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|
/*
* 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* The Original Code is Copyright (C) 2020 Blender Foundation.
* All rights reserved.
*/
/** \file
* \ingroup wm
*
* \brief Snap cursor.
*/
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "BLI_listbase.h"
#include "BLI_rect.h"
#include "DNA_scene_types.h"
#include "MEM_guardedalloc.h"
#include "BKE_context.h"
#include "BKE_global.h"
#include "BKE_main.h"
#include "BKE_object.h"
#include "BKE_scene.h"
#include "GPU_immediate.h"
#include "GPU_matrix.h"
#include "ED_screen.h"
#include "ED_transform.h"
#include "ED_transform_snap_object_context.h"
#include "ED_view3d.h"
#include "UI_resources.h"
#include "RNA_access.h"
#include "DEG_depsgraph_query.h"
#include "WM_api.h"
#define STATE_INTERN_GET(state) \
(SnapStateIntern *)((char *)state - offsetof(SnapStateIntern, snap_state))
typedef struct SnapStateIntern {
struct SnapStateIntern *next, *prev;
V3DSnapCursorState snap_state;
} SnapStateIntern;
typedef struct SnapCursorDataIntern {
V3DSnapCursorState state_default;
ListBase state_intern;
V3DSnapCursorData snap_data;
struct SnapObjectContext *snap_context_v3d;
const Scene *scene;
short snap_elem_hidden;
float prevpoint_stack[3];
/* Copy of the parameters of the last event state in order to detect updates. */
struct {
int x;
int y;
#ifdef USE_SNAP_DETECT_FROM_KEYMAP_HACK
short shift, ctrl, alt, oskey;
#endif
} last_eventstate;
#ifdef USE_SNAP_DETECT_FROM_KEYMAP_HACK
struct wmKeyMap *keymap;
int snap_on;
#endif
struct wmPaintCursor *handle;
bool is_initiated;
} SnapCursorDataIntern;
static SnapCursorDataIntern g_data_intern = {
.state_default = {.prevpoint = NULL,
.snap_elem_force = (SCE_SNAP_MODE_VERTEX | SCE_SNAP_MODE_EDGE |
SCE_SNAP_MODE_FACE | SCE_SNAP_MODE_EDGE_PERPENDICULAR |
SCE_SNAP_MODE_EDGE_MIDPOINT),
.plane_axis = 2,
.color_point = {255, 255, 255, 255},
.color_line = {255, 255, 255, 128},
.color_box = {255, 255, 255, 128},
.box_dimensions = {1.0f, 1.0f, 1.0f},
.draw_point = true}};
/**
* Calculate a 3x3 orientation matrix from the surface under the cursor.
*/
static void v3d_cursor_poject_surface_normal(const float normal[3],
const float obmat[4][4],
float r_mat[3][3])
{
float mat[3][3];
copy_m3_m4(mat, obmat);
normalize_m3(mat);
float dot_best = fabsf(dot_v3v3(mat[0], normal));
int i_best = 0;
for (int i = 1; i < 3; i++) {
float dot_test = fabsf(dot_v3v3(mat[i], normal));
if (dot_test > dot_best) {
i_best = i;
dot_best = dot_test;
}
}
if (dot_v3v3(mat[i_best], normal) < 0.0f) {
negate_v3(mat[(i_best + 1) % 3]);
negate_v3(mat[(i_best + 2) % 3]);
}
copy_v3_v3(mat[i_best], normal);
orthogonalize_m3(mat, i_best);
normalize_m3(mat);
copy_v3_v3(r_mat[0], mat[(i_best + 1) % 3]);
copy_v3_v3(r_mat[1], mat[(i_best + 2) % 3]);
copy_v3_v3(r_mat[2], mat[i_best]);
}
/**
* Calculate 3D view incremental (grid) snapping.
*
* \note This could be moved to a public function.
