;
+ copy_v2_v2_int(walk->prev_mval, event->mval);
+ copy_v2_v2_int(walk->center_mval, event->mval);
+ /* Without this we can't turn 180d with the default speed of 1.0. */
+ walk->mouse_speed *= 4.0f;
+ }
+#endif /* USE_TABLET_SUPPORT */
+
+ walk->moffset[0] += event->mval[0] - walk->prev_mval[0];
+ walk->moffset[1] += event->mval[1] - walk->prev_mval[1];
+
+ copy_v2_v2_int(walk->prev_mval, event->mval);
+
+ if ((walk->center_mval[0] != event->mval[0]) || (walk->center_mval[1] != event->mval[1])) {
+ walk->redraw = true;
+
+#ifdef USE_TABLET_SUPPORT
+ if (walk->is_cursor_absolute) {
+ /* pass */
+ }
+ else
+#endif
+ if (WM_event_is_last_mousemove(event)) {
+ wmWindow *win = CTX_wm_window(C);
+
+#ifdef __APPLE__
+ if ((abs(walk->prev_mval[0] - walk->center_mval[0]) > walk->center_mval[0] / 2) ||
+ (abs(walk->prev_mval[1] - walk->center_mval[1]) > walk->center_mval[1] / 2))
+#endif
+ {
+ WM_cursor_warp(win,
+ walk->region->winrct.xmin + walk->center_mval[0],
+ walk->region->winrct.ymin + walk->center_mval[1]);
+ copy_v2_v2_int(walk->prev_mval, walk->center_mval);
+ }
+ }
+ }
+ }
+#ifdef WITH_INPUT_NDOF
+ else if (event->type == NDOF_MOTION) {
+ /* do these automagically get delivered? yes. */
+ // puts("ndof motion detected in walk mode!");
+ // static const char *tag_name = "3D mouse position";
+
+ const wmNDOFMotionData *incoming_ndof = event->customdata;
+ switch (incoming_ndof->progress) {
+ case P_STARTING:
+ /* start keeping track of 3D mouse position */
+# ifdef NDOF_WALK_DEBUG
+ puts("start keeping track of 3D mouse position");
+# endif
+ /* fall-through */
+ case P_IN_PROGRESS:
+ /* update 3D mouse position */
+# ifdef NDOF_WALK_DEBUG
+ putchar('.');
+ fflush(stdout);
+# endif
+ if (walk->ndof == NULL) {
+ // walk->ndof = MEM_mallocN(sizeof(wmNDOFMotionData), tag_name);
+ walk->ndof = MEM_dupallocN(incoming_ndof);
+ // walk->ndof = malloc(sizeof(wmNDOFMotionData));
+ }
+ else {
+ memcpy(walk->ndof, incoming_ndof, sizeof(wmNDOFMotionData));
+ }
+ break;
+ case P_FINISHING:
+ /* stop keeping track of 3D mouse position */
+# ifdef NDOF_WALK_DEBUG
+ puts("stop keeping track of 3D mouse position");
+# endif
+ if (walk->ndof) {
+ MEM_freeN(walk->ndof);
+ // free(walk->ndof);
+ walk->ndof = NULL;
+ }
+
+ /* update the time else the view will jump when 2D mouse/timer resume */
+ walk->time_lastdraw = PIL_check_seconds_timer();
+
+ break;
+ default:
+ break; /* should always be one of the above 3 */
+ }
+ }
+#endif /* WITH_INPUT_NDOF */
+ /* handle modal keymap first */
+ else if (event->type == EVT_MODAL_MAP) {
+ switch (event->val) {
+ case WALK_MODAL_CANCEL:
+ walk->state = WALK_CANCEL;
+ break;
+ case WALK_MODAL_CONFIRM:
+ walk->state = WALK_CONFIRM;
+ break;
+
+ case WALK_MODAL_ACCELERATE:
+ base_speed *= 1.0f + (walk->is_slow ? 0.01f : 0.1f);
+ break;
+ case WALK_MODAL_DECELERATE:
