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Diffstat (limited to 'source/blender/src/drawarmature.c')
-rw-r--r--source/blender/src/drawarmature.c2576
1 files changed, 0 insertions, 2576 deletions
diff --git a/source/blender/src/drawarmature.c b/source/blender/src/drawarmature.c
deleted file mode 100644
index 2d41e01f7e4..00000000000
--- a/source/blender/src/drawarmature.c
+++ /dev/null
@@ -1,2576 +0,0 @@
-/**
- * $Id$
- *
- * ***** 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.
- *
- * The Original Code is Copyright (C) 2005 by the Blender Foundation.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL LICENSE BLOCK *****
- */
-
-#include <stdlib.h>
-#include <string.h>
-#include <math.h>
-
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-#include "MEM_guardedalloc.h"
-
-#include "BMF_Api.h"
-
-#include "DNA_action_types.h"
-#include "DNA_armature_types.h"
-#include "DNA_constraint_types.h"
-#include "DNA_ID.h"
-#include "DNA_nla_types.h"
-#include "DNA_object_types.h"
-#include "DNA_scene_types.h"
-#include "DNA_screen_types.h"
-#include "DNA_space_types.h"
-#include "DNA_view3d_types.h"
-#include "DNA_userdef_types.h"
-
-#include "BLI_blenlib.h"
-#include "BLI_arithb.h"
-
-#include "BKE_action.h"
-#include "BKE_armature.h"
-#include "BKE_constraint.h"
-#include "BKE_depsgraph.h"
-#include "BKE_DerivedMesh.h"
-#include "BKE_global.h"
-#include "BKE_main.h"
-#include "BKE_object.h"
-#include "BKE_ipo.h"
-#include "BKE_utildefines.h"
-
-#include "BIF_editaction.h"
-#include "BIF_editarmature.h"
-#include "BIF_gl.h"
-#include "BIF_glutil.h"
-#include "BIF_graphics.h"
-#include "BIF_interface.h"
-#include "BIF_poseobject.h"
-#include "BIF_mywindow.h"
-#include "BIF_resources.h"
-#include "BIF_screen.h"
-
-#include "BDR_editobject.h"
-#include "BDR_drawobject.h"
-#include "BDR_drawaction.h"
-
-#include "BSE_edit.h"
-#include "BSE_view.h"
-
-#include "mydevice.h"
-#include "blendef.h"
-#include "nla.h"
-
-
-/* *************** Armature Drawing - Coloring API ***************************** */
-
-/* global here is reset before drawing each bone */
-static ThemeWireColor *bcolor= NULL;
-
-/* values of colCode for set_pchan_glcolor */
-enum {
- PCHAN_COLOR_NORMAL = 0, /* normal drawing */
- PCHAN_COLOR_SOLID, /* specific case where "solid" color is needed */
- PCHAN_COLOR_CONSTS, /* "constraint" colors (which may/may-not be suppressed) */
-
- PCHAN_COLOR_SPHEREBONE_BASE, /* for the 'stick' of sphere (envelope) bones */
- PCHAN_COLOR_SPHEREBONE_END, /* for the ends of sphere (envelope) bones */
- PCHAN_COLOR_LINEBONE /* for the middle of line-bones */
-};
-
-/* This function sets the color-set for coloring a certain bone */
-static void set_pchan_colorset (Object *ob, bPoseChannel *pchan)
-{
- bPose *pose= (ob) ? ob->pose : NULL;
- bArmature *arm= (ob) ? ob->data : NULL;
- bActionGroup *grp= NULL;
- short color_index= 0;
-
- /* sanity check */
- if (ELEM4(NULL, ob, arm, pose, pchan)) {
- bcolor= NULL;
- return;
- }
-
- /* only try to set custom color if enabled for armature */
- if (arm->flag & ARM_COL_CUSTOM) {
- /* currently, a bone can only use a custom color set if it's group (if it has one),
- * has been set to use one
- */
- if (pchan->agrp_index) {
- grp= (bActionGroup *)BLI_findlink(&pose->agroups, (pchan->agrp_index - 1));
- if (grp)
- color_index= grp->customCol;
- }
- }
-
- /* bcolor is a pointer to the color set to use. If NULL, then the default
- * color set (based on the theme colors for 3d-view) is used.
- */
- if (color_index > 0) {
- bTheme *btheme= U.themes.first;
- bcolor= &btheme->tarm[(color_index - 1)];
- }
- else if (color_index == -1) {
- /* use the group's own custom color set */
- bcolor= (grp)? &grp->cs : NULL;
- }
- else
- bcolor= NULL;
-}
-
-/* This function is for brightening/darkening a given color (like BIF_ThemeColorShade()) */
-static void cp_shade_color3ub (char cp[], int offset)
-{
- int r, g, b;
-
- r= offset + (int) cp[0];
- CLAMP(r, 0, 255);
- g= offset + (int) cp[1];
- CLAMP(g, 0, 255);
- b= offset + (int) cp[2];
- CLAMP(b, 0, 255);
-
- cp[0]= r;
- cp[1]= g;
- cp[2]= b;
-}
-
-/* This function sets the gl-color for coloring a certain bone (based on bcolor) */
-static short set_pchan_glColor (short colCode, int armflag, int boneflag, int constflag)
-{
- switch (colCode) {
- case PCHAN_COLOR_NORMAL:
- {
- if (bcolor) {
- char cp[3];
-
- if (boneflag & BONE_ACTIVE) {
- VECCOPY(cp, bcolor->active);
- }
- else if (boneflag & BONE_SELECTED) {
- VECCOPY(cp, bcolor->select);
- }
- else {
- /* a bit darker than solid */
- VECCOPY(cp, bcolor->solid);
- cp_shade_color3ub(cp, -50);
- }
-
- glColor3ub(cp[0], cp[1], cp[2]);
- }
- else {
- if (boneflag & BONE_ACTIVE) BIF_ThemeColorShade(TH_BONE_POSE, 40);
- else if (boneflag & BONE_SELECTED) BIF_ThemeColor(TH_BONE_POSE);
- else BIF_ThemeColor(TH_WIRE);
- }
-
- return 1;
- }
- break;
-
- case PCHAN_COLOR_SOLID:
- {
- if (bcolor) {
- char *cp= bcolor->solid;
- glColor3ub(cp[0], cp[1], cp[2]);
- }
- else
- BIF_ThemeColor(TH_BONE_SOLID);
-
- return 1;
- }
- break;
-
- case PCHAN_COLOR_CONSTS:
- {
- if ( (bcolor == NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS) ) {
- if (constflag & PCHAN_HAS_STRIDE) glColor4ub(0, 0, 200, 80);
- else if (constflag & PCHAN_HAS_TARGET) glColor4ub(255, 150, 0, 80);
- else if (constflag & PCHAN_HAS_IK) glColor4ub(255, 255, 0, 80);
- else if (constflag & PCHAN_HAS_CONST) glColor4ub(0, 255, 120, 80);
- else if (constflag) BIF_ThemeColor4(TH_BONE_POSE); // PCHAN_HAS_ACTION
-
- return 1;
- }
- else
- return 0;
- }
- break;
-
- case PCHAN_COLOR_SPHEREBONE_BASE:
- {
- if (bcolor) {
- char cp[3];
-
- if (boneflag & BONE_ACTIVE) {
- VECCOPY(cp, bcolor->active);
- }
- else if (boneflag & BONE_SELECTED) {
- VECCOPY(cp, bcolor->select);
- }
- else {
- VECCOPY(cp, bcolor->solid);
- }
-
- glColor3ub(cp[0], cp[1], cp[2]);
- }
- else {
- if (boneflag & BONE_ACTIVE) BIF_ThemeColorShade(TH_BONE_POSE, 40);
- else if (boneflag & BONE_SELECTED) BIF_ThemeColor(TH_BONE_POSE);
- else BIF_ThemeColor(TH_BONE_SOLID);
- }
-
- return 1;
- }
- break;
- case PCHAN_COLOR_SPHEREBONE_END:
- {
- if (bcolor) {
- char cp[3];
-
- if (boneflag & BONE_ACTIVE) {
- VECCOPY(cp, bcolor->active);
- cp_shade_color3ub(cp, 10);
- }
- else if (boneflag & BONE_SELECTED) {
- VECCOPY(cp, bcolor->select);
- cp_shade_color3ub(cp, -30);
- }
- else {
- VECCOPY(cp, bcolor->solid);
- cp_shade_color3ub(cp, -30);
- }
-
- glColor3ub(cp[0], cp[1], cp[2]);
- }
- else {
- if (boneflag & BONE_ACTIVE) BIF_ThemeColorShade(TH_BONE_POSE, 10);
- else if (boneflag & BONE_SELECTED) BIF_ThemeColorShade(TH_BONE_POSE, -30);
- else BIF_ThemeColorShade(TH_BONE_SOLID, -30);
- }
- }
- break;
-
- case PCHAN_COLOR_LINEBONE:
- {
- /* inner part in background color or constraint */
- if ( (constflag) && ((bcolor==NULL) || (bcolor->flag & TH_WIRECOLOR_CONSTCOLS)) ) {
- if (constflag & PCHAN_HAS_STRIDE) glColor3ub(0, 0, 200);
- else if (constflag & PCHAN_HAS_TARGET) glColor3ub(255, 150, 0);
- else if (constflag & PCHAN_HAS_IK) glColor3ub(255, 255, 0);
- else if (constflag & PCHAN_HAS_CONST) glColor3ub(0, 255, 120);
- else if (constflag) BIF_ThemeColor(TH_BONE_POSE); /* PCHAN_HAS_ACTION */
- }
- else {
- if (bcolor) {
- char *cp= bcolor->solid;
- glColor4ub(cp[0], cp[1], cp[2], 0.8);
- }
- else
- BIF_ThemeColorShade(TH_BACK, -30);
- }
-
- return 1;
- }
- break;
- }
-
- return 0;
-}
-
-
-/* *************** Armature drawing, helper calls for parts ******************* */
-
-/* half the cube, in Y */
-static float cube[8][3] = {
-{-1.0, 0.0, -1.0},
-{-1.0, 0.0, 1.0},
-{-1.0, 1.0, 1.0},
-{-1.0, 1.0, -1.0},
-{ 1.0, 0.0, -1.0},
-{ 1.0, 0.0, 1.0},
-{ 1.0, 1.0, 1.0},
-{ 1.0, 1.0, -1.0},
-};
-
-static void drawsolidcube_size(float xsize, float ysize, float zsize)
-{
- static GLuint displist=0;
- float n[3];
-
- glScalef(xsize, ysize, zsize);
-
- n[0]=0; n[1]=0; n[2]=0;
-
- if(displist==0) {
- displist= glGenLists(1);
- glNewList(displist, GL_COMPILE_AND_EXECUTE);
-
- glBegin(GL_QUADS);
- n[0]= -1.0;
- glNormal3fv(n);
- glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]);
- n[0]=0;
- n[1]= -1.0;
- glNormal3fv(n);
- glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[1]);
- n[1]=0;
- n[0]= 1.0;
- glNormal3fv(n);
- glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glVertex3fv(cube[5]);
