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Diffstat (limited to 'source/blender/editors/space_view3d')
-rw-r--r--source/blender/editors/space_view3d/drawanimviz.c6
-rw-r--r--source/blender/editors/space_view3d/drawarmature.c18
-rw-r--r--source/blender/editors/space_view3d/drawobject.c36
-rw-r--r--source/blender/editors/space_view3d/view3d_draw.c12
-rw-r--r--source/blender/editors/space_view3d/view3d_intern.h2
5 files changed, 51 insertions, 23 deletions
diff --git a/source/blender/editors/space_view3d/drawanimviz.c b/source/blender/editors/space_view3d/drawanimviz.c
index ee78fd92b79..aa3ba1a3062 100644
--- a/source/blender/editors/space_view3d/drawanimviz.c
+++ b/source/blender/editors/space_view3d/drawanimviz.c
@@ -117,7 +117,11 @@ void draw_motion_path_instance(Scene *scene,
len = mpath->length;
mpv_start= mpath->points;
}
-
+
+ if(len <= 0) {
+ return;
+ }
+
/* draw curve-line of path */
glShadeModel(GL_SMOOTH);
diff --git a/source/blender/editors/space_view3d/drawarmature.c b/source/blender/editors/space_view3d/drawarmature.c
index 7c66cec5730..02a7ea890f5 100644
--- a/source/blender/editors/space_view3d/drawarmature.c
+++ b/source/blender/editors/space_view3d/drawarmature.c
@@ -1577,7 +1577,7 @@ static void bone_matrix_translate_y(float mat[][4], float y)
}
/* assumes object is Armature with pose */
-static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, short ghost)
+static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, const short is_ghost, const short is_outline)
{
RegionView3D *rv3d= ar->regiondata;
Object *ob= base->object;
@@ -1737,7 +1737,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
}
/* prepare colors */
- if(ghost) {
+ if(is_ghost) {
/* 13 October 2009, Disabled this to make ghosting show the right colors (Aligorith) */
}
else if (arm->flag & ARM_POSEMODE)
@@ -1905,7 +1905,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
draw_pose_dofs(ob);
/* finally names and axes */
- if (arm->flag & (ARM_DRAWNAMES|ARM_DRAWAXES)) {
+ if (arm->flag & (ARM_DRAWNAMES|ARM_DRAWAXES) && is_outline == 0) {
/* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */
if ((G.f & G_PICKSEL) == 0) {
float vec[3];
@@ -2259,7 +2259,7 @@ static void draw_ghost_poses_range(Scene *scene, View3D *v3d, ARegion *ar, Base
BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
- draw_pose_bones(scene, v3d, ar, base, OB_WIRE, TRUE);
+ draw_pose_bones(scene, v3d, ar, base, OB_WIRE, TRUE, FALSE);
}
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
@@ -2338,7 +2338,7 @@ static void draw_ghost_poses_keys(Scene *scene, View3D *v3d, ARegion *ar, Base *
BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
- draw_pose_bones(scene, v3d, ar, base, OB_WIRE, TRUE);
+ draw_pose_bones(scene, v3d, ar, base, OB_WIRE, TRUE, FALSE);
}
glDisable(GL_BLEND);
if (v3d->zbuf) glEnable(GL_DEPTH_TEST);
@@ -2408,7 +2408,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
if (CFRA != cfrao) {
BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
- draw_pose_bones(scene, v3d, ar, base, OB_WIRE, TRUE);
+ draw_pose_bones(scene, v3d, ar, base, OB_WIRE, TRUE, FALSE);
}
}
@@ -2423,7 +2423,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
if (CFRA != cfrao) {
BKE_animsys_evaluate_animdata(&ob->id, adt, (float)CFRA, ADT_RECALC_ALL);
where_is_pose(scene, ob);
- draw_pose_bones(scene, v3d, ar, base, OB_WIRE, TRUE);