+ base_speed /= 1.0f + (walk->is_slow ? 0.01f : 0.1f);
+ break;
+
+ /* implement WASD keys */
+ case WALK_MODAL_DIR_FORWARD:
+ walk->active_directions |= WALK_BIT_FORWARD;
+ break;
+ case WALK_MODAL_DIR_BACKWARD:
+ walk->active_directions |= WALK_BIT_BACKWARD;
+ break;
+ case WALK_MODAL_DIR_LEFT:
+ walk->active_directions |= WALK_BIT_LEFT;
+ break;
+ case WALK_MODAL_DIR_RIGHT:
+ walk->active_directions |= WALK_BIT_RIGHT;
+ break;
+ case WALK_MODAL_DIR_UP:
+ walk->active_directions |= WALK_BIT_UP;
+ break;
+ case WALK_MODAL_DIR_DOWN:
+ walk->active_directions |= WALK_BIT_DOWN;
+ break;
+
+ case WALK_MODAL_DIR_FORWARD_STOP:
+ walk->active_directions &= ~WALK_BIT_FORWARD;
+ break;
+ case WALK_MODAL_DIR_BACKWARD_STOP:
+ walk->active_directions &= ~WALK_BIT_BACKWARD;
+ break;
+ case WALK_MODAL_DIR_LEFT_STOP:
+ walk->active_directions &= ~WALK_BIT_LEFT;
+ break;
+ case WALK_MODAL_DIR_RIGHT_STOP:
+ walk->active_directions &= ~WALK_BIT_RIGHT;
+ break;
+ case WALK_MODAL_DIR_UP_STOP:
+ walk->active_directions &= ~WALK_BIT_UP;
+ break;
+ case WALK_MODAL_DIR_DOWN_STOP:
+ walk->active_directions &= ~WALK_BIT_DOWN;
+ break;
+
+ case WALK_MODAL_FAST_ENABLE:
+ walk->is_fast = true;
+ break;
+ case WALK_MODAL_FAST_DISABLE:
+ walk->is_fast = false;
+ break;
+ case WALK_MODAL_SLOW_ENABLE:
+ walk->is_slow = true;
+ break;
+ case WALK_MODAL_SLOW_DISABLE:
+ walk->is_slow = false;
+ break;
+
+#define JUMP_SPEED_MIN 1.0f
+#define JUMP_TIME_MAX 0.2f /* s */
+#define JUMP_SPEED_MAX sqrtf(2.0f * walk->gravity * walk->jump_height)
+
+ case WALK_MODAL_JUMP_STOP:
+ if (walk->gravity_state == WALK_GRAVITY_STATE_JUMP) {
+ float t;
+
+ /* delta time */
+ t = (float)(PIL_check_seconds_timer() - walk->teleport.initial_time);
+
+ /* Reduce the velocity, if JUMP wasn't hold for long enough. */
+ t = min_ff(t, JUMP_TIME_MAX);
+ walk->speed_jump = JUMP_SPEED_MIN +
+ t * (JUMP_SPEED_MAX - JUMP_SPEED_MIN) / JUMP_TIME_MAX;
+
+ /* when jumping, duration is how long it takes before we start going down */
+ walk->teleport.duration = getVelocityZeroTime(walk->gravity, walk->speed_jump);
+
+ /* no more increase of jump speed */
+ walk->gravity_state = WALK_GRAVITY_STATE_ON;
+ }
+ break;
+ case WALK_MODAL_JUMP:
+ if ((walk->navigation_mode == WALK_MODE_GRAVITY) &&
+ (walk->gravity_state == WALK_GRAVITY_STATE_OFF) &&
+ (walk->teleport.state == WALK_TELEPORT_STATE_OFF)) {
+ /* no need to check for ground,
+ * walk->gravity wouldn't be off
+ * if we were over a hole */
+ walk->gravity_state = WALK_GRAVITY_STATE_JUMP;
+ walk->speed_jump = JUMP_SPEED_MAX;
+
+ walk->teleport.initial_time = PIL_check_seconds_timer();
+ copy_v3_v3(walk->teleport.origin, walk->rv3d->viewinv[3]);
+
+ /* using previous vec because WASD keys are not called when SPACE is */
+ copy_v2_v2(walk->teleport.direction, walk->dvec_prev);
+