- n[0]=0;
- n[1]= 1.0;
- glNormal3fv(n);
- glVertex3fv(cube[7]); glVertex3fv(cube[3]); glVertex3fv(cube[2]); glVertex3fv(cube[6]);
- n[1]=0;
- n[2]= 1.0;
- glNormal3fv(n);
- glVertex3fv(cube[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[2]);
- n[2]=0;
- n[2]= -1.0;
- glNormal3fv(n);
- glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]);
- glEnd();
-
- glEndList();
- }
- else glCallList(displist);
-
-}
-
-static void drawcube_size(float xsize, float ysize, float zsize)
-{
- static GLuint displist=0;
-
- glScalef(xsize, ysize, zsize);
-
- if(displist == 0) {
- displist= glGenLists(1);
- glNewList(displist, GL_COMPILE_AND_EXECUTE);
-
- glBegin(GL_LINE_STRIP);
- glVertex3fv(cube[0]); glVertex3fv(cube[1]);glVertex3fv(cube[2]); glVertex3fv(cube[3]);
- glVertex3fv(cube[0]); glVertex3fv(cube[4]);glVertex3fv(cube[5]); glVertex3fv(cube[6]);
- glVertex3fv(cube[7]); glVertex3fv(cube[4]);
- glEnd();
-
- glBegin(GL_LINES);
- glVertex3fv(cube[1]); glVertex3fv(cube[5]);
- glVertex3fv(cube[2]); glVertex3fv(cube[6]);
- glVertex3fv(cube[3]); glVertex3fv(cube[7]);
- glEnd();
-
- glEndList();
- }
- else glCallList(displist);
-
-}
-
-
-static void draw_bonevert(void)
-{
- static GLuint displist=0;
-
- if (displist == 0) {
- GLUquadricObj *qobj;
-
- displist= glGenLists(1);
- glNewList(displist, GL_COMPILE_AND_EXECUTE);
-
- glPushMatrix();
-
- qobj = gluNewQuadric();
- gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
- gluDisk(qobj, 0.0, 0.05, 16, 1);
-
- glRotatef(90, 0, 1, 0);
- gluDisk(qobj, 0.0, 0.05, 16, 1);
-
- glRotatef(90, 1, 0, 0);
- gluDisk(qobj, 0.0, 0.05, 16, 1);
-
- gluDeleteQuadric(qobj);
-
- glPopMatrix();
- glEndList();
- }
- else
- glCallList(displist);
-}
-
-static void draw_bonevert_solid(void)
-{
- static GLuint displist=0;
-
- if (displist == 0) {
- GLUquadricObj *qobj;
-
- displist= glGenLists(1);
- glNewList(displist, GL_COMPILE_AND_EXECUTE);
-
- qobj = gluNewQuadric();
- gluQuadricDrawStyle(qobj, GLU_FILL);
- glShadeModel(GL_SMOOTH);
- gluSphere( qobj, 0.05, 8, 5);
- glShadeModel(GL_FLAT);
- gluDeleteQuadric(qobj);
-
- glEndList();
- }
- else
- glCallList(displist);
-}
-
-static void draw_bone_octahedral()
-{
- static GLuint displist=0;
-
- if (displist == 0) {
- float vec[6][3];
-
- displist= glGenLists(1);
- glNewList(displist, GL_COMPILE_AND_EXECUTE);
-
- vec[0][0]= vec[0][1]= vec[0][2]= 0.0;
- vec[5][0]= vec[5][2]= 0.0; vec[5][1]= 1.0;
-
- vec[1][0]= 0.1; vec[1][2]= 0.1; vec[1][1]= 0.1;
- vec[2][0]= 0.1; vec[2][2]= -0.1; vec[2][1]= 0.1;
- vec[3][0]= -0.1; vec[3][2]= -0.1; vec[3][1]= 0.1;
- vec[4][0]= -0.1; vec[4][2]= 0.1; vec[4][1]= 0.1;
-
- /* Section 1, sides */
- glBegin(GL_LINE_LOOP);
- glVertex3fv(vec[0]);
- glVertex3fv(vec[1]);
- glVertex3fv(vec[5]);
- glVertex3fv(vec[3]);
- glVertex3fv(vec[0]);
- glVertex3fv(vec[4]);
- glVertex3fv(vec[5]);
- glVertex3fv(vec[2]);
- glEnd();
-
- /* Section 1, square */
- glBegin(GL_LINE_LOOP);
- glVertex3fv(vec[1]);
- glVertex3fv(vec[2]);
- glVertex3fv(vec[3]);
- glVertex3fv(vec[4]);
- glEnd();
-
- glEndList();
- }
- else
- glCallList(displist);
-}
-
-static void draw_bone_solid_octahedral(void)
-{
- static GLuint displist=0;
-
- if (displist == 0) {
- float vec[6][3], nor[3];
-
- displist= glGenLists(1);
- glNewList(displist, GL_COMPILE_AND_EXECUTE);
-
- vec[0][0]= vec[0][1]= vec[0][2]= 0.0;
- vec[5][0]= vec[5][2]= 0.0; vec[5][1]= 1.0;
-
- vec[1][0]= 0.1; vec[1][2]= 0.1; vec[1][1]= 0.1;
- vec[2][0]= 0.1; vec[2][2]= -0.1; vec[2][1]= 0.1;
- vec[3][0]= -0.1; vec[3][2]= -0.1; vec[3][1]= 0.1;
- vec[4][0]= -0.1; vec[4][2]= 0.1; vec[4][1]= 0.1;
-
-
- glBegin(GL_TRIANGLES);
- /* bottom */
- CalcNormFloat(vec[2], vec[1], vec[0], nor);
- glNormal3fv(nor);
- glVertex3fv(vec[2]);glVertex3fv(vec[1]);glVertex3fv(vec[0]);
-
- CalcNormFloat(vec[3], vec[2], vec[0], nor);
- glNormal3fv(nor);
- glVertex3fv(vec[3]);glVertex3fv(vec[2]);glVertex3fv(vec[0]);
-
- CalcNormFloat(vec[4], vec[3], vec[0], nor);
- glNormal3fv(nor);
- glVertex3fv(vec[4]);glVertex3fv(vec[3]);glVertex3fv(vec[0]);
-
- CalcNormFloat(vec[1], vec[4], vec[0], nor);
- glNormal3fv(nor);
- glVertex3fv(vec[1]);glVertex3fv(vec[4]);glVertex3fv(vec[0]);
-
- /* top */
- CalcNormFloat(vec[5], vec[1], vec[2], nor);
- glNormal3fv(nor);
- glVertex3fv(vec[5]);glVertex3fv(vec[1]);glVertex3fv(vec[2]);
-
- CalcNormFloat(vec[5], vec[2], vec[3], nor);
- glNormal3fv(nor);
- glVertex3fv(vec[5]);glVertex3fv(vec[2]);glVertex3fv(vec[3]);
-
- CalcNormFloat(vec[5], vec[3], vec[4], nor);
- glNormal3fv(nor);
- glVertex3fv(vec[5]);glVertex3fv(vec[3]);glVertex3fv(vec[4]);
-
- CalcNormFloat(vec[5], vec[4], vec[1], nor);
- glNormal3fv(nor);
- glVertex3fv(vec[5]);glVertex3fv(vec[4]);glVertex3fv(vec[1]);
-
- glEnd();
-
- glEndList();
- }
- else
- glCallList(displist);
-}
-
-/* *************** Armature drawing, bones ******************* */
-
-
-static void draw_bone_points(int dt, int armflag, unsigned int boneflag, int id)
-{
- /* Draw root point if we are not connected */
- if ((boneflag & BONE_CONNECTED)==0) {
- if (id != -1)
- glLoadName(id | BONESEL_ROOT);
-
- if(dt <= OB_WIRE) {
- if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_ROOTSEL) BIF_ThemeColor(TH_VERTEX_SELECT);
- else BIF_ThemeColor(TH_VERTEX);
- }
- }
- else {
- if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, 0);
- else
- BIF_ThemeColor(TH_BONE_SOLID);
- }
-
- if (dt > OB_WIRE)
- draw_bonevert_solid();
- else
- draw_bonevert();
- }
-
- /* Draw tip point */
- if (id != -1)
- glLoadName(id | BONESEL_TIP);
-
- if (dt <= OB_WIRE) {
- if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_TIPSEL) BIF_ThemeColor(TH_VERTEX_SELECT);
- else BIF_ThemeColor(TH_VERTEX);
- }
- }
- else {
- if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, 0);
- else
- BIF_ThemeColor(TH_BONE_SOLID);
- }
-
- glTranslatef(0.0, 1.0, 0.0);
- if (dt > OB_WIRE)
- draw_bonevert_solid();
- else
- draw_bonevert();
- glTranslatef(0.0, -1.0, 0.0);
-
-}
-
-/* 16 values of sin function (still same result!) */
-static float si[16] = {
- 0.00000000,
- 0.20129852, 0.39435585,
- 0.57126821, 0.72479278,
- 0.84864425, 0.93775213,
- 0.98846832, 0.99871650,
- 0.96807711, 0.89780453,
- 0.79077573, 0.65137248,
- 0.48530196, 0.29936312,
- 0.10116832
-};
-/* 16 values of cos function (still same result!) */
-static float co[16] ={
- 1.00000000,
- 0.97952994, 0.91895781,
- 0.82076344, 0.68896691,
- 0.52896401, 0.34730525,
- 0.15142777, -0.05064916,
- -0.25065253, -0.44039415,
- -0.61210598, -0.75875812,
- -0.87434661, -0.95413925,
- -0.99486932
-};
-
-
-
-/* smat, imat = mat & imat to draw screenaligned */
-static void draw_sphere_bone_dist(float smat[][4], float imat[][4], int boneflag, bPoseChannel *pchan, EditBone *ebone)
-{
- float head, tail, length, dist;
- float *headvec, *tailvec, dirvec[3];
-
- /* figure out the sizes of spheres */
- if (ebone) {
- /* this routine doesn't call set_matrix_editbone() that calculates it */
- ebone->length = VecLenf(ebone->head, ebone->tail);
-
- length= ebone->length;
- tail= ebone->rad_tail;
- dist= ebone->dist;
- if (ebone->parent && (ebone->flag & BONE_CONNECTED))
- head= ebone->parent->rad_tail;
- else
- head= ebone->rad_head;
- headvec= ebone->head;
- tailvec= ebone->tail;
- }
- else {
- length= pchan->bone->length;
- tail= pchan->bone->rad_tail;
- dist= pchan->bone->dist;
- if (pchan->parent && (pchan->bone->flag & BONE_CONNECTED))
- head= pchan->parent->bone->rad_tail;
- else
- head= pchan->bone->rad_head;
- headvec= pchan->pose_head;
- tailvec= pchan->pose_tail;
- }
-
- /* ***** draw it ***** */
-
- /* move vector to viewspace */
- VecSubf(dirvec, tailvec, headvec);
- Mat4Mul3Vecfl(smat, dirvec);
- /* clear zcomp */
- dirvec[2]= 0.0;
- /* move vector back */
- Mat4Mul3Vecfl(imat, dirvec);
-
- if (0.0f != Normalize(dirvec)) {
- float norvec[3], vec1[3], vec2[3], vec[3];
- int a;
-
- //VecMulf(dirvec, head);
- Crossf(norvec, dirvec, imat[2]);
-
- glBegin(GL_QUAD_STRIP);
-
- for (a=0; a<16; a++) {
- vec[0]= - *(si+a) * dirvec[0] + *(co+a) * norvec[0];
- vec[1]= - *(si+a) * dirvec[1] + *(co+a) * norvec[1];
- vec[2]= - *(si+a) * dirvec[2] + *(co+a) * norvec[2];
-
- vec1[0]= headvec[0] + head*vec[0];
- vec1[1]= headvec[1] + head*vec[1];
- vec1[2]= headvec[2] + head*vec[2];
- vec2[0]= headvec[0] + (head+dist)*vec[0];
- vec2[1]= headvec[1] + (head+dist)*vec[1];
