/** * $Id$ * * ***** BEGIN GPL/BL DUAL LICENSE BLOCK ***** * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 2 * of the License, or (at your option) any later version. The Blender * Foundation also sells licenses for use in proprietary software under * the Blender License. See http://www.blender.org/BL/ for information * about this. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software Foundation, * Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. * * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV. * All rights reserved. * * The Original Code is: all of this file. * * Contributor(s): none yet. * * ***** END GPL/BL DUAL LICENSE BLOCK ***** */ //#define NAN_LINEAR_PHYSICS #include #include #ifndef WIN32 #include #include #else #include #endif #include "MEM_guardedalloc.h" #include "PIL_time.h" #include "BMF_Api.h" #include "IMB_imbuf_types.h" #include "DNA_action_types.h" #include "DNA_armature_types.h" #include "DNA_camera_types.h" #include "DNA_constraint_types.h" #include "DNA_curve_types.h" #include "DNA_group_types.h" #include "DNA_image_types.h" #include "DNA_lattice_types.h" #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_meta_types.h" #include "DNA_object_types.h" #include "DNA_screen_types.h" #include "DNA_scene_types.h" #include "DNA_space_types.h" #include "DNA_texture_types.h" #include "DNA_userdef_types.h" #include "DNA_view3d_types.h" #include "DNA_world_types.h" #include "BLI_blenlib.h" #include "BLI_arithb.h" #include "BLI_editVert.h" #include "BKE_action.h" #include "BKE_armature.h" #include "BKE_anim.h" #include "BKE_constraint.h" #include "BKE_curve.h" #include "BKE_displist.h" #include "BKE_depsgraph.h" #include "BKE_global.h" #include "BKE_lattice.h" #include "BKE_library.h" #include "BKE_image.h" #include "BKE_ipo.h" #include "BKE_key.h" #include "BKE_main.h" #include "BKE_object.h" #include "BKE_texture.h" #include "BKE_utildefines.h" #include "BIF_butspace.h" #include "BIF_drawimage.h" #include "BIF_editgroup.h" #include "BIF_editarmature.h" #include "BIF_editmesh.h" #include "BIF_gl.h" #include "BIF_glutil.h" #include "BIF_interface.h" #include "BIF_interface_icons.h" #include "BIF_mywindow.h" #include "BIF_poseobject.h" #include "BIF_previewrender.h" #include "BIF_resources.h" #include "BIF_screen.h" #include "BIF_space.h" #include "BDR_drawmesh.h" #include "BDR_drawobject.h" #include "BDR_editobject.h" #include "BDR_vpaint.h" #include "BSE_drawview.h" #include "BSE_filesel.h" #include "BSE_headerbuttons.h" #include "BSE_seqaudio.h" #include "BSE_trans_types.h" #include "BSE_time.h" #include "BSE_view.h" #include "BPY_extern.h" #include "blendef.h" #include "mydevice.h" #include "butspace.h" // event codes #include "BIF_transform.h" /* Modules used */ #include "radio.h" /* locals */ void drawname(Object *ob); void star_stuff_init_func(void); void star_stuff_vertex_func(float* i); void star_stuff_term_func(void); void star_stuff_init_func(void) { cpack(-1); glPointSize(1.0); glBegin(GL_POINTS); } void star_stuff_vertex_func(float* i) { glVertex3fv(i); } void star_stuff_term_func(void) { glEnd(); } void setalpha_bgpic(BGpic *bgpic) { int x, y, alph; char *rect; alph= (int)(255.0*(1.0-bgpic->blend)); rect= (char *)bgpic->rect; for(y=0; y< bgpic->yim; y++) { for(x= bgpic->xim; x>0; x--, rect+=4) { rect[3]= alph; } } } void default_gl_light(void) { int a; /* initialize */ if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) { U.light[0].flag= 1; U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9; U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8; U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5; U.light[0].spec[3]= 1.0; U.light[1].flag= 0; U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1; U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8; U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5; U.light[1].spec[3]= 1.0; U.light[2].flag= 0; U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2; U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4; U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3; U.light[2].spec[3]= 1.0; } glLightfv(GL_LIGHT0, GL_POSITION, U.light[0].vec); glLightfv(GL_LIGHT0, GL_DIFFUSE, U.light[0].col); glLightfv(GL_LIGHT0, GL_SPECULAR, U.light[0].spec); glLightfv(GL_LIGHT1, GL_POSITION, U.light[1].vec); glLightfv(GL_LIGHT1, GL_DIFFUSE, U.light[1].col); glLightfv(GL_LIGHT1, GL_SPECULAR, U.light[1].spec); glLightfv(GL_LIGHT2, GL_POSITION, U.light[2].vec); glLightfv(GL_LIGHT2, GL_DIFFUSE, U.light[2].col); glLightfv(GL_LIGHT2, GL_SPECULAR, U.light[2].spec); for(a=0; a<8; a++) { if(a<3) { if(U.light[a].flag) glEnable(GL_LIGHT0+a); else glDisable(GL_LIGHT0+a); // clear stuff from other opengl lamp usage glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0); glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0); glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0); } else glDisable(GL_LIGHT0+a); } glDisable(GL_LIGHTING); glDisable(GL_COLOR_MATERIAL); } /* also called when render 'ogl' */ void init_gl_stuff(void) { float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 }; float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 }; float mat_shininess[] = { 35.0 }; int a, x, y; GLubyte pat[32*32]; const GLubyte *patc= pat; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient); glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular); glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular); glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess); default_gl_light(); /* no local viewer, looks ugly in ortho mode */ /* glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &one); */ glDepthFunc(GL_LEQUAL); /* scaling matrices */ glEnable(GL_NORMALIZE); glShadeModel(GL_FLAT); glDisable(GL_ALPHA_TEST); glDisable(GL_BLEND); glDisable(GL_DEPTH_TEST); glDisable(GL_FOG); glDisable(GL_LIGHTING); glDisable(GL_LOGIC_OP); glDisable(GL_STENCIL_TEST); glDisable(GL_TEXTURE_1D); glDisable(GL_TEXTURE_2D); glPixelTransferi(GL_MAP_COLOR, GL_FALSE); glPixelTransferi(GL_RED_SCALE, 1); glPixelTransferi(GL_RED_BIAS, 0); glPixelTransferi(GL_GREEN_SCALE, 1); glPixelTransferi(GL_GREEN_BIAS, 0); glPixelTransferi(GL_BLUE_SCALE, 1); glPixelTransferi(GL_BLUE_BIAS, 0); glPixelTransferi(GL_ALPHA_SCALE, 1); glPixelTransferi(GL_ALPHA_BIAS, 0); glPixelTransferi(GL_DEPTH_BIAS, 0); glPixelTransferi(GL_DEPTH_SCALE, 1); glDepthRange(0.0, 1.0); a= 0; for(x=0; x<32; x++) { for(y=0; y<4; y++) { if( (x) & 1) pat[a++]= 0x88; else pat[a++]= 0x22; } } glPolygonStipple(patc); init_realtime_GL(); } void circf(float x, float y, float rad) { GLUquadricObj *qobj = gluNewQuadric(); gluQuadricDrawStyle(qobj, GLU_FILL); glPushMatrix(); glTranslatef(x, y, 0.); gluDisk( qobj, 0.0, rad, 32, 1); glPopMatrix(); gluDeleteQuadric(qobj); } void circ(float x, float y, float rad) { GLUquadricObj *qobj = gluNewQuadric(); gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); glPushMatrix(); glTranslatef(x, y, 0.); gluDisk( qobj, 0.0, rad, 32, 1); glPopMatrix(); gluDeleteQuadric(qobj); } /* ********** ********** */ static void draw_bgpic(void) { BGpic *bgpic; Image *ima; float vec[4], fac, asp, zoomx, zoomy; float x1, y1, x2, y2, cx, cy; bgpic= G.vd->bgpic; if(bgpic==0) return; if(bgpic->tex) { // init_render_texture(bgpic->tex); free_unused_animimages(); ima= bgpic->tex->ima; } else { ima= bgpic->ima; } if(ima==0) return; if(ima->ok==0) return; tag_image_time(ima); /* test for image */ if(ima->ibuf==0) { if(bgpic->rect) MEM_freeN(bgpic->rect); bgpic->rect= 0; if(bgpic->tex) { ima_ibuf_is_nul(bgpic->tex, bgpic->tex->ima); } else { waitcursor(1); load_image(ima, IB_rect, G.sce, G.scene->r.cfra); waitcursor(0); } if(ima->ibuf==0) { ima->ok= 0; return; } } if(bgpic->rect==0) { bgpic->rect= MEM_dupallocN(ima->ibuf->rect); bgpic->xim= ima->ibuf->x; bgpic->yim= ima->ibuf->y; setalpha_bgpic(bgpic); } if(G.vd->persp==2) { rcti vb; calc_viewborder(G.vd, &vb); x1= vb.xmin; y1= vb.ymin; x2= vb.xmax; y2= vb.ymax; } else { float sco[2]; /* calc window coord */ initgrabz(0.0, 0.0, 0.0); window_to_3d(vec, 1, 0); fac= MAX3( fabs(vec[0]), fabs(vec[1]), fabs(vec[1]) ); fac= 1.0/fac; asp= ( (float)ima->ibuf->y)/(float)ima->ibuf->x; vec[0] = vec[1] = vec[2] = 0.0; view3d_project_float(curarea, vec, sco, G.vd->persmat); cx = sco[0]; cy = sco[1]; x1= cx+ fac*(bgpic->xof-bgpic->size); y1= cy+ asp*fac*(bgpic->yof-bgpic->size); x2= cx+ fac*(bgpic->xof+bgpic->size); y2= cy+ asp*fac*(bgpic->yof+bgpic->size); } /* complete clip? */ if(x2 < 0 ) return; if(y2 < 0 ) return; if(x1 > curarea->winx ) return; if(y1 > curarea->winy ) return; zoomx= (x2-x1)/ima->ibuf->x; zoomy= (y2-y1)/ima->ibuf->y; glEnable(GL_BLEND); if(G.vd->zbuf) glDisable(GL_DEPTH_TEST); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glMatrixMode(GL_PROJECTION); glPushMatrix(); glMatrixMode(GL_MODELVIEW); glPushMatrix(); glaDefine2DArea(&curarea->winrct); glPixelZoom(zoomx, zoomy); glaDrawPixelsSafe(x1, y1, ima->ibuf->x, ima->ibuf->y, ima->ibuf->x, GL_RGBA, GL_UNSIGNED_BYTE, bgpic->rect); glPixelZoom(1.0, 1.0); glMatrixMode(GL_PROJECTION); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); glBlendFunc(GL_ONE, GL_ZERO); glDisable(GL_BLEND); if(G.vd->zbuf) glEnable(GL_DEPTH_TEST); areawinset(curarea->win); // restore viewport / scissor } static void drawgrid_draw(float wx, float wy, float x, float y, float dx) { float fx, fy; x+= (wx); y+= (wy); fx= x/dx; fx= x-dx*floor(fx); while(fx< curarea->winx) { fdrawline(fx, 0.0, fx, (float)curarea->winy); fx+= dx; } fy= y/dx; fy= y-dx*floor(fy); while(fy< curarea->winy) { fdrawline(0.0, fy, (float)curarea->winx, fy); fy+= dx; } } // not intern, called in editobject for constraint axis too void make_axis_color(char *col, char *col2, char axis) { if(axis=='x') { col2[0]= col[0]>219?255:col[0]+36; col2[1]= col[1]<26?0:col[1]-26; col2[2]= col[2]<26?0:col[2]-26; } else if(axis=='y') { col2[0]= col[0]<46?0:col[0]-36; col2[1]= col[1]>189?255:col[1]+66; col2[2]= col[2]<46?0:col[2]-36; } else { col2[0]= col[0]<26?0:col[0]-26; col2[1]= col[1]<26?0:col[1]-26; col2[2]= col[2]>209?255:col[2]+46; } } static void drawgrid(void) { /* extern short bgpicmode; */ float wx, wy, x, y, fw, fx, fy, dx; float vec4[4]; char col[3], col2[3]; vec4[0]=vec4[1]=vec4[2]=0.0; vec4[3]= 1.0; Mat4MulVec4fl(G.vd->persmat, vec4); fx= vec4[0]; fy= vec4[1]; fw= vec4[3]; wx= (curarea->winx/2.0); /* because of rounding errors, grid at wrong location */ wy= (curarea->winy/2.0); x= (wx)*fx/fw; y= (wy)*fy/fw; vec4[0]=vec4[1]=G.vd->grid; vec4[2]= 0.0; vec4[3]= 1.0; Mat4MulVec4fl(G.vd->persmat, vec4); fx= vec4[0]; fy= vec4[1]; fw= vec4[3]; dx= fabs(x-(wx)*fx/fw); if(dx==0) dx= fabs(y-(wy)*fy/fw); glDepthMask(0); // disable write in zbuffer /* check zoom out */ BIF_ThemeColor(TH_GRID); persp(PERSP_WIN); if(dx<6.0) { G.vd->gridview*= 10.0; dx*= 10.0; if(dx<6.0) { G.vd->gridview*= 10.0; dx*= 10.0; if(dx<6.0) { G.vd->gridview*= 10.0; dx*=10; if(dx<6.0); else { BIF_ThemeColor(TH_GRID); drawgrid_draw(wx, wy, x, y, dx); } } else { // start blending out BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0); drawgrid_draw(wx, wy, x, y, dx); BIF_ThemeColor(TH_GRID); drawgrid_draw(wx, wy, x, y, 10*dx); } } else { // start blending out (6 < dx < 60) BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0); drawgrid_draw(wx, wy, x, y, dx); BIF_ThemeColor(TH_GRID); drawgrid_draw(wx, wy, x, y, 10*dx); } } else { if(dx>60.0) { // start blending in G.vd->gridview/= 10.0; dx/= 10.0; if(dx>60.0) { // start blending in G.vd->gridview/= 10.0; dx/= 10.0; if(dx>60.0) { BIF_ThemeColor(TH_GRID); drawgrid_draw(wx, wy, x, y, dx); } else { BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0); drawgrid_draw(wx, wy, x, y, dx); BIF_ThemeColor(TH_GRID); drawgrid_draw(wx, wy, x, y, dx*10); } } else { BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0); drawgrid_draw(wx, wy, x, y, dx); BIF_ThemeColor(TH_GRID); drawgrid_draw(wx, wy, x, y, dx*10); } } else { BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0); drawgrid_draw(wx, wy, x, y, dx); BIF_ThemeColor(TH_GRID); drawgrid_draw(wx, wy, x, y, dx*10); } } x+= (wx); y+= (wy); BIF_GetThemeColor3ubv(TH_GRID, col); setlinestyle(0); /* center cross */ if(G.vd->view==3) make_axis_color(col, col2, 'y'); else make_axis_color(col, col2, 'x'); glColor3ubv(col2); fdrawline(0.0, y, (float)curarea->winx, y); if(G.vd->view==7) make_axis_color(col, col2, 'y'); else make_axis_color(col, col2, 'z'); glColor3ubv(col2); fdrawline(x, 0.0, x, (float)curarea->winy); glDepthMask(1); // enable write in zbuffer persp(PERSP_VIEW); } static void drawfloor(void) { View3D *vd; float vert[3], grid; int a, gridlines; char col[3], col2[3]; short draw_line = 0; vd= curarea->spacedata.first; vert[2]= 0.0; if(vd->gridlines<3) return; if(G.vd->zbuf && G.obedit) glDepthMask(0); // for zbuffer-select gridlines= vd->gridlines/2; grid= gridlines*vd->grid; BIF_GetThemeColor3ubv(TH_GRID, col); /* draw the Y axis and/or grid lines */ for(a= -gridlines;a<=gridlines;a++) { if(a==0) { /* check for the 'show Y axis' preference */ if (vd->gridflag & V3D_SHOW_Y) { make_axis_color(col, col2, 'y'); glColor3ubv(col2); draw_line = 1; } else if (vd->gridflag & V3D_SHOW_FLOOR) { BIF_ThemeColorShade(TH_GRID, -10); } else { draw_line = 0; } } else { /* check for the 'show grid floor' preference */ if (vd->gridflag & V3D_SHOW_FLOOR) { if( (a % 10)==0) { BIF_ThemeColorShade(TH_GRID, -10); } else BIF_ThemeColorShade(TH_GRID, 10); draw_line = 1; } else { draw_line = 0; } } if (draw_line) { glBegin(GL_LINE_STRIP); vert[0]= a*vd->grid; vert[1]= grid; glVertex3fv(vert); vert[1]= -grid; glVertex3fv(vert); glEnd(); } } /* draw the X axis and/or grid lines */ for(a= -gridlines;a<=gridlines;a++) { if(a==0) { /* check for the 'show X axis' preference */ if (vd->gridflag & V3D_SHOW_X) { make_axis_color(col, col2, 'x'); glColor3ubv(col2); draw_line = 1; } else if (vd->gridflag & V3D_SHOW_FLOOR) { BIF_ThemeColorShade(TH_GRID, -10); } else { draw_line = 0; } } else { /* check for the 'show grid floor' preference */ if (vd->gridflag & V3D_SHOW_FLOOR) { if( (a % 10)==0) { BIF_ThemeColorShade(TH_GRID, -10); } else BIF_ThemeColorShade(TH_GRID, 10); draw_line = 1; } else { draw_line = 0; } } if (draw_line) { glBegin(GL_LINE_STRIP); vert[1]= a*vd->grid; vert[0]= grid; glVertex3fv(vert ); vert[0]= -grid; glVertex3fv(vert); glEnd(); } } /* draw the Z axis line */ /* check for the 'show Z axis' preference */ if (vd->gridflag & V3D_SHOW_Z) { make_axis_color(col, col2, 'z'); glColor3ubv(col2); glBegin(GL_LINE_STRIP); vert[0]= 0; vert[1]= 0; vert[2]= grid; glVertex3fv(vert ); vert[2]= -grid; glVertex3fv(vert); glEnd(); } if(G.vd->zbuf && G.obedit) glDepthMask(1); } static void drawcursor(View3D *v3d) { short mx,my,co[2]; int flag; /* we dont want the clipping for cursor */ flag= v3d->flag; v3d->flag= 0; project_short( give_cursor(), co); v3d->flag= flag; mx = co[0]; my = co[1]; if(mx!=IS_CLIPPED) { setlinestyle(0); cpack(0xFF); circ((float)mx, (float)my, 10.0); setlinestyle(4); cpack(0xFFFFFF); circ((float)mx, (float)my, 10.0); setlinestyle(0); cpack(0x0); sdrawline(mx-20, my, mx-5, my); sdrawline(mx+5, my, mx+20, my); sdrawline(mx, my-20, mx, my-5); sdrawline(mx, my+5, mx, my+20); } } /* ********* custom clipping *********** */ static void view3d_draw_clipping(View3D *v3d) { BoundBox *bb= v3d->clipbb; BIF_ThemeColorShade(TH_BACK, -8); glBegin(GL_QUADS); glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[3]); glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[3]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[3]); glEnd(); } void view3d_set_clipping(View3D *v3d) { double plane[4]; int a; for(a=0; a<4; a++) { QUATCOPY(plane, v3d->clip[a]); glClipPlane(GL_CLIP_PLANE0+a, plane); glEnable(GL_CLIP_PLANE0+a); } } void view3d_clr_clipping(void) { int a; for(a=0; a<4; a++) { glDisable(GL_CLIP_PLANE0+a); } } int view3d_test_clipping(View3D *v3d, float *vec) { /* vec in world coordinates, returns 1 if clipped */ float view[3]; VECCOPY(view, vec); if(0.0f < v3d->clip[0][3] + INPR(view, v3d->clip[0])) if(0.0f < v3d->clip[1][3] + INPR(view, v3d->clip[1])) if(0.0f < v3d->clip[2][3] + INPR(view, v3d->clip[2])) if(0.0f < v3d->clip[3][3] + INPR(view, v3d->clip[3])) return 0; return 1; } /* ********* end custom clipping *********** */ static void view3d_get_viewborder_size(View3D *v3d, float size_r[2]) { float winmax= MAX2(v3d->area->winx, v3d->area->winy); float