+ draw_pose_bones(scene, v3d, ar, base, OB_WIRE, TRUE, FALSE);
}
}
}
@@ -2444,7 +2444,7 @@ static void draw_ghost_poses(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
/* ********************************** Armature Drawing - Main ************************* */
/* called from drawobject.c, return 1 if nothing was drawn */
-int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, int flag)
+int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, int flag, const short is_outline)
{
Object *ob= base->object;
bArmature *arm= ob->data;
@@ -2510,7 +2510,7 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, in
}
}
}
- draw_pose_bones(scene, v3d, ar, base, dt, FALSE);
+ draw_pose_bones(scene, v3d, ar, base, dt, FALSE, is_outline);
arm->flag &= ~ARM_POSEMODE;
if(ob->mode & OB_MODE_POSE)
diff --git a/source/blender/editors/space_view3d/drawobject.c b/source/blender/editors/space_view3d/drawobject.c
index dcdb7954b16..e314d249e6d 100644
--- a/source/blender/editors/space_view3d/drawobject.c
+++ b/source/blender/editors/space_view3d/drawobject.c
@@ -3613,8 +3613,6 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
bb.align = part->bb_align;
bb.anim = part->bb_anim;
bb.lock = part->draw & PART_DRAW_BB_LOCK;
- bb.offset[0] = part->bb_offset[0];
- bb.offset[1] = part->bb_offset[1];
break;
case PART_DRAW_PATH:
break;
@@ -3784,7 +3782,20 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
/* create actiual particle data */
if(draw_as == PART_DRAW_BB) {
- bb.size = pa_size;
+ bb.offset[0] = part->bb_offset[0];
+ bb.offset[1] = part->bb_offset[1];
+ bb.size[0] = part->bb_size[0] * pa_size;
+ if (part->bb_align==PART_BB_VEL) {
+ float pa_vel = len_v3(state.vel);
+ float head = part->bb_vel_head*pa_vel;
+ float tail = part->bb_vel_tail*pa_vel;
+ bb.size[1] = part->bb_size[1]*pa_size + head + tail;
+ /* use offset to adjust the particle center. this is relative to size, so need to divide! */
+ if (bb.size[1] > 0.0f)
+ bb.offset[1] += (head-tail) / bb.size[1];
+ }
+ else
+ bb.size[1] = part->bb_size[1] * pa_size;
bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
bb.time = ct;
}
@@ -3804,7 +3815,20 @@ static void draw_new_particle_system(Scene *scene, View3D *v3d, RegionView3D *rv
/* create actiual particle data */
if(draw_as == PART_DRAW_BB) {
- bb.size = pa_size;
+ bb.offset[0] = part->bb_offset[0];
+ bb.offset[1] = part->bb_offset[1];
+ bb.size[0] = part->bb_size[0] * pa_size;
+ if (part->bb_align==PART_BB_VEL) {
+ float pa_vel = len_v3(state.vel);
+ float head = part->bb_vel_head*pa_vel;
+ float tail = part->bb_vel_tail*pa_vel;
+ bb.size[1] = part->bb_size[1]*pa_size + head + tail;
+ /* use offset to adjust the particle center. this is relative to size, so need to divide! */
+ if (bb.size[1] > 0.0f)
+ bb.offset[1] += (head-tail) / bb.size[1];
+ }
+ else
+ bb.size[1] = part->bb_size[1] * pa_size;
bb.tilt = part->bb_tilt * (1.0f - part->bb_rand_tilt * r_tilt);
bb.time = pa_time;
}
@@ -5441,7 +5465,7 @@ static void drawObjectSelect(Scene *scene, View3D *v3d, ARegion *ar, Base *base)
}
else if(ob->type==OB_ARMATURE) {
if(!(ob->mode & OB_MODE_POSE))
- draw_armature(scene, v3d, ar, base, OB_WIRE, 0);
+ draw_armature(scene, v3d, ar, base, OB_WIRE, FALSE, TRUE);
}
glLineWidth(1.0);
@@ -5977,7 +6001,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, int flag)