+ /* when jumping, duration is how long it takes before we start going down */
+ walk->teleport.duration = getVelocityZeroTime(walk->gravity, walk->speed_jump);
+ }
+
+ break;
+
+ case WALK_MODAL_TELEPORT: {
+ float loc[3], nor[3];
+ float distance;
+ bool ret = walk_ray_cast(walk->rv3d, walk, loc, nor, &distance);
+
+ /* in case we are teleporting middle way from a jump */
+ walk->speed_jump = 0.0f;
+
+ if (ret) {
+ WalkTeleport *teleport = &walk->teleport;
+ teleport->state = WALK_TELEPORT_STATE_ON;
+ teleport->initial_time = PIL_check_seconds_timer();
+ teleport->duration = U.walk_navigation.teleport_time;
+
+ teleport->navigation_mode = walk->navigation_mode;
+ walk_navigation_mode_set(walk, WALK_MODE_FREE);
+
+ copy_v3_v3(teleport->origin, walk->rv3d->viewinv[3]);
+
+ /* stop the camera from a distance (camera height) */
+ normalize_v3_length(nor, walk->view_height);
+ add_v3_v3(loc, nor);
+
+ sub_v3_v3v3(teleport->direction, loc, teleport->origin);
+ }
+ else {
+ walk->teleport.state = WALK_TELEPORT_STATE_OFF;
+ }
+ break;
+ }
+
+#undef JUMP_SPEED_MAX
+#undef JUMP_TIME_MAX
+#undef JUMP_SPEED_MIN
+
+ case WALK_MODAL_TOGGLE:
+ if (walk->navigation_mode == WALK_MODE_GRAVITY) {
+ walk_navigation_mode_set(walk, WALK_MODE_FREE);
+ }
+ else { /* WALK_MODE_FREE */
+ walk_navigation_mode_set(walk, WALK_MODE_GRAVITY);
+ }
+ break;
+ }
+ }
+}
+
+static void walkMoveCamera(bContext *C,
+ WalkInfo *walk,
+ const bool do_rotate,
+ const bool do_translate,
+ const bool is_confirm)
+{
+ /* we only consider autokeying on playback or if user confirmed walk on the same frame
+ * otherwise we get a keyframe even if the user cancels. */
+ const bool use_autokey = is_confirm || walk->anim_playing;
+ ED_view3d_cameracontrol_update(
+ walk->v3d_camera_control, use_autokey, C, do_rotate, do_translate);
+ if (use_autokey) {
+ walk->need_rotation_keyframe = false;
+ walk->need_translation_keyframe = false;
+ }
+}
+
+static float getFreeFallDistance(const float gravity, const float time)
+{
+ return gravity * (time * time) * 0.5f;
+}
+
+static float getVelocityZeroTime(const float gravity, const float velocity)
+{
+ return velocity / gravity;
+}
+
+static int walkApply(bContext *C, WalkInfo *walk, bool is_confirm)
+{
+#define WALK_ROTATE_RELATIVE_FAC 2.2f /* More is faster, relative to region size. */
+#define WALK_ROTATE_CONSTANT_FAC DEG2RAD(0.15f) /* More is faster, radians per-pixel. */
+#define WALK_TOP_LIMIT DEG2RADF(85.0f)
+#define WALK_BOTTOM_LIMIT DEG2RADF(-80.0f)
+#define WALK_MOVE_SPEED base_speed
+#define WALK_BOOST_FACTOR ((void)0, walk->speed_factor)
+
+ RegionView3D *rv3d = walk->rv3d;
+ ARegion *region = walk->region;
+
+ /* 3x3 copy of the view matrix so we can move along the view axis */
+ float mat[3][3];
+ /* this is the direction that's added to the view offset per redraw */
+ float dvec[3] = {0.0f, 0.0f, 0.0f};