- vec2[2]= headvec[2] + (head+dist)*vec[2];
-
- glColor4ub(255, 255, 255, 50);
- glVertex3fv(vec1);
- //glColor4ub(255, 255, 255, 0);
- glVertex3fv(vec2);
- }
-
- for (a=15; a>=0; a--) {
- vec[0]= *(si+a) * dirvec[0] + *(co+a) * norvec[0];
- vec[1]= *(si+a) * dirvec[1] + *(co+a) * norvec[1];
- vec[2]= *(si+a) * dirvec[2] + *(co+a) * norvec[2];
-
- vec1[0]= tailvec[0] + tail*vec[0];
- vec1[1]= tailvec[1] + tail*vec[1];
- vec1[2]= tailvec[2] + tail*vec[2];
- vec2[0]= tailvec[0] + (tail+dist)*vec[0];
- vec2[1]= tailvec[1] + (tail+dist)*vec[1];
- vec2[2]= tailvec[2] + (tail+dist)*vec[2];
-
- //glColor4ub(255, 255, 255, 50);
- glVertex3fv(vec1);
- //glColor4ub(255, 255, 255, 0);
- glVertex3fv(vec2);
- }
- /* make it cyclic... */
-
- vec[0]= - *(si) * dirvec[0] + *(co) * norvec[0];
- vec[1]= - *(si) * dirvec[1] + *(co) * norvec[1];
- vec[2]= - *(si) * dirvec[2] + *(co) * norvec[2];
-
- vec1[0]= headvec[0] + head*vec[0];
- vec1[1]= headvec[1] + head*vec[1];
- vec1[2]= headvec[2] + head*vec[2];
- vec2[0]= headvec[0] + (head+dist)*vec[0];
- vec2[1]= headvec[1] + (head+dist)*vec[1];
- vec2[2]= headvec[2] + (head+dist)*vec[2];
-
- //glColor4ub(255, 255, 255, 50);
- glVertex3fv(vec1);
- //glColor4ub(255, 255, 255, 0);
- glVertex3fv(vec2);
-
- glEnd();
- }
-}
-
-
-/* smat, imat = mat & imat to draw screenaligned */
-static void draw_sphere_bone_wire(float smat[][4], float imat[][4], int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
-{
- float head, tail, length;
- float *headvec, *tailvec, dirvec[3];
-
- /* figure out the sizes of spheres */
- if (ebone) {
- /* this routine doesn't call set_matrix_editbone() that calculates it */
- ebone->length = VecLenf(ebone->head, ebone->tail);
-
- length= ebone->length;
- tail= ebone->rad_tail;
- if (ebone->parent && (boneflag & BONE_CONNECTED))
- head= ebone->parent->rad_tail;
- else
- head= ebone->rad_head;
- headvec= ebone->head;
- tailvec= ebone->tail;
- }
- else {
- length= pchan->bone->length;
- tail= pchan->bone->rad_tail;
- if ((pchan->parent) && (boneflag & BONE_CONNECTED))
- head= pchan->parent->bone->rad_tail;
- else
- head= pchan->bone->rad_head;
- headvec= pchan->pose_head;
- tailvec= pchan->pose_tail;
- }
-
- /* sphere root color */
- if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_ROOTSEL) BIF_ThemeColor(TH_VERTEX_SELECT);
- else BIF_ThemeColor(TH_VERTEX);
- }
- else if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
-
- /* Draw root point if we are not connected */
- if ((boneflag & BONE_CONNECTED)==0) {
- if (id != -1)
- glLoadName(id | BONESEL_ROOT);
-
- drawcircball(GL_LINE_LOOP, headvec, head, imat);
- }
-
- /* Draw tip point */
- if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_TIPSEL) BIF_ThemeColor(TH_VERTEX_SELECT);
- else BIF_ThemeColor(TH_VERTEX);
- }
-
- if (id != -1)
- glLoadName(id | BONESEL_TIP);
-
- drawcircball(GL_LINE_LOOP, tailvec, tail, imat);
-
- /* base */
- if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_SELECTED) BIF_ThemeColor(TH_SELECT);
- else BIF_ThemeColor(TH_WIRE);
- }
-
- VecSubf(dirvec, tailvec, headvec);
-
- /* move vector to viewspace */
- Mat4Mul3Vecfl(smat, dirvec);
- /* clear zcomp */
- dirvec[2]= 0.0;
- /* move vector back */
- Mat4Mul3Vecfl(imat, dirvec);
-
- if (0.0f != Normalize(dirvec)) {
- float norvech[3], norvect[3], vec[3];
-
- VECCOPY(vec, dirvec);
-
- VecMulf(dirvec, head);
- Crossf(norvech, dirvec, imat[2]);
-
- VecMulf(vec, tail);
- Crossf(norvect, vec, imat[2]);
-
- if (id != -1)
- glLoadName(id | BONESEL_BONE);
-
- glBegin(GL_LINES);
- vec[0]= headvec[0] + norvech[0];
- vec[1]= headvec[1] + norvech[1];
- vec[2]= headvec[2] + norvech[2];
- glVertex3fv(vec);
- vec[0]= tailvec[0] + norvect[0];
- vec[1]= tailvec[1] + norvect[1];
- vec[2]= tailvec[2] + norvect[2];
- glVertex3fv(vec);
- vec[0]= headvec[0] - norvech[0];
- vec[1]= headvec[1] - norvech[1];
- vec[2]= headvec[2] - norvech[2];
- glVertex3fv(vec);
- vec[0]= tailvec[0] - norvect[0];
- vec[1]= tailvec[1] - norvect[1];
- vec[2]= tailvec[2] - norvect[2];
- glVertex3fv(vec);
-
- glEnd();
- }
-}
-
-/* does wire only for outline selecting */
-static void draw_sphere_bone(int dt, int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
-{
- GLUquadricObj *qobj;
- float head, tail, length;
- float fac1, fac2;
-
- glPushMatrix();
- qobj = gluNewQuadric();
-
- /* figure out the sizes of spheres */
- if (ebone) {
- length= ebone->length;
- tail= ebone->rad_tail;
- if (ebone->parent && (boneflag & BONE_CONNECTED))
- head= ebone->parent->rad_tail;
- else
- head= ebone->rad_head;
- }
- else {
- length= pchan->bone->length;
- tail= pchan->bone->rad_tail;
- if (pchan->parent && (boneflag & BONE_CONNECTED))
- head= pchan->parent->bone->rad_tail;
- else
- head= pchan->bone->rad_head;
- }
-
- /* move to z-axis space */
- glRotatef(-90.0f, 1.0f, 0.0f, 0.0f);
-
- if (dt==OB_SOLID) {
- /* set up solid drawing */
- glEnable(GL_COLOR_MATERIAL);
- glEnable(GL_LIGHTING);
-
- gluQuadricDrawStyle(qobj, GLU_FILL);
- glShadeModel(GL_SMOOTH);
- }
- else {
- gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
- }
-
- /* sphere root color */
- if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_ROOTSEL) BIF_ThemeColor(TH_VERTEX_SELECT);
- else BIF_ThemeColorShade(TH_BONE_SOLID, -30);
- }
- else if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_SPHEREBONE_END, armflag, boneflag, constflag);
- else if (dt==OB_SOLID)
- BIF_ThemeColorShade(TH_BONE_SOLID, -30);
-
- /* Draw root point if we are not connected */
- if ((boneflag & BONE_CONNECTED)==0) {
- if (id != -1)
- glLoadName(id | BONESEL_ROOT);
- gluSphere(qobj, head, 16, 10);
- }
-
- /* Draw tip point */
- if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_TIPSEL) BIF_ThemeColor(TH_VERTEX_SELECT);
- else BIF_ThemeColorShade(TH_BONE_SOLID, -30);
- }
-
- if (id != -1)
- glLoadName(id | BONESEL_TIP);
-
- glTranslatef(0.0, 0.0, length);
- gluSphere(qobj, tail, 16, 10);
- glTranslatef(0.0, 0.0, -length);
-
- /* base */
- if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_SELECTED) BIF_ThemeColor(TH_SELECT);
- else BIF_ThemeColor(TH_BONE_SOLID);
- }
- else if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_SPHEREBONE_BASE, armflag, boneflag, constflag);
- else if (dt == OB_SOLID)
- BIF_ThemeColor(TH_BONE_SOLID);
-
- fac1= (length-head)/length;
- fac2= (length-tail)/length;
-
- if (length > (head+tail)) {
- if (id != -1)
- glLoadName (id | BONESEL_BONE);
-
- glEnable(GL_POLYGON_OFFSET_FILL);
- glPolygonOffset(-1.0, -1.0);
-
- glTranslatef(0.0f, 0.0f, head);
- gluCylinder(qobj, fac1*head + (1.0f-fac1)*tail, fac2*tail + (1.0f-fac2)*head, length-head-tail, 16, 1);
- glTranslatef(0.0f, 0.0f, -head);
-
- glDisable(GL_POLYGON_OFFSET_FILL);
-
- /* draw sphere on extrema */
- glTranslatef(0.0f, 0.0f, length-tail);
- gluSphere(qobj, fac2*tail + (1.0f-fac2)*head, 16, 10);
- glTranslatef(0.0f, 0.0f, -length+tail);
-
- glTranslatef(0.0f, 0.0f, head);
- gluSphere(qobj, fac1*head + (1.0f-fac1)*tail, 16, 10);
- }
- else {
- /* 1 sphere in center */
- glTranslatef(0.0f, 0.0f, (head + length-tail)/2.0);
- gluSphere(qobj, fac1*head + (1.0f-fac1)*tail, 16, 10);
- }
-
- /* restore */
- if (dt==OB_SOLID) {
- glShadeModel(GL_FLAT);
- glDisable(GL_LIGHTING);
- glDisable(GL_COLOR_MATERIAL);
- }
-
- glPopMatrix();
- gluDeleteQuadric(qobj);
-}
-
-static GLubyte bm_dot6[]= {0x0, 0x18, 0x3C, 0x7E, 0x7E, 0x3C, 0x18, 0x0};
-static GLubyte bm_dot8[]= {0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C};
-
-static GLubyte bm_dot5[]= {0x0, 0x0, 0x10, 0x38, 0x7c, 0x38, 0x10, 0x0};
-static GLubyte bm_dot7[]= {0x0, 0x38, 0x7C, 0xFE, 0xFE, 0xFE, 0x7C, 0x38};
-
-
-static void draw_line_bone(int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
-{
- float length;
-
- glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
-
- if (pchan)
- length= pchan->bone->length;
- else
- length= ebone->length;
-
- glPushMatrix();
- glScalef(length, length, length);
-
- /* this chunk not in object mode */
- if (armflag & (ARM_EDITMODE|ARM_POSEMODE)) {
- glLineWidth(4.0);
- if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
- else if (armflag & ARM_EDITMODE) {
- BIF_ThemeColor(TH_WIRE);
- }
-
- /* Draw root point if we are not connected */
- if ((boneflag & BONE_CONNECTED)==0) {
- if (G.f & G_PICKSEL) { // no bitmap in selection mode, crashes 3d cards...
