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Diffstat (limited to 'source/blender/src/transform_constraints.c')
-rw-r--r--source/blender/src/transform_constraints.c1046
1 files changed, 0 insertions, 1046 deletions
diff --git a/source/blender/src/transform_constraints.c b/source/blender/src/transform_constraints.c
deleted file mode 100644
index 99e5123a953..00000000000
--- a/source/blender/src/transform_constraints.c
+++ /dev/null
@@ -1,1046 +0,0 @@
-/**
- * $Id$
- *
- * ***** BEGIN GPL/BL DUAL 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. The Blender
- * Foundation also sells licenses for use in proprietary software under
- * the Blender License. See http://www.blender.org/BL/ for information
- * about this.
- *
- * 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) 2001-2002 by NaN Holding BV.
- * All rights reserved.
- *
- * The Original Code is: all of this file.
- *
- * Contributor(s): none yet.
- *
- * ***** END GPL/BL DUAL LICENSE BLOCK *****
- */
-
-#include <stdlib.h>
-#include <stdio.h>
-#include <string.h>
-#include <math.h>
-
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
-#ifndef WIN32
-#include <unistd.h>
-#else
-#include <io.h>
-#endif
-
-#include "MEM_guardedalloc.h"
-
-#include "DNA_action_types.h"
-#include "DNA_armature_types.h"
-#include "DNA_camera_types.h"
-#include "DNA_curve_types.h"
-#include "DNA_effect_types.h"
-#include "DNA_image_types.h"
-#include "DNA_ipo_types.h"
-#include "DNA_key_types.h"
-#include "DNA_lamp_types.h"
-#include "DNA_lattice_types.h"
-#include "DNA_mesh_types.h"
-#include "DNA_meshdata_types.h"
-#include "DNA_meta_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 "BIF_screen.h"
-#include "BIF_resources.h"
-#include "BIF_mywindow.h"
-#include "BIF_gl.h"
-#include "BIF_glutil.h"
-
-#include "BKE_global.h"
-#include "BKE_utildefines.h"
-
-#include "BSE_view.h"
-
-#include "BLI_arithb.h"
-
-#include "BDR_drawobject.h" /* drawcircball */
-
-#include "blendef.h"
-
-#include "mydevice.h"
-
-#include "transform.h"
-
-static void drawObjectConstraint(TransInfo *t);
-
-/* ************************** CONSTRAINTS ************************* */
-void constraintNumInput(TransInfo *t, float vec[3])
-{
- int mode = t->con.mode;
- if (mode & CON_APPLY) {
- float nval = (t->flag & T_NULL_ONE)?1.0f:0.0f;
-
- if (getConstraintSpaceDimension(t) == 2) {
- int axis = mode & (CON_AXIS0|CON_AXIS1|CON_AXIS2);
- if (axis == (CON_AXIS0|CON_AXIS1)) {
- vec[2] = nval;
- }
- else if (axis == (CON_AXIS1|CON_AXIS2)) {
- vec[2] = vec[1];
- vec[1] = vec[0];
- vec[0] = nval;
- }
- else if (axis == (CON_AXIS0|CON_AXIS2)) {
- vec[2] = vec[1];
- vec[1] = nval;
- }
- }
- else if (getConstraintSpaceDimension(t) == 1) {
- if (mode & CON_AXIS0) {
- vec[1] = nval;
- vec[2] = nval;
- }
- else if (mode & CON_AXIS1) {
- vec[1] = vec[0];
- vec[0] = nval;
- vec[2] = nval;
- }
- else if (mode & CON_AXIS2) {
- vec[2] = vec[0];
- vec[0] = nval;
- vec[1] = nval;
- }
- }
- }
-}
-
-static void postConstraintChecks(TransInfo *t, float vec[3], float pvec[3]) {
- int i = 0;
-
- Mat3MulVecfl(t->con.imtx, vec);
-
- snapGrid(t, vec);
-
- if (t->num.flag & T_NULL_ONE) {
- if (!(t->con.mode & CON_AXIS0))
- vec[0] = 1.0f;
-
- if (!(t->con.mode & CON_AXIS1))
- vec[1] = 1.0f;
-
- if (!(t->con.mode & CON_AXIS2))
- vec[2] = 1.0f;
- }
-
- if (hasNumInput(&t->num)) {
- applyNumInput(&t->num, vec);
- constraintNumInput(t, vec);
- }
-