aspect= (float) (G.scene->r.xsch*G.scene->r.xasp)/(G.scene->r.ysch*G.scene->r.yasp); if(aspect>1.0) { size_r[0]= winmax; size_r[1]= winmax/aspect; } else { size_r[0]= winmax*aspect; size_r[1]= winmax; } } void calc_viewborder(struct View3D *v3d, rcti *viewborder_r) { float zoomfac, size[2]; float dx= 0.0f, dy= 0.0f; view3d_get_viewborder_size(v3d, size); /* magic zoom calculation, no idea what * it signifies, if you find out, tell me! -zr */ /* simple, its magic dude! * well, to be honest, this gives a natural feeling zooming * with multiple keypad presses (ton) */ zoomfac= (M_SQRT2 + v3d->camzoom/50.0); zoomfac= (zoomfac*zoomfac)*0.25; size[0]= size[0]*zoomfac; size[1]= size[1]*zoomfac; /* center in window */ viewborder_r->xmin= 0.5*v3d->area->winx - 0.5*size[0]; viewborder_r->ymin= 0.5*v3d->area->winy - 0.5*size[1]; viewborder_r->xmax= viewborder_r->xmin + size[0]; viewborder_r->ymax= viewborder_r->ymin + size[1]; dx= v3d->area->winx*G.vd->camdx; dy= v3d->area->winy*G.vd->camdy; /* apply offset */ viewborder_r->xmin-= dx; viewborder_r->ymin-= dy; viewborder_r->xmax-= dx; viewborder_r->ymax-= dy; } void view3d_set_1_to_1_viewborder(View3D *v3d) { float size[2]; int im_width= (G.scene->r.size*G.scene->r.xsch)/100; view3d_get_viewborder_size(v3d, size); v3d->camzoom= (sqrt(4.0*im_width/size[0]) - M_SQRT2)*50.0; v3d->camzoom= CLAMPIS(v3d->camzoom, -30, 300); } static void drawviewborder(void) { extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad); // interface_panel.c float fac, a; float x1, x2, y1, y2; float x3, y3, x4, y4; rcti viewborder; Camera *ca= NULL; if(G.vd->camera==NULL) return; if(G.vd->camera->type==OB_CAMERA) ca = G.vd->camera->data; calc_viewborder(G.vd, &viewborder); x1= viewborder.xmin; y1= viewborder.ymin; x2= viewborder.xmax; y2= viewborder.ymax; /* passepartout, specified in camera edit buttons */ if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT)) { glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); glEnable(GL_BLEND); glColor4f(0, 0, 0, ca->passepartalpha); if (x1 > 0.0) glRectf(0.0, (float)curarea->winy, x1, 0.0); if (x2 < (float)curarea->winx) glRectf(x2, (float)curarea->winy, (float)curarea->winx, 0.0); if (y2 < (float)curarea->winy) glRectf(x1, (float)curarea->winy, x2, y2); if (y2 > 0.0) glRectf(x1, y1, x2, 0.0); glDisable(GL_BLEND); } /* edge */ glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); setlinestyle(0); BIF_ThemeColor(TH_BACK); glRectf(x1, y1, x2, y2); setlinestyle(3); BIF_ThemeColor(TH_WIRE); glRectf(x1, y1, x2, y2); /* camera name */ if (ca && (ca->flag & CAM_SHOWNAME)) { glRasterPos2f(x1, y1-15); BMF_DrawString(G.font, G.vd->camera->id.name+2); } /* border */ if(G.scene->r.mode & R_BORDER) { cpack(0); x3= x1+ G.scene->r.border.xmin*(x2-x1); y3= y1+ G.scene->r.border.ymin*(y2-y1); x4= x1+ G.scene->r.border.xmax*(x2-x1); y4= y1+ G.scene->r.border.ymax*(y2-y1); cpack(0x4040FF); glRectf(x3, y3, x4, y4); } /* safety border */ if (ca && (ca->flag & CAM_SHOWTITLESAFE)) { fac= 0.1; a= fac*(x2-x1); x1+= a; x2-= a; a= fac*(y2-y1); y1+= a; y2-= a; BIF_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0); uiSetRoundBox(15); gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 12.0); } setlinestyle(0); glPolygonMode(GL_FRONT_AND_BACK, GL_FILL); } void backdrawview3d(int test) { struct Base *base; if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)); else if(G.obedit && G.vd->drawtype>OB_WIRE && (G.vd->flag & V3D_ZBUF_SELECT)); else { G.vd->flag &= ~V3D_NEEDBACKBUFDRAW; return; } if( !(G.vd->flag & V3D_NEEDBACKBUFDRAW) ) return; if(test) { if(qtest()) { addafterqueue(curarea->win, BACKBUFDRAW, 1); return; } } persp(PERSP_VIEW); #ifdef __APPLE__ glDrawBuffer(GL_AUX0); #endif if(G.vd->drawtype > OB_WIRE) G.vd->zbuf= TRUE; curarea->win_swap &= ~WIN_BACK_OK; glDisable(GL_DITHER); glClearColor(0.0, 0.0, 0.0, 0.0); if(G.vd->zbuf) { glEnable(GL_DEPTH_TEST); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); } else { glClear(GL_COLOR_BUFFER_BIT); glDisable(GL_DEPTH_TEST); } if(G.vd->flag & V3D_CLIPPING) view3d_set_clipping(G.vd); G.f |= G_BACKBUFSEL; base= (G.scene->basact); if(base && (base->lay & G.vd->lay)) { draw_object_backbufsel(base->object); } G.vd->flag &= ~V3D_NEEDBACKBUFDRAW; G.f &= ~G_BACKBUFSEL; G.vd->zbuf= FALSE; glDisable(GL_DEPTH_TEST); glEnable(GL_DITHER); #ifdef __APPLE__ glDrawBuffer(GL_BACK); /* we were in aux buffers */ #endif if(G.vd->flag & V3D_CLIPPING) view3d_clr_clipping(); /* it is important to end a view in a transform compatible with buttons */ persp(PERSP_WIN); // set ortho bwin_scalematrix(curarea->win, G.vd->blockscale, G.vd->blockscale, G.vd->blockscale); } void drawname(Object *ob) { cpack(0x404040); glRasterPos3f(0.0, 0.0, 0.0); BMF_DrawString(G.font, " "); BMF_DrawString(G.font, ob->id.name+2); } static void draw_selected_name(Object *ob) { char info[128]; if(ob->type==OB_ARMATURE) { bArmature *arm= ob->data; char *name= NULL; if(ob==G.obedit) { EditBone *ebo; for (ebo=G.edbo.first; ebo; ebo=ebo->next){ if ((ebo->flag & BONE_ACTIVE) && (ebo->layer & arm->layer)) { name= ebo->name; break; } } } else if(ob->pose && (ob->flag & OB_POSEMODE)) { bPoseChannel *pchan; for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { if((pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer)) { name= pchan->name; break; } } } if(name) sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, name); else sprintf(info, "(%d) %s", CFRA, ob->id.name+2); } else sprintf(info, "(%d) %s", CFRA, ob->id.name+2); BIF_ThemeColor(TH_TEXT_HI); glRasterPos2i(30, 10); BMF_DrawString(G.fonts, info); } static void draw_view_icon(void) { BIFIconID icon; if(G.vd->view==7) icon= ICON_AXIS_TOP; else if(G.vd->view==1) icon= ICON_AXIS_FRONT; else if(G.vd->view==3) icon= ICON_AXIS_SIDE; else return ; glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); BIF_icon_draw(5.0, 5.0, icon); glBlendFunc(GL_ONE, GL_ZERO); glDisable(GL_BLEND); } /* ******************* view3d space & buttons ************** */ static void view3d_change_bgpic_ima(View3D *v3d, Image *newima) { if (v3d->bgpic && v3d->bgpic->ima!=newima) { if (newima) id_us_plus((ID*) newima); if (v3d->bgpic->ima) v3d->bgpic->ima->id.us--; v3d->bgpic->ima= newima; if(v3d->bgpic->rect) MEM_freeN(v3d->bgpic->rect); v3d->bgpic->rect= NULL; allqueue(REDRAWVIEW3D, 0); } } static void view3d_change_bgpic_tex(View3D *v3d, Tex *newtex) { if (v3d->bgpic && v3d->bgpic->tex!=newtex) { if (newtex) id_us_plus((ID*) newtex); if (v3d->bgpic->tex) v3d->bgpic->tex->id.us--; v3d->bgpic->tex= newtex; allqueue(REDRAWVIEW3D, 0); } } static void load_bgpic_image(char *name) { Image *ima; View3D *vd; areawinset(curarea->win); vd= G.vd; if(vd==0 || vd->bgpic==0) return; ima= add_image(name); if(ima) { if(vd->bgpic->ima) { vd->bgpic->ima->id.us--; } vd->bgpic->ima= ima; free_image_buffers(ima); /* force read again */ ima->ok= 1; } allqueue(REDRAWVIEW3D, 0); } /* this one assumes there is only one global active object in blender... (for object panel) */ static float ob_eul[4]; // used for quat too.... /* this one assumes there is only one editmode in blender... (for object panel) */ static float ve_median[5]; /* is used for both read and write... */ static void v3d_editvertex_buts(uiBlock *block, Object *ob, float lim) { static int curdef=0; static float *defweightp= NULL; EditMesh *em = G.editMesh; EditVert *eve, *evedef=NULL; EditEdge *eed; float median[5]; int tot, totw, totweight, totedge; char defstr[320]; median[0]= median[1]= median[2]= median[3]= median[4]= 0.0; tot= totw= totweight= totedge= 0; defstr[0]= 0; if(ob->type==OB_MESH) { eve= em->verts.first; while(eve) { if(eve->f & 1) { evedef= eve; tot++; VecAddf(median, median, eve->co); } eve= eve->next; } eed= em->edges.first; while(eed) { if((eed->f & SELECT)) { totedge++; median[3]+= eed->crease; } eed= eed->next; } /* check for defgroups */ if(tot==1 && evedef->totweight) { bDeformGroup *dg; int i, max=1, init=1; char str[32]; for (i=0; itotweight; i++){ dg = BLI_findlink (&ob->defbase, evedef->dw[i].def_nr); max+= sprintf(str, "%s %%x%d|", dg->name, evedef->dw[i].def_nr); if(max<320) strcat(defstr, str); if(curdef==evedef->dw[i].def_nr) { init= 0; defweightp= &evedef->dw[i].weight; } } if(init) { // needs new initialized curdef= evedef->dw[0].def_nr; defweightp= &evedef->dw[0].weight; } } } else