/** * $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 Blender Foundation * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL LICENSE BLOCK ***** */ #include #include #include #ifndef WIN32 #include #else #include #endif #include "MEM_guardedalloc.h" #include "DNA_armature_types.h" #include "DNA_action_types.h" #include "DNA_curve_types.h" #include "DNA_lattice_types.h" #include "DNA_mesh_types.h" #include "DNA_meta_types.h" #include "DNA_object_types.h" #include "DNA_particle_types.h" #include "DNA_screen_types.h" #include "DNA_scene_types.h" #include "DNA_space_types.h" #include "DNA_userdef_types.h" #include "DNA_view3d_types.h" #include "RNA_access.h" #include "BKE_armature.h" #include "BKE_context.h" #include "BKE_global.h" #include "BKE_lattice.h" #include "BKE_mesh.h" #include "BKE_object.h" #include "BKE_particle.h" #include "BKE_utildefines.h" #include "BLI_arithb.h" #include "BLI_editVert.h" #include "BIF_gl.h" #include "WM_api.h" #include "WM_types.h" #include "ED_armature.h" #include "ED_mesh.h" #include "ED_particle.h" #include "ED_space_api.h" #include "ED_transform.h" #include "ED_view3d.h" #include "UI_resources.h" /* local module include */ #include "transform.h" /* return codes for select, and drawing flags */ #define MAN_TRANS_X 1 #define MAN_TRANS_Y 2 #define MAN_TRANS_Z 4 #define MAN_TRANS_C 7 #define MAN_ROT_X 8 #define MAN_ROT_Y 16 #define MAN_ROT_Z 32 #define MAN_ROT_V 64 #define MAN_ROT_T 128 #define MAN_ROT_C 248 #define MAN_SCALE_X 256 #define MAN_SCALE_Y 512 #define MAN_SCALE_Z 1024 #define MAN_SCALE_C 1792 /* color codes */ #define MAN_RGB 0 #define MAN_GHOST 1 #define MAN_MOVECOL 2 static int is_mat4_flipped(float mat[][4]) { float vec[3]; Crossf(vec, mat[0], mat[1]); if( Inpf(vec, mat[2]) < 0.0 ) return 1; return 0; } /* transform widget center calc helper for below */ static void calc_tw_center(Scene *scene, float *co) { float *twcent= scene->twcent; float *min= scene->twmin; float *max= scene->twmax; DO_MINMAX(co, min, max); VecAddf(twcent, twcent, co); } static void protectflag_to_drawflags(short protectflag, short *drawflags) { if(protectflag & OB_LOCK_LOCX) *drawflags &= ~MAN_TRANS_X; if(protectflag & OB_LOCK_LOCY) *drawflags &= ~MAN_TRANS_Y; if(protectflag & OB_LOCK_LOCZ) *drawflags &= ~MAN_TRANS_Z; if(protectflag & OB_LOCK_ROTX) *drawflags &= ~MAN_ROT_X; if(protectflag & OB_LOCK_ROTY) *drawflags &= ~MAN_ROT_Y; if(protectflag & OB_LOCK_ROTZ) *drawflags &= ~MAN_ROT_Z; if(protectflag & OB_LOCK_SCALEX) *drawflags &= ~MAN_SCALE_X; if(protectflag & OB_LOCK_SCALEY) *drawflags &= ~MAN_SCALE_Y; if(protectflag & OB_LOCK_SCALEZ) *drawflags &= ~MAN_SCALE_Z; } /* for pose mode */ static void stats_pose(Scene *scene, View3D *v3d, bPoseChannel *pchan) { Bone *bone= pchan->bone; if(bone) { if (bone->flag & BONE_TRANSFORM) { calc_tw_center(scene, pchan->pose_head); protectflag_to_drawflags(pchan->protectflag, &v3d->twdrawflag); } } } /* for editmode*/ static void stats_editbone(View3D *v3d, EditBone *ebo) { if (ebo->flag & BONE_EDITMODE_LOCKED) protectflag_to_drawflags(OB_LOCK_LOC|OB_LOCK_ROT|OB_LOCK_SCALE, &v3d->twdrawflag); } /* centroid, boundbox, of selection */ /* returns total items selected */ int calc_manipulator_stats(const bContext *C) { ScrArea *sa= CTX_wm_area(C); ARegion *ar= CTX_wm_region(C); Scene *scene= CTX_data_scene(C); Object *obedit= CTX_data_edit_object(C); View3D *v3d= sa->spacedata.first; RegionView3D *rv3d= ar->regiondata; Base *base; Object *ob= OBACT; float normal[3]={0.0, 0.0, 0.0}; float plane[3]={0.0, 0.0, 0.0}; int a, totsel= 0; /* transform widget matrix */ Mat4One(rv3d->twmat); v3d->twdrawflag= 0xFFFF; /* transform widget centroid/center */ scene->twcent[0]= scene->twcent[1]= scene->twcent[2]= 0.0f; INIT_MINMAX(scene->twmin, scene->twmax); if(obedit) { ob= obedit; if((ob->lay & v3d->lay)==0) return 0; if(obedit->type==OB_MESH) { EditMesh *em = BKE_mesh_get_editmesh(obedit->data); EditVert *eve; EditSelection ese; float vec[3]= {0,0,0}; /* USE LAST SELECTE WITH ACTIVE */ if (v3d->around==V3D_ACTIVE && EM_get_actSelection(em, &ese)) { EM_editselection_center(vec, &ese); calc_tw_center(scene, vec); totsel= 1; } else { /* do vertices for center, and if still no normal found, use vertex normals */ for(eve= em->verts.first; eve; eve= eve->next) { if(eve->f & SELECT) { totsel++; calc_tw_center(scene, eve->co); } } } } /* end editmesh */ else if (obedit->type==OB_ARMATURE){ bArmature *arm= obedit->data; EditBone *ebo; for (ebo= arm->edbo->first; ebo; ebo=ebo->next){ if(ebo->layer & arm->layer) { if (ebo->flag & BONE_TIPSEL) { calc_tw_center(scene, ebo->tail); totsel++; } if (ebo->flag & BONE_ROOTSEL) { calc_tw_center(scene, ebo->head); totsel++; } if (ebo->flag & BONE_SELECTED) { stats_editbone(v3d, ebo); } } } } else if ELEM(obedit->type, OB_CURVE, OB_SURF) { Curve *cu= obedit->data; Nurb *nu; BezTriple *bezt; BPoint *bp; nu= cu->editnurb->first; while(nu) { if((nu->type & 7)==CU_BEZIER) { bezt= nu->bezt; a= nu->pntsu; while(a--) { /* exceptions * if handles are hidden then only check the center points. * If 2 or more are selected then only use the center point too. */ if (G.f & G_HIDDENHANDLES) { if (bezt->f2 & SELECT) { calc_tw_center(scene, bezt->vec[1]); totsel++; } } else if ( (bezt->f1 & SELECT) + (bezt->f2 & SELECT) + (bezt->f3 & SELECT) > SELECT ) { calc_tw_center(scene, bezt->vec[1]); totsel++; } else { if(bezt->f1) { calc_tw_center(scene, bezt->vec[0]); totsel++; } if(bezt->f2) { calc_tw_center(scene, bezt->vec[1]); totsel++; } if(bezt->f3) { calc_tw_center(scene, bezt->vec[2]); totsel++; } } bezt++; } } else { bp= nu->bp; a= nu->pntsu*nu->pntsv; while(a--) { if(bp->f1 & SELECT) { calc_tw_center(scene, bp->vec); totsel++; } bp++; } } nu= nu->next; } } else if(obedit->type==OB_MBALL) { MetaBall *mb = (MetaBall*)obedit->data; MetaElem *ml, *ml_sel=NULL; ml= mb->editelems->first; while(ml) { if(ml->flag & SELECT) { calc_tw_center(scene, &ml->x); ml_sel = ml; totsel++; } ml= ml->next; } } else if(obedit->type==OB_LATTICE) { BPoint *bp; Lattice *lt= obedit->data; bp= lt->editlatt->def; a= lt->editlatt->pntsu*lt->editlatt->pntsv*lt->editlatt->pntsw; while(a--) { if(bp->f1 & SELECT) { calc_tw_center(scene, bp->vec); totsel++; } bp++; } } /* selection center */ if(totsel) { VecMulf(scene->twcent, 1.0f/(float)totsel); // centroid! Mat4MulVecfl(obedit->obmat, scene->twcent); Mat4MulVecfl(obedit->obmat, scene->twmin); Mat4MulVecfl(obedit->obmat, scene->twmax); } } else if(ob && (ob->flag & OB_POSEMODE)) { bPoseChannel *pchan; int mode = TFM_ROTATION; // mislead counting bones... bah. We don't know the manipulator mode, could be mixed if((ob->lay & v3d->lay)==0) return 0; totsel = count_set_pose_transflags(&mode, 0, ob); if(totsel) { /* use channels to get stats */ for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { stats_pose(scene, v3d, pchan); } VecMulf(scene->twcent, 1.0f/(float)totsel); // centroid! Mat4MulVecfl(ob->obmat, scene->twcent); Mat4MulVecfl(ob->obmat, scene->twmin); Mat4MulVecfl(ob->obmat, scene->twmax); } } else if(G.f & (G_VERTEXPAINT + G_TEXTUREPAINT + G_WEIGHTPAINT + G_SCULPTMODE)) { ; } else if(G.f & G_PARTICLEEDIT) { ParticleSystem *psys= PE_get_current(scene, ob); ParticleData *pa = psys->particles; ParticleEditKey *ek; int k; if(psys->edit) { for(a=0; atotpart; a++,pa++) { if(pa->flag & PARS_HIDE) continue; for(k=0, ek=psys->edit->keys[a]; ktotkey; k++, ek++) { if(ek->flag & PEK_SELECT) { calc_tw_center(scene, ek->world_co); totsel++; } } } /* selection center */ if(totsel) VecMulf(scene->twcent, 1.0f/(float)totsel); // centroid! } } else { /* we need the one selected object, if its not active */ ob= OBACT; if(ob && !(ob->flag & SELECT)) ob= NULL; for(base= scene->base.first; base; base= base->next) { if TESTBASELIB(scene, base) { if(ob==NULL) ob= base->object; calc_tw_center(scene, base->object->obmat[3]); protectflag_to_drawflags(base->object->protectflag, &v3d->twdrawflag); totsel++; } } /* selection center */ if(totsel) { VecMulf(scene->twcent, 1.0f/(float)totsel); // centroid! } } /* global, local or normal orientation? */ if(ob && totsel) { switch(v3d->twmode) { case V3D_MANIP_NORMAL: if(obedit || ob->flag & OB_POSEMODE) { float mat[3][3]; int type; type = getTransformOrientation(C, normal, plane, (v3d->around == V3D_ACTIVE)); switch (type) { case ORIENTATION_NORMAL: if (createSpaceNormalTangent(mat, normal, plane) == 0) { type = ORIENTATION_NONE; } break; case ORIENTATION_VERT: if (createSpaceNormal(mat, normal) == 0) { type = ORIENTATION_NONE; } break; case ORIENTATION_EDGE: if (createSpaceNormalTangent(mat, normal, plane) == 0) { type = ORIENTATION_NONE; } break; case ORIENTATION_FACE: if (createSpaceNormalTangent(mat, normal, plane) == 0) { type = ORIENTATION_NONE; } break; } if (type == ORIENTATION_NONE) { Mat4One(rv3d->twmat); } else { Mat4CpyMat3(rv3d->twmat, mat); } break; } /* no break we define 'normal' as 'local' in Object mode */ case V3D_MANIP_LOCAL: Mat4CpyMat4(rv3d->twmat, ob->obmat); Mat4Ortho(rv3d->twmat); break; case V3D_MANIP_VIEW: { float mat[3][3]; Mat3CpyMat4(mat, rv3d->viewinv); Mat3Ortho(mat); Mat4CpyMat3(rv3d->twmat, mat); } break; default: /* V3D_MANIP_CUSTOM */ // XXX applyTransformOrientation(C, t); break; } } return totsel; } /* ******************** DRAWING STUFFIES *********** */ static float screen_aligned(RegionView3D *rv3d, float mat[][4]) { float