- glLoadName (id | BONESEL_ROOT);
- glBegin(GL_POINTS);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glEnd();
- }
- else {
- glRasterPos3f(0.0f, 0.0f, 0.0f);
- glBitmap(8, 8, 4, 4, 0, 0, bm_dot8);
- }
- }
-
- if (id != -1)
- glLoadName((GLuint) id|BONESEL_BONE);
-
- glBegin(GL_LINES);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glVertex3f(0.0f, 1.0f, 0.0f);
- glEnd();
-
- /* tip */
- if (G.f & G_PICKSEL) {
- /* no bitmap in selection mode, crashes 3d cards... */
- glLoadName(id | BONESEL_TIP);
- glBegin(GL_POINTS);
- glVertex3f(0.0f, 1.0f, 0.0f);
- glEnd();
- }
- else {
- glRasterPos3f(0.0f, 1.0f, 0.0f);
- glBitmap(8, 8, 4, 4, 0, 0, bm_dot7);
- }
-
- /* further we send no names */
- if (id != -1)
- glLoadName(id & 0xFFFF); /* object tag, for bordersel optim */
-
- if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_LINEBONE, armflag, boneflag, constflag);
- }
-
- glLineWidth(2.0);
-
- /*Draw root point if we are not connected */
- if ((boneflag & BONE_CONNECTED)==0) {
- if ((G.f & G_PICKSEL)==0) {
- /* no bitmap in selection mode, crashes 3d cards... */
- if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_ROOTSEL) BIF_ThemeColor(TH_VERTEX_SELECT);
- else BIF_ThemeColor(TH_VERTEX);
- }
- glRasterPos3f(0.0f, 0.0f, 0.0f);
- glBitmap(8, 8, 4, 4, 0, 0, bm_dot6);
- }
- }
-
- if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_SELECTED) BIF_ThemeColor(TH_EDGE_SELECT);
- else BIF_ThemeColorShade(TH_BACK, -30);
- }
- glBegin(GL_LINES);
- glVertex3f(0.0f, 0.0f, 0.0f);
- glVertex3f(0.0f, 1.0f, 0.0f);
- glEnd();
-
- /* tip */
- if ((G.f & G_PICKSEL)==0) {
- /* no bitmap in selection mode, crashes 3d cards... */
- if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_TIPSEL) BIF_ThemeColor(TH_VERTEX_SELECT);
- else BIF_ThemeColor(TH_VERTEX);
- }
- glRasterPos3f(0.0f, 1.0f, 0.0f);
- glBitmap(8, 8, 4, 4, 0, 0, bm_dot5);
- }
-
- glLineWidth(1.0);
-
- glPopMatrix();
-}
-
-static void draw_b_bone_boxes(int dt, bPoseChannel *pchan, float xwidth, float length, float zwidth)
-{
- int segments= 0;
-
- if (pchan)
- segments= pchan->bone->segments;
-
- if ((segments > 1) && (pchan)) {
- float dlen= length/(float)segments;
- Mat4 *bbone= b_bone_spline_setup(pchan, 0);
- int a;
-
- for (a=0; a<segments; a++, bbone++) {
- glPushMatrix();
- glMultMatrixf(bbone->mat);
- if (dt==OB_SOLID) drawsolidcube_size(xwidth, dlen, zwidth);
- else drawcube_size(xwidth, dlen, zwidth);
- glPopMatrix();
- }
- }
- else {
- glPushMatrix();
- if (dt==OB_SOLID) drawsolidcube_size(xwidth, length, zwidth);
- else drawcube_size(xwidth, length, zwidth);
- glPopMatrix();
- }
-}
-
-static void draw_b_bone(int dt, int armflag, int boneflag, int constflag, unsigned int id, bPoseChannel *pchan, EditBone *ebone)
-{
- float xwidth, length, zwidth;
-
- if (pchan) {
- xwidth= pchan->bone->xwidth;
- length= pchan->bone->length;
- zwidth= pchan->bone->zwidth;
- }
- else {
- xwidth= ebone->xwidth;
- length= ebone->length;
- zwidth= ebone->zwidth;
- }
-
- /* draw points only if... */
- if (armflag & ARM_EDITMODE) {
- /* move to unitspace */
- glPushMatrix();
- glScalef(length, length, length);
- draw_bone_points(dt, armflag, boneflag, id);
- glPopMatrix();
- length*= 0.95f; // make vertices visible
- }
-
- /* colors for modes */
- if (armflag & ARM_POSEMODE) {
- if (dt <= OB_WIRE)
- set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
- else
- set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, constflag);
- }
- else if (armflag & ARM_EDITMODE) {
- if (dt==OB_WIRE) {
- if (boneflag & BONE_ACTIVE) BIF_ThemeColor(TH_EDGE_SELECT);
- else if (boneflag & BONE_SELECTED) BIF_ThemeColorShade(TH_EDGE_SELECT, -20);
- else BIF_ThemeColor(TH_WIRE);
- }
- else
- BIF_ThemeColor(TH_BONE_SOLID);
- }
-
- if (id != -1) {
- glLoadName ((GLuint) id|BONESEL_BONE);
- }
-
- /* set up solid drawing */
- if (dt > OB_WIRE) {
- glEnable(GL_COLOR_MATERIAL);
- glEnable(GL_LIGHTING);
-
- if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, constflag);
- else
- BIF_ThemeColor(TH_BONE_SOLID);
-
- draw_b_bone_boxes(OB_SOLID, pchan, xwidth, length, zwidth);
-
- /* disable solid drawing */
- glDisable(GL_COLOR_MATERIAL);
- glDisable(GL_LIGHTING);
- }
- else {
- /* wire */
- if (armflag & ARM_POSEMODE) {
- if (constflag) {
- /* set constraint colors */
- if (set_pchan_glColor(PCHAN_COLOR_CONSTS, armflag, boneflag, constflag)) {
- glEnable(GL_BLEND);
-
- draw_b_bone_boxes(OB_SOLID, pchan, xwidth, length, zwidth);
-
- glDisable(GL_BLEND);
- }
-
- /* restore colors */
- set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
- }
- }
-
- draw_b_bone_boxes(OB_WIRE, pchan, xwidth, length, zwidth);
- }
-}
-
-static void draw_bone(int dt, int armflag, int boneflag, int constflag, unsigned int id, float length)
-{
-
- /* Draw a 3d octahedral bone, we use normalized space based on length,
- for glDisplayLists */
-
- glScalef(length, length, length);
-
- /* set up solid drawing */
- if (dt > OB_WIRE) {
- glEnable(GL_COLOR_MATERIAL);
- glEnable(GL_LIGHTING);
- BIF_ThemeColor(TH_BONE_SOLID);
- }
-
- /* colors for posemode */
- if (armflag & ARM_POSEMODE) {
- if (dt <= OB_WIRE)
- set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
- else
- set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, constflag);
- }
-
-
- draw_bone_points(dt, armflag, boneflag, id);
-
- /* now draw the bone itself */
- if (id != -1) {
- glLoadName((GLuint) id|BONESEL_BONE);
- }
-
- /* wire? */
- if (dt <= OB_WIRE) {
- /* colors */
- if (armflag & ARM_EDITMODE) {
- if (boneflag & BONE_ACTIVE) BIF_ThemeColor(TH_EDGE_SELECT);
- else if (boneflag & BONE_SELECTED) BIF_ThemeColorShade(TH_EDGE_SELECT, -20);
- else BIF_ThemeColor(TH_WIRE);
- }
- else if (armflag & ARM_POSEMODE) {
- if (constflag) {
- /* draw constraint colors */
- if (set_pchan_glColor(PCHAN_COLOR_CONSTS, armflag, boneflag, constflag)) {
- glEnable(GL_BLEND);
-
- draw_bone_solid_octahedral();
-
- glDisable(GL_BLEND);
- }
-
- /* restore colors */
- set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, constflag);
- }
- }
- draw_bone_octahedral();
- }
- else {
- /* solid */
- if (armflag & ARM_POSEMODE)
- set_pchan_glColor(PCHAN_COLOR_SOLID, armflag, boneflag, constflag);
- else
- BIF_ThemeColor(TH_BONE_SOLID);
- draw_bone_solid_octahedral();
- }
-
- /* disable solid drawing */
- if (dt > OB_WIRE) {
- glDisable(GL_COLOR_MATERIAL);
- glDisable(GL_LIGHTING);
- }
-}
-
-static void draw_custom_bone(Object *ob, int dt, int armflag, int boneflag, unsigned int id, float length)
-{
- if(ob==NULL) return;
-
- glScalef(length, length, length);
-
- /* colors for posemode */
- if (armflag & ARM_POSEMODE) {
- set_pchan_glColor(PCHAN_COLOR_NORMAL, armflag, boneflag, 0);
- }
-
- if (id != -1) {
- glLoadName((GLuint) id|BONESEL_BONE);
- }
-
- draw_object_instance(ob, dt, armflag & ARM_POSEMODE);
-}
-
-
-static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
-{
- bConstraint *con;
- bPoseChannel *parchan;
-
- for (con= pchan->constraints.first; con; con= con->next) {
- if (con->type == CONSTRAINT_TYPE_KINEMATIC && (con->enforce!=0.0)) {
- bKinematicConstraint *data = (bKinematicConstraint*)con->data;
- int segcount= 0;
-
- /* if only_temp, only draw if it is a temporary ik-chain */
- if ((only_temp) && !(data->flag & CONSTRAINT_IK_TEMP))
- continue;
-
- setlinestyle(3);
- glBegin(GL_LINES);
-
- /* exclude tip from chain? */
- if ((data->flag & CONSTRAINT_IK_TIP)==0)
- parchan= pchan->parent;
- else
- parchan= pchan;
-
- glVertex3fv(parchan->pose_tail);
-
- /* Find the chain's root */
- while (parchan->parent) {
- segcount++;
- if(segcount==data->rootbone || segcount>255) break; // 255 is weak
- parchan= parchan->parent;
- }
- if (parchan)
- glVertex3fv(parchan->pose_head);
-
- glEnd();
- setlinestyle(0);
- }
- }
-}
-
-static void bgl_sphere_project(float ax, float az)
-{
- float dir[3], sine, q3;
-
- sine= 1.0f-ax*ax-az*az;
- q3= (sine < 0.0f)? 0.0f: 2.0f*sqrt(sine);
-
- dir[0]= -az*q3;
- dir[1]= 1.0f-2.0f*sine;
- dir[2]= ax*q3;
-
- glVertex3fv(dir);
-}
-
-static void draw_dof_ellipse(float ax, float az)
-{
- static float staticSine[16] = {
- 0.0, 0.104528463268, 0.207911690818, 0.309016994375,
- 0.406736643076, 0.5, 0.587785252292, 0.669130606359,
- 0.743144825477, 0.809016994375, 0.866025403784,
- 0.913545457643, 0.951056516295, 0.978147600734,
- 0.994521895368, 1.0
- };
-
- int i, j, n=16;
- float x, z, px, pz;
-
- glEnable(GL_BLEND);
- glDepthMask(0);
-
- glColor4ub(70, 70, 70, 50);
-
- glBegin(GL_QUADS);
- pz= 0.0f;
- for(i=1; i<n; i++) {
- z= staticSine[i];
-
- px= 0.0f;
- for(j=1; j<n-i+1; j++) {
- x = staticSine[j];
-
- if(j == n-i) {
- glEnd();
- glBegin(GL_TRIANGLES);
- bgl_sphere_project(ax*px, az*z);
- bgl_sphere_project(ax*px, az*pz);