if(ob->type==OB_CURVE || ob->type==OB_SURF) { extern ListBase editNurb; /* editcurve.c */ Nurb *nu; BPoint *bp; BezTriple *bezt; int a; nu= editNurb.first; while(nu) { if((nu->type & 7)==1) { bezt= nu->bezt; a= nu->pntsu; while(a--) { if(bezt->f2 & 1) { VecAddf(median, median, bezt->vec[1]); tot++; median[4]+= bezt->weight; totweight++; } else { if(bezt->f1 & 1) { VecAddf(median, median, bezt->vec[0]); tot++; } if(bezt->f3 & 1) { VecAddf(median, median, bezt->vec[2]); tot++; } } bezt++; } } else { bp= nu->bp; a= nu->pntsu*nu->pntsv; while(a--) { if(bp->f1 & 1) { VecAddf(median, median, bp->vec); median[3]+= bp->vec[3]; totw++; tot++; median[4]+= bp->weight; totweight++; } bp++; } } nu= nu->next; } } else if(ob->type==OB_LATTICE) { BPoint *bp; int a; a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw; bp= editLatt->def; while(a--) { if(bp->f1 & SELECT) { VecAddf(median, median, bp->vec); tot++; median[4]+= bp->weight; totweight++; } bp++; } } if(tot==0) return; median[0] /= (float)tot; median[1] /= (float)tot; median[2] /= (float)tot; if(totedge) median[3] /= (float)totedge; else if(totw) median[3] /= (float)totw; if(totweight) median[4] /= (float)totweight; if(G.vd->flag & V3D_GLOBAL_STATS) Mat4MulVecfl(ob->obmat, median); if(block) { // buttons uiBlockBeginAlign(block); uiDefButBitS(block, TOG, V3D_GLOBAL_STATS, REDRAWVIEW3D, "Global", 160, 150, 70, 19, &G.vd->flag, 0, 0, 0, 0, "Displays global values"); uiDefButBitS(block, TOGN, V3D_GLOBAL_STATS, REDRAWVIEW3D, "Local", 230, 150, 70, 19, &G.vd->flag, 0, 0, 0, 0, "Displays local values"); memcpy(ve_median, median, sizeof(ve_median)); uiBlockBeginAlign(block); if(tot==1) { uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex X:", 10, 110, 290, 19, &(ve_median[0]), -lim, lim, 10, 3, ""); uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex Y:", 10, 90, 290, 19, &(ve_median[1]), -lim, lim, 10, 3, ""); uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex Z:", 10, 70, 290, 19, &(ve_median[2]), -lim, lim, 10, 3, ""); if(totw==1) uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex W:", 10, 50, 290, 19, &(ve_median[3]), 0.01, 100.0, 10, 3, ""); uiBlockEndAlign(block); if(defstr[0]) { uiDefBut(block, LABEL, 1, "Vertex Deform Groups", 10, 40, 290, 20, NULL, 0.0, 0.0, 0, 0, ""); uiBlockBeginAlign(block); uiDefButF(block, NUM, B_NOP, "Weight:", 10, 20, 150, 19, defweightp, 0.0f, 1.0f, 10, 3, "Weight value"); uiDefButI(block, MENU, REDRAWVIEW3D, defstr, 160, 20, 140, 19, &curdef, 0.0, 0.0, 0, 0, "Current Vertex Group"); uiBlockEndAlign(block); } else if(totweight) uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Weight:", 10, 20, 290, 19, &(ve_median[4]), 0.0, 1.0, 10, 3, ""); } else { uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median X:", 10, 110, 290, 19, &(ve_median[0]), -lim, lim, 10, 3, ""); uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Y:", 10, 90, 290, 19, &(ve_median[1]), -lim, lim, 10, 3, ""); uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Z:", 10, 70, 290, 19, &(ve_median[2]), -lim, lim, 10, 3, ""); if(totw==tot) uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median W:", 10, 50, 290, 19, &(ve_median[3]), 0.01, 100.0, 10, 3, ""); uiBlockEndAlign(block); if(totweight) uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Weight:", 10, 20, 290, 19, &(ve_median[4]), 0.0, 1.0, 10, 3, "Weight is used for SoftBody Goal"); } if(totedge==1) uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Crease W:", 10, 30, 290, 19, &(ve_median[3]), 0.0, 1.0, 10, 3, ""); else if(totedge>1) uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Crease W:", 10, 30, 290, 19, &(ve_median[3]), 0.0, 1.0, 10, 3, ""); } else { // apply if(G.vd->flag & V3D_GLOBAL_STATS) { Mat4Invert(ob->imat, ob->obmat); Mat4MulVecfl(ob->imat, median); Mat4MulVecfl(ob->imat, ve_median); } VecSubf(median, ve_median, median); median[3]= ve_median[3]-median[3]; median[4]= ve_median[4]-median[4]; if(ob->type==OB_MESH) { float diffac= 1.0; eve= em->verts.first; while(eve) { if(eve->f & 1) { VecAddf(eve->co, eve->co, median); } eve= eve->next; } /* calculate the differences to squeeze a range smaller when values are close to 1 or 0 */ /* this way you can edit a median value which is applied on clipped values :) */ if(totedge>1) { float max= 0.0; for(eed= em->edges.first; eed; eed= eed->next) { if(eed->f & SELECT) { if(max < ABS(eed->crease-ve_median[3])) max= ABS(eed->crease-ve_median[3]); } } if(max>0.0) { if(ve_median[3]> 0.5) diffac= (1.0-ve_median[3])/max; else diffac= (ve_median[3])/max; if(diffac>1.0) diffac= 1.0; } } for(eed= em->edges.first; eed; eed= eed->next) { if(eed->f & SELECT) { eed->crease+= median[3]; eed->crease= ve_median[3] + diffac*(eed->crease-ve_median[3]); CLAMP(eed->crease, 0.0, 1.0); } } recalc_editnormals(); } else if(ob->type==OB_CURVE || ob->type==OB_SURF) { extern ListBase editNurb; /* editcurve.c */ Nurb *nu; BPoint *bp; BezTriple *bezt; int a; nu= editNurb.first; while(nu) { if((nu->type & 7)==1) { bezt= nu->bezt; a= nu->pntsu; while(a--) { if(bezt->f2 & 1) { VecAddf(bezt->vec[0], bezt->vec[0], median); VecAddf(bezt->vec[1], bezt->vec[1], median); VecAddf(bezt->vec[2], bezt->vec[2], median); bezt->weight+= median[4]; } else { if(bezt->f1 & 1) { VecAddf(bezt->vec[0], bezt->vec[0], median); } if(bezt->f3 & 1) { VecAddf(bezt->vec[2], bezt->vec[2], median); } } bezt++; } } else { bp= nu->bp; a= nu->pntsu*nu->pntsv; while(a--) { if(bp->f1 & 1) { VecAddf(bp->vec, bp->vec, median); bp->vec[3]+= median[3]; bp->weight+= median[4]; } bp++; } } test2DNurb(nu); testhandlesNurb(nu); /* test for bezier too */ nu= nu->next; } } else if(ob->type==OB_LATTICE) { BPoint *bp; int a; a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw; bp= editLatt->def; while(a--) { if(bp->f1 & SELECT) { VecAddf(bp->vec, bp->vec, median); bp->weight+= median[4]; } bp++; } } BIF_undo_push("Transform properties"); } } /* assumes armature active */ static void validate_bonebutton_cb(void *bonev, void *namev) { Object *ob= OBACT; if(ob && ob->type==OB_ARMATURE) { Bone *bone= bonev; char oldname[32], newname[32]; /* need to be on the stack */ BLI_strncpy(newname, bone->name, 32); BLI_strncpy(oldname, (char *)namev, 32); /* restore */ BLI_strncpy(bone->name, oldname, 32); armature_bone_rename(ob->data, oldname, newname); // editarmature.c allqueue(REDRAWALL, 0); } } static void v3d_posearmature_buts(uiBlock *block, Object *ob, float lim) { uiBut *but; bArmature *arm; bPoseChannel *pchan; Bone *bone; arm = get_armature(OBACT); if (!arm || !ob->pose) return; for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { bone = pchan->bone; if(bone && (bone->flag & BONE_ACTIVE) && (bone->layer & arm->layer)) break; } if (!pchan) return; but= uiDefBut(block, TEX, B_DIFF, "Bone:", 160, 140, 140, 19, bone->name, 1, 31, 0, 0, ""); uiButSetFunc(but, validate_bonebutton_cb, bone, NULL); QuatToEul(pchan->quat, ob_eul); ob_eul[0]*= 180.0/M_PI; ob_eul[1]*= 180.0/M_PI; ob_eul[2]*= 180.0/M_PI; uiBlockBeginAlign(block); uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCX, REDRAWVIEW3D, ICON_UNLOCKED, 10,140,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_ARMATUREPANEL2, "LocX:", 30, 140, 120, 19, pchan->loc, -lim, lim, 100, 3, ""); uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCY, REDRAWVIEW3D, ICON_UNLOCKED, 10,120,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_ARMATUREPANEL2, "LocY:", 30, 120, 120, 19, pchan->loc+1, -lim, lim, 100, 3, ""); uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCZ, REDRAWVIEW3D, ICON_UNLOCKED, 10,100,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_ARMATUREPANEL2, "locZ:", 30, 100, 120, 19, pchan->loc+2, -lim, lim, 100, 3, ""); uiBlockBeginAlign(block); uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTX, REDRAWVIEW3D, ICON_UNLOCKED, 10,70,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_ARMATUREPANEL3, "RotX:", 30, 70, 120, 19, ob_eul, -1000.0, 1000.0, 100, 3, ""); uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTY, REDRAWVIEW3D, ICON_UNLOCKED, 10,50,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_ARMATUREPANEL3, "RotY:", 30, 50, 120, 19, ob_eul+1, -1000.0, 1000.0, 100, 3, ""); uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTZ, REDRAWVIEW3D, ICON_UNLOCKED, 