vec[3], size; VECCOPY(vec, mat[0]); size= Normalize(vec); glTranslatef(mat[3][0], mat[3][1], mat[3][2]); /* sets view screen aligned */ glRotatef( -360.0f*saacos(rv3d->viewquat[0])/(float)M_PI, rv3d->viewquat[1], rv3d->viewquat[2], rv3d->viewquat[3]); return size; } /* radring = radius of donut rings radhole = radius hole start = starting segment (based on nrings) end = end segment nsides = amount of points in ring nrigns = amount of rings */ static void partial_donut(float radring, float radhole, int start, int end, int nsides, int nrings) { float theta, phi, theta1; float cos_theta, sin_theta; float cos_theta1, sin_theta1; float ring_delta, side_delta; int i, j, docaps= 1; if(start==0 && end==nrings) docaps= 0; ring_delta= 2.0f*(float)M_PI/(float)nrings; side_delta= 2.0f*(float)M_PI/(float)nsides; theta= (float)M_PI+0.5f*ring_delta; cos_theta= (float)cos(theta); sin_theta= (float)sin(theta); for(i= nrings - 1; i >= 0; i--) { theta1= theta + ring_delta; cos_theta1= (float)cos(theta1); sin_theta1= (float)sin(theta1); if(docaps && i==start) { // cap glBegin(GL_POLYGON); phi= 0.0; for(j= nsides; j >= 0; j--) { float cos_phi, sin_phi, dist; phi += side_delta; cos_phi= (float)cos(phi); sin_phi= (float)sin(phi); dist= radhole + radring * cos_phi; glVertex3f(cos_theta1 * dist, -sin_theta1 * dist, radring * sin_phi); } glEnd(); } if(i>=start && i<=end) { glBegin(GL_QUAD_STRIP); phi= 0.0; for(j= nsides; j >= 0; j--) { float cos_phi, sin_phi, dist; phi += side_delta; cos_phi= (float)cos(phi); sin_phi= (float)sin(phi); dist= radhole + radring * cos_phi; glVertex3f(cos_theta1 * dist, -sin_theta1 * dist, radring * sin_phi); glVertex3f(cos_theta * dist, -sin_theta * dist, radring * sin_phi); } glEnd(); } if(docaps && i==end) { // cap glBegin(GL_POLYGON); phi= 0.0; for(j= nsides; j >= 0; j--) { float cos_phi, sin_phi, dist; phi -= side_delta; cos_phi= (float)cos(phi); sin_phi= (float)sin(phi); dist= radhole + radring * cos_phi; glVertex3f(cos_theta * dist, -sin_theta * dist, radring * sin_phi); } glEnd(); } theta= theta1; cos_theta= cos_theta1; sin_theta= sin_theta1; } } /* three colors can be set; grey for ghosting moving: in transform theme color else the red/green/blue */ static void manipulator_setcolor(View3D *v3d, char axis, int colcode) { float vec[4]; char col[4]; vec[3]= 0.7f; // alpha set on 0.5, can be glEnabled or not if(colcode==MAN_GHOST) { glColor4ub(0, 0, 0, 70); } else if(colcode==MAN_MOVECOL) { UI_GetThemeColor3ubv(TH_TRANSFORM, col); glColor4ub(col[0], col[1], col[2], 128); } else { switch(axis) { case 'c': UI_GetThemeColor3ubv(TH_TRANSFORM, col); if(v3d->twmode == V3D_MANIP_LOCAL) { col[0]= col[0]>200?255:col[0]+55; col[1]= col[1]>200?255:col[1]+55; col[2]= col[2]>200?255:col[2]+55; } else if(v3d->twmode == V3D_MANIP_NORMAL) { col[0]= col[0]<55?0:col[0]-55; col[1]= col[1]<55?0:col[1]-55; col[2]= col[2]<55?0:col[2]-55; } glColor4ub(col[0], col[1], col[2], 128); break; case 'x': glColor4ub(220, 0, 0, 128); break; case 'y': glColor4ub(0, 220, 0, 128); break; case 'z': glColor4ub(30, 30, 220, 128); break; } } } /* viewmatrix should have been set OK, also no shademode! */ static void draw_manipulator_axes(View3D *v3d, int colcode, int flagx, int flagy, int flagz) { /* axes */ if(flagx) { manipulator_setcolor(v3d, 'x', colcode); if(flagx & MAN_SCALE_X) glLoadName(MAN_SCALE_X); else if(flagx & MAN_TRANS_X) glLoadName(MAN_TRANS_X); glBegin(GL_LINES); glVertex3f(0.2f, 0.0f, 0.0f); glVertex3f(1.0f, 0.0f, 0.0f); glEnd(); } if(flagy) { if(flagy & MAN_SCALE_Y) glLoadName(MAN_SCALE_Y); else if(flagy & MAN_TRANS_Y) glLoadName(MAN_TRANS_Y); manipulator_setcolor(v3d, 'y', colcode); glBegin(GL_LINES); glVertex3f(0.0f, 0.2f, 0.0f); glVertex3f(0.0f, 1.0f, 0.0f); glEnd(); } if(flagz) { if(flagz & MAN_SCALE_Z) glLoadName(MAN_SCALE_Z); else if(flagz & MAN_TRANS_Z) glLoadName(MAN_TRANS_Z); manipulator_setcolor(v3d, 'z', colcode); glBegin(GL_LINES); glVertex3f(0.0f, 0.0f, 0.2f); glVertex3f(0.0f, 0.0f, 1.0f); glEnd(); } } /* only called while G.moving */ static void draw_manipulator_rotate_ghost(View3D *v3d, RegionView3D *rv3d, int drawflags) { GLUquadricObj *qobj; float size, phi, startphi, vec[3], svec[3], matt[4][4], cross[3], tmat[3][3]; int arcs= (G.rt!