/** * $Id$ * * ***** 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 "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" /* 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}, }; /* *************** Armature drawing, helper calls for parts ******************* */ static void drawsolidcube_size(float xsize, float ysize, float zsize) { float n[3]; glScalef(xsize, ysize, zsize); 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(); } static void drawcube_size(float xsize, float ysize, float zsize) { glScalef(xsize, ysize, zsize); 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_LINE_STRIP); glVertex3fv(cube[1]); glVertex3fv(cube[5]); glEnd(); glBegin(GL_LINE_STRIP); glVertex3fv(cube[2]); glVertex3fv(cube[6]); glEnd(); glBegin(GL_LINE_STRIP); glVertex3fv(cube[3]); glVertex3fv(cube[7]); glEnd(); } 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)){ 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 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 { 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 != Normalise(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) { /* in black or selection color */ 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); } /* Draw root point if we are not connected */ if (!(boneflag & BONE_CONNECTED)){ 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 != Normalise(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) { 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); } else if(dt==OB_SOLID) BIF_ThemeColorShade(TH_BONE_SOLID, -30); /* Draw root point if we are not connected */ if (!(boneflag & BONE_CONNECTED)){ 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) { 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); } 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 char bm_dot6[]= {0x0, 0x18, 0x3C, 0x7E, 0x7E, 0x3C, 0x18, 0x0}; static char bm_dot8[]= {0x3C, 0x7E, 0xFF, 0xFF, 0xFF, 0xFF, 0x7E, 0x3C}; static char bm_dot5[]= {0x0, 0x0, 0x10, 0x38, 0x7c, 0x38, 0x10, 0x0}; static char 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) { /* outline in black or selection color */ 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); } else if (armflag & ARM_EDITMODE) { BIF_ThemeColor(TH_WIRE); } /* Draw root point if we are not connected */ if (!(boneflag & BONE_CONNECTED)){ 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) { /* inner part in background color or constraint */ if(constflag) { 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 BIF_ThemeColor(TH_BONE_POSE); // PCHAN_HAS_ACTION } else BIF_ThemeColor(TH_BACK); } } glLineWidth(2.0); /* Draw root point if we are not connected */ if (!(boneflag & BONE_CONNECTED)){ 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_ThemeColor(TH_BACK); } 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); 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) { 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); } else BIF_ThemeColor(TH_BONE_SOLID); } 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); 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) { glEnable(GL_BLEND); 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 BIF_ThemeColor4(TH_BONE_POSE); // PCHAN_HAS_ACTION draw_b_bone_boxes(OB_SOLID, pchan, xwidth, length, zwidth); glDisable(GL_BLEND); /* restore colors */ 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); } } 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) { 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); } else BIF_ThemeColor(TH_BONE_SOLID); } 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) { glEnable(GL_BLEND); 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 BIF_ThemeColor4(TH_BONE_POSE); // PCHAN_HAS_ACTION draw_bone_solid_octahedral(); glDisable(GL_BLEND); /* restore colors */ 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); } } draw_bone_octahedral(); } else { /* solid */ 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 || ob->type!=OB_MESH) return; glScalef(length, length, length); /* colors for posemode */ if (armflag & ARM_POSEMODE) { 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); } 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) { 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; setlinestyle(3); glBegin(GL_LINES); /* exclude tip from chain? */ if(!(data->flag & CONSTRAINT_IK_TIP)) 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)) { 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]); if(a==-16) i= 0; else i= 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]); if(a==-16) i= 2; else i= 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); } glPopMatrix(); // out of cone, out of bone } } } } } } } /* 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; int do_dashed= 1; short flag, constflag; /* hacky... prevent outline select from drawing dashed helplines */ glGetFloatv(GL_LINE_WIDTH, &tmp); if(tmp > 1.1) do_dashed= 0; if (G.vd->flag & V3D_HIDE_HELPLINES) do_dashed= 0; /* 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))) { 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)) { 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)) flag &= ~BONE_CONNECTED; if(pchan->custom && !