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Diffstat (limited to 'source/blender/editors/transform/transform_input.c')
-rw-r--r-- | source/blender/editors/transform/transform_input.c | 338 |
1 files changed, 338 insertions, 0 deletions
diff --git a/source/blender/editors/transform/transform_input.c b/source/blender/editors/transform/transform_input.c new file mode 100644 index 00000000000..4d721a83c78 --- /dev/null +++ b/source/blender/editors/transform/transform_input.c @@ -0,0 +1,338 @@ +/** + * $Id: transform_input.c 18142 2008-12-29 07:19:16Z aligorith $ + * + * ***** 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. + * + * Contributor(s): none yet. + * + * ***** END GPL LICENSE BLOCK ***** + */ + +#include <stdlib.h> +#include <math.h> + +#include "DNA_screen_types.h" + +#include "BLI_arithb.h" + +#include "WM_types.h" + +#include "transform.h" + + + +/* ************************** INPUT FROM MOUSE *************************** */ + +void InputVector(TransInfo *t, MouseInput *mi, short mval[2], float output[3]) +{ + float vec[3], dvec[3]; + if(mi->precision) + { + /* calculate the main translation and the precise one separate */ + convertViewVec(t, dvec, (short)(mval[0] - mi->precision_mval[0]), (short)(mval[1] - mi->precision_mval[1])); + VecMulf(dvec, 0.1f); + convertViewVec(t, vec, (short)(mi->precision_mval[0] - t->imval[0]), (short)(mi->precision_mval[1] - t->imval[1])); + VecAddf(output, vec, dvec); + } + else + { + convertViewVec(t, output, (short)(mval[0] - t->imval[0]), (short)(mval[1] - t->imval[1])); + } + +} + +void InputSpring(TransInfo *t, MouseInput *mi, short mval[2], float output[3]) +{ + float ratio, precise_ratio, dx, dy; + if(mi->precision) + { + /* calculate ratio for shiftkey pos, and for total, and blend these for precision */ + dx = (float)(mi->center[0] - mi->precision_mval[0]); + dy = (float)(mi->center[1] - mi->precision_mval[1]); + ratio = (float)sqrt( dx*dx + dy*dy); + + dx= (float)(mi->center[0] - mval[0]); + dy= (float)(mi->center[1] - mval[1]); + precise_ratio = (float)sqrt( dx*dx + dy*dy); + + ratio = (ratio + (precise_ratio - ratio) / 10.0f) / mi->factor; + } + else + { + dx = (float)(mi->center[0] - mval[0]); + dy = (float)(mi->center[1] - mval[1]); + ratio = (float)sqrt( dx*dx + dy*dy) / mi->factor; + } + + output[0] = ratio; +} + +void InputSpringFlip(TransInfo *t, MouseInput *mi, short mval[2], float output[3]) +{ + InputSpring(t, mi, mval, output); + + /* flip scale */ + if ((mi->center[0] - mval[0]) * (mi->center[0] - mi->imval[0]) + + (mi->center[1] - mval[1]) * (mi->center[1] - mi->imval[1]) < 0) + { + output[0] *= -1.0f; + } +} + +void InputTrackBall(TransInfo *t, MouseInput *mi, short mval[2], float output[3]) +{ + + if(mi->precision) + { + output[0] = ( mi->imval[1] - mi->precision_mval[1] ) + ( mi->precision_mval[1] - mval[1] ) * 0.1f; + output[1] = ( mi->precision_mval[0] - mi->imval[0] ) + ( mval[0] - mi->precision_mval[0] ) * 0.1f; + } + else + { + output[0] = (float)( mi->imval[1] - mval[1] ); + output[1] = (float)( mval[0] - mi->imval[0] ); + } + + output[0] *= mi->factor; + output[1] *= mi->factor; +} + +void InputHorizontalRatio(TransInfo *t, MouseInput *mi, short mval[2], float output[3]) { + float x, pad; + + pad = t->ar->winx / 10; + + if (mi->precision) + { + /* deal with Shift key by adding motion / 10 to motion before shift press */ + x = mi->precision_mval[0] + (float)(mval[0] - mi->precision_mval[0]) / 10.0f; + } + else { + x = mval[0]; + } + + output[0] = (x - pad) / (t->ar->winx - 2 * pad); +} + +void InputHorizontalAbsolute(TransInfo *t, MouseInput *mi, short mval[2], float output[3]) { + float vec[3]; + + InputVector(t, mi, mval, vec); + Projf(vec, vec, t->viewinv[0]); + + output[0] = Inpf(t->viewinv[0], vec) * 2.0f; +} + +void InputVerticalRatio(TransInfo *t, MouseInput *mi, short mval[2], float output[3]) { + float y, pad; + + pad = t->ar->winy / 10; + + if (mi->precision) { + /* deal with Shift key by adding motion / 10 to motion before shift press */ + y = mi->precision_mval[1] + (float)(mval[1] - mi->precision_mval[1]) / 10.0f; + } + else { + y = mval[0]; + } + + output[0] = (y - pad) / (t->ar->winy - 2 * pad); +} + +void InputVerticalAbsolute(TransInfo *t, MouseInput *mi, short mval[2], float output[3]) { + float