=2); glDisable(GL_DEPTH_TEST); qobj= gluNewQuadric(); gluQuadricDrawStyle(qobj, GLU_FILL); glColor4ub(0,0,0,64); glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); /* we need both [4][4] transforms, t->mat seems to be premul, not post for mat[][4] */ Mat4CpyMat4(matt, rv3d->twmat); // to copy the parts outside of [3][3] // XXX Mat4MulMat34(matt, t->mat, rv3d->twmat); /* Screen aligned view rot circle */ if(drawflags & MAN_ROT_V) { /* prepare for screen aligned draw */ glPushMatrix(); size= screen_aligned(rv3d, rv3d->twmat); vec[0]= 0; // XXX (float)(t->con.imval[0] - t->center2d[0]); vec[1]= 0; // XXX (float)(t->con.imval[1] - t->center2d[1]); vec[2]= 0.0f; Normalize(vec); startphi= saacos( vec[1] ); if(vec[0]<0.0) startphi= -startphi; phi= 0; // XXX (float)fmod(180.0*t->val/M_PI, 360.0); if(phi > 180.0) phi-= 360.0; else if(phi<-180.0) phi+= 360.0; gluPartialDisk(qobj, 0.0, size, 32, 1, 180.0*startphi/M_PI, phi); glPopMatrix(); } else if(arcs) { float imat[3][3], ivmat[3][3]; /* try to get the start rotation */ svec[0]= 0; // XXX (float)(t->con.imval[0] - t->center2d[0]); svec[1]= 0; // XXX (float)(t->con.imval[1] - t->center2d[1]); svec[2]= 0.0f; /* screen aligned vec transform back to manipulator space */ Mat3CpyMat4(ivmat, rv3d->viewinv); Mat3CpyMat4(tmat, rv3d->twmat); Mat3Inv(imat, tmat); Mat3MulMat3(tmat, imat, ivmat); Mat3MulVecfl(tmat, svec); // tmat is used further on Normalize(svec); } wmMultMatrix(rv3d->twmat); // aligns with original widget /* Z disk */ if(drawflags & MAN_ROT_Z) { if(arcs) { /* correct for squeezed arc */ svec[0]+= tmat[2][0]; svec[1]+= tmat[2][1]; Normalize(svec); startphi= (float)atan2(svec[0], svec[1]); } else startphi= 0.5f*(float)M_PI; VECCOPY(vec, rv3d->twmat[0]); // use x axis to detect rotation Normalize(vec); Normalize(matt[0]); phi= saacos( Inpf(vec, matt[0]) ); if(phi!=0.0) { Crossf(cross, vec, matt[0]); // results in z vector if(Inpf(cross, rv3d->twmat[2]) > 0.0) phi= -phi; gluPartialDisk(qobj, 0.0, 1.0, 32, 1, 180.0*startphi/M_PI, 180.0*(phi)/M_PI); } } /* X disk */ if(drawflags & MAN_ROT_X) { if(arcs) { /* correct for squeezed arc */ svec[1]+= tmat[2][1]; svec[2]+= tmat[2][2]; Normalize(svec); startphi= (float)(M_PI + atan2(svec[2], -svec[1])); } else startphi= 0.0f; VECCOPY(vec, rv3d->twmat[1]); // use y axis to detect rotation Normalize(vec); Normalize(matt[1]); phi= saacos( Inpf(vec, matt[1]) ); if(phi!=0.0) { Crossf(cross, vec, matt[1]); // results in x vector if(Inpf(cross, rv3d->twmat[0]) > 0.0) phi= -phi; glRotatef(90.0, 0.0, 1.0, 0.0); gluPartialDisk(qobj, 0.0, 1.0, 32, 1, 180.0*startphi/M_PI, 180.0*phi/M_PI); glRotatef(-90.0, 0.0, 1.0, 0.0); } } /* Y circle */ if(drawflags & MAN_ROT_Y) { if(arcs) { /* correct for squeezed arc */ svec[0]+= tmat[2][0]; svec[2]+= tmat[2][2]; Normalize(svec); startphi= (float)(M_PI + atan2(-svec[0], svec[2])); } else startphi= (float)M_PI; VECCOPY(vec, rv3d->twmat[2]); // use z axis to detect rotation Normalize(vec); Normalize(matt[2]); phi= saacos( Inpf(vec, matt[2]) ); if(phi!=0.0) { Crossf(cross, vec, matt[2]); // results in y vector if(Inpf(cross, rv3d->twmat[1]) > 0.0) phi= -phi; glRotatef(-90.0, 1.0, 0.0, 0.0); gluPartialDisk(qobj, 0.0, 1.0, 32, 1, 180.0*startphi/M_PI, 180.0*phi/M_PI); glRotatef(90.0, 1.0, 0.0, 0.0); } } glDisable(GL_BLEND); wmLoadMatrix(rv3d->viewmat); } static void draw_manipulator_rotate(View3D *v3d, RegionView3D *rv3d, int moving, int drawflags, int combo) { GLUquadricObj *qobj; double plane[4]; float size, vec[3], unitmat[4][4]; float cywid= 0.33f*0.01f*(float)U.tw_handlesize; float cusize= cywid*0.65f; int arcs= (G.rt!=2); int colcode; if(moving) colcode= MAN_MOVECOL; else colcode= MAN_RGB; /* when called while moving in mixed mode, do not draw when... */ if((drawflags & MAN_ROT_C)==0) return; /* Init stuff */ glDisable(GL_DEPTH_TEST); Mat4One(unitmat); qobj= gluNewQuadric(); gluQuadricDrawStyle(qobj, GLU_FILL); /* prepare for screen aligned draw */ VECCOPY(vec, rv3d->twmat[0]); size= Normalize(vec); glPushMatrix(); glTranslatef(rv3d->twmat[3][0], rv3d->twmat[3][1], rv3d->twmat[3][2]); if(arcs) { /* clipplane makes nice handles, calc here because of multmatrix but with translate! */ VECCOPY(plane, rv3d->viewinv[2]); plane[3]= -0.02*size; // clip just a bit more glClipPlane(GL_CLIP_PLANE0, plane); } /* sets view screen aligned */ glRotatef( -360.0f*saacos(rv3d->viewquat[0])/(float)M_PI, rv3d->viewquat[1], rv3d->viewquat[2], rv3d->viewquat[3]); /* Screen aligned help circle */ if(arcs) { if((G.f & G_PICKSEL)==0) { UI_ThemeColorShade(TH_BACK, -30); drawcircball(GL_LINE_LOOP, unitmat[3], size, unitmat); } } /* Screen aligned view rot circle */ if(drawflags & MAN_ROT_V) { if(G.f & G_PICKSEL) glLoadName(MAN_ROT_V); UI_ThemeColor(TH_TRANSFORM); drawcircball(GL_LINE_LOOP, unitmat[3], 1.2f*size, unitmat); if(moving) { float vec[3]; vec[0]= 0; // XXX (float)(t->imval[0] - t->center2d[0]); vec[1]= 0; // XXX (float)(t->imval[1] - t->center2d[1]); vec[2]= 0.0f; Normalize(vec); VecMulf(vec, 1.2f*size); glBegin(GL_LINES); glVertex3f(0.0f, 0.0f, 0.0f); glVertex3fv(vec); glEnd(); } } glPopMatrix(); /* apply the transform delta */ if(moving) { float matt[4][4]; Mat4CpyMat4(matt, rv3d->twmat); // to copy the parts outside of [3][3] // XXX Mat4MulMat34(matt, t->mat, rv3d->twmat); wmMultMatrix(matt); glFrontFace( is_mat4_flipped(matt)?GL_CW:GL_CCW); } else { glFrontFace( is_mat4_flipped(rv3d->twmat)?GL_CW:GL_CCW); wmMultMatrix(rv3d->twmat); } /* axes */ if(arcs==0) { if(!