10,30,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_ARMATUREPANEL3, "RotZ:", 30, 30, 120, 19, ob_eul+2, -1000.0, 1000.0, 100, 3, ""); uiBlockBeginAlign(block); uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEX, REDRAWVIEW3D, ICON_UNLOCKED, 160,70,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeX:", 180, 70, 120, 19, pchan->size, -lim, lim, 10, 3, ""); uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEY, REDRAWVIEW3D, ICON_UNLOCKED, 160,50,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeY:", 180, 50, 120, 19, pchan->size+1, -lim, lim, 10, 3, ""); uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEZ, REDRAWVIEW3D, ICON_UNLOCKED, 160,30,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeZ:", 180, 30, 120, 19, pchan->size+2, -lim, lim, 10, 3, ""); uiBlockEndAlign(block); } static void v3d_editarmature_buts(uiBlock *block, Object *ob, float lim) { bArmature *arm= G.obedit->data; EditBone *ebone; uiBut *but; ebone= G.edbo.first; for (ebone = G.edbo.first; ebone; ebone=ebone->next){ if ((ebone->flag & BONE_ACTIVE) && (ebone->layer & arm->layer)) break; } if (!ebone) return; but= uiDefBut(block, TEX, B_DIFF, "Bone:", 160, 140, 140, 19, ebone->name, 1, 31, 0, 0, ""); uiButSetFunc(but, validate_editbonebutton_cb, ebone, NULL); uiBlockBeginAlign(block); uiDefButF(block, NUM, B_ARMATUREPANEL1, "RootX:", 10, 70, 140, 19, ebone->head, -lim, lim, 10, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL1, "RootY:", 10, 50, 140, 19, ebone->head+1, -lim, lim, 10, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL1, "RootZ:", 10, 30, 140, 19, ebone->head+2, -lim, lim, 10, 3, ""); uiBlockBeginAlign(block); uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipX:", 160, 70, 140, 19, ebone->tail, -lim, lim, 10, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipY:", 160, 50, 140, 19, ebone->tail+1, -lim, lim, 10, 3, ""); uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipZ:", 160, 30, 140, 19, ebone->tail+2, -lim, lim, 10, 3, ""); uiBlockEndAlign(block); ob_eul[0]= 180.0*ebone->roll/M_PI; uiDefButF(block, NUM, B_ARMATUREPANEL1, "Roll:", 10, 100, 140, 19, ob_eul, -lim, lim, 1000, 3, ""); } static void v3d_editmetaball_buts(uiBlock *block, Object *ob, float lim) { extern MetaElem *lastelem; if(lastelem) { uiBlockBeginAlign(block); uiDefButF(block, NUM, B_RECALCMBALL, "LocX:", 10, 70, 140, 19, &lastelem->x, -lim, lim, 100, 3, ""); uiDefButF(block, NUM, B_RECALCMBALL, "LocY:", 10, 50, 140, 19, &lastelem->y, -lim, lim, 100, 3, ""); uiDefButF(block, NUM, B_RECALCMBALL, "LocZ:", 10, 30, 140, 19, &lastelem->z, -lim, lim, 100, 3, ""); uiBlockBeginAlign(block); if(lastelem->type!=MB_BALL) uiDefButF(block, NUM, B_RECALCMBALL, "dx:", 160, 70, 140, 19, &lastelem->expx, 0, lim, 100, 3, ""); if((lastelem->type!=MB_BALL) && (lastelem->type!=MB_TUBE)) uiDefButF(block, NUM, B_RECALCMBALL, "dy:", 160, 50, 140, 19, &lastelem->expy, 0, lim, 100, 3, ""); if((lastelem->type==MB_ELIPSOID) || (lastelem->type==MB_CUBE)) uiDefButF(block, NUM, B_RECALCMBALL, "dz:", 160, 30, 140, 19, &lastelem->expz, 0, lim, 100, 3, ""); uiBlockEndAlign(block); uiDefButF(block, NUM, B_RECALCMBALL, "Stiffness:", 10, 100, 140, 19, &lastelem->s, 0, lim, 100, 3, ""); } } void do_viewbuts(unsigned short event) { View3D *vd; Object *ob= OBACT; char *name; vd= G.vd; if(vd==0) return; switch(event) { case B_LOADBGPIC: if(vd->bgpic && vd->bgpic->ima) name= vd->bgpic->ima->name; else name= G.ima; if(G.qual==LR_CTRLKEY) activate_imageselect(FILE_SPECIAL, "Select Image", name, load_bgpic_image); else activate_fileselect(FILE_SPECIAL, "Select Image", name, load_bgpic_image); break; case B_BLENDBGPIC: if(vd->bgpic && vd->bgpic->rect) setalpha_bgpic(vd->bgpic); addqueue(curarea->win, REDRAW, 1); break; case B_BGPICBROWSE: if(vd->bgpic) { if (vd->menunr==-2) { activate_databrowse((ID*) vd->bgpic->ima, ID_IM, 0, B_BGPICBROWSE, &vd->menunr, do_viewbuts); } else if (vd->menunr>0) { Image *newima= (Image*) BLI_findlink(&G.main->image, vd->menunr-1); if (newima) view3d_change_bgpic_ima(vd, newima); } } break; case B_BGPICCLEAR: if (vd->bgpic) view3d_change_bgpic_ima(vd, NULL); break; case B_BGPICTEX: if (vd->bgpic) { if (vd->texnr==-2) { activate_databrowse((ID*) vd->bgpic->tex, ID_TE, 0, B_BGPICTEX, &vd->texnr, do_viewbuts); } else if (vd->texnr>0) { Tex *newtex= (Tex*) BLI_findlink(&G.main->tex, vd->texnr-1); if (newtex) view3d_change_bgpic_tex(vd, newtex); } } break; case B_BGPICTEXCLEAR: if (vd->bgpic) view3d_change_bgpic_tex(vd, NULL); break; case B_OBJECTPANEL: DAG_object_flush_update(G.scene, ob, OB_RECALC_OB); allqueue(REDRAWVIEW3D, 1); break; case B_OBJECTPANELROT: if(ob) { ob->rot[0]= M_PI*ob_eul[0]/180.0; ob->rot[1]= M_PI*ob_eul[1]/180.0; ob->rot[2]= M_PI*ob_eul[2]/180.0; DAG_object_flush_update(G.scene, ob, OB_RECALC_OB); allqueue(REDRAWVIEW3D, 1); } break; case B_OBJECTPANELMEDIAN: if(ob) { v3d_editvertex_buts(NULL, ob, 1.0); DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); allqueue(REDRAWVIEW3D, 1); } break; case B_OBJECTPANELPARENT: if(ob) { if( test_parent_loop(ob->parent, ob) ) ob->parent= NULL; else { DAG_scene_sort(G.scene); DAG_object_flush_update(G.scene, ob, OB_RECALC_OB); allqueue(REDRAWVIEW3D, 1); allqueue(REDRAWBUTSOBJECT, 0); } } break; case B_ARMATUREPANEL1: { bArmature *arm= G.obedit->data; EditBone *ebone, *child; for (ebone = G.edbo.first; ebone; ebone=ebone->next){ if ((ebone->flag & BONE_ACTIVE) && (ebone->layer & arm->layer)) break; } if (ebone) { ebone->roll= M_PI*ob_eul[0]/180.0; // Update our parent if (ebone->parent && ebone->flag & BONE_CONNECTED){ VECCOPY (ebone->parent->tail, ebone->head); } // Update our children if necessary for (child = G.edbo.first; child; child=child->next){ if (child->parent == ebone && (child->flag & BONE_CONNECTED)){ VECCOPY (child->head, ebone->tail); } } if(arm->flag & ARM_MIRROR_EDIT) { EditBone *eboflip= armature_bone_get_mirrored(ebone); if(eboflip) { eboflip->roll= -ebone->roll; eboflip->head[0]= -ebone->head[0]; eboflip->tail[0]= -ebone->tail[0]; // Update our parent if (eboflip->parent && eboflip->flag & BONE_CONNECTED){ VECCOPY (eboflip->parent->tail, eboflip->head); } // Update our children if necessary for (child = G.edbo.first; child; child=child->next){ if (child->parent == eboflip && (child->flag & BONE_CONNECTED)){ VECCOPY (child->head, eboflip->tail); } } } } allqueue(REDRAWVIEW3D, 1); } } break; case B_ARMATUREPANEL3: // rotate button on channel { bArmature *arm; bPoseChannel *pchan; Bone *bone; arm = get_armature(OBACT); if (!arm || !ob->pose) return; for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) { bone = pchan->bone; if(bone && (bone->flag & BONE_ACTIVE) && (bone->layer & arm->layer)) break; } if (!pchan) return; ob_eul[0]*= M_PI/180.0; ob_eul[1]*= M_PI/180.0; ob_eul[2]*= M_PI/180.0; EulToQuat(ob_eul, pchan->quat); } /* no break, pass on */ case B_ARMATUREPANEL2: { ob->pose->flag |= (POSE_LOCKED|POSE_DO_UNLOCK); DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); allqueue(REDRAWVIEW3D, 1); } break; } } static void view3d_panel_object(short cntrl) // VIEW3D_HANDLER_OBJECT { uiBlock *block; uiBut *bt; Object *ob= OBACT; float lim; static char hexcol[128]; if(ob==NULL) return; block= uiNewBlock(&curarea->uiblocks, "view3d_panel_object", UI_EMBOSS, UI_HELV, curarea->win); uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl); uiSetPanelHandler(VIEW3D_HANDLER_OBJECT); // for close and esc /* (ton) can't use the rename trick for paint... panel names and settings are stored in the files and used to find previous locations when re-open. This causes flipping */ if(uiNewPanel(curarea, block, "Transform Properties", "View3d", 10, 230, 318, 204)==0) return; if(ob->id.lib) uiSetButLock(1, "Can't edit library data"); if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) { uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER); // force old style frontbuffer draw } else { bt= uiDefBut(block, TEX, B_IDNAME, "OB: ", 10,180,140,20, ob->id.name+2, 0.0, 19.0, 0, 0, ""); uiButSetFunc(bt, test_idbutton_cb, ob->id.name, NULL); uiDefIDPoinBut(block, test_obpoin_but, ID_OB, B_OBJECTPANELPARENT, "Par:", 160, 180, 140, 20, &ob->parent, "Parent Object"); } lim= 