+
+ int moffset[2]; /* mouse offset from the views center */
+ float tmp_quat[4]; /* used for rotating the view */
+
+#ifdef NDOF_WALK_DEBUG
+ {
+ static uint iteration = 1;
+ printf("walk timer %d\n", iteration++);
+ }
+#endif
+
+ {
+ /* mouse offset from the center */
+ copy_v2_v2_int(moffset, walk->moffset);
+
+ /* apply moffset so we can re-accumulate */
+ walk->moffset[0] = 0;
+ walk->moffset[1] = 0;
+
+ /* revert mouse */
+ if (walk->is_reversed) {
+ moffset[1] = -moffset[1];
+ }
+
+ /* Should we redraw? */
+ if ((walk->active_directions) || moffset[0] || moffset[1] ||
+ walk->teleport.state == WALK_TELEPORT_STATE_ON ||
+ walk->gravity_state != WALK_GRAVITY_STATE_OFF || is_confirm) {
+ float dvec_tmp[3];
+
+ /* time how fast it takes for us to redraw,
+ * this is so simple scenes don't walk too fast */
+ double time_current;
+ float time_redraw;
+#ifdef NDOF_WALK_DRAW_TOOMUCH
+ walk->redraw = 1;
+#endif
+ time_current = PIL_check_seconds_timer();
+ time_redraw = (float)(time_current - walk->time_lastdraw);
+
+ walk->time_lastdraw = time_current;
+
+ /* base speed in m/s */
+ walk->speed = WALK_MOVE_SPEED;
+
+ if (walk->is_fast) {
+ walk->speed *= WALK_BOOST_FACTOR;
+ }
+ else if (walk->is_slow) {
+ walk->speed *= 1.0f / WALK_BOOST_FACTOR;
+ }
+
+ copy_m3_m4(mat, rv3d->viewinv);
+
+ {
+ /* rotate about the X axis- look up/down */
+ if (moffset[1]) {
+ float upvec[3];
+ float angle;
+ float y;
+
+ /* relative offset */
+ y = (float)moffset[1];
+
+ /* Speed factor. */
+#ifdef USE_TABLET_SUPPORT
+ if (walk->is_cursor_absolute) {
+ y /= region->winy;
+ y *= WALK_ROTATE_RELATIVE_FAC;
+ }
+ else
+#endif
+ {
+ y *= WALK_ROTATE_CONSTANT_FAC;
+ }
+
+ /* user adjustment factor */
+ y *= walk->mouse_speed;
+
+ /* clamp the angle limits */
+ /* it ranges from 90.0f to -90.0f */
+ angle = -asinf(rv3d->viewmat[2][2]);
+
+ if (angle > WALK_TOP_LIMIT && y > 0.0f) {
+ y = 0.0f;
+ }
+ else if (angle < WALK_BOTTOM_LIMIT && y < 0.0f) {
+ y = 0.0f;
+ }
+
+ copy_v3_fl3(upvec, 1.0f, 0.0f, 0.0f);
+ mul_m3_v3(mat, upvec);
+ /* Rotate about the relative up vec */
+ axis_angle_to_quat(tmp_quat, upvec, -y);
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
+ }
+
+ /* rotate about the Y axis- look left/right */
+ if (moffset[0]) {
+ float upvec[3];
+ float x;
+
+ /* if we're upside down invert the moffset */
+ copy_v3_fl3(upvec, 0.0f, 1.0f, 0.0f);
+ mul_m3_v3(mat, upvec);
+
+ if (upvec[2] < 0.0f) {
+ moffset[0] = -moffset[0];
+ }
+
+ /* relative offset */
+ x = (float)moffset[0];
+
+ /* Speed factor. */
+#ifdef USE_TABLET_SUPPORT
+ if (walk->is_cursor_absolute) {
+ x /= region->winx;
+ x *= WALK_ROTATE_RELATIVE_FAC;
+ }
+ else
+#endif
+ {
+ x *= WALK_ROTATE_CONSTANT_FAC;
+ }
+
+ /* user adjustment factor */
+ x *= walk->mouse_speed;
+
+ /* Rotate about the relative up vec */
+ axis_angle_to_quat_single(tmp_quat, 'Z', x);
+ mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
+ }
+ }
+
+ /* WASD - 'move' translation code */
+ if ((walk->active_directions) && (walk->gravity_state == WALK_GRAVITY_STATE_OFF)) {
+
+ short direction;
+ zero_v3(dvec);
+
+ if ((walk->active_directions & WALK_BIT_FORWARD) ||
+ (walk->active_directions & WALK_BIT_BACKWARD)) {
+
+ direction = 0;
+
+ if ((walk->active_directions & WALK_BIT_FORWARD)) {
+ direction += 1;
+ }
+
+ if ((walk->active_directions & WALK_BIT_BACKWARD)) {
+ direction -= 1;
+ }
+
+ copy_v3_fl3(dvec_tmp, 0.0f, 0.0f, direction);
+ mul_m3_v3(mat, dvec_tmp);
+
+ if (walk->navigation_mode == WALK_MODE_GRAVITY) {
+ dvec_tmp[2] = 0.0f;
+ }
+
+ normalize_v3(dvec_tmp);
+ add_v3_v3(dvec, dvec_tmp);
+ }
+
+ if ((walk->active_directions & WALK_BIT_LEFT) ||
+ (walk->active_directions & WALK_BIT_RIGHT)) {
+
+ direction = 0;
+
+ if ((walk->active_directions & WALK_BIT_LEFT)) {
+ direction += 1;
+ }
+
+ if ((walk->active_directions & WALK_BIT_RIGHT)) {
+ direction -= 1;
+ }
+
+ dvec_tmp[0] = direction * rv3d->viewinv[0][0];
+ dvec_tmp[1] = direction * rv3d->viewinv[0][1];
+ dvec_tmp[2] = 0.0f;
+
+ normalize_v3(dvec_tmp);
+ add_v3_v3(dvec, dvec_tmp);
+ }
+
+ if ((walk->active_directions & WALK_BIT_UP) || (walk->active_directions & WALK_BIT_DOWN)) {
+
+ if (walk->navigation_mode == WALK_MODE_FREE) {
+
+ direction = 0;
+
+ if ((walk->active_directions & WALK_BIT_UP)) {
+ direction -= 1;
+ }
+
+ if ((walk->active_directions & WALK_BIT_DOWN)) {
+ direction = 1;
+ }
+
+ copy_v3_fl3(dvec_tmp, 0.0f, 0.0f, direction);
+ add_v3_v3(dvec, dvec_tmp);
+ }
+ }
+
+ /* apply movement */
+ mul_v3_fl(dvec, walk->speed * time_redraw);
+ }
+
+ /* stick to the floor */
+ if (walk->navigation_mode == WALK_MODE_GRAVITY &&
+ ELEM(walk->gravity_state, WALK_GRAVITY_STATE_OFF, WALK_GRAVITY_STATE_START)) {
+
+ bool ret;
+ float ray_distance;
+ float difference = -100.0f;
+ float fall_distance;
+
+ ret = walk_floor_distance_get(rv3d, walk, dvec, &ray_distance);
+
+ if (ret) {
+ difference = walk->view_height - ray_distance;
+ }
+
+ /* the distance we would fall naturally smoothly enough that we
+ * can manually drop the object without activating gravity */
+ fall_distance = time_redraw * walk->speed * WALK_BOOST_FACTOR;
+
+ if (fabsf(difference) < fall_distance) {
+ /* slope/stairs */
+ dvec[2] -= difference;
+
+ /* in case we switched from FREE to GRAVITY too close to the ground */
+ if (walk->gravity_state == WALK_GRAVITY_STATE_START) {
+ walk->gravity_state = WALK_GRAVITY_STATE_OFF;
+ }
+ }
+ else {
+ /* hijack the teleport variables */
+ walk->teleport.initial_time = PIL_check_seconds_timer();
+ walk->gravity_state = WALK_GRAVITY_STATE_ON;
+ walk->teleport.duration = 0.0f;
+
+ copy_v3_v3(walk->teleport.origin, walk->rv3d->viewinv[3]);
+ copy_v2_v2(walk->teleport.direction, dvec);