(G.f & G_PICKSEL)) { if( (combo & V3D_MANIP_SCALE)==0) { /* axis */ glBegin(GL_LINES); if( (drawflags & MAN_ROT_X) || (moving && (drawflags & MAN_ROT_Z)) ) { manipulator_setcolor(v3d, 'x', colcode); glVertex3f(0.2f, 0.0f, 0.0f); glVertex3f(1.0f, 0.0f, 0.0f); } if( (drawflags & MAN_ROT_Y) || (moving && (drawflags & MAN_ROT_X)) ) { manipulator_setcolor(v3d, 'y', colcode); glVertex3f(0.0f, 0.2f, 0.0f); glVertex3f(0.0f, 1.0f, 0.0f); } if( (drawflags & MAN_ROT_Z) || (moving && (drawflags & MAN_ROT_Y)) ) { manipulator_setcolor(v3d, 'z', colcode); glVertex3f(0.0f, 0.0f, 0.2f); glVertex3f(0.0f, 0.0f, 1.0f); } glEnd(); } } } if(arcs==0 && moving) { /* Z circle */ if(drawflags & MAN_ROT_Z) { if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Z); manipulator_setcolor(v3d, 'z', colcode); drawcircball(GL_LINE_LOOP, unitmat[3], 1.0, unitmat); } /* X circle */ if(drawflags & MAN_ROT_X) { if(G.f & G_PICKSEL) glLoadName(MAN_ROT_X); glRotatef(90.0, 0.0, 1.0, 0.0); manipulator_setcolor(v3d, 'x', colcode); drawcircball(GL_LINE_LOOP, unitmat[3], 1.0, unitmat); glRotatef(-90.0, 0.0, 1.0, 0.0); } /* Y circle */ if(drawflags & MAN_ROT_Y) { if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Y); glRotatef(-90.0, 1.0, 0.0, 0.0); manipulator_setcolor(v3d, 'y', colcode); drawcircball(GL_LINE_LOOP, unitmat[3], 1.0, unitmat); glRotatef(90.0, 1.0, 0.0, 0.0); } if(arcs) glDisable(GL_CLIP_PLANE0); } // donut arcs if(arcs) { glEnable(GL_CLIP_PLANE0); /* Z circle */ if(drawflags & MAN_ROT_Z) { if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Z); manipulator_setcolor(v3d, 'z', colcode); partial_donut(cusize/4.0f, 1.0f, 0, 48, 8, 48); } /* X circle */ if(drawflags & MAN_ROT_X) { if(G.f & G_PICKSEL) glLoadName(MAN_ROT_X); glRotatef(90.0, 0.0, 1.0, 0.0); manipulator_setcolor(v3d, 'x', colcode); partial_donut(cusize/4.0f, 1.0f, 0, 48, 8, 48); glRotatef(-90.0, 0.0, 1.0, 0.0); } /* Y circle */ if(drawflags & MAN_ROT_Y) { if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Y); glRotatef(-90.0, 1.0, 0.0, 0.0); manipulator_setcolor(v3d, 'y', colcode); partial_donut(cusize/4.0f, 1.0f, 0, 48, 8, 48); glRotatef(90.0, 1.0, 0.0, 0.0); } glDisable(GL_CLIP_PLANE0); } if(arcs==0) { /* Z handle on X axis */ if(drawflags & MAN_ROT_Z) { glPushMatrix(); if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Z); manipulator_setcolor(v3d, 'z', colcode); partial_donut(0.7f*cusize, 1.0f, 31, 33, 8, 64); glPopMatrix(); } /* Y handle on X axis */ if(drawflags & MAN_ROT_Y) { glPushMatrix(); if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Y); manipulator_setcolor(v3d, 'y', colcode); glRotatef(90.0, 1.0, 0.0, 0.0); glRotatef(90.0, 0.0, 0.0, 1.0); partial_donut(0.7f*cusize, 1.0f, 31, 33, 8, 64); glPopMatrix(); } /* X handle on Z axis */ if(drawflags & MAN_ROT_X) { glPushMatrix(); if(G.f & G_PICKSEL) glLoadName(MAN_ROT_X); manipulator_setcolor(v3d, 'x', colcode); glRotatef(-90.0, 0.0, 1.0, 0.0); glRotatef(90.0, 0.0, 0.0, 1.0); partial_donut(0.7f*cusize, 1.0f, 31, 33, 8, 64); glPopMatrix(); } } /* restore */ wmLoadMatrix(rv3d->viewmat); gluDeleteQuadric(qobj); if(v3d->zbuf) glEnable(GL_DEPTH_TEST); } static void drawsolidcube(float size) { static float cube[8][3] = { {-1.0, -1.0, -1.0}, {-1.0, -1.0, 1.0}, {-1.0, 1.0, 1.0}, {-1.0, 1.0, -1.0}, { 1.0, -1.0, -1.0}, { 1.0, -1.0, 1.0}, { 1.0, 1.0, 1.0}, { 1.0, 1.0, -1.0}, }; float n[3]; glPushMatrix(); glScalef(size, size, size); n[0]=0; n[1]=0; n[2]=0; glBegin(GL_QUADS); n[0]= -1.0; glNormal3fv(n); glVertex3fv(cube[0]); glVertex3fv(cube[1]); glVertex3fv(cube[2]); glVertex3fv(cube[3]); n[0]=0; glEnd(); glBegin(GL_QUADS); n[1]= -1.0; glNormal3fv(n); glVertex3fv(cube[0]); glVertex3fv(cube[4]); glVertex3fv(cube[5]); glVertex3fv(cube[1]); n[1]=0; glEnd(); glBegin(GL_QUADS); n[0]= 1.0; glNormal3fv(n); glVertex3fv(cube[4]); glVertex3fv(cube[7]); glVertex3fv(cube[6]); glVertex3fv(cube[5]); n[0]=0; glEnd(); glBegin(GL_QUADS); n[1]= 1.0; glNormal3fv(n); glVertex3fv(cube[7]); glVertex3fv(cube[3]); glVertex3fv(cube[2]); glVertex3fv(cube[6]); n[1]=0; glEnd(); glBegin(GL_QUADS); n[2]= 1.0; glNormal3fv(n); glVertex3fv(cube[1]); glVertex3fv(cube[5]); glVertex3fv(cube[6]); glVertex3fv(cube[2]); n[2]=0; glEnd(); glBegin(GL_QUADS); n[2]= -1.0; glNormal3fv(n); glVertex3fv(cube[7]); glVertex3fv(cube[4]); glVertex3fv(cube[0]); glVertex3fv(cube[3]); glEnd(); glPopMatrix(); } static void draw_manipulator_scale(View3D *v3d, RegionView3D *rv3d, int moving, int drawflags, int combo, int colcode) { float