- if (t->con.mode & CON_AXIS0) {
- pvec[i++] = vec[0];
- }
- if (t->con.mode & CON_AXIS1) {
- pvec[i++] = vec[1];
- }
- if (t->con.mode & CON_AXIS2) {
- pvec[i++] = vec[2];
- }
-
- Mat3MulVecfl(t->con.mtx, vec);
-}
-
-static void axisProjection(TransInfo *t, float axis[3], float in[3], float out[3]) {
- float norm[3], vec[3], factor;
-
- if(in[0]==0.0f && in[1]==0.0f && in[2]==0.0f)
- return;
-
- /* For when view is parallel to constraint... will cause NaNs otherwise
- So we take vertical motion in 3D space and apply it to the
- constraint axis. Nice for camera grab + MMB */
- if(1.0f - fabs(Inpf(axis, t->viewinv[2])) < 0.000001f) {
- Projf(vec, in, t->viewinv[1]);
- factor = Inpf(t->viewinv[1], vec) * 2.0f;
- /* since camera distance is quite relative, use quadratic relationship. holding shift can compensate */
- if(factor<0.0f) factor*= -factor;
- else factor*= factor;
-
- VECCOPY(out, axis);
- Normalize(out);
- VecMulf(out, -factor); /* -factor makes move down going backwards */
- }
- else {
- float cb[3], ab[3];
-
- VECCOPY(out, axis);
-
- /* Get view vector on axis to define a plane */
- VecAddf(vec, t->con.center, in);
- getViewVector(vec, norm);
-
- Crossf(vec, norm, axis);
-
- /* Project input vector on the plane passing on axis */
- Projf(vec, in, vec);
- VecSubf(vec, in, vec);
-
- /* intersect the two lines: axis and norm */
- Crossf(cb, vec, norm);
- Crossf(ab, axis, norm);
-
- VecMulf(out, Inpf(cb, ab) / Inpf(ab, ab));
- }
-}
-
-static void planeProjection(TransInfo *t, float in[3], float out[3]) {
- float vec[3], factor, norm[3];
-
- VecAddf(vec, in, t->con.center);
- getViewVector(vec, norm);
-
- VecSubf(vec, out, in);
-
- factor = Inpf(vec, norm);
- if (fabs(factor) <= 0.001) {
- return; /* prevent divide by zero */
- }
- factor = Inpf(vec, vec) / factor;
-
- VECCOPY(vec, norm);
- VecMulf(vec, factor);
-
- VecAddf(out, in, vec);
-}
-
-/*
- * Generic callback for constant spacial constraints applied to linear motion
- *
- * The IN vector in projected into the constrained space and then further
- * projected along the view vector.
- * (in perspective mode, the view vector is relative to the position on screen)
- *
- */
-
-static void applyAxisConstraintVec(TransInfo *t, TransData *td, float in[3], float out[3], float pvec[3])
-{
- VECCOPY(out, in);
- if (!td && t->con.mode & CON_APPLY) {
- Mat3MulVecfl(t->con.pmtx, out);
-
- // With snap, a projection is alright, no need to correct for view alignment
- if ((t->tsnap.status & SNAP_ON) == 0)
- {
- if (getConstraintSpaceDimension(t) == 2) {
- if (out[0] != 0.0f || out[1] != 0.0f || out[2] != 0.0f) {
- planeProjection(t, in, out);
- }
- }
- else if (getConstraintSpaceDimension(t) == 1) {
- float c[3];
-
- if (t->con.mode & CON_AXIS0) {
- VECCOPY(c, t->con.mtx[0]);
- }
- else if (t->con.mode & CON_AXIS1) {
- VECCOPY(c, t->con.mtx[1]);
- }
- else if (t->con.mode & CON_AXIS2) {
- VECCOPY(c, t->con.mtx[2]);
- }
- axisProjection(t, c, in, out);
- }
- }
- postConstraintChecks(t, out, pvec);
- }
-}
-
-/*
- * Generic callback for object based spacial constraints applied to linear motion
- *
- * At first, the following is applied to the first data in the array
- * The IN vector in projected into the constrained space and then further
- * projected along the view vector.
- * (in perspective mode, the view vector is relative to the position on screen)
- *
- * Further down, that vector is mapped to each data's space.