+ }
+ }
+
+ /* Falling or jumping) */
+ if (ELEM(walk->gravity_state, WALK_GRAVITY_STATE_ON, WALK_GRAVITY_STATE_JUMP)) {
+ float t;
+ float z_cur, z_new;
+ bool ret;
+ float ray_distance, difference = -100.0f;
+
+ /* delta time */
+ t = (float)(PIL_check_seconds_timer() - walk->teleport.initial_time);
+
+ /* keep moving if we were moving */
+ copy_v2_v2(dvec, walk->teleport.direction);
+
+ z_cur = walk->rv3d->viewinv[3][2];
+ z_new = walk->teleport.origin[2] - getFreeFallDistance(walk->gravity, t) * walk->grid;
+
+ /* jump */
+ z_new += t * walk->speed_jump * walk->grid;
+
+ /* duration is the jump duration */
+ if (t > walk->teleport.duration) {
+
+ /* check to see if we are landing */
+ ret = walk_floor_distance_get(rv3d, walk, dvec, &ray_distance);
+
+ if (ret) {
+ difference = walk->view_height - ray_distance;
+ }
+
+ if (difference > 0.0f) {
+ /* quit falling, lands at "view_height" from the floor */
+ dvec[2] -= difference;
+ walk->gravity_state = WALK_GRAVITY_STATE_OFF;
+ walk->speed_jump = 0.0f;
+ }
+ else {
+ /* keep falling */
+ dvec[2] = z_cur - z_new;
+ }
+ }
+ else {
+ /* keep going up (jump) */
+ dvec[2] = z_cur - z_new;
+ }
+ }
+
+ /* Teleport */
+ else if (walk->teleport.state == WALK_TELEPORT_STATE_ON) {
+ float t; /* factor */
+ float new_loc[3];
+ float cur_loc[3];
+
+ /* linear interpolation */
+ t = (float)(PIL_check_seconds_timer() - walk->teleport.initial_time);
+ t /= walk->teleport.duration;
+
+ /* clamp so we don't go past our limit */
+ if (t >= 1.0f) {
+ t = 1.0f;
+ walk->teleport.state = WALK_TELEPORT_STATE_OFF;
+ walk_navigation_mode_set(walk, walk->teleport.navigation_mode);
+ }
+
+ mul_v3_v3fl(new_loc, walk->teleport.direction, t);
+ add_v3_v3(new_loc, walk->teleport.origin);
+
+ copy_v3_v3(cur_loc, walk->rv3d->viewinv[3]);
+ sub_v3_v3v3(dvec, cur_loc, new_loc);
+ }
+
+ /* scale the movement to the scene size */
+ mul_v3_v3fl(dvec_tmp, dvec, walk->grid);
+ add_v3_v3(rv3d->ofs, dvec_tmp);
+
+ if (rv3d->persp == RV3D_CAMOB) {
+ walk->need_rotation_keyframe |= (moffset[0] || moffset[1]);
+ walk->need_translation_keyframe |= (len_squared_v3(dvec_tmp) > FLT_EPSILON);
+ walkMoveCamera(
+ C, walk, walk->need_rotation_keyframe, walk->need_translation_keyframe, is_confirm);
+ }
+ }
+ else {
+ /* we're not redrawing but we need to update the time else the view will jump */
+ walk->time_lastdraw = PIL_check_seconds_timer();
+ }
+ /* end drawing */
+ copy_v3_v3(walk->dvec_prev, dvec);
+ }
+
+ return OPERATOR_FINISHED;
+#undef WALK_ROTATE_RELATIVE_FAC
+#undef WALK_TOP_LIMIT
+#undef WALK_BOTTOM_LIMIT
+#undef WALK_MOVE_SPEED
+#undef WALK_BOOST_FACTOR
+}
+
+#ifdef WITH_INPUT_NDOF
+static void walkApply_ndof(bContext *C, WalkInfo *walk, bool is_confirm)
+{
+ Object *lock_ob = ED_view3d_cameracontrol_object_get(walk->v3d_camera_control);
+ bool has_translate, has_rotate;