10000.0f*MAX2(1.0, G.vd->grid); if(ob==G.obedit) { if(ob->type==OB_ARMATURE) v3d_editarmature_buts(block, ob, lim); if(ob->type==OB_MBALL) v3d_editmetaball_buts(block, ob, lim); else v3d_editvertex_buts(block, ob, lim); } else if(ob->flag & OB_POSEMODE) { v3d_posearmature_buts(block, ob, lim); } else if(G.f & (G_VERTEXPAINT|G_TEXTUREPAINT)) { extern VPaint Gvp; /* from vpaint */ static float hsv[3], old[3]; // used as temp mem for picker uiBlockPickerButtons(block, &Gvp.r, hsv, old, hexcol, 'f', REDRAWBUTSEDIT); /* 'f' is for floating panel */ } else { uiBlockBeginAlign(block); uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCX, REDRAWVIEW3D, ICON_UNLOCKED, 10,140,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_OBJECTPANEL, "LocX:", 30, 140, 120, 19, &(ob->loc[0]), -lim, lim, 100, 3, ""); uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCY, REDRAWVIEW3D, ICON_UNLOCKED, 10,120,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_OBJECTPANEL, "LocY:", 30, 120, 120, 19, &(ob->loc[1]), -lim, lim, 100, 3, ""); uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCZ, REDRAWVIEW3D, ICON_UNLOCKED, 10,100,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_OBJECTPANEL, "LocZ:", 30, 100, 120, 19, &(ob->loc[2]), -lim, lim, 100, 3, ""); ob_eul[0]= 180.0*ob->rot[0]/M_PI; ob_eul[1]= 180.0*ob->rot[1]/M_PI; ob_eul[2]= 180.0*ob->rot[2]/M_PI; uiBlockBeginAlign(block); uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTX, REDRAWVIEW3D, ICON_UNLOCKED, 10,70,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_OBJECTPANELROT, "RotX:", 30, 70, 120, 19, &(ob_eul[0]), -lim, lim, 1000, 3, ""); uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTY, REDRAWVIEW3D, ICON_UNLOCKED, 10,50,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_OBJECTPANELROT, "RotY:", 30, 50, 120, 19, &(ob_eul[1]), -lim, lim, 1000, 3, ""); uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTZ, REDRAWVIEW3D, ICON_UNLOCKED, 10,30,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_OBJECTPANELROT, "RotZ:", 30, 30, 120, 19, &(ob_eul[2]), -lim, lim, 1000, 3, ""); uiBlockBeginAlign(block); uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEX, REDRAWVIEW3D, ICON_UNLOCKED, 160,70,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_OBJECTPANEL, "SizeX:", 180, 70, 120, 19, &(ob->size[0]), -lim, lim, 10, 3, ""); uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEY, REDRAWVIEW3D, ICON_UNLOCKED, 160,50,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_OBJECTPANEL, "SizeY:", 180, 50, 120, 19, &(ob->size[1]), -lim, lim, 10, 3, ""); uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEZ, REDRAWVIEW3D, ICON_UNLOCKED, 160,30,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed"); uiDefButF(block, NUM, B_OBJECTPANEL, "SizeZ:", 180, 30, 120, 19, &(ob->size[2]), -lim, lim, 10, 3, ""); uiBlockEndAlign(block); } uiClearButLock(); } static void view3d_panel_background(short cntrl) // VIEW3D_HANDLER_BACKGROUND { uiBlock *block; View3D *vd; ID *id; char *strp; vd= G.vd; block= uiNewBlock(&curarea->uiblocks, "view3d_panel_background", UI_EMBOSS, UI_HELV, curarea->win); uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl); uiSetPanelHandler(VIEW3D_HANDLER_BACKGROUND); // for close and esc if(uiNewPanel(curarea, block, "Background Image", "View3d", 340, 10, 318, 204)==0) return; if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) { uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER); // force old style frontbuffer draw } if(vd->flag & V3D_DISPBGPIC) { if(vd->bgpic==0) { vd->bgpic= MEM_callocN(sizeof(BGpic), "bgpic"); vd->bgpic->size= 5.0; vd->bgpic->blend= 0.5; } } uiDefButBitS(block, TOG, V3D_DISPBGPIC, REDRAWVIEW3D, "Use Background Image", 0, 162, 200, 20, &vd->flag, 0, 0, 0, 0, "Display an image in the background of the 3D View"); uiDefBut(block, LABEL, 1, " ", 206, 162, 84, 20, NULL, 0.0, 0.0, 0, 0, ""); if(vd->flag & V3D_DISPBGPIC) { /* Background Image */ uiDefBut(block, LABEL, 1, "Image:", 0, 128, 76, 19, NULL, 0.0, 0.0, 0, 0, ""); uiBlockBeginAlign(block); uiDefIconBut(block, BUT, B_LOADBGPIC, ICON_FILESEL, 90, 128, 20, 20, 0, 0, 0, 0, 0, "Open a new background image"); id= (ID *)vd->bgpic->ima; IDnames_to_pupstring(&strp, NULL, NULL, &(G.main->image), id, &(vd->menunr)); if(strp[0]) { uiDefButS(block, MENU, B_BGPICBROWSE, strp, 110, 128, 20, 20, &(vd->menunr), 0, 0, 0, 0, "Select a background image"); if(vd->bgpic->ima) { uiDefBut(block, TEX, 0,"BG: ", 130, 128, 140, 20, &vd->bgpic->ima->name,0.0,100.0, 0, 0, "The currently selected background image"); uiDefIconBut(block, BUT, B_BGPICCLEAR, ICON_X, 270, 128, 20, 20, 0, 0, 0, 0, 0, "Remove background image link"); } uiBlockEndAlign(block); } else { uiBlockEndAlign(block); } MEM_freeN(strp); /* Background texture */ uiDefBut(block, LABEL, 1, "Texture:", 0, 100, 76, 19, NULL, 0.0, 0.0, 0, 0, ""); id= (ID *)vd->bgpic->tex; IDnames_to_pupstring(&strp, NULL, NULL, &(G.main->tex), id, &(vd->texnr)); if (strp[0]) uiBlockBeginAlign(block); uiDefButS(block, MENU, B_BGPICTEX, strp, 90, 100, 20,20, &(vd->texnr), 0, 0, 0, 0, "Select a texture to use as an animated background image"); MEM_freeN(strp); if (id) { uiDefBut(block, TEX, B_IDNAME, "TE:", 110, 100, 160, 20, id->name+2, 0.0, 18.0, 0, 0, ""); uiDefIconBut(block, BUT, B_BGPICTEXCLEAR, ICON_X, 270, 100, 20, 20, 0, 0, 0, 0, 0, "Remove background texture link"); uiBlockEndAlign(block); } else { uiBlockEndAlign(block); } uiDefButF(block, NUMSLI, B_BLENDBGPIC, "Blend:", 0, 60 , 290, 19, &vd->bgpic->blend, 0.0,1.0, 0, 0, "Set the transparency of the background image"); uiDefButF(block, NUM, REDRAWVIEW3D, "Size:", 0, 28, 140, 19, &vd->bgpic->size, 0.1, 250.0, 100, 0, "Set the size (width) of the background image"); uiDefButF(block, NUM, REDRAWVIEW3D, "X Offset:", 0, 6, 140, 19, &vd->bgpic->xof, -250.0,250.0, 10, 2, "Set the horizontal offset of the background image"); uiDefButF(block, NUM, REDRAWVIEW3D, "Y Offset:", 150, 6, 140, 19, &vd->bgpic->yof, -250.0,250.0, 10, 2, "Set the vertical offset of the background image"); // uiDefButF(block, NUM, REDRAWVIEW3D, "Size:", 160,160,150,20, &vd->bgpic->size, 0.1, 250.0, 100, 0, "Set the size for the width of the BackGroundPic"); // uiDefButF(block, NUMSLI, B_BLENDBGPIC, "Blend:", 120,100,190,20,&vd->bgpic->blend, 0.0,1.0, 0, 0, "Set the BackGroundPic transparency"); // uiDefButF(block, NUM, B_DIFF, "Center X: ", 10,70,140,20,&vd->bgpic->xof, -20.0,20.0, 10, 2, "Set the BackGroundPic X Offset"); // uiDefButF(block, NUM, B_DIFF, "Center Y: ", 160,70,140,20,&vd->bgpic->yof, -20.0,20.0, 10, 2, "Set the BackGroundPic Y Offset"); } } static void view3d_panel_properties(short cntrl) // VIEW3D_HANDLER_SETTINGS { uiBlock *block; View3D *vd; float *curs; vd= G.vd; block= uiNewBlock(&curarea->uiblocks, "view3d_panel_properties", UI_EMBOSS, UI_HELV, curarea->win); uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl); uiSetPanelHandler(VIEW3D_HANDLER_PROPERTIES); // for close and esc if(uiNewPanel(curarea, block, "View Properties", "View3d", 340, 30, 318, 254)==0) return; /* to force height */ uiNewPanelHeight(block, 254); if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) { uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER); // force old style frontbuffer draw } uiDefBut(block, LABEL, 1, "Grid:", 10, 220, 150, 19, NULL, 0.0, 0.0, 0, 0, ""); uiDefButF(block, NUM, REDRAWVIEW3D, "Spacing:", 10, 200, 140, 19, &vd->grid, 0.001, 100.0, 10, 0, "Set the distance between grid lines"); uiDefButS(block, NUM, REDRAWVIEW3D, "Lines:", 10, 176, 140, 19, &vd->gridlines, 0.0, 100.0, 100, 0, "Set the number of grid lines"); uiDefBut(block, LABEL, 1, "3D Display:", 160, 220, 150, 19, NULL, 0.0, 0.0, 0, 0, ""); uiDefButBitS(block, TOG, V3D_SHOW_FLOOR, REDRAWVIEW3D, "Grid Floor",160, 200, 150, 19, &vd->gridflag, 0, 0, 0, 0, "Show the grid floor in free camera mode"); uiDefButBitS(block, TOG, V3D_SHOW_X, REDRAWVIEW3D, "X Axis", 160, 176, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the X Axis line"); uiDefButBitS(block, TOG, V3D_SHOW_Y, REDRAWVIEW3D, "Y Axis", 212, 176, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the Y Axis line"); uiDefButBitS(block, TOG, V3D_SHOW_Z, REDRAWVIEW3D, "Z Axis", 262, 176, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the Z Axis line"); uiDefBut(block, LABEL, 1, "View Camera:", 10, 150, 140, 19, NULL, 0.0, 0.0, 0, 0, ""); uiDefButF(block, NUM, REDRAWVIEW3D, "Lens:", 10, 130, 140, 19, &vd->lens, 10.0, 120.0, 100, 0, "The lens angle in perspective view"); uiBlockBeginAlign(block); uiDefButF(block, NUM, REDRAWVIEW3D, "Clip Start:", 10, 106, 140, 19, &vd->near, vd->grid/10.0, 100.0, 10, 0, "Set the beginning of the range in which 3D objects are displayed (perspective view)"); uiDefButF(block, NUM, REDRAWVIEW3D, "Clip End:", 10, 86, 140, 19, &vd->far, 1.0, 1000.0*vd->grid, 100, 0, "Set the end of the range in which 3D objects are displayed (perspective view)"); uiBlockEndAlign(block); uiDefBut(block, LABEL, 1, "3D Cursor:", 160, 150, 140, 19, NULL, 0.0, 0.0, 0, 0, ""); uiBlockBeginAlign(block); curs= give_cursor(); uiDefButF(block, NUM, REDRAWVIEW3D, "X:", 160, 130, 150, 22, curs, -1000.0*vd->grid, 1000.0*vd->grid, 10, 0, "X co-ordinate of the 3D cursor"); uiDefButF(block, NUM, REDRAWVIEW3D, "Y:", 160, 108, 150, 22, curs+1, -1000.0*vd->grid, 1000.0*vd->grid, 10, 0, "Y co-ordinate of the 3D cursor"); uiDefButF(block, NUM, REDRAWVIEW3D, "Z:", 160, 86, 150, 22, curs+2, -1000.0*vd->grid, 1000.0*vd->grid, 10, 0, "Z co-ordinate of the 3D cursor"); uiBlockEndAlign(block); uiDefBut(block, LABEL, 1, "Display:", 10, 50, 150, 19, NULL, 0.0, 0.0, 0, 0, ""); uiDefButBitS(block, TOG, V3D_SELECT_OUTLINE, REDRAWVIEW3D, "Outline Selected", 10, 30, 140, 19, &vd->flag, 0, 0, 0, 0, "Highlight selected objects with an outline, in Solid, Shaded or Textured viewport shading modes"); uiDefButBitS(block, TOG, V3D_DRAW_CENTERS, REDRAWVIEW3D, "All Object Centers", 160, 30, 150, 19, &vd->flag, 0, 0, 0, 0, "Draw the center points on all objects"); uiDefButBitS(block, TOGN, V3D_HIDE_HELPLINES, REDRAWVIEW3D, "Relationship Lines", 10, 6, 140, 19, &vd->flag, 0, 0, 0, 0, "Draw dashed lines indicating Parent, Constraint, or Hook relationships"); } static void view3d_panel_preview(ScrArea *sa, short cntrl) // VIEW3D_HANDLER_PREVIEW { uiBlock *block; View3D *v3d= sa->spacedata.first; int ofsx, ofsy; block= uiNewBlock(&sa->uiblocks, "view3d_panel_preview", UI_EMBOSS, UI_HELV, sa->win); uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | UI_PNL_SCALE | cntrl); uiSetPanelHandler(VIEW3D_HANDLER_PREVIEW); // for close and esc ofsx= -150+(sa->winx/2)/v3d->blockscale; ofsy= -100+(sa->winy/2)/v3d->blockscale; if(uiNewPanel(sa, block, "Preview", "View3d", ofsx, ofsy, 300, 200)==0) return; uiBlockSetDrawExtraFunc(block, BIF_view3d_previewdraw); if(G.scene->recalc & SCE_PRV_CHANGED) { G.scene->recalc &= ~SCE_PRV_CHANGED; //printf("found recalc\n"); BIF_view3d_previewrender_free(sa); BIF_preview_changed(0); } } static void view3d_blockhandlers(ScrArea *sa) { View3D *v3d= sa->spacedata.first; short a; /* warning; blocks need to be freed each time, handlers dont remove */ uiFreeBlocksWin(&sa->uiblocks, sa->win); for(a=0; ablockhandler[a]) { case VIEW3D_HANDLER_PROPERTIES: view3d_panel_properties(v3d->blockhandler[a+1]); break; case VIEW3D_HANDLER_BACKGROUND: view3d_panel_background(v3d->blockhandler[a+1]); break; case VIEW3D_HANDLER_OBJECT: view3d_panel_object(v3d->blockhandler[a+1]); break; case VIEW3D_HANDLER_PREVIEW: view3d_panel_preview(sa, v3d->blockhandler[a+1]); break; } /* clear action value for event */ v3d->blockhandler[a+1]= 0; } uiDrawBlocksPanels(sa, 0); } /* ****************** View3d afterdraw *************** */ typedef struct View3DAfter { struct View3DAfter *next, *prev; struct Base *base; int type; } View3DAfter; /* temp storage of Objects that need to be drawn as last */ void add_view3d_after(View3D *v3d, Base *base, int type) { View3DAfter *v3da= MEM_callocN(sizeof(View3DAfter), "View 3d after"); BLI_addtail(&v3d->afterdraw, v3da); v3da->base= base; v3da->type= type; } /* clears zbuffer and draws it over */ static void view3d_draw_xray(View3D *v3d, int flag) { View3DAfter *v3da, *next; int doit= 0; for(v3da= v3d->afterdraw.first; v3da; v3da= v3da->next) if(v3da->type==V3D_XRAY) doit= 1; if(doit) { if(v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT); v3d->xray= TRUE; for(v3da= v3d->afterdraw.first; v3da; v3da= next) { next= v3da->next; if(v3da->type==V3D_XRAY) { draw_object(v3da->base, flag); BLI_remlink(&v3d->afterdraw, v3da); MEM_freeN(v3da); } } v3d->xray= FALSE; } } /* disables write in zbuffer and draws it over */ static void view3d_draw_transp(View3D *v3d, int flag) { View3DAfter *v3da, *next; glDepthMask(0); v3d->transp= TRUE; for(v3da= v3d->afterdraw.first; v3da; v3da= next) { next= v3da->next; if(v3da->type==V3D_TRANSP) { draw_object(v3da->base, flag); BLI_remlink(&v3d->afterdraw, v3da); MEM_freeN(v3da); } } v3d->transp= FALSE; glDepthMask(1); } /* *********************** */ static void draw_dupli_objects(View3D *v3d, Base *base) { ListBase *lb; DupliObject *dob; Base tbase; int color= (base->flag & SELECT)?TH_SELECT:TH_WIRE; char dt, dtx; /* debug */ if(base->object->dup_group && base->object->dup_group->id.us<1) color= TH_REDALERT; tbase.flag= OB_FROMDUPLI|base->flag; lb= object_duplilist(G.scene, base->object); for(dob= lb->first; dob; dob= dob->next) { tbase.object= dob->ob; Mat4CpyMat4(dob->ob->obmat, dob->mat); /* extra service: draw the duplicator in drawtype of parent */ dt= tbase.object->dt; tbase.object->dt= base->object->dt; dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx; BIF_ThemeColorBlend(color, TH_BACK, 0.5); draw_object(&tbase, DRAW_CONSTCOLOR); /* restore */ Mat4CpyMat4(dob->ob->obmat, dob->omat); tbase.object->dt= dt; tbase.object->dtx= dtx; } /* Transp afterdraw disabled, afterdraw only stores base pointers, and duplis can be same obj */ free_object_duplilist(lb); } void drawview3dspace(ScrArea *sa, void *spacedata) { View3D *v3d= spacedata; Base *base; Object *ob; Scene *setscene; setwinmatrixview3d(sa->winx, sa->winy, NULL); /* 0= no pick rect */ setviewmatrixview3d(); /* note: calls where_is_object for camera... */ Mat4MulMat4(v3d->persmat, v3d->viewmat, sa->winmat); Mat4Invert(v3d->persinv, v3d->persmat); Mat4Invert(v3d->viewinv, v3d->viewmat); /* calculate pixelsize factor once, is used for lamps and obcenters */ { float len1, len2, vec[3]; VECCOPY(vec, v3d->persinv[0]); len1= Normalise(vec); VECCOPY(vec, v3d->persinv[1]); len2= Normalise(vec); v3d->pixsize= 2.0f*(len1>len2?len1:len2); /* correct for window size */ if(sa->winx > sa->winy) v3d->pixsize/= (float)sa->winx; else v3d->pixsize/= (float)sa->winy; } if(v3d->drawtype > OB_WIRE) { if(G.f & G_SIMULATION) glClearColor(0.0, 0.0, 0.0, 0.0); else { float col[3]; BIF_GetThemeColor3fv(TH_BACK, col); glClearColor(col[0], col[1], col[2], 0.0); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glLoadIdentity(); } else { float col[3]; BIF_GetThemeColor3fv(TH_BACK, col); glClearColor(col[0], col[1], col[2], 0.0); glClear(GL_COLOR_BUFFER_BIT); } myloadmatrix(v3d->viewmat); persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls if(v3d->flag & V3D_CLIPPING) view3d_draw_clipping(v3d); /* set zbuffer after we draw clipping region */ if(v3d->drawtype > OB_WIRE) { v3d->zbuf= TRUE; glEnable(GL_DEPTH_TEST); } // needs to be done always, gridview is adjusted in drawgrid() now v3d->gridview= v3d->grid; if(v3d->view==0 || v3d->persp!=0) { drawfloor(); if(v3d->persp==2) { if(G.scene->world) { if(G.scene->world->mode & WO_STARS) { // RE_make_stars(star_stuff_init_func, star_stuff_vertex_func, // star_stuff_term_func); } } if(v3d->flag & V3D_DISPBGPIC) draw_bgpic(); } } else { drawgrid(); if(v3d->flag & V3D_DISPBGPIC) { draw_bgpic(); } } if(v3d->flag & V3D_CLIPPING) view3d_set_clipping(v3d); /* draw set first */ setscene= G.scene->set; if(setscene) { /* if(G.scene->set) { */ base= setscene->base.first; /* base= G.scene->set->base.first; */ while(base) { if(v3d->lay & base->lay) { object_handle_update(base->object); BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f); draw_object(base, DRAW_CONSTCOLOR); if(base->object->transflag & OB_DUPLI) { draw_dupli_objects(v3d, base); } } base= base->next; if(base==0 && setscene && setscene->set) { setscene= setscene->set; base= setscene->base.first; } } /* Transp and X-ray afterdraw stuff */ view3d_draw_xray(v3d, DRAW_CONSTCOLOR); // clears zbuffer if it is used! view3d_draw_transp(v3d, DRAW_CONSTCOLOR); } /* update all objects, ipos, matrices, displists, etc. Flags set by depgraph or manual, no layer check here, gets correct flushed */ for(base= G.scene->base.first; base; base= base->next) { object_handle_update(base->object); // bke_object.h } /* then draw not selected and the duplis, but skip editmode object */ for(base= G.scene->base.first; base; base= base->next) { if(v3d->lay & base->lay) { /* dupli drawing */ if(base->object->transflag & OB_DUPLI) { draw_dupli_objects(v3d, base); } if((base->flag & SELECT)==0) { if(base->object!