(arm->flag & ARM_NO_CUSTOM)) 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 are dawn in next loop */ if(arm->drawtype!=ARM_LINE) { glLoadName (index & 0xFFFF); // object tag, for bordersel optim 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)) { if(bone->layer & arm->layer) { if (do_dashed && bone->parent) { /* Draw a line from our root to the parent's tip */ if(!(bone->flag & BONE_CONNECTED) ){ 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 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); } } } } if(arm->drawtype!=ARM_ENVELOPE) { glPushMatrix(); glMultMatrixf(pchan->pose_mat); } /* catch exception for bone with hidden parent */ flag= bone->flag; if(bone->parent && (bone->parent->flag & BONE_HIDDEN_P)) 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; if(pchan->custom && !(arm->flag & ARM_NO_CUSTOM)) { if(dtcustom, OB_WIRE, arm->flag, flag, index, bone->length); } else if(arm->drawtype==ARM_ENVELOPE) { if(dtflag, 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); } if(arm->drawtype!=ARM_ENVELOPE) glPopMatrix(); } } if (index!= -1) index+= 0x10000; // pose bones count in higher 2 bytes only } /* 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)==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); 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 */ 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))) 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)) { 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)) { /* 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(dtflag, 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)) { 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); } } } /* in view space */ static void draw_pose_paths(Object *ob) { bArmature *arm= ob->data; bPoseChannel *pchan; bAction *act; bActionChannel *achan; CfraElem *ce; ListBase ak; float *fp; int a; int stepsize, sfra; if(G.vd->zbuf) glDisable(GL_DEPTH_TEST); glPushMatrix(); glLoadMatrixf(G.vd->viewmat); 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; } sfra= pchan->pathsf; /* draw curve-line of path */ BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.7); glBegin(GL_LINE_STRIP); for(a=0, fp= pchan->path; apathlen; a++, fp+=3) glVertex3fv(fp); glEnd(); glPointSize(1.0); /* draw little black point at each frame * NOTE: this is not really visible/noticable */ glBegin(GL_POINTS); for(a=0, fp= pchan->path; apathlen; a++, fp+=3) glVertex3fv(fp); glEnd(); /* Draw little white dots at each framestep value */ BIF_ThemeColor(TH_TEXT_HI); glBegin(GL_POINTS); for(a=0, fp= pchan->path; apathlen; a+=stepsize, fp+=(stepsize*3)) glVertex3fv(fp); glEnd(); /* Draw frame numbers at each framestep value */ if (arm->pathflag & ARM_PATH_FNUMS) { for(a=0, fp= pchan->path; apathlen; a+=stepsize, fp+=(stepsize*3)) { char str[32]; /* only draw framenum if several consecutive highlighted points occur on same point */ if (a == 0) { glRasterPos3fv(fp); sprintf(str, " %d\n", (a+sfra)); BMF_DrawString(G.font, str); } else if ((a > stepsize) && (a < pchan->pathlen-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 */ ak.first = ak.last = NULL; act= ob_get_action(ob); if (act) { achan= get_action_channel(act, pchan->name); if (achan) ipo_to_keylist(achan->ipo, &ak, NULL); } /* Draw little yellow dots at each keyframe */ BIF_ThemeColor(TH_VERTEX_SELECT); glBegin(GL_POINTS); for(a=0, fp= pchan->path; apathlen; a++, fp+=3) { for (ce= ak.first; ce; ce= ce->next) { if (ce->cfra == (a+sfra)) glVertex3fv(fp); } } glEnd(); /* Draw frame numbers of keyframes */ if (arm->pathflag & ARM_PATH_FNUMS) { for(a=0, fp= pchan->path; apathlen; a++, fp+=3) { for (ce= ak.first; ce; ce= ce->next) { if (ce->cfra == (a+sfra)) { char str[32]; glRasterPos3fv(fp); sprintf(str, " %d\n", (a+sfra)); BMF_DrawString(G.font, str); } } } } BLI_freelistN(&ak); } } } } if(G.vd->zbuf) glEnable(GL_DEPTH_TEST); glPopMatrix(); } /* 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 */ 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); free_pose_channels(posen); MEM_freeN(posen); /* restore */ CFRA= cfrao; ob->pose= poseo; arm->flag= flago; armature_rebuild_pose(ob, ob->data); ob->flag |= OB_POSEMODE; ob->ipoflag= ipoflago; } /* 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 */ 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); free_pose_channels(posen); MEM_freeN(posen); /* restore */ CFRA= cfrao; ob->pose= poseo; arm->flag= flago; armature_rebuild_pose(ob, ob->data); ob->flag |= OB_POSEMODE; ob->ipoflag= ipoflago; } /* called from drawobject.c, return 1 if nothing was drawn */ int draw_armature(Base *base, int dt) { 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->ghostep) draw_ghost_poses(base); } 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 ******************* */