- */
-
-static void applyObjectConstraintVec(TransInfo *t, TransData *td, float in[3], float out[3], float pvec[3])
-{
- VECCOPY(out, in);
- if (t->con.mode & CON_APPLY) {
- if (!td) {
- Mat3MulVecfl(t->con.pmtx, out);
- if (getConstraintSpaceDimension(t) == 2) {
- if (out[0] != 0.0f || out[1] != 0.0f || out[2] != 0.0f) {
- planeProjection(t, in, out);
- }
- }
- else if (getConstraintSpaceDimension(t) == 1) {
- float c[3];
-
- if (t->con.mode & CON_AXIS0) {
- VECCOPY(c, t->con.mtx[0]);
- }
- else if (t->con.mode & CON_AXIS1) {
- VECCOPY(c, t->con.mtx[1]);
- }
- else if (t->con.mode & CON_AXIS2) {
- VECCOPY(c, t->con.mtx[2]);
- }
- axisProjection(t, c, in, out);
- }
- postConstraintChecks(t, out, pvec);
- VECCOPY(out, pvec);
- }
- else {
- int i=0;
-
- out[0] = out[1] = out[2] = 0.0f;
- if (t->con.mode & CON_AXIS0) {
- out[0] = in[i++];
- }
- if (t->con.mode & CON_AXIS1) {
- out[1] = in[i++];
- }
- if (t->con.mode & CON_AXIS2) {
- out[2] = in[i++];
- }
- Mat3MulVecfl(td->axismtx, out);
- }
- }
-}
-
-/*
- * Generic callback for constant spacial constraints applied to resize motion
- *
- *
- */
-
-static void applyAxisConstraintSize(TransInfo *t, TransData *td, float smat[3][3])
-{
- if (!td && t->con.mode & CON_APPLY) {
- float tmat[3][3];
-
- if (!(t->con.mode & CON_AXIS0)) {
- smat[0][0] = 1.0f;
- }
- if (!(t->con.mode & CON_AXIS1)) {
- smat[1][1] = 1.0f;
- }
- if (!(t->con.mode & CON_AXIS2)) {
- smat[2][2] = 1.0f;
- }
-
- Mat3MulMat3(tmat, smat, t->con.imtx);
- Mat3MulMat3(smat, t->con.mtx, tmat);
- }
-}
-
-/*
- * Callback for object based spacial constraints applied to resize motion
- *
- *
- */
-
-static void applyObjectConstraintSize(TransInfo *t, TransData *td, float smat[3][3])
-{
- if (td && t->con.mode & CON_APPLY) {
- float tmat[3][3];
- float imat[3][3];
-
- Mat3Inv(imat, td->axismtx);
-
- if (!(t->con.mode & CON_AXIS0)) {
- smat[0][0] = 1.0f;
- }
- if (!(t->con.mode & CON_AXIS1)) {
- smat[1][1] = 1.0f;
- }
- if (!(t->con.mode & CON_AXIS2)) {
- smat[2][2] = 1.0f;
- }
-
- Mat3MulMat3(tmat, smat, imat);
- Mat3MulMat3(smat, td->axismtx, tmat);
- }
-}
-
-/*
- * Generic callback for constant spacial constraints applied to rotations
- *
- * The rotation axis is copied into VEC.
- *
- * In the case of single axis constraints, the rotation axis is directly the one constrained to.
- * For planar constraints (2 axis), the rotation axis is the normal of the plane.
- *
- * The following only applies when CON_NOFLIP is not set.
- * The vector is then modified to always point away from the screen (in global space)
- * This insures that the rotation is always logically following the mouse.
- * (ie: not doing counterclockwise rotations when the mouse moves clockwise).
- */
-
-static void applyAxisConstraintRot(TransInfo *t, TransData *td, float vec[3])
-{
- if (!td && t->con.mode & CON_APPLY) {
- int mode = t->con.mode & (CON_AXIS0|CON_AXIS1|CON_AXIS2);
-
- switch(mode) {
- case CON_AXIS0:
- case (CON_AXIS1|CON_AXIS2):
- VECCOPY(vec, t->con.mtx[0]);
- break;
- case CON_AXIS1:
- case (CON_AXIS0|CON_AXIS2):
- VECCOPY(vec, t->con.mtx[1]);
- break;
- case CON_AXIS2:
- case (CON_AXIS0|CON_AXIS1):
- VECCOPY(vec, t->con.mtx[2]);
- break;
- }
- if (!(mode & CON_NOFLIP)) {
- if (Inpf(vec, t->viewinv[2]) > 0.0f) {
- VecMulf(vec, -1.0f);
- }
- }
- }
-}
-
-/*
- * Callback for object based spacial constraints applied to rotations
- *
- * The rotation axis is copied into VEC.