- bgl_sphere_project(ax*x, az*pz);
- glEnd();
- glBegin(GL_QUADS);
- }
- else {
- bgl_sphere_project(ax*x, az*z);
- bgl_sphere_project(ax*x, az*pz);
- bgl_sphere_project(ax*px, az*pz);
- bgl_sphere_project(ax*px, az*z);
- }
-
- px= x;
- }
- pz= z;
- }
- glEnd();
-
- glDisable(GL_BLEND);
- glDepthMask(1);
-
- glColor3ub(0, 0, 0);
-
- glBegin(GL_LINE_STRIP);
- for (i=0; i<n; i++)
- bgl_sphere_project(staticSine[n-i-1]*ax, staticSine[i]*az);
- glEnd();
-}
-
-static void draw_pose_dofs(Object *ob)
-{
- bArmature *arm= ob->data;
- bPoseChannel *pchan;
- Bone *bone;
-
- for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
- bone= pchan->bone;
-
- if ( (bone) && !(bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))) {
- if (bone->flag & BONE_SELECTED) {
- if (bone->layer & arm->layer) {
- if (pchan->ikflag & (BONE_IK_XLIMIT|BONE_IK_ZLIMIT)) {
- if (pose_channel_in_IK_chain(ob, pchan)) {
- float corner[4][3], posetrans[3], mat[4][4];
- float phi=0.0f, theta=0.0f, scale;
- int a, i;
-
- /* in parent-bone pose, but own restspace */
- glPushMatrix();
-
- VECCOPY(posetrans, pchan->pose_mat[3]);
- glTranslatef(posetrans[0], posetrans[1], posetrans[2]);
-
- if (pchan->parent) {
- Mat4CpyMat4(mat, pchan->parent->pose_mat);
- mat[3][0]= mat[3][1]= mat[3][2]= 0.0f;
- glMultMatrixf(mat);
- }
-
- Mat4CpyMat3(mat, pchan->bone->bone_mat);
- glMultMatrixf(mat);
-
- scale= bone->length*pchan->size[1];
- glScalef(scale, scale, scale);
-
- if (pchan->ikflag & BONE_IK_XLIMIT) {
- if (pchan->ikflag & BONE_IK_ZLIMIT) {
- float amin[3], amax[3];
-
- for (i=0; i<3; i++) {
- amin[i]= sin(pchan->limitmin[i]*M_PI/360.0);
- amax[i]= sin(pchan->limitmax[i]*M_PI/360.0);
- }
-
- glScalef(1.0, -1.0, 1.0);
- if (amin[0] != 0.0 && amin[2] != 0.0)
- draw_dof_ellipse(amin[0], amin[2]);
- if (amin[0] != 0.0 && amax[2] != 0.0)
- draw_dof_ellipse(amin[0], amax[2]);
- if (amax[0] != 0.0 && amin[2] != 0.0)
- draw_dof_ellipse(amax[0], amin[2]);
- if (amax[0] != 0.0 && amax[2] != 0.0)
- draw_dof_ellipse(amax[0], amax[2]);
- glScalef(1.0, -1.0, 1.0);
- }
- }
-
- /* arcs */
- if (pchan->ikflag & BONE_IK_ZLIMIT) {
- theta= 0.5*(pchan->limitmin[2]+pchan->limitmax[2]);
- glRotatef(theta, 0.0f, 0.0f, 1.0f);
-
- glColor3ub(50, 50, 255); // blue, Z axis limit
- glBegin(GL_LINE_STRIP);
- for (a=-16; a<=16; a++) {
- float fac= ((float)a)/16.0f;
- phi= fac*(M_PI/360.0f)*(pchan->limitmax[2]-pchan->limitmin[2]);
-
- i= (a == -16) ? 0 : 1;
- corner[i][0]= sin(phi);
- corner[i][1]= cos(phi);
- corner[i][2]= 0.0f;
- glVertex3fv(corner[i]);
- }
- glEnd();
-
- glRotatef(-theta, 0.0f, 0.0f, 1.0f);
- }
-
- if (pchan->ikflag & BONE_IK_XLIMIT) {
- theta= 0.5*(pchan->limitmin[0]+pchan->limitmax[0]);
- glRotatef(theta, 1.0f, 0.0f, 0.0f);
-
- glColor3ub(255, 50, 50); // Red, X axis limit
- glBegin(GL_LINE_STRIP);
- for (a=-16; a<=16; a++) {
- float fac= ((float)a)/16.0f;
- phi= 0.5f*M_PI + fac*(M_PI/360.0f)*(pchan->limitmax[0]-pchan->limitmin[0]);
-
- i= (a == -16) ? 2 : 3;
- corner[i][0]= 0.0f;
- corner[i][1]= sin(phi);
- corner[i][2]= cos(phi);
- glVertex3fv(corner[i]);
- }
- glEnd();
-
- glRotatef(-theta, 1.0f, 0.0f, 0.0f);
- }
-
- /* out of cone, out of bone */
- glPopMatrix();
- }
- }
- }
- }
- }
- }
-}
-
-/* assumes object is Armature with pose */
-static void draw_pose_channels(Base *base, int dt)
-{
- Object *ob= base->object;
- bArmature *arm= ob->data;
- bPoseChannel *pchan;
- Bone *bone;
- GLfloat tmp;
- float smat[4][4], imat[4][4];
- int index= -1;
- short do_dashed= 3, draw_wire= 0;
- short flag, constflag;
-
- /* hacky... prevent outline select from drawing dashed helplines */
- glGetFloatv(GL_LINE_WIDTH, &tmp);
- if (tmp > 1.1) do_dashed &= ~1;
- if (G.vd->flag & V3D_HIDE_HELPLINES) do_dashed &= ~2;
-
- /* precalc inverse matrix for drawing screen aligned */
- if (arm->drawtype==ARM_ENVELOPE) {
- /* precalc inverse matrix for drawing screen aligned */
- mygetmatrix(smat);
- Mat4MulFloat3(smat[0], 1.0f/VecLength(ob->obmat[0]));
- Mat4Invert(imat, smat);
-
- /* and draw blended distances */
- if (arm->flag & ARM_POSEMODE) {
- glEnable(GL_BLEND);
- //glShadeModel(GL_SMOOTH);
-
- if (G.vd->zbuf) glDisable(GL_DEPTH_TEST);
-
- for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
- bone= pchan->bone;
- if (bone && !(bone->flag & (BONE_HIDDEN_P|BONE_NO_DEFORM|BONE_HIDDEN_PG))) {
- if (bone->flag & (BONE_SELECTED)) {
- if (bone->layer & arm->layer)
- draw_sphere_bone_dist(smat, imat, bone->flag, pchan, NULL);
- }
- }
- }
-
- if (G.vd->zbuf) glEnable(GL_DEPTH_TEST);
- glDisable(GL_BLEND);
- //glShadeModel(GL_FLAT);
- }
- }
-
- /* little speedup, also make sure transparent only draws once */
- glCullFace(GL_BACK);
- glEnable(GL_CULL_FACE);
-
- /* if solid we draw that first, with selection codes, but without names, axes etc */
- if (dt > OB_WIRE) {
- if (arm->flag & ARM_POSEMODE)
- index= base->selcol;
-
- for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
- bone= pchan->bone;
-
- if ( (bone) && !(bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)) ) {
- if (bone->layer & arm->layer) {
- glPushMatrix();
- glMultMatrixf(pchan->pose_mat);
-
- /* catch exception for bone with hidden parent */
- flag= bone->flag;
- if ( (bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)) )
- flag &= ~BONE_CONNECTED;
-
- /* set color-set to use */
- set_pchan_colorset(ob, pchan);
-
- if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM)) {
- /* if drawwire, don't try to draw in solid */
- if (pchan->bone->flag & BONE_DRAWWIRE)
- draw_wire= 1;
- else
- draw_custom_bone(pchan->custom, OB_SOLID, arm->flag, flag, index, bone->length);
- }
- else if (arm->drawtype==ARM_LINE)
- ; /* nothing in solid */
- else if (arm->drawtype==ARM_ENVELOPE)
- draw_sphere_bone(OB_SOLID, arm->flag, flag, 0, index, pchan, NULL);
- else if (arm->drawtype==ARM_B_BONE)
- draw_b_bone(OB_SOLID, arm->flag, flag, 0, index, pchan, NULL);
- else
- draw_bone(OB_SOLID, arm->flag, flag, 0, index, bone->length);
-
- glPopMatrix();
- }
- }
-
- if (index!= -1)
- index+= 0x10000; // pose bones count in higher 2 bytes only
- }
-
- /* very very confusing... but in object mode, solid draw, we cannot do glLoadName yet,
- * stick bones and/or wire custom-shapes are drawn in next loop
- */
- if ((arm->drawtype != ARM_LINE) && (draw_wire == 0)) {
- /* object tag, for bordersel optim */
- glLoadName(index & 0xFFFF);
- index= -1;
- }
- }
-
- /* draw custom bone shapes as wireframes */
- if ( !(arm->flag & ARM_NO_CUSTOM) &&
- ((draw_wire) || (dt <= OB_WIRE)) )
- {
- if (arm->flag & ARM_POSEMODE)
- index= base->selcol;
-
- /* only draw custom bone shapes that need to be drawn as wires */
- for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
- bone= pchan->bone;
-
- if ((bone) && !(bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))) {
- if (bone->layer & arm->layer) {
- if (pchan->custom) {
- if ((dt < OB_SOLID) || (bone->flag & BONE_DRAWWIRE)) {
- glPushMatrix();
- glMultMatrixf(pchan->pose_mat);
-
- /* prepare colors */
- if (arm->flag & ARM_POSEMODE)
- set_pchan_colorset(ob, pchan);
- else {
- if ((G.scene->basact)==base) {
- if (base->flag & (SELECT+BA_WAS_SEL)) BIF_ThemeColor(TH_ACTIVE);
- else BIF_ThemeColor(TH_WIRE);
- }
- else {
- if (base->flag & (SELECT+BA_WAS_SEL)) BIF_ThemeColor(TH_SELECT);
- else BIF_ThemeColor(TH_WIRE);
- }
- }
-
- /* catch exception for bone with hidden parent */
- flag= bone->flag;
- if ((bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)))
- flag &= ~BONE_CONNECTED;
-
- draw_custom_bone(pchan->custom, OB_WIRE, arm->flag, flag, index, bone->length);
-
- glPopMatrix();
- }
- }
- }
- }
-
- if (index != -1)
- index+= 0x10000; // pose bones count in higher 2 bytes only
- }
-
- if (draw_wire) {
- /* object tag, for bordersel optim */
- glLoadName(index & 0xFFFF);
- index= -1;
- }
- }
-
- /* wire draw over solid only in posemode */
- if ((dt <= OB_WIRE) || (arm->flag & ARM_POSEMODE) || (arm->drawtype==ARM_LINE)) {
- /* draw line check first. we do selection indices */
- if (arm->drawtype==ARM_LINE) {
- if (arm->flag & ARM_POSEMODE)
- index= base->selcol;
- }
- /* if solid && posemode, we draw again with polygonoffset */
- else if ((dt > OB_WIRE) && (arm->flag & ARM_POSEMODE)) {
- bglPolygonOffset(1.0);
- }
- else {
- /* and we use selection indices if not done yet */
- if (arm->flag & ARM_POSEMODE)
- index= base->selcol;
- }
-
- for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
- bone= pchan->bone;
-
- if ((bone) && !(bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))) {
- if (bone->layer & arm->layer) {
- if ((do_dashed & 1) && (bone->parent)) {
- /* Draw a line from our root to the parent's tip
- * - only if V3D_HIDE_HELPLINES is enabled...