+
+ view3d_ndof_fly(walk->ndof,
+ walk->v3d,
+ walk->rv3d,
+ walk->is_slow,
+ lock_ob ? lock_ob->protectflag : 0,
+ &has_translate,
+ &has_rotate);
+
+ if (has_translate || has_rotate) {
+ walk->redraw = true;
+
+ if (walk->rv3d->persp == RV3D_CAMOB) {
+ walk->need_rotation_keyframe |= has_rotate;
+ walk->need_translation_keyframe |= has_translate;
+ walkMoveCamera(
+ C, walk, walk->need_rotation_keyframe, walk->need_translation_keyframe, is_confirm);
+ }
+ }
+}
+#endif /* WITH_INPUT_NDOF */
+
+/** \} */
+
+/* -------------------------------------------------------------------- */
+/** \name Walk Operator
+ * \{ */
+
+static int walk_invoke(bContext *C, wmOperator *op, const wmEvent *event)
+{
+ RegionView3D *rv3d = CTX_wm_region_view3d(C);
+ WalkInfo *walk;
+
+ if (RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ANY_TRANSFORM) {
+ return OPERATOR_CANCELLED;
+ }
+
+ walk = MEM_callocN(sizeof(WalkInfo), "NavigationWalkOperation");
+
+ op->customdata = walk;
+
+ if (initWalkInfo(C, walk, op) == false) {
+ MEM_freeN(op->customdata);
+ return OPERATOR_CANCELLED;
+ }
+
+ walkEvent(C, walk, event);
+
+ WM_event_add_modal_handler(C, op);
+
+ return OPERATOR_RUNNING_MODAL;
+}
+
+static void walk_cancel(bContext *C, wmOperator *op)
+{
+ WalkInfo *walk = op->customdata;
+
+ walk->state = WALK_CANCEL;
+ walkEnd(C, walk);
+ op->customdata = NULL;
+}
+
+static int walk_modal(bContext *C, wmOperator *op, const wmEvent *event)
+{
+ int exit_code;
+ bool do_draw = false;
+ WalkInfo *walk = op->customdata;
+ RegionView3D *rv3d = walk->rv3d;
+ Object *walk_object = ED_view3d_cameracontrol_object_get(walk->v3d_camera_control);
+
+ walk->redraw = false;
+
+ walkEvent(C, walk, event);
+
+#ifdef WITH_INPUT_NDOF
+ if (walk->ndof) { /* 3D mouse overrules [2D mouse + timer] */
+ if (event->type == NDOF_MOTION) {
+ walkApply_ndof(C, walk, false);
+ }
+ }
+ else
+#endif /* WITH_INPUT_NDOF */
+ if (event->type == TIMER && event->customdata == walk->timer) {
+ walkApply(C, walk, false);
+ }
+
+ do_draw |= walk->redraw;
+
+ exit_code = walkEnd(C, walk);
+
+ if (exit_code != OPERATOR_RUNNING_MODAL) {
+ do_draw = true;
+ }
+
+ if (do_draw) {
+ if (rv3d->persp == RV3D_CAMOB) {
+ WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, walk_object);
+ }
+
+ /* too frequent, commented with NDOF_WALK_DRAW_TOOMUCH for now */
+ // puts("redraw!");
+ ED_region_tag_redraw(CTX_wm_region(C));
+ }
+ return exit_code;
+}
+
+void VIEW3D_OT_walk(wmOperatorType *ot)
+{
+ /* identifiers */
+ ot->name = "Walk Navigation";
+ ot->description = "Interactively walk around the scene";
+ ot->idname = "VIEW3D_OT_walk";
+
+ /* api callbacks */
+ ot->invoke = walk_invoke;
+ ot->cancel = walk_cancel;
+ ot->modal = walk_modal;
+ ot->poll = ED_operator_region_view3d_active;
+
+ /* flags */
+ ot->flag = OPTYPE_BLOCKING;
+}
+
+/** \} */