- *
- * In the case of single axis constraints, the rotation axis is directly the one constrained to.
- * For planar constraints (2 axis), the rotation axis is the normal of the plane.
- *
- * The following only applies when CON_NOFLIP is not set.
- * The vector is then modified to always point away from the screen (in global space)
- * This insures that the rotation is always logically following the mouse.
- * (ie: not doing counterclockwise rotations when the mouse moves clockwise).
- */
-
-static void applyObjectConstraintRot(TransInfo *t, TransData *td, float vec[3])
-{
- if (td && t->con.mode & CON_APPLY) {
- int mode = t->con.mode & (CON_AXIS0|CON_AXIS1|CON_AXIS2);
-
- switch(mode) {
- case CON_AXIS0:
- case (CON_AXIS1|CON_AXIS2):
- VECCOPY(vec, td->axismtx[0]);
- break;
- case CON_AXIS1:
- case (CON_AXIS0|CON_AXIS2):
- VECCOPY(vec, td->axismtx[1]);
- break;
- case CON_AXIS2:
- case (CON_AXIS0|CON_AXIS1):
- VECCOPY(vec, td->axismtx[2]);
- break;
- }
- if (!(mode & CON_NOFLIP)) {
- if (Inpf(vec, t->viewinv[2]) > 0.0f) {
- VecMulf(vec, -1.0f);
- }
- }
- }
-}
-
-/*--------------------- INTERNAL SETUP CALLS ------------------*/
-
-void setConstraint(TransInfo *t, float space[3][3], int mode, const char text[]) {
- strncpy(t->con.text + 1, text, 48);
- Mat3CpyMat3(t->con.mtx, space);
- t->con.mode = mode;
- getConstraintMatrix(t);
-
- startConstraint(t);
-
- t->con.drawExtra = NULL;
- t->con.applyVec = applyAxisConstraintVec;
- t->con.applySize = applyAxisConstraintSize;
- t->con.applyRot = applyAxisConstraintRot;
- t->redraw = 1;
-}
-
-void setLocalConstraint(TransInfo *t, int mode, const char text[]) {
- if (t->flag & T_EDIT) {
- float obmat[3][3];
- Mat3CpyMat4(obmat, G.obedit->obmat);
- setConstraint(t, obmat, mode|CON_LOCAL, text);
- }
- else {
- if (t->total == 1) {
- setConstraint(t, t->data->axismtx, mode|CON_LOCAL, text);
- }
- else {
- strncpy(t->con.text + 1, text, 48);
- Mat3CpyMat3(t->con.mtx, t->data->axismtx);
- t->con.mode = mode|CON_LOCAL;
- getConstraintMatrix(t);
-
- startConstraint(t);
-
- t->con.drawExtra = drawObjectConstraint;
- t->con.applyVec = applyObjectConstraintVec;
- t->con.applySize = applyObjectConstraintSize;
- t->con.applyRot = applyObjectConstraintRot;
- t->redraw = 1;
- }
- }
-}
-
-/*
- Set the constraint according to the user defined orientation
-
- ftext is a format string passed to sprintf. It will add the name of
- the orientation where %s is (logically).