- */
- if ( (do_dashed & 2) && ((bone->flag & BONE_CONNECTED)==0) ) {
- if (arm->flag & ARM_POSEMODE) {
- glLoadName(index & 0xFFFF); // object tag, for bordersel optim
- BIF_ThemeColor(TH_WIRE);
- }
- setlinestyle(3);
- glBegin(GL_LINES);
- glVertex3fv(pchan->pose_head);
- glVertex3fv(pchan->parent->pose_tail);
- glEnd();
- setlinestyle(0);
- }
-
- /* Draw a line to IK root bone
- * - only if temporary chain (i.e. "autoik")
- */
- if (arm->flag & ARM_POSEMODE) {
- if (pchan->constflag & PCHAN_HAS_IK) {
- if (bone->flag & BONE_SELECTED) {
- if (pchan->constflag & PCHAN_HAS_TARGET) glColor3ub(200, 120, 0);
- else glColor3ub(200, 200, 50); // add theme!
-
- glLoadName(index & 0xFFFF);
- pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
- }
- }
- }
- }
-
- glPushMatrix();
- if (arm->drawtype != ARM_ENVELOPE)
- glMultMatrixf(pchan->pose_mat);
-
- /* catch exception for bone with hidden parent */
- flag= bone->flag;
- if ((bone->parent) && (bone->parent->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG)))
- flag &= ~BONE_CONNECTED;
-
- /* extra draw service for pose mode */
- constflag= pchan->constflag;
- if (pchan->flag & (POSE_ROT|POSE_LOC|POSE_SIZE))
- constflag |= PCHAN_HAS_ACTION;
- if (pchan->flag & POSE_STRIDE)
- constflag |= PCHAN_HAS_STRIDE;
-
- /* set color-set to use */
- set_pchan_colorset(ob, pchan);
-
- if ((pchan->custom) && !(arm->flag & ARM_NO_CUSTOM))
- ; // custom bone shapes should not be drawn here!
- else if (arm->drawtype==ARM_ENVELOPE) {
- if (dt < OB_SOLID)
- draw_sphere_bone_wire(smat, imat, arm->flag, flag, constflag, index, pchan, NULL);
- }
- else if (arm->drawtype==ARM_LINE)
- draw_line_bone(arm->flag, flag, constflag, index, pchan, NULL);
- else if (arm->drawtype==ARM_B_BONE)
- draw_b_bone(OB_WIRE, arm->flag, flag, constflag, index, pchan, NULL);
- else
- draw_bone(OB_WIRE, arm->flag, flag, constflag, index, bone->length);
-
- glPopMatrix();
- }
- }
-
- /* pose bones count in higher 2 bytes only */
- if (index != -1)
- index+= 0x10000;
- }
- /* restore things */
- if ((arm->drawtype!=ARM_LINE)&& (dt>OB_WIRE) && (arm->flag & ARM_POSEMODE))
- bglPolygonOffset(0.0);
- }
-
- /* restore */
- glDisable(GL_CULL_FACE);
-
- /* draw DoFs */
- if (arm->flag & ARM_POSEMODE)
- draw_pose_dofs(ob);
-
- /* finally names and axes */
- if (arm->flag & (ARM_DRAWNAMES|ARM_DRAWAXES)) {
- /* patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing */
- if ((G.f & G_PICKSEL) == 0) {
- float vec[3];
-
- if (G.vd->zbuf) glDisable(GL_DEPTH_TEST);
-
- for (pchan=ob->pose->chanbase.first; pchan; pchan=pchan->next) {
- if ((pchan->bone->flag & (BONE_HIDDEN_P|BONE_HIDDEN_PG))==0) {
- if (pchan->bone->layer & arm->layer) {
- if (arm->flag & (ARM_EDITMODE|ARM_POSEMODE)) {
- bone= pchan->bone;
-
- if (bone->flag & BONE_SELECTED) BIF_ThemeColor(TH_TEXT_HI);
- else BIF_ThemeColor(TH_TEXT);
- }
- else if (dt > OB_WIRE)
- BIF_ThemeColor(TH_TEXT);
-
- /* Draw names of bone */
- if (arm->flag & ARM_DRAWNAMES) {
- VecMidf(vec, pchan->pose_head, pchan->pose_tail);
- glRasterPos3fv(vec);
- BMF_DrawString(G.font, " ");
- BMF_DrawString(G.font, pchan->name);
- }
-
- /* Draw additional axes on the bone tail */
- if ( (arm->flag & ARM_DRAWAXES) && (arm->flag & ARM_POSEMODE) ) {
- glPushMatrix();
- glMultMatrixf(pchan->pose_mat);
- glTranslatef(0.0f, pchan->bone->length, 0.0f);
- drawaxes(0.25f*pchan->bone->length, 0, OB_ARROWS);
- glPopMatrix();
- }
- }
- }
- }
-
- if (G.vd->zbuf) glEnable(GL_DEPTH_TEST);
- }
- }
-}
-
-/* in editmode, we don't store the bone matrix... */
-static void set_matrix_editbone(EditBone *eBone)
-{
- float delta[3],offset[3];
- float mat[3][3], bmat[4][4];
-
- /* Compose the parent transforms (i.e. their translations) */
- VECCOPY(offset, eBone->head);
-
- glTranslatef(offset[0],offset[1],offset[2]);
-
- VecSubf(delta, eBone->tail, eBone->head);
-
- eBone->length = sqrt (delta[0]*delta[0] + delta[1]*delta[1] +delta[2]*delta[2]);
-
- vec_roll_to_mat3(delta, eBone->roll, mat);
- Mat4CpyMat3(bmat, mat);
-
- glMultMatrixf(bmat);
-
-}
-
-static void draw_ebones(Object *ob, int dt)
-{
- EditBone *eBone;
- bArmature *arm= ob->data;
- float smat[4][4], imat[4][4];
- unsigned int index;
- int flag;
-
- /* envelope (deform distance) */
- if(arm->drawtype==ARM_ENVELOPE) {
- /* precalc inverse matrix for drawing screen aligned */
- mygetmatrix(smat);
- Mat4MulFloat3(smat[0], 1.0f/VecLength(ob->obmat[0]));
- Mat4Invert(imat, smat);
-
- /* and draw blended distances */
- glEnable(GL_BLEND);
- //glShadeModel(GL_SMOOTH);
-
- if (G.vd->zbuf) glDisable(GL_DEPTH_TEST);
-
- for (eBone=G.edbo.first, index=0; eBone; eBone=eBone->next, index++) {
- if (eBone->layer & arm->layer) {
- if ((eBone->flag & (BONE_HIDDEN_A|BONE_NO_DEFORM))==0) {
- if (eBone->flag & (BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL))
- draw_sphere_bone_dist(smat, imat, eBone->flag, NULL, eBone);
- }
- }
- }
-
- if (G.vd->zbuf) glEnable(GL_DEPTH_TEST);
- glDisable(GL_BLEND);
- //glShadeModel(GL_FLAT);
- }
-
- /* if solid we draw it first */
- if ((dt > OB_WIRE) && (arm->drawtype!=ARM_LINE)) {
- index= 0;
- for (eBone=G.edbo.first, index=0; eBone; eBone=eBone->next, index++) {
- if (eBone->layer & arm->layer) {
- if ((eBone->flag & BONE_HIDDEN_A)==0) {
- glPushMatrix();
- set_matrix_editbone(eBone);
-
- /* catch exception for bone with hidden parent */
- flag= eBone->flag;
- if ( (eBone->parent) && ((eBone->parent->flag & BONE_HIDDEN_A) || (eBone->parent->layer & arm->layer)==0) )
- flag &= ~BONE_CONNECTED;
-
- if (arm->drawtype==ARM_ENVELOPE)
- draw_sphere_bone(OB_SOLID, arm->flag, flag, 0, index, NULL, eBone);
- else if(arm->drawtype==ARM_B_BONE)
- draw_b_bone(OB_SOLID, arm->flag, flag, 0, index, NULL, eBone);
- else {
- draw_bone(OB_SOLID, arm->flag, flag, 0, index, eBone->length);
- }
-
- glPopMatrix();
- }
- }
- }
- }
-
- /* if wire over solid, set offset */
- index= -1;
- glLoadName(-1);
- if (arm->drawtype==ARM_LINE) {
- if(G.f & G_PICKSEL)
- index= 0;
- }
- else if (dt > OB_WIRE)
- bglPolygonOffset(1.0);
- else if (arm->flag & ARM_EDITMODE)
- index= 0; /* do selection codes */
-
- for (eBone=G.edbo.first; eBone; eBone=eBone->next) {
- if (eBone->layer & arm->layer) {
- if ((eBone->flag & BONE_HIDDEN_A)==0) {
-
- /* catch exception for bone with hidden parent */
- flag= eBone->flag;
- if ( (eBone->parent) && ((eBone->parent->flag & BONE_HIDDEN_A) || (eBone->parent->layer & arm->layer)==0) )
- flag &= ~BONE_CONNECTED;
-
- if (arm->drawtype == ARM_ENVELOPE) {
- if (dt < OB_SOLID)
- draw_sphere_bone_wire(smat, imat, arm->flag, flag, 0, index, NULL, eBone);
- }
- else {
- glPushMatrix();
- set_matrix_editbone(eBone);
-
- if (arm->drawtype == ARM_LINE)
- draw_line_bone(arm->flag, flag, 0, index, NULL, eBone);
- else if (arm->drawtype == ARM_B_BONE)
- draw_b_bone(OB_WIRE, arm->flag, flag, 0, index, NULL, eBone);
- else
- draw_bone(OB_WIRE, arm->flag, flag, 0, index, eBone->length);
-
- glPopMatrix();
- }
-
- /* offset to parent */
- if (eBone->parent) {
- BIF_ThemeColor(TH_WIRE);
- glLoadName (-1); // -1 here is OK!