cywid= 0.25f*0.01f*(float)U.tw_handlesize; float cusize= cywid*0.75f, dz; /* when called while moving in mixed mode, do not draw when... */ if((drawflags & MAN_SCALE_C)==0) return; glDisable(GL_DEPTH_TEST); /* not in combo mode */ if( (combo & (V3D_MANIP_TRANSLATE|V3D_MANIP_ROTATE))==0) { float size, unitmat[4][4]; int shift= 0; // XXX /* center circle, do not add to selection when shift is pressed (planar constraint) */ if( (G.f & G_PICKSEL) && shift==0) glLoadName(MAN_SCALE_C); manipulator_setcolor(v3d, 'c', colcode); glPushMatrix(); size= screen_aligned(rv3d, rv3d->twmat); Mat4One(unitmat); drawcircball(GL_LINE_LOOP, unitmat[3], 0.2f*size, unitmat); glPopMatrix(); dz= 1.0; } else dz= 1.0f-4.0f*cusize; if(moving) { float matt[4][4]; Mat4CpyMat4(matt, rv3d->twmat); // to copy the parts outside of [3][3] // XXX Mat4MulMat34(matt, t->mat, rv3d->twmat); wmMultMatrix(matt); glFrontFace( is_mat4_flipped(matt)?GL_CW:GL_CCW); } else { wmMultMatrix(rv3d->twmat); glFrontFace( is_mat4_flipped(rv3d->twmat)?GL_CW:GL_CCW); } /* axis */ /* in combo mode, this is always drawn as first type */ draw_manipulator_axes(v3d, colcode, drawflags & MAN_SCALE_X, drawflags & MAN_SCALE_Y, drawflags & MAN_SCALE_Z); /* Z cube */ glTranslatef(0.0, 0.0, dz); if(drawflags & MAN_SCALE_Z) { if(G.f & G_PICKSEL) glLoadName(MAN_SCALE_Z); manipulator_setcolor(v3d, 'z', colcode); drawsolidcube(cusize); } /* X cube */ glTranslatef(dz, 0.0, -dz); if(drawflags & MAN_SCALE_X) { if(G.f & G_PICKSEL) glLoadName(MAN_SCALE_X); manipulator_setcolor(v3d, 'x', colcode); drawsolidcube(cusize); } /* Y cube */ glTranslatef(-dz, dz, 0.0); if(drawflags & MAN_SCALE_Y) { if(G.f & G_PICKSEL) glLoadName(MAN_SCALE_Y); manipulator_setcolor(v3d, 'y', colcode); drawsolidcube(cusize); } /* if shiftkey, center point as last, for selectbuffer order */ if(G.f & G_PICKSEL) { int shift= 0; // XXX if(shift) { glTranslatef(0.0, -dz, 0.0); glLoadName(MAN_SCALE_C); glBegin(GL_POINTS); glVertex3f(0.0, 0.0, 0.0); glEnd(); } } /* restore */ wmLoadMatrix(rv3d->viewmat); if(v3d->zbuf) glEnable(GL_DEPTH_TEST); glFrontFace(GL_CCW); } static void draw_cone(GLUquadricObj *qobj, float len, float width) { glTranslatef(0.0, 0.0, -0.5f*len); gluCylinder(qobj, width, 0.0, len, 8, 1); gluQuadricOrientation(qobj, GLU_INSIDE); gluDisk(qobj, 0.0, width, 8, 1); gluQuadricOrientation(qobj, GLU_OUTSIDE); glTranslatef(0.0, 0.0, 0.5f*len); } static void draw_cylinder(GLUquadricObj *qobj, float len, float width) { width*= 0.8f; // just for beauty glTranslatef(0.0, 0.0, -0.5f*len); gluCylinder(qobj, width, width, len, 8, 1); gluQuadricOrientation(qobj, GLU_INSIDE); gluDisk(qobj, 0.0, width, 8, 1); gluQuadricOrientation(qobj, GLU_OUTSIDE); glTranslatef(0.0, 0.0, len); gluDisk(qobj, 0.0, width, 8, 1); glTranslatef(0.0, 0.0, -0.5f*len); } static void draw_manipulator_translate(View3D *v3d, RegionView3D *rv3d, int moving, int drawflags, int combo, int colcode) { GLUquadricObj *qobj; float cylen= 0.01f*(float)U.tw_handlesize; float cywid= 0.25f*cylen, dz, size; float unitmat[4][4]; int shift= 0; // XXX /* when called while moving in mixed mode, do not draw when... */ if((drawflags & MAN_TRANS_C)==0) return; // XXX if(moving) glTranslatef(t->vec[0], t->vec[1], t->vec[2]); glDisable(GL_DEPTH_TEST); qobj= gluNewQuadric(); gluQuadricDrawStyle(qobj, GLU_FILL); /* center circle, do not add to selection when shift is pressed (planar constraint) */ if( (G.f & G_PICKSEL) && shift==0) glLoadName(MAN_TRANS_C); manipulator_setcolor(v3d, 'c', colcode); glPushMatrix(); size= screen_aligned(rv3d, rv3d->twmat); Mat4One(unitmat); drawcircball(GL_LINE_LOOP, unitmat[3], 0.2f*size, unitmat); glPopMatrix(); /* and now apply matrix, we move to local matrix drawing */ wmMultMatrix(rv3d->twmat); /* axis */ glLoadName(-1); // translate drawn as last, only axis when no combo with scale, or for ghosting if((combo & V3D_MANIP_SCALE)==0 || colcode==MAN_GHOST) draw_manipulator_axes(v3d, colcode, drawflags & MAN_TRANS_X, drawflags & MAN_TRANS_Y, drawflags & MAN_TRANS_Z); /* offset in combo mode, for rotate a bit more */ if(combo & (V3D_MANIP_ROTATE)) dz= 1.0f+2.0f*cylen; else if(combo & (V3D_MANIP_SCALE)) dz= 1.0f+0.5f*cylen; else dz= 1.0f; /* Z Cone */ glTranslatef(0.0, 0.0, dz); if(drawflags & MAN_TRANS_Z) { if(G.f & G_PICKSEL) glLoadName(MAN_TRANS_Z); manipulator_setcolor(v3d, 'z', colcode); draw_cone(qobj, cylen, cywid); } /* X Cone */ glTranslatef(dz, 0.0, -dz); if(drawflags & MAN_TRANS_X) { if(G.f & G_PICKSEL) glLoadName(MAN_TRANS_X); glRotatef(90.0, 0.0, 1.0, 0.0); manipulator_setcolor(v3d, 'x', colcode); draw_cone(qobj, cylen, cywid); glRotatef(-90.0, 0.0, 1.0, 0.0); } /* Y Cone */ glTranslatef(-dz, dz, 0.0); if(drawflags & MAN_TRANS_Y) { if(G.f & G_PICKSEL) glLoadName(MAN_TRANS_Y); glRotatef(-90.0, 1.0, 0.0, 0.0); manipulator_setcolor(v3d, 'y', colcode); draw_cone(qobj, cylen, cywid); } gluDeleteQuadric(qobj); wmLoadMatrix(rv3d->viewmat); if(v3d->zbuf) glEnable(GL_DEPTH_TEST); } static void draw_manipulator_rotate_cyl(View3D *v3d, RegionView3D *rv3d, int moving, int drawflags, int combo, int colcode) { GLUquadricObj *qobj; float size; float cylen= 0.01f*(float)U.tw_handlesize; float cywid= 0.25f*cylen; /* when called while moving in mixed mode, do not draw when... */ if((drawflags & MAN_ROT_C)==0) return; /* prepare for screen aligned draw */ glPushMatrix(); size= screen_aligned(rv3d, rv3d->twmat); glDisable(GL_DEPTH_TEST); qobj= gluNewQuadric(); /* Screen aligned view rot circle */ if(drawflags & MAN_ROT_V) { float unitmat[4][4]; Mat4One(unitmat); if(G.f & G_PICKSEL) glLoadName(MAN_ROT_V); UI_ThemeColor(TH_TRANSFORM); drawcircball(GL_LINE_LOOP, unitmat[3], 1.2f*size, unitmat); if(moving) { float vec[3]; vec[0]= 0; // XXX (float)(t->imval[0] - t->center2d[0]); vec[1]= 0; // XXX (float)(t->imval[1] - t->center2d[1]); vec[2]= 0.0f; Normalize(vec); VecMulf(vec, 1.2f*size); glBegin(GL_LINES); glVertex3f(0.0, 0.0, 0.0); glVertex3fv(vec); glEnd(); } } glPopMatrix(); /* apply the transform delta */ if(moving) { float matt[4][4]; Mat4CpyMat4(matt, rv3d->twmat); // to copy the parts outside of [3][3] // XXX if (t->flag & T_USES_MANIPULATOR) { // XXX Mat4MulMat34(matt, t->mat, rv3d->twmat); // XXX } wmMultMatrix(matt); } else { wmMultMatrix(rv3d->twmat); } glFrontFace( is_mat4_flipped(rv3d->twmat)?GL_CW:GL_CCW); /* axis */ if( (G.f & G_PICKSEL)==0 ) { // only draw axis when combo didn't draw scale axes if((combo & V3D_MANIP_SCALE)==0) draw_manipulator_axes(v3d, colcode, drawflags & MAN_ROT_X, drawflags & MAN_ROT_Y, drawflags & MAN_ROT_Z); /* only has to be set when not in picking */ gluQuadricDrawStyle(qobj, GLU_FILL); } /* Z cyl */ glTranslatef(0.0, 0.0, 1.0); if(drawflags & MAN_ROT_Z) { if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Z); manipulator_setcolor(v3d, 'z', colcode); draw_cylinder(qobj, cylen, cywid); } /* X cyl */ glTranslatef(1.0, 0.0, -1.0); if(drawflags & MAN_ROT_X) { if(G.f & G_PICKSEL) glLoadName(MAN_ROT_X); glRotatef(90.0, 0.0, 1.0, 0.0); manipulator_setcolor(v3d, 'x', colcode); draw_cylinder(qobj, cylen, cywid); glRotatef(-90.0, 0.0, 1.0, 0.0); } /* Y cylinder */ glTranslatef(-1.0, 1.0, 0.0); if(drawflags & MAN_ROT_Y) { if(G.f & G_PICKSEL) glLoadName(MAN_ROT_Y); glRotatef(-90.0, 1.0, 0.0, 0.0); manipulator_setcolor(v3d, 'y', colcode); draw_cylinder(qobj, cylen, cywid); } /* restore */ gluDeleteQuadric(qobj); wmLoadMatrix(rv3d->viewmat); if(v3d->zbuf) glEnable(GL_DEPTH_TEST); } /* ********************************************* */ static float get_manipulator_drawsize(ARegion *ar) { RegionView3D *rv3d= ar->regiondata; float size = get_drawsize(ar, rv3d->twmat[3]); size*= (float)U.tw_size; return size; } /* main call, does calc centers & orientation too */ /* uses global G.moving */ static int drawflags= 0xFFFF; // only for the calls below, belongs in scene...? void BIF_draw_manipulator(const bContext *C) { ScrArea *sa= CTX_wm_area(C); ARegion *ar= CTX_wm_region(C); Scene *scene= CTX_data_scene(C); View3D *v3d= sa->spacedata.first; RegionView3D *rv3d= ar->regiondata; int totsel; if(!(v3d->twflag & V3D_USE_MANIPULATOR)) return; if(G.moving && (G.moving & G_TRANSFORM_MANIP)==0) return; if(G.moving==0) { v3d->twflag &= ~V3D_DRAW_MANIPULATOR; totsel= calc_manipulator_stats(C); if(totsel==0) return; drawflags= v3d->twdrawflag; /* set in calc_manipulator_stats */ v3d->twflag |= V3D_DRAW_MANIPULATOR; /* now we can define center */ switch(v3d->around) { case V3D_CENTER: case V3D_ACTIVE: rv3d->twmat[3][0]= (scene->twmin[0] + scene->twmax[0])/2.0f; rv3d->twmat[3][1]= (scene->twmin[1] + scene->twmax[1])/2.0f; rv3d->twmat[3][2]= (scene->twmin[2] + scene->twmax[2])/2.0f; if(v3d->around==V3D_ACTIVE && scene->obedit==NULL) { Object *ob= OBACT; if(ob && !