-*/
-void setUserConstraint(TransInfo *t, int mode, const char ftext[]) {
- char text[40];
- short twmode= (t->spacetype==SPACE_VIEW3D)? G.vd->twmode: V3D_MANIP_GLOBAL;
-
- switch(twmode) {
- case V3D_MANIP_GLOBAL:
- /*
- sprintf(text, ftext, "global");
- Mat3One(mtx);
- setConstraint(t, mtx, mode, text);
- break;
- */
- case V3D_MANIP_LOCAL:
- sprintf(text, ftext, "local");
- setLocalConstraint(t, mode, text);
- break;
- case V3D_MANIP_NORMAL:
- sprintf(text, ftext, "normal");
- setConstraint(t, t->spacemtx, mode, text);
- break;
- case V3D_MANIP_VIEW:
- sprintf(text, ftext, "view");
- setConstraint(t, t->spacemtx, mode, text);
- break;
- }
-
- t->con.mode |= CON_USER;
-}
-
-/*--------------------- EXTERNAL SETUP CALLS ------------------*/
-
-void BIF_setLocalLockConstraint(char axis, char *text) {
- TransInfo *t = BIF_GetTransInfo();
-
- switch (axis) {
- case 'x':
- setLocalConstraint(t, (CON_AXIS1|CON_AXIS2), text);
- break;
- case 'y':
- setLocalConstraint(t, (CON_AXIS0|CON_AXIS2), text);
- break;
- case 'z':
- setLocalConstraint(t, (CON_AXIS0|CON_AXIS1), text);
- break;
- }
-}
-
-void BIF_setLocalAxisConstraint(char axis, char *text) {
- TransInfo *t = BIF_GetTransInfo();
-
- switch (axis) {
- case 'X':
- setLocalConstraint(t, CON_AXIS0, text);
- break;
- case 'Y':
- setLocalConstraint(t, CON_AXIS1, text);
- break;
- case 'Z':
- setLocalConstraint(t, CON_AXIS2, text);
- break;
- }
-}
-
-/* text is optional, for header print */
-void BIF_setSingleAxisConstraint(float vec[3], char *text) {
- TransInfo *t = BIF_GetTransInfo();
- float space[3][3], v[3];
-
- VECCOPY(space[0], vec);
-
- v[0] = vec[2];
- v[1] = vec[0];
- v[2] = vec[1];
-
- Crossf(space[1], vec, v);
- Crossf(space[2], vec, space[1]);
- Mat3Ortho(space);
-
- Mat3CpyMat3(t->con.mtx, space);
- t->con.mode = CON_AXIS0;
-
- getConstraintMatrix(t);
-
- startConstraint(t);
-
- /* start copying with an offset of 1, to reserve a spot for the SPACE char */
- if(text)
- {
- strncpy(t->con.text+1, text, 48); /* 50 in struct */
- }
- else
- {
- t->con.text[1] = '\0'; /* No text */
- }
-
- t->con.drawExtra = NULL;
- t->con.applyVec = applyAxisConstraintVec;
- t->con.applySize = applyAxisConstraintSize;
- t->con.applyRot = applyAxisConstraintRot;
- t->redraw = 1;
-}
-
-void BIF_setDualAxisConstraint(float vec1[3], float vec2[3], char *text) {
- TransInfo *t = BIF_GetTransInfo();
- float space[3][3];
-
- VECCOPY(space[0], vec1);
- VECCOPY(space[1], vec2);
- Crossf(space[2], space[0], space[1]);
- Mat3Ortho(space);
-
- Mat3CpyMat3(t->con.mtx, space);
- t->con.mode = CON_AXIS0|CON_AXIS1;
-
- getConstraintMatrix(t);
-
- startConstraint(t);
-
- /* start copying with an offset of 1, to reserve a spot for the SPACE char */
- if(text)
- {
- strncpy(t->con.text+1, text, 48); /* 50 in struct */
- }
- else
- {
- t->con.text[1] = '\0'; /* No text */
- }
-
- t->con.drawExtra = NULL;
- t->con.applyVec = applyAxisConstraintVec;
- t->con.applySize = applyAxisConstraintSize;
- t->con.applyRot = applyAxisConstraintRot;
- t->redraw = 1;
-}
-
-/*----------------- DRAWING CONSTRAINTS -------------------*/