case OB_ARMATURE:
if((v3d->flag2 & V3D_RENDER_OVERRIDE)==0) {
if(dt>OB_WIRE) GPU_enable_material(0, NULL); // we use default material
- empty_object= draw_armature(scene, v3d, ar, base, dt, flag);
+ empty_object= draw_armature(scene, v3d, ar, base, dt, flag, FALSE);
if(dt>OB_WIRE) GPU_disable_material();
}
break;
diff --git a/source/blender/editors/space_view3d/view3d_draw.c b/source/blender/editors/space_view3d/view3d_draw.c
index d316ef50679..0ed62f3953f 100644
--- a/source/blender/editors/space_view3d/view3d_draw.c
+++ b/source/blender/editors/space_view3d/view3d_draw.c
@@ -627,7 +627,7 @@ static void draw_view_axis(RegionView3D *rv3d)
glEnd();
if (fabsf(dx) > toll || fabsf(dy) > toll) {
- BLF_draw_default(start + dx + 2, start + dy + ydisp + 2, 0.0f, "x", 1);
+ BLF_draw_default_ascii(start + dx + 2, start + dy + ydisp + 2, 0.0f, "x", 1);
}
/* BLF_draw_default disables blending */
@@ -647,7 +647,7 @@ static void draw_view_axis(RegionView3D *rv3d)
glEnd();
if (fabsf(dx) > toll || fabsf(dy) > toll) {
- BLF_draw_default(start + dx + 2, start + dy + ydisp + 2, 0.0f, "y", 1);
+ BLF_draw_default_ascii(start + dx + 2, start + dy + ydisp + 2, 0.0f, "y", 1);
}
glEnable(GL_BLEND);
@@ -666,7 +666,7 @@ static void draw_view_axis(RegionView3D *rv3d)
glEnd();
if (fabsf(dx) > toll || fabsf(dy) > toll) {
- BLF_draw_default(start + dx + 2, start + dy + ydisp + 2, 0.0f, "z", 1);
+ BLF_draw_default_ascii(start + dx + 2, start + dy + ydisp + 2, 0.0f, "z", 1);
}
/* restore line-width */
@@ -757,7 +757,7 @@ static void draw_viewport_name(ARegion *ar, View3D *v3d)
if (name) {
UI_ThemeColor(TH_TEXT_HI);
- BLF_draw_default(22, ar->winy-17, 0.0f, name, sizeof(tmpstr));
+ BLF_draw_default_ascii(22, ar->winy-17, 0.0f, name, sizeof(tmpstr));
}
}
@@ -2422,7 +2422,7 @@ static void draw_viewport_fps(Scene *scene, ARegion *ar)
BLI_snprintf(printable, sizeof(printable), "fps: %i", (int)(fps+0.5f));
}
- BLF_draw_default(22, ar->winy-17, 0.0f, printable, sizeof(printable)-1);
+ BLF_draw_default_ascii(22, ar->winy-17, 0.0f, printable, sizeof(printable)-1);
}
/* warning: this function has duplicate drawing in ED_view3d_draw_offscreen() */
@@ -2644,7 +2644,7 @@ void view3d_main_area_draw(const bContext *C, ARegion *ar)
BLI_snprintf(tstr, sizeof(tstr), "%s x %.4g", grid_unit, v3d->grid);
}
- BLF_draw_default(22, ar->winy-(USER_SHOW_VIEWPORTNAME?40:20), 0.0f, tstr[0]?tstr : grid_unit, sizeof(tstr)); /* XXX, use real length */
+ BLF_draw_default_ascii(22, ar->winy-(USER_SHOW_VIEWPORTNAME?40:20), 0.0f, tstr[0]?tstr : grid_unit, sizeof(tstr)); /* XXX, use real length */
}
ob= OBACT;
diff --git a/source/blender/editors/space_view3d/view3d_intern.h b/source/blender/editors/space_view3d/view3d_intern.h
index cd6bff1ebba..aa92f0d0a59 100644
--- a/source/blender/editors/space_view3d/view3d_intern.h
+++ b/source/blender/editors/space_view3d/view3d_intern.h
@@ -120,7 +120,7 @@ void view3d_cached_text_draw_end(View3D *v3d, ARegion *ar, int depth_write, floa
#define V3D_CACHE_TEXT_ASCII (1<<2)
/* drawarmature.c */
-int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, int flag);
+int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base, int dt, int flag, const short is_outline);
/* drawmesh.c */
void draw_mesh_textured(Scene *scene, View3D *v3d, RegionView3D *rv3d, struct Object *ob, struct DerivedMesh *dm, int faceselect);