- setlinestyle(3);
-
- glBegin(GL_LINES);
- glVertex3fv(eBone->parent->tail);
- glVertex3fv(eBone->head);
- glEnd();
-
- setlinestyle(0);
- }
- }
- }
- if(index!=-1) index++;
- }
-
- /* restore */
- if (arm->drawtype==ARM_LINE);
- else if (dt>OB_WIRE) bglPolygonOffset(0.0);
-
- /* finally names and axes */
- if (arm->flag & (ARM_DRAWNAMES|ARM_DRAWAXES)) {
- // patch for several 3d cards (IBM mostly) that crash on glSelect with text drawing
- if ((G.f & G_PICKSEL) == 0) {
- float vec[3];
-
- if (G.vd->zbuf) glDisable(GL_DEPTH_TEST);
-
- for (eBone=G.edbo.first, index=0; eBone; eBone=eBone->next, index++) {
- if(eBone->layer & arm->layer) {
- if ((eBone->flag & BONE_HIDDEN_A)==0) {
-
- if (eBone->flag & BONE_SELECTED) BIF_ThemeColor(TH_TEXT_HI);
- else BIF_ThemeColor(TH_TEXT);
-
- /* Draw name */
- if (arm->flag & ARM_DRAWNAMES) {
- VecMidf(vec, eBone->head, eBone->tail);
- glRasterPos3fv(vec);
- BMF_DrawString(G.font, " ");
- BMF_DrawString(G.font, eBone->name);
- }
- /* Draw additional axes */
- if (arm->flag & ARM_DRAWAXES) {
- glPushMatrix();
- set_matrix_editbone(eBone);
- glTranslatef(0.0f, eBone->length, 0.0f);
- drawaxes(eBone->length*0.25f, 0, OB_ARROWS);
- glPopMatrix();
- }
-
- }
- }
- }
-
- if (G.vd->zbuf) glEnable(GL_DEPTH_TEST);
- }
- }
-}
-
-/* ****************************** Armature Visualisation ******************************** */
-
-/* ---------- Paths --------- */
-
-/* draw bone paths
- * - in view space
- */
-static void draw_pose_paths(Object *ob)
-{
- bArmature *arm= ob->data;
- bPoseChannel *pchan;
- bAction *act;
- bActionChannel *achan;
- ActKeyColumn *ak;
- ListBase keys;
- float *fp, *fp_start;
- int a, stepsize;
- int sfra, efra, len;
-
- if (G.vd->zbuf) glDisable(GL_DEPTH_TEST);
-
- glPushMatrix();
- glLoadMatrixf(G.vd->viewmat);
-
- /* version patch here - cannot access frame info from file reading */
- if (arm->pathsize == 0) arm->pathsize= 1;
- stepsize = arm->pathsize;
-
- for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
- if (pchan->bone->layer & arm->layer) {
- if (pchan->path) {
- /* version patch here - cannot access frame info from file reading */
- if ((pchan->pathsf == 0) || (pchan->pathef == 0)) {
- pchan->pathsf= SFRA;
- pchan->pathef= EFRA;
- }
-
- /* get frame ranges */
- if (arm->pathflag & ARM_PATH_ACFRA) {
- int sind;
-
- /* With "Around Current", we only choose frames from around
- * the current frame to draw. However, this range is still
- * restricted by the limits of the original path.
- */
- sfra= CFRA - arm->pathbc;
- efra= CFRA + arm->pathac;
- if (sfra < pchan->pathsf) sfra= pchan->pathsf;
- if (efra > pchan->pathef) efra= pchan->pathef;
-
- len= efra - sfra;
-
- sind= sfra - pchan->pathsf;
- fp_start= (pchan->path + (3*sind));
- }
- else {
- sfra= pchan->pathsf;
- efra = sfra + pchan->pathlen;
- len = pchan->pathlen;
- fp_start = pchan->path;
- }
-
- /* draw curve-line of path */
- glShadeModel(GL_SMOOTH);
-
- glBegin(GL_LINE_STRIP);
- for (a=0, fp=fp_start; a<len; a++, fp+=3) {
- float intensity; /* how faint */
-
- /* set color
- * - more intense for active/selected bones, less intense for unselected bones
- * - black for before current frame, green for current frame, blue for after current frame
- * - intensity decreases as distance from current frame increases
- */
- #define SET_INTENSITY(A, B, C, min, max) (((1.0f - ((C - B) / (C - A))) * (max-min)) + min)
- if ((a+sfra) < CFRA) {
- /* black - before cfra */
- if (pchan->bone->flag & BONE_SELECTED) {
- // intensity= 0.5;
- intensity = SET_INTENSITY(sfra, a, CFRA, 0.25f, 0.75f);
- }
- else {
- //intensity= 0.8;
- intensity = SET_INTENSITY(sfra, a, CFRA, 0.68f, 0.92f);
- }
- BIF_ThemeColorBlend(TH_WIRE, TH_BACK, intensity);
- }
- else if ((a+sfra) > CFRA) {
- /* blue - after cfra */
- if (pchan->bone->flag & BONE_SELECTED) {
- //intensity = 0.5;
- intensity = SET_INTENSITY(CFRA, a, efra, 0.25f, 0.75f);
- }
- else {
- //intensity = 0.8;
- intensity = SET_INTENSITY(CFRA, a, efra, 0.68f, 0.92f);
- }
- BIF_ThemeColorBlend(TH_BONE_POSE, TH_BACK, intensity);
- }
- else {
- /* green - on cfra */
- if (pchan->bone->flag & BONE_SELECTED) {
- intensity= 0.5;
- }
- else {
- intensity= 0.99;
- }
- BIF_ThemeColorBlendShade(TH_CFRAME, TH_BACK, intensity, 10);
- }
-
- /* draw a vertex with this color */
- glVertex3fv(fp);
- }
-
- glEnd();
- glShadeModel(GL_FLAT);
-
- glPointSize(1.0);
-
- /* draw little black point at each frame
- * NOTE: this is not really visible/noticable
- */
- glBegin(GL_POINTS);
- for (a=0, fp=fp_start; a<len; a++, fp+=3)
- glVertex3fv(fp);
- glEnd();
-
- /* Draw little white dots at each framestep value */
- BIF_ThemeColor(TH_TEXT_HI);
- glBegin(GL_POINTS);
- for (a=0, fp=fp_start; a<len; a+=stepsize, fp+=(stepsize*3))
- glVertex3fv(fp);
- glEnd();
-
- /* Draw frame numbers at each framestep value */
- if (arm->pathflag & ARM_PATH_FNUMS) {
- for (a=0, fp=fp_start; a<len; a+=stepsize, fp+=(stepsize*3)) {
- char str[32];
-
- /* only draw framenum if several consecutive highlighted points don't occur on same point */
- if (a == 0) {
- glRasterPos3fv(fp);
- sprintf(str, " %d\n", (a+sfra));
- BMF_DrawString(G.font, str);
- }
- else if ((a > stepsize) && (a < len-stepsize)) {
- if ((VecEqual(fp, fp-(stepsize*3))==0) || (VecEqual(fp, fp+(stepsize*3))==0)) {
- glRasterPos3fv(fp);
- sprintf(str, " %d\n", (a+sfra));
- BMF_DrawString(G.font, str);
- }
- }
- }
- }
-
- /* Keyframes - dots and numbers */
- if (arm->pathflag & ARM_PATH_KFRAS) {
- /* build list of all keyframes in active action for pchan */
- keys.first = keys.last = NULL;
- act= ob_get_action(ob);
- if (act) {
- achan= get_action_channel(act, pchan->name);
- if (achan)
- ipo_to_keylist(achan->ipo, &keys, NULL, NULL);
- }
-
- /* Draw slightly-larger yellow dots at each keyframe */
- BIF_ThemeColor(TH_VERTEX_SELECT);
- glPointSize(5.0);
-
- glBegin(GL_POINTS);
- for (a=0, fp=fp_start; a<len; a++, fp+=3) {
- for (ak= keys.first; ak; ak= ak->next) {
- if (ak->cfra == (a+sfra))
- glVertex3fv(fp);
- }
- }
- glEnd();
-
- glPointSize(1.0);
-
- /* Draw frame numbers of keyframes */
- if ((arm->pathflag & ARM_PATH_FNUMS) || (arm->pathflag & ARM_PATH_KFNOS)) {
- for(a=0, fp=fp_start; a<len; a++, fp+=3) {
- for (ak= keys.first; ak; ak= ak->next) {
- if (ak->cfra == (a+sfra)) {
- char str[32];
-
- glRasterPos3fv(fp);
- sprintf(str, " %d\n", (a+sfra));
- BMF_DrawString(G.font, str);
- }
- }
- }
- }
-
- BLI_freelistN(&keys);
- }
- }
- }
- }
-
- if (G.vd->zbuf) glEnable(GL_DEPTH_TEST);
- glPopMatrix();
-}
-
-
-/* ---------- Ghosts --------- */
-
-/* helper function for ghost drawing - sets/removes flags for temporarily
- * hiding unselected bones while drawing ghosts
- */
-static void ghost_poses_tag_unselected(Object *ob, short unset)
-{
- bArmature *arm= ob->data;
- bPose *pose= ob->pose;
- bPoseChannel *pchan;
-
- /* don't do anything if no hiding any bones */
- if ((arm->flag & ARM_GHOST_ONLYSEL)==0)
- return;
-
- /* loop over all pchans, adding/removing tags as appropriate */
- for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
- if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
- if (unset) {
- /* remove tags from all pchans if cleaning up */
- pchan->bone->flag &= ~BONE_HIDDEN_PG;
- }
- else {
- /* set tags on unselected pchans only */
- if ((pchan->bone->flag & BONE_SELECTED)==0)
- pchan->bone->flag |= BONE_HIDDEN_PG;
- }
- }
- }
-}
-
-/* draw ghosts that occur within a frame range
- * note: object should be in posemode
- */
-static void draw_ghost_poses_range(Base *base)
-{
- Object *ob= base->object;
- bArmature *arm= ob->data;
- bPose *posen, *poseo;
- float start, end, stepsize, range, colfac;
- int cfrao, flago, ipoflago;
-
- start = arm->ghostsf;
- end = arm->ghostef;
- if (end <= start)
- return;
-
- stepsize= (float)(arm->ghostsize);
- range= (float)(end - start);
-
- /* store values */
- ob->flag &= ~OB_POSEMODE;