-
-void BIF_drawConstraint(void)
-{
- TransInfo *t = BIF_GetTransInfo();
- TransCon *tc = &(t->con);
-
- if (t->spacetype!=SPACE_VIEW3D)
- return;
- if (!(tc->mode & CON_APPLY))
- return;
- if (t->flag & T_USES_MANIPULATOR)
- return;
-
- /* nasty exception for Z constraint in camera view */
- if((t->flag & T_OBJECT) && G.vd->camera==OBACT && G.vd->persp>1)
- return;
-
- if (tc->drawExtra) {
- tc->drawExtra(t);
- }
- else {
- if (tc->mode & CON_SELECT) {
- float vec[3];
- short mval[2];
- char col2[3] = {255,255,255};
- getmouseco_areawin(mval);
- convertViewVec(t, vec, (short)(mval[0] - t->con.imval[0]), (short)(mval[1] - t->con.imval[1]));
- VecAddf(vec, vec, tc->center);
-
- drawLine(tc->center, tc->mtx[0], 'x', 0);
- drawLine(tc->center, tc->mtx[1], 'y', 0);
- drawLine(tc->center, tc->mtx[2], 'z', 0);
-
- glColor3ubv((GLubyte *)col2);
-
- glDisable(GL_DEPTH_TEST);
- setlinestyle(1);
- glBegin(GL_LINE_STRIP);
- glVertex3fv(tc->center);
- glVertex3fv(vec);
- glEnd();
- setlinestyle(0);
- if(G.vd->zbuf) glEnable(GL_DEPTH_TEST);
- }
-
- if (tc->mode & CON_AXIS0) {
- drawLine(tc->center, tc->mtx[0], 'x', DRAWLIGHT);
- }
- if (tc->mode & CON_AXIS1) {
- drawLine(tc->center, tc->mtx[1], 'y', DRAWLIGHT);
- }
- if (tc->mode & CON_AXIS2) {
- drawLine(tc->center, tc->mtx[2], 'z', DRAWLIGHT);
- }
- }
-}
-
-/* called from drawview.c, as an extra per-window draw option */
-void BIF_drawPropCircle()
-{
- TransInfo *t = BIF_GetTransInfo();
-
- if (t->flag & T_PROP_EDIT) {
- float tmat[4][4], imat[4][4];
-
- BIF_ThemeColor(TH_GRID);
-
- /* if editmode we need to go into object space */
- if(G.obedit) mymultmatrix(G.obedit->obmat);
-
- mygetmatrix(tmat);
- Mat4Invert(imat, tmat);
-
- set_inverted_drawing(1);
- drawcircball(GL_LINE_LOOP, t->center, t->propsize, imat);
- set_inverted_drawing(0);
-
- /* if editmode we restore */
- if(G.obedit) myloadmatrix(G.vd->viewmat);
- }
-}
-
-void BIF_getPropCenter(float *center)
-{
- TransInfo *t = BIF_GetTransInfo();
-
- if (t && t->flag & T_PROP_EDIT) {
- VECCOPY(center, t->center);
- }
- else
- center[0] = center[1] = center[2] = 0.0f;
-}
-static void drawObjectConstraint(TransInfo *t) {
- int i;
- TransData * td = t->data;
-
- /* Draw the first one lighter because that's the one who controls the others.
- Meaning the transformation is projected on that one and just copied on the others
- constraint space.
- In a nutshell, the object with light axis is controlled by the user and the others follow.
- Without drawing the first light, users have little clue what they are doing.
- */
- if (t->con.mode & CON_AXIS0) {
- drawLine(td->ob->obmat[3], td->axismtx[0], 'x', DRAWLIGHT);
- }
- if (t->con.mode & CON_AXIS1) {
- drawLine(td->ob->obmat[3], td->axismtx[1], 'y', DRAWLIGHT);
- }
- if (t->con.mode & CON_AXIS2) {
- drawLine(td->ob->obmat[3], td->axismtx[2], 'z', DRAWLIGHT);
- }
-
- td++;
-
- for(i=1;i<t->total;i++,td++) {
- if (t->con.mode & CON_AXIS0) {
- drawLine(td->ob->obmat[3], td->axismtx[0], 'x', 0);
- }
- if (t->con.mode & CON_AXIS1) {
- drawLine(td->ob->obmat[3], td->axismtx[1], 'y', 0);
