/** * $Id$ * * ***** 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 #include #include #ifdef HAVE_CONFIG_H #include #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; amat); 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) { 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; idata; 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; abone->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; apathflag & ARM_PATH_FNUMS) { for (a=0, fp=fp_start; 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; anext) { 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; anext) { 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; CFRAzbuf) 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= 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(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 ******************* */