(ob->flag & OB_POSEMODE)) VECCOPY(rv3d->twmat[3], ob->obmat[3]); } break; case V3D_LOCAL: case V3D_CENTROID: VECCOPY(rv3d->twmat[3], scene->twcent); break; case V3D_CURSOR: VECCOPY(rv3d->twmat[3], give_cursor(scene, v3d)); break; } Mat4MulFloat3((float *)rv3d->twmat, get_manipulator_drawsize(ar)); } if(v3d->twflag & V3D_DRAW_MANIPULATOR) { if(v3d->twtype & V3D_MANIP_ROTATE) { /* rotate has special ghosting draw, for pie chart */ if(G.moving) draw_manipulator_rotate_ghost(v3d, rv3d, drawflags); if(G.moving) glEnable(GL_BLEND); if(G.rt==3) { if(G.moving) draw_manipulator_rotate_cyl(v3d, rv3d, 1, drawflags, v3d->twtype, MAN_MOVECOL); else draw_manipulator_rotate_cyl(v3d, rv3d, 0, drawflags, v3d->twtype, MAN_RGB); } else draw_manipulator_rotate(v3d, rv3d, G.moving, drawflags, v3d->twtype); glDisable(GL_BLEND); } if(v3d->twtype & V3D_MANIP_SCALE) { if(G.moving) { glEnable(GL_BLEND); draw_manipulator_scale(v3d, rv3d, 0, drawflags, v3d->twtype, MAN_GHOST); draw_manipulator_scale(v3d, rv3d, 1, drawflags, v3d->twtype, MAN_MOVECOL); glDisable(GL_BLEND); } else draw_manipulator_scale(v3d, rv3d, 0, drawflags, v3d->twtype, MAN_RGB); } if(v3d->twtype & V3D_MANIP_TRANSLATE) { if(G.moving) { glEnable(GL_BLEND); draw_manipulator_translate(v3d, rv3d, 0, drawflags, v3d->twtype, MAN_GHOST); draw_manipulator_translate(v3d, rv3d, 1, drawflags, v3d->twtype, MAN_MOVECOL); glDisable(GL_BLEND); } else draw_manipulator_translate(v3d, rv3d, 0, drawflags, v3d->twtype, MAN_RGB); } } } static int manipulator_selectbuf(ScrArea *sa, ARegion *ar, short *mval, float hotspot) { View3D *v3d= sa->spacedata.first; RegionView3D *rv3d= ar->regiondata; rctf rect; GLuint buffer[64]; // max 4 items per select, so large enuf short hits; extern void setwinmatrixview3d(ARegion *ar, View3D *v3d, rctf *rect); // XXX check a bit later on this... (ton) G.f |= G_PICKSEL; rect.xmin= mval[0]-hotspot; rect.xmax= mval[0]+hotspot; rect.ymin= mval[1]-hotspot; rect.ymax= mval[1]+hotspot; setwinmatrixview3d(ar, v3d, &rect); Mat4MulMat4(rv3d->persmat, rv3d->viewmat, rv3d->winmat); glSelectBuffer( 64, buffer); glRenderMode(GL_SELECT); glInitNames(); /* these two calls whatfor? It doesnt work otherwise */ glPushName(-2); /* do the drawing */ if(v3d->twtype & V3D_MANIP_ROTATE) { if(G.rt==3) draw_manipulator_rotate_cyl(v3d, rv3d, 0, MAN_ROT_C & v3d->twdrawflag, v3d->twtype, MAN_RGB); else draw_manipulator_rotate(v3d, rv3d, 0, MAN_ROT_C & v3d->twdrawflag, v3d->twtype); } if(v3d->twtype & V3D_MANIP_SCALE) draw_manipulator_scale(v3d, rv3d, 0, MAN_SCALE_C & v3d->twdrawflag, v3d->twtype, MAN_RGB); if(v3d->twtype & V3D_MANIP_TRANSLATE) draw_manipulator_translate(v3d, rv3d, 0, MAN_TRANS_C & v3d->twdrawflag, v3d->twtype, MAN_RGB); glPopName(); hits= glRenderMode(GL_RENDER); G.f &= ~G_PICKSEL; setwinmatrixview3d(ar, v3d, NULL); Mat4MulMat4(rv3d->persmat, rv3d->viewmat, rv3d->winmat); if(hits==1) return buffer[3]; else if(hits>1) { GLuint val, dep, mindep=0, mindeprot=0, minval=0, minvalrot=0; int a; /* we compare the hits in buffer, but value centers highest */ /* we also store the rotation hits separate (because of arcs) and return hits on other widgets if there are */ for(a=0; aspacedata.first; ARegion *ar= CTX_wm_region(C); int constraint_axis[3] = {0, 0, 0}; int val; int shift = event->shift; if(!(v3d->twflag & V3D_USE_MANIPULATOR)) return 0; if(!(v3d->twflag & V3D_DRAW_MANIPULATOR)) return 0; // find the hotspots first test narrow hotspot val= manipulator_selectbuf(sa, ar, event->mval, 0.5f*(float)U.tw_hotspot); if(val) { // drawflags still global, for drawing call above drawflags= manipulator_selectbuf(sa, ar, event->mval, 0.2f*(float)U.tw_hotspot); if(drawflags==0) drawflags= val; if (drawflags & MAN_TRANS_C) { switch(drawflags) { case MAN_TRANS_C: break; case MAN_TRANS_X: if(shift) { constraint_axis[1] = 1; constraint_axis[2] = 1; } else constraint_axis[0] = 1; break; case MAN_TRANS_Y: if(shift) { constraint_axis[0] = 1; constraint_axis[2] = 1; } else constraint_axis[1] = 1; break; case MAN_TRANS_Z: if(shift) { constraint_axis[0] = 1; constraint_axis[1] = 1; } else constraint_axis[2] = 1; break; } RNA_boolean_set_array(op->ptr, "constraint_axis", constraint_axis); WM_operator_name_call(C, "TFM_OT_translate", WM_OP_INVOKE_REGION_WIN, op->ptr); } else if (drawflags & MAN_SCALE_C) { switch(drawflags) { case MAN_SCALE_X: if(shift) { constraint_axis[1] = 1; constraint_axis[2] = 1; } else constraint_axis[0] = 1; break; case MAN_SCALE_Y: if(shift) { constraint_axis[0] = 1; constraint_axis[2] = 1; } else constraint_axis[1] = 1; break; case MAN_SCALE_Z: if(shift) { constraint_axis[0] = 1; constraint_axis[1] = 1; } else constraint_axis[2] = 1; break; } RNA_boolean_set_array(op->ptr, "constraint_axis", constraint_axis); WM_operator_name_call(C, "TFM_OT_resize", WM_OP_INVOKE_REGION_WIN, op->ptr); } else if (drawflags == MAN_ROT_T) { /* trackball need special case, init is different */ WM_operator_name_call(C, "TFM_OT_trackball", WM_OP_INVOKE_REGION_WIN, op->ptr); } else if (drawflags & MAN_ROT_C) { switch(drawflags) { case MAN_ROT_X: constraint_axis[0] = 1; break; case MAN_ROT_Y: constraint_axis[1] = 1; break; case MAN_ROT_Z: constraint_axis[2] = 1; break; } RNA_boolean_set_array(op->ptr, "constraint_axis", constraint_axis); WM_operator_name_call(C, "TFM_OT_rotate", WM_OP_INVOKE_REGION_WIN, op->ptr); } } /* after transform, restore drawflags */ drawflags= 0xFFFF; return val; }