vec[3]; + + InputVector(t, mi, mval, vec); + Projf(vec, vec, t->viewinv[1]); + + output[0] = Inpf(t->viewinv[1], vec) * 2.0f; +} + +void InputAngle(TransInfo *t, MouseInput *mi, short mval[2], float output[3]) +{ + double dx2 = mval[0] - mi->center[0]; + double dy2 = mval[1] - mi->center[1]; + double B = sqrt(dx2*dx2+dy2*dy2); + + double dx1 = mi->imval[0] - mi->center[0]; + double dy1 = mi->imval[1] - mi->center[1]; + double A = sqrt(dx1*dx1+dy1*dy1); + + double dx3 = mval[0] - mi->imval[0]; + double dy3 = mval[1] - mi->imval[1]; + + /* use doubles here, to make sure a "1.0" (no rotation) doesnt become 9.999999e-01, which gives 0.02 for acos */ + double deler = ((dx1*dx1+dy1*dy1)+(dx2*dx2+dy2*dy2)-(dx3*dx3+dy3*dy3)) + / (2.0 * (A*B?A*B:1.0)); + /* (A*B?A*B:1.0f) this takes care of potential divide by zero errors */ + + float dphi; + + dphi = saacos((float)deler); + if( (dx1*dy2-dx2*dy1)>0.0 ) dphi= -dphi; + + /* If the angle is zero, because of lack of precision close to the 1.0 value in acos + * approximate the angle with the oposite side of the normalized triangle + * This is a good approximation here since the smallest acos value seems to be around + * 0.02 degree and lower values don't even have a 0.01% error compared to the approximation + * */ + if (dphi == 0) + { + double dx, dy; + + dx2 /= A; + dy2 /= A; + + dx1 /= B; + dy1 /= B; + + dx = dx1 - dx2; + dy = dy1 - dy2; + + dphi = sqrt(dx*dx + dy*dy); + if( (dx1*dy2-dx2*dy1)>0.0 ) dphi= -dphi; + } + + if(mi->precision) dphi = dphi/30.0f; + + /* if no delta angle, don't update initial position */ + if (dphi != 0) + { + mi->imval[0] = mval[0]; + mi->imval[1] = mval[1]; + } + + output[0] += dphi; +} + +void initMouseInput(TransInfo *t, MouseInput *mi, int center[2], short mval[2]) +{ + mi->factor = 0; + mi->precision = 0; + + mi->center[0] = center[0]; + mi->center[1] = center[1]; + + mi->imval[0] = mval[0]; + mi->imval[1] = mval[1]; +} + +static void calcSpringFactor(MouseInput *mi) +{ + mi->factor = (float)sqrt( + ( + ((float)(mi->center[1] - mi->imval[1]))*((float)(mi->center[1] - mi->imval[1])) + + + ((float)(mi->center[0] - mi->imval[0]))*((float)(mi->center[0] - mi->imval[0])) + ) ); + + if (mi->factor==0.0f) + mi->factor= 1.0f; /* prevent Inf */ +} + +void initMouseInputMode(TransInfo *t, MouseInput *mi, MouseInputMode mode) +{ + + switch(mode) + { + case INPUT_VECTOR: + mi->apply = InputVector; + t->helpline = HLP_NONE; + break; + case INPUT_SPRING: + calcSpringFactor(mi); + mi->apply = InputSpring; + t->helpline = HLP_SPRING; + break; + case INPUT_SPRING_FLIP: + calcSpringFactor(mi); + mi->apply = InputSpringFlip; + t->helpline = HLP_SPRING; + break; + case INPUT_ANGLE: + mi->apply = InputAngle; + t->helpline = HLP_ANGLE; + break; + case INPUT_TRACKBALL: + /* factor has to become setting or so */ + mi->factor = 0.1f; + mi->apply = InputTrackBall; + t->helpline = HLP_TRACKBALL; + break; + case INPUT_HORIZONTAL_RATIO: + mi->factor = (float)(mi->center[0] - mi->imval[0]); + mi->apply = InputHorizontalRatio; + t->helpline = HLP_HARROW; + break; + case INPUT_HORIZONTAL_ABSOLUTE: + mi->apply = InputHorizontalAbsolute; + t->helpline = HLP_HARROW; + break; + case INPUT_VERTICAL_RATIO: + mi->apply = InputVerticalRatio; + t->helpline = HLP_VARROW; + break; + case INPUT_VERTICAL_ABSOLUTE: + mi->apply = InputVerticalAbsolute; + t->helpline = HLP_VARROW; + break; + case INPUT_NONE: + default: + mi->apply = NULL; + break; + } + + /* bootstrap mouse input with initial values */ + applyMouseInput(t, mi, mi->imval, t->values); +} + +void applyMouseInput(TransInfo *t, MouseInput *mi, short mval[2], float output[3]) +{ + if (mi->apply != NULL) + { + mi->apply(t, mi, mval, output); + } +} + +int handleMouseInput(TransInfo *t, MouseInput *mi, wmEvent *event) +{ + int redraw = 0; + + switch (event->type) + { + case LEFTSHIFTKEY: + case RIGHTSHIFTKEY: + if (event->val) + { + t->modifiers |= MOD_PRECISION; + /* shift is modifier for higher precision transform + * store the mouse position where the normal movement ended */ + mi->precision_mval[0] = event->x - t->ar->winrct.xmin; + mi->precision_mval[1] = event->y - t->ar->winrct.ymin; + mi->precision = 1; + } + else + { + t->modifiers &= ~MOD_PRECISION; + mi->precision = 0; + } + redraw = 1; + break; + } + + return redraw; +} |