- cfrao= CFRA;
- flago= arm->flag;
- arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
- ipoflago= ob->ipoflag;
- ob->ipoflag |= OB_DISABLE_PATH;
-
- /* copy the pose */
- poseo= ob->pose;
- copy_pose(&posen, ob->pose, 1);
- ob->pose= posen;
- armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
- ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
-
- glEnable(GL_BLEND);
- if (G.vd->zbuf) glDisable(GL_DEPTH_TEST);
-
- /* draw from first frame of range to last */
- for (CFRA= start; CFRA<end; CFRA+=stepsize) {
- colfac = (end-CFRA)/range;
- BIF_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0f*sqrt(colfac)));
-
- do_all_pose_actions(ob);
- where_is_pose(ob);
- draw_pose_channels(base, OB_WIRE);
- }
- glDisable(GL_BLEND);
- if (G.vd->zbuf) glEnable(GL_DEPTH_TEST);
-
- ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
- free_pose(posen);
-
- /* restore */
- CFRA= cfrao;
- ob->pose= poseo;
- arm->flag= flago;
- armature_rebuild_pose(ob, ob->data);
- ob->flag |= OB_POSEMODE;
- ob->ipoflag= ipoflago;
-}
-
-/* draw ghosts on keyframes in action within range
- * - object should be in posemode
- */
-static void draw_ghost_poses_keys(Base *base)
-{
- Object *ob= base->object;
- bAction *act= ob_get_action(ob);
- bArmature *arm= ob->data;
- bPose *posen, *poseo;
- ListBase keys= {NULL, NULL};
- ActKeysInc aki = {0, 0, 0};
- ActKeyColumn *ak, *akn;
- float start, end, range, colfac, i;
- int cfrao, flago, ipoflago;
-
- aki.start= start = arm->ghostsf;
- aki.end= end = arm->ghostef;
- if (end <= start)
- return;
-
- /* get keyframes - then clip to only within range */
- action_to_keylist(act, &keys, NULL, &aki);
- range= 0;
- for (ak= keys.first; ak; ak= akn) {
- akn= ak->next;
-
- if ((ak->cfra < start) || (ak->cfra > end))
- BLI_freelinkN(&keys, ak);
- else
- range++;
- }
- if (range == 0) return;
-
- /* store values */
- ob->flag &= ~OB_POSEMODE;
- cfrao= CFRA;
- flago= arm->flag;
- arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
- ipoflago= ob->ipoflag;
- ob->ipoflag |= OB_DISABLE_PATH;
-
- /* copy the pose */
- poseo= ob->pose;
- copy_pose(&posen, ob->pose, 1);
- ob->pose= posen;
- armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
- ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
-
- glEnable(GL_BLEND);
- if (G.vd->zbuf) glDisable(GL_DEPTH_TEST);
-
- /* draw from first frame of range to last */
- for (ak=keys.first, i=0; ak; ak=ak->next, i++) {
- colfac = i/range;
- BIF_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0f*sqrt(colfac)));
-
- CFRA= (int)ak->cfra;
-
- do_all_pose_actions(ob);
- where_is_pose(ob);
- draw_pose_channels(base, OB_WIRE);
- }
- glDisable(GL_BLEND);
- if (G.vd->zbuf) glEnable(GL_DEPTH_TEST);
-
- ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
- BLI_freelistN(&keys);
- free_pose(posen);
-
- /* restore */
- CFRA= cfrao;
- ob->pose= poseo;
- arm->flag= flago;
- armature_rebuild_pose(ob, ob->data);
- ob->flag |= OB_POSEMODE;
- ob->ipoflag= ipoflago;
-}
-
-/* draw ghosts around current frame
- * - object is supposed to be armature in posemode
- */
-static void draw_ghost_poses(Base *base)
-{
- Object *ob= base->object;
- bArmature *arm= ob->data;
- bPose *posen, *poseo;
- bActionStrip *strip;
- float cur, start, end, stepsize, range, colfac, actframe, ctime;
- int cfrao, maptime, flago, ipoflago;
-
- /* pre conditions, get an action with sufficient frames */
- if (ob->action==NULL)
- return;
-
- calc_action_range(ob->action, &start, &end, 0);
- if (start == end)
- return;
-
- stepsize= (float)(arm->ghostsize);
- range= (float)(arm->ghostep)*stepsize + 0.5f; /* plus half to make the for loop end correct */
-
- /* we only map time for armature when an active strip exists */
- for (strip=ob->nlastrips.first; strip; strip=strip->next)
- if (strip->flag & ACTSTRIP_ACTIVE)
- break;
-
- maptime= (strip!=NULL);
-
- /* store values */
- ob->flag &= ~OB_POSEMODE;
- cfrao= CFRA;
- if (maptime) actframe= get_action_frame(ob, (float)CFRA);
- else actframe= CFRA;
- flago= arm->flag;
- arm->flag &= ~(ARM_DRAWNAMES|ARM_DRAWAXES);
- ipoflago= ob->ipoflag;
- ob->ipoflag |= OB_DISABLE_PATH;
-
- /* copy the pose */
- poseo= ob->pose;
- copy_pose(&posen, ob->pose, 1);
- ob->pose= posen;
- armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
- ghost_poses_tag_unselected(ob, 0); /* hide unselected bones if need be */
-
- glEnable(GL_BLEND);
- if (G.vd->zbuf) glDisable(GL_DEPTH_TEST);
-
- /* draw from darkest blend to lowest */
- for(cur= stepsize; cur<range; cur+=stepsize) {
- ctime= cur - fmod((float)cfrao, stepsize); /* ensures consistant stepping */
- colfac= ctime/range;
- BIF_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0f*sqrt(colfac)));
-
- /* only within action range */
- if (actframe+ctime >= start && actframe+ctime <= end) {
- if (maptime) CFRA= (int)get_action_frame_inv(ob, actframe+ctime);
- else CFRA= (int)floor(actframe+ctime);
-
- if (CFRA!=cfrao) {
- do_all_pose_actions(ob);
- where_is_pose(ob);
- draw_pose_channels(base, OB_WIRE);
- }
- }
-
- ctime= cur + fmod((float)cfrao, stepsize) - stepsize+1.0f; /* ensures consistant stepping */
- colfac= ctime/range;
- BIF_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0f*sqrt(colfac)));
-
- /* only within action range */
- if ((actframe-ctime >= start) && (actframe-ctime <= end)) {
- if (maptime) CFRA= (int)get_action_frame_inv(ob, actframe-ctime);
- else CFRA= (int)floor(actframe-ctime);
-
- if (CFRA != cfrao) {
- do_all_pose_actions(ob);
- where_is_pose(ob);
- draw_pose_channels(base, OB_WIRE);
- }
- }
- }
- glDisable(GL_BLEND);
- if (G.vd->zbuf) glEnable(GL_DEPTH_TEST);
-
- ghost_poses_tag_unselected(ob, 1); /* unhide unselected bones if need be */
- free_pose(posen);
-
- /* restore */
- CFRA= cfrao;
- ob->pose= poseo;
- arm->flag= flago;
- armature_rebuild_pose(ob, ob->data);
- ob->flag |= OB_POSEMODE;
- ob->ipoflag= ipoflago;
-}
-
-/* ********************************** Armature Drawing - Main ************************* */
-
-/* called from drawobject.c, return 1 if nothing was drawn */
-int draw_armature(Base *base, int dt, int flag)
-{
- Object *ob= base->object;
- bArmature *arm= ob->data;
- int retval= 0;
-
- if(G.f & G_RENDER_SHADOW)
- return 1;
-
- if(dt>OB_WIRE && arm->drawtype!=ARM_LINE) {
- /* we use color for solid lighting */
- glColorMaterial(GL_FRONT_AND_BACK, GL_SPECULAR);
- glEnable(GL_COLOR_MATERIAL);
- glColor3ub(0,0,0); // clear spec
- glDisable(GL_COLOR_MATERIAL);
-
- glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
- glFrontFace((ob->transflag&OB_NEG_SCALE)?GL_CW:GL_CCW); // only for lighting...
- }
-
- /* arm->flag is being used to detect mode... */
- /* editmode? */
- if(ob==G.obedit || (G.obedit && ob->data==G.obedit->data)) {
- if(ob==G.obedit) arm->flag |= ARM_EDITMODE;
- draw_ebones(ob, dt);
- arm->flag &= ~ARM_EDITMODE;
- }
- else{
- /* Draw Pose */
- if(ob->pose && ob->pose->chanbase.first) {
- /* drawing posemode selection indices or colors only in these cases */
- if(!(base->flag & OB_FROMDUPLI)) {
- if(G.f & G_PICKSEL) {
- if(ob->flag & OB_POSEMODE)
- arm->flag |= ARM_POSEMODE;
- }
- else if(ob->flag & OB_POSEMODE) {
- if (arm->ghosttype == ARM_GHOST_RANGE) {
- draw_ghost_poses_range(base);
- }
- else if (arm->ghosttype == ARM_GHOST_KEYS) {
- draw_ghost_poses_keys(base);
- }
- else if (arm->ghosttype == ARM_GHOST_CUR) {
- if (arm->ghostep)
- draw_ghost_poses(base);
- }
- if ((flag & DRAW_SCENESET)==0) {
- if(ob==OBACT)
- arm->flag |= ARM_POSEMODE;
- else if(G.f & G_WEIGHTPAINT)
- arm->flag |= ARM_POSEMODE;
-
- draw_pose_paths(ob);
- }
- }
- }
- draw_pose_channels(base, dt);
- arm->flag &= ~ARM_POSEMODE;
-
- if(ob->flag & OB_POSEMODE)
- BIF_ThemeColor(TH_WIRE); /* restore, for extra draw stuff */
- }
- else retval= 1;
- }
- /* restore */
- glFrontFace(GL_CCW);
-
- return retval;
-}
-
-/* *************** END Armature drawing ******************* */
-
-