- }
- if (t->con.mode & CON_AXIS2) {
- drawLine(td->ob->obmat[3], td->axismtx[2], 'z', 0);
- }
- }
-}
-
-/*--------------------- START / STOP CONSTRAINTS ---------------------- */
-
-void startConstraint(TransInfo *t) {
- t->con.mode |= CON_APPLY;
- *t->con.text = ' ';
- t->num.idx_max = MIN2(getConstraintSpaceDimension(t) - 1, t->idx_max);
-}
-
-void stopConstraint(TransInfo *t) {
- t->con.mode &= ~(CON_APPLY|CON_SELECT);
- *t->con.text = '\0';
- t->num.idx_max = t->idx_max;
-}
-
-void getConstraintMatrix(TransInfo *t)
-{
- float mat[3][3];
- Mat3Inv(t->con.imtx, t->con.mtx);
- Mat3One(t->con.pmtx);
-
- if (!(t->con.mode & CON_AXIS0)) {
- t->con.pmtx[0][0] =
- t->con.pmtx[0][1] =
- t->con.pmtx[0][2] = 0.0f;
- }
-
- if (!(t->con.mode & CON_AXIS1)) {
- t->con.pmtx[1][0] =
- t->con.pmtx[1][1] =
- t->con.pmtx[1][2] = 0.0f;
- }
-
- if (!(t->con.mode & CON_AXIS2)) {
- t->con.pmtx[2][0] =
- t->con.pmtx[2][1] =
- t->con.pmtx[2][2] = 0.0f;
- }
-
- Mat3MulMat3(mat, t->con.pmtx, t->con.imtx);
- Mat3MulMat3(t->con.pmtx, t->con.mtx, mat);
-}
-
-/*------------------------- MMB Select -------------------------------*/
-
-void initSelectConstraint(TransInfo *t, float mtx[3][3])
-{
- Mat3CpyMat3(t->con.mtx, mtx);
- t->con.mode |= CON_APPLY;
- t->con.mode |= CON_SELECT;
- t->con.mode &= ~CON_LOCAL;
-
- setNearestAxis(t);
- t->con.drawExtra = NULL;
- t->con.applyVec = applyAxisConstraintVec;
- t->con.applySize = applyAxisConstraintSize;
- t->con.applyRot = applyAxisConstraintRot;
-}
-
-void selectConstraint(TransInfo *t) {
- if (t->con.mode & CON_SELECT) {
- setNearestAxis(t);
- startConstraint(t);
- }
-}
-
-void postSelectConstraint(TransInfo *t)
-{
- if (!(t->con.mode & CON_SELECT))
- return;
-
- t->con.mode &= ~CON_AXIS0;
- t->con.mode &= ~CON_AXIS1;
- t->con.mode &= ~CON_AXIS2;
- t->con.mode &= ~CON_SELECT;
-
- setNearestAxis(t);
-
- startConstraint(t);
- t->redraw = 1;
-}
-
-static void setNearestAxis2d(TransInfo *t)
-{
- short mval[2];
- short ival[2];
-
- getmouseco_areawin(mval);
- ival[0]= t->imval[0];
- ival[1]= t->imval[1];
-
- /* no correction needed... just use whichever one is lower */
- if ( abs(mval[0]-ival[0]) < abs(mval[1]-ival[1]) ) {
- t->con.mode |= CON_AXIS1;
- sprintf(t->con.text, " along Y axis");
- }
- else {
- t->con.mode |= CON_AXIS0;
- sprintf(t->con.text, " along X axis");
- }
-}
-
-static void setNearestAxis3d(TransInfo *t)
-{
- float zfac;
- float mvec[3], axis[3], proj[3];
- float len[3];
- int i, icoord[2];
- short coord[2];
-
- /* calculate mouse movement */
- getmouseco_areawin(coord);
- mvec[0] = (float)(coord[0] - t->con.imval[0]);
- mvec[1] = (float)(coord[1] - t->con.imval[1]);
- mvec[2] = 0.0f;
-
- /* we need to correct axis length for the current zoomlevel of view,
- this to prevent projected values to be clipped behind the camera
- and to overflow the short integers.
- The formula used is a bit stupid, just a simplification of the substraction
- of two 2D points 30 pixels apart (that's the last factor in the formula) after
- projecting them with window_to_3d and then get the length of that vector.