=G.obedit) draw_object(base, 0); } } } /* draw selected and editmode */ for(base= G.scene->base.first; base; base= base->next) { if(v3d->lay & base->lay) { if (base->object==G.obedit || ( base->flag & SELECT) ) draw_object(base, 0); } } if(G.moving) { BIF_drawConstraint(); if(G.obedit) BIF_drawPropCircle(); // only editmode has proportional edit } if(G.scene->radio) RAD_drawall(v3d->drawtype>=OB_SOLID); /* Transp and X-ray afterdraw stuff */ view3d_draw_xray(v3d, 0); // clears zbuffer if it is used! view3d_draw_transp(v3d, 0); if(v3d->flag & V3D_CLIPPING) view3d_clr_clipping(); BIF_draw_manipulator(sa); if(v3d->zbuf) { v3d->zbuf= FALSE; glDisable(GL_DEPTH_TEST); } persp(PERSP_WIN); // set ortho if(v3d->persp>1) drawviewborder(); if(!(G.f & G_PLAYANIM)) drawcursor(v3d); draw_view_icon(); ob= OBACT; if(ob && (U.uiflag & USER_DRAWVIEWINFO)) draw_selected_name(ob); draw_area_emboss(sa); /* it is important to end a view in a transform compatible with buttons */ bwin_scalematrix(sa->win, v3d->blockscale, v3d->blockscale, v3d->blockscale); view3d_blockhandlers(sa); sa->win_swap= WIN_BACK_OK; if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) { v3d->flag |= V3D_NEEDBACKBUFDRAW; addafterqueue(sa->win, BACKBUFDRAW, 1); } // test for backbuf select if(G.obedit && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT)) { extern int afterqtest(short win, unsigned short evt); //editscreen.c v3d->flag |= V3D_NEEDBACKBUFDRAW; if(afterqtest(sa->win, BACKBUFDRAW)==0) { addafterqueue(sa->win, BACKBUFDRAW, 1); } } /* run any view3d draw handler script links */ if (sa->scriptlink.totscript) BPY_do_spacehandlers(sa, 0, SPACEHANDLER_VIEW3D_DRAW); /* run scene redraw script links */ if((G.f & G_DOSCRIPTLINKS) && G.scene->scriptlink.totscript && !during_script()) { BPY_do_pyscript((ID *)G.scene, SCRIPT_REDRAW); } } void drawview3d_render(struct View3D *v3d, int winx, int winy) { Base *base; Scene *setscene; float winmat[4][4]; update_for_newframe_muted(); /* first, since camera can be animated */ setwinmatrixview3d(winx, winy, NULL); setviewmatrixview3d(); myloadmatrix(v3d->viewmat); glMatrixMode(GL_PROJECTION); mygetmatrix(winmat); glMatrixMode(GL_MODELVIEW); Mat4MulMat4(v3d->persmat, v3d->viewmat, winmat); Mat4Invert(v3d->persinv, v3d->persmat); Mat4Invert(v3d->viewinv, v3d->viewmat); free_all_realtime_images(); reshadeall_displist(); if(v3d->drawtype > OB_WIRE) { v3d->zbuf= TRUE; glEnable(GL_DEPTH_TEST); } if(v3d->flag & V3D_CLIPPING) view3d_set_clipping(v3d); if (v3d->drawtype==OB_TEXTURE && G.scene->world) { glClearColor(G.scene->world->horr, G.scene->world->horg, G.scene->world->horb, 0.0); } else { float col[3]; BIF_GetThemeColor3fv(TH_BACK, col); glClearColor(col[0], col[1], col[2], 0.0); } glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); /* abuse! to make sure it doesnt draw the helpstuff */ G.f |= G_SIMULATION; /* first draw set */ setscene= G.scene->set; if(setscene) { /* if(G.scene->set) { */ base= setscene->base.first; /* base= G.scene->set->base.first; */ while(base) { if(v3d->lay & base->lay) { if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE); else { where_is_object(base->object); BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f); draw_object(base, DRAW_CONSTCOLOR); if(base->object->transflag & OB_DUPLI) { draw_dupli_objects(v3d, base); } } } base= base->next; if(base==0 && setscene && setscene->set) { setscene= setscene->set; base= setscene->base.first; } } /* Transp and X-ray afterdraw stuff */ view3d_draw_xray(v3d, DRAW_CONSTCOLOR); // clears zbuffer if it is used! view3d_draw_transp(v3d, DRAW_CONSTCOLOR); } /* first not selected and duplis */ base= G.scene->base.first; while(base) { if(v3d->lay & base->lay) { if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE); else { if(base->object->transflag & OB_DUPLI) { draw_dupli_objects(v3d, base); } else if((base->flag & SELECT)==0) { draw_object(base, 0); } } } base= base->next; } /* draw selected */ base= G.scene->base.first; while(base) { if ( ((base)->flag & SELECT) && ((base)->lay & v3d->lay) ) { if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE); else draw_object(base, 0); } base= base->next; } if(G.scene->radio) RAD_drawall(v3d->drawtype>=OB_SOLID); /* Transp and X-ray afterdraw stuff */ view3d_draw_xray(v3d, 0); // clears zbuffer if it is used! view3d_draw_transp(v3d, 0); if(v3d->flag & V3D_CLIPPING) view3d_clr_clipping(); if(v3d->zbuf) { v3d->zbuf= FALSE; glDisable(GL_DEPTH_TEST); } G.f &= ~G_SIMULATION; glFlush(); glLoadIdentity(); free_all_realtime_images(); } double tottime = 0.0; int update_time(void) { static double ltime; double time; if ((U.mixbufsize)&&(audiostream_pos() != CFRA)&&(G.scene->audio.flag & AUDIO_SYNC)) return 0; time = PIL_check_seconds_timer(); tottime += (time - ltime); ltime = time; return (tottime < 0.0); } void inner_play_anim_loop(int init, int mode) { ScrArea *sa; static ScrArea *oldsa; static double swaptime; static int curmode; /* init */ if(init) { oldsa= curarea; swaptime= 1.0/(float)G.scene->r.frs_sec; tottime= 0.0; curmode= mode; return; } set_timecursor(CFRA); update_for_newframe_muted(); sa= G.curscreen->areabase.first; while(sa) { if(sa==oldsa) { scrarea_do_windraw(sa); } else if(curmode & 1) { /* catch modes 1 and 3 */ if ELEM(sa->spacetype, SPACE_VIEW3D, SPACE_SEQ) { scrarea_do_windraw(sa); } } sa= sa->next; } /* make sure that swaptime passed by */ tottime -= swaptime; while (update_time()) PIL_sleep_ms(1); if(CFRA>=EFRA) { if (tottime > 0.0) tottime = 0.0; CFRA= SFRA; audiostream_stop(); audiostream_start( CFRA ); } else { if (U.mixbufsize && (G.scene->audio.flag & AUDIO_SYNC)) CFRA = audiostream_pos(); else CFRA++; } } /* play_anim: 'mode' defines where to play and if repeat is on: * - 0: current area * - 1: all view3d and seq areas * - 2: current area, no replay * - 3: all view3d and seq areas, no replay */ int play_anim(int mode) { ScrArea *sa, *oldsa; int cfraont; unsigned short event=0; short val; /* patch for very very old scenes */ if(SFRA==0) SFRA= 1; if(EFRA==0) EFRA= 250; if(SFRA>EFRA) return 0; update_time(); /* waitcursor(1); */ G.f |= G_PLAYANIM; /* in sequence.c and view.c this is handled */ cfraont= CFRA; oldsa= curarea; audiostream_start( CFRA ); inner_play_anim_loop(1, mode); /* 1==init */ /* forces all buffers to be OK for current frame (otherwise other windows get redrawn with CFRA+1) */ curarea->win_swap= WIN_BACK_OK; screen_swapbuffers(); while(TRUE) { while(qtest()) { /* we test events first because of MKEY event */ event= extern_qread(&val); if(event==ESCKEY) break; else if(event==MIDDLEMOUSE) { if(U.flag & USER_VIEWMOVE) { if(G.qual & LR_SHIFTKEY) viewmove(0); else if(G.qual & LR_CTRLKEY) viewmove(2); else viewmove(1); } else { if(G.qual & LR_SHIFTKEY) viewmove(1); else if(G.qual & LR_CTRLKEY) viewmove(2); else viewmove(0); } } else if(event==MKEY) { if(val) add_timeline_marker(CFRA-1); } } if(ELEM3(event, ESCKEY, SPACEKEY, RIGHTMOUSE)) break; inner_play_anim_loop(0, 0); screen_swapbuffers(); if((mode > 1) && CFRA==EFRA) break; /* no replay */ } if(event==SPACEKEY); else CFRA= cfraont; audiostream_stop(); if(oldsa!=curarea) areawinset(oldsa->win); /* restore all areas */ sa= G.curscreen->areabase.first; while(sa) { if( (mode && sa->spacetype==SPACE_VIEW3D) || sa==curarea) addqueue(sa->win, REDRAW, 1); sa= sa->next; } /* groups could have changed ipo */ allspace(REMAKEIPO, 0); allqueue(REDRAWIPO, 0); allqueue(REDRAWNLA, 0); allqueue (REDRAWACTION, 0); /* restore for cfra */ update_for_newframe_muted(); waitcursor(0); G.f &= ~G_PLAYANIM; if (event==ESCKEY || event==SPACEKEY) return 1; else return 0; }