- */
- zfac= t->persmat[0][3]*t->center[0]+ t->persmat[1][3]*t->center[1]+ t->persmat[2][3]*t->center[2]+ t->persmat[3][3];
- zfac = VecLength(t->persinv[0]) * 2.0f/curarea->winx * zfac * 30.0f;
-
- for (i = 0; i<3; i++) {
- VECCOPY(axis, t->con.mtx[i]);
-
- VecMulf(axis, zfac);
- /* now we can project to get window coordinate */
- VecAddf(axis, axis, t->con.center);
- projectIntView(t, axis, icoord);
-
- axis[0] = (float)(icoord[0] - t->center2d[0]);
- axis[1] = (float)(icoord[1] - t->center2d[1]);
- axis[2] = 0.0f;
-
- if (Normalize(axis) != 0.0f) {
- Projf(proj, mvec, axis);
- VecSubf(axis, mvec, proj);
- len[i] = Normalize(axis);
- }
- else {
- len[i] = 10000000000.0f;
- }
- }
-
- if (len[0] <= len[1] && len[0] <= len[2]) {
- if (G.qual & LR_SHIFTKEY) {
- t->con.mode |= (CON_AXIS1|CON_AXIS2);
- sprintf(t->con.text, " locking %s X axis", t->spacename);
- }
- else {
- t->con.mode |= CON_AXIS0;
- sprintf(t->con.text, " along %s X axis", t->spacename);
- }
- }
- else if (len[1] <= len[0] && len[1] <= len[2]) {
- if (G.qual & LR_SHIFTKEY) {
- t->con.mode |= (CON_AXIS0|CON_AXIS2);
- sprintf(t->con.text, " locking %s Y axis", t->spacename);
- }
- else {
- t->con.mode |= CON_AXIS1;
- sprintf(t->con.text, " along %s Y axis", t->spacename);
- }
- }
- else if (len[2] <= len[1] && len[2] <= len[0]) {
- if (G.qual & LR_SHIFTKEY) {
- t->con.mode |= (CON_AXIS0|CON_AXIS1);
- sprintf(t->con.text, " locking %s Z axis", t->spacename);
- }
- else {
- t->con.mode |= CON_AXIS2;
- sprintf(t->con.text, " along %s Z axis", t->spacename);
- }
- }
-}
-
-void setNearestAxis(TransInfo *t)
-{
- /* clear any prior constraint flags */
- t->con.mode &= ~CON_AXIS0;
- t->con.mode &= ~CON_AXIS1;
- t->con.mode &= ~CON_AXIS2;
-
- /* constraint setting - depends on spacetype */
- if (t->spacetype == SPACE_VIEW3D) {
- /* 3d-view */
- setNearestAxis3d(t);
- }
- else {
- /* assume that this means a 2D-Editor */
- setNearestAxis2d(t);
- }
-
- getConstraintMatrix(t);
-}
-
-/*-------------- HELPER FUNCTIONS ----------------*/
-
-char constraintModeToChar(TransInfo *t) {
- if ((t->con.mode & CON_APPLY)==0) {
- return '\0';
- }
- switch (t->con.mode & (CON_AXIS0|CON_AXIS1|CON_AXIS2)) {
- case (CON_AXIS0):
- case (CON_AXIS1|CON_AXIS2):
- return 'X';
- case (CON_AXIS1):
- case (CON_AXIS0|CON_AXIS2):
- return 'Y';
- case (CON_AXIS2):
- case (CON_AXIS0|CON_AXIS1):
- return 'Z';
- default:
- return '\0';
- }
-}
-
-
-int isLockConstraint(TransInfo *t) {
- int mode = t->con.mode;
-
- if ( (mode & (CON_AXIS0|CON_AXIS1)) == (CON_AXIS0|CON_AXIS1))
- return 1;
-
- if ( (mode & (CON_AXIS1|CON_AXIS2)) == (CON_AXIS1|CON_AXIS2))
- return 1;
-
- if ( (mode & (CON_AXIS0|CON_AXIS2)) == (CON_AXIS0|CON_AXIS2))
- return 1;
-
- return 0;
-}
-
-/*
- * Returns the dimension of the constraint space.
- *
- * For that reason, the flags always needs to be set to properly evaluate here,
- * even if they aren't actually used in the callback function. (Which could happen
- * for weird constraints not yet designed. Along a path for example.)
- */
-
-int getConstraintSpaceDimension(TransInfo *t)
-{
- int n = 0;
-
- if (t->con.mode & CON_AXIS0)
- n++;
-
- if (t->con.mode & CON_AXIS1)
- n++;
-
- if (t->con.mode & CON_AXIS2)
- n++;
-
- return n;
-/*
- Someone willing to do it criptically could do the following instead:
-
- return t->con & (CON_AXIS0|CON_AXIS1|CON_AXIS2);
-
- Based on the assumptions that the axis flags are one after the other and start at 1
-*/
-}