*/
static bool v3d_cursor_snap_calc_incremental(
Scene *scene, View3D *v3d, ARegion *region, const float co_relative[3], float co[3])
{
const float grid_size = ED_view3d_grid_view_scale(scene, v3d, region, NULL);
if (UNLIKELY(grid_size == 0.0f)) {
return false;
}
if (scene->toolsettings->snap_flag & SCE_SNAP_ABS_GRID) {
co_relative = NULL;
}
if (co_relative != NULL) {
sub_v3_v3(co, co_relative);
}
mul_v3_fl(co, 1.0f / grid_size);
co[0] = roundf(co[0]);
co[1] = roundf(co[1]);
co[2] = roundf(co[2]);
mul_v3_fl(co, grid_size);
if (co_relative != NULL) {
add_v3_v3(co, co_relative);
}
return true;
}
/**
* Re-order \a mat so \a axis_align uses its own axis which is closest to \a v.
*/
static bool mat3_align_axis_to_v3(float mat[3][3], const int axis_align, const float v[3])
{
float dot_best = -1.0f;
int axis_found = axis_align;
for (int i = 0; i < 3; i++) {
const float dot_test = fabsf(dot_v3v3(mat[i], v));
if (dot_test > dot_best) {
dot_best = dot_test;
axis_found = i;
}
}
if (axis_align != axis_found) {
float tmat[3][3];
copy_m3_m3(tmat, mat);
const int offset = mod_i(axis_found - axis_align, 3);
for (int i = 0; i < 3; i++) {
copy_v3_v3(mat[i], tmat[(i + offset) % 3]);
}
return true;
}
return false;
}
/* -------------------------------------------------------------------- */
/** \name Drawings
* \{ */
static void v3d_cursor_plane_draw_grid(const int resolution,
const float scale,
const float scale_fade,
const float matrix[4][4],
const int plane_axis,
const float color[4])
{
BLI_assert(scale_fade <= scale);
const int resolution_min = resolution - 1;
float color_fade[4] = {UNPACK4(color)};
const float *center = matrix[3];
GPU_blend(GPU_BLEND_ADDITIVE);
GPU_line_smooth(true);
GPU_line_width(1.0f);
GPUVertFormat *format = immVertexFormat();
const uint pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
const uint col_id = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_SMOOTH_COLOR);
const size_t coords_len = resolution * resolution;
float(*coords)[3] = MEM_mallocN(sizeof(*coords) * coords_len, __func__);
const int axis_x = (plane_axis + 0) % 3;
const int axis_y = (plane_axis + 1) % 3;
const int axis_z = (plane_axis + 2) % 3;
int i;
const float resolution_div = (float)1.0f / (float)resolution;
i = 0;
for (int x = 0; x < resolution; x++) {
const float x_fl = (x * resolution_div) - 0.5f;
for (int y = 0; y < resolution; y++) {
const float y_fl = (y * resolution_div) - 0.5f;
coords[i][axis_x] = 0.0f;
coords[i][axis_y] = x_fl * scale;
coords[i][axis_z] = y_fl * scale;
mul_m4_v3(matrix, coords[i]);
i += 1;
}
}
BLI_assert(i == (int)coords_len);
immBeginAtMost(GPU_PRIM_LINES, coords_len * 4);
i = 0;
for (int x = 0; x < resolution_min; x++) {
for (int y = 0; y < resolution_min; y++) {
/* Add #resolution_div to ensure we fade-out entirely. */
#define FADE(v) \
max_ff(0.0f, (1.0f - square_f(((len_v3v3(v, center) / scale_fade) + resolution_div) * 2.0f)))
const float *v0 = coords[(resolution * x) + y];
const float *v1 = coords[(resolution * (x + 1)) + y];
const float *v2 = coords[(resolution * x) + (y + 1)];
const float f0 = FADE(v0);
const float f1 = FADE(v1);
const float f2 = FADE(v2);
if (f0 > 0.0f || f1 > 0.0f) {
color_fade[3] = color[3] * f0;
immAttr4fv(col_id, color_fade);
immVertex3fv(pos_id, v0);
color_fade[3] = color[3] * f1;
immAttr4fv(col_id, color_fade);
immVertex3fv(pos_id, v1);
}
if (f0 > 0.0f || f2 > 0.0f) {
color_fade[3] = color[3] * f0;
immAttr4fv(col_id, color_fade);
immVertex3fv(pos_id, v0);
color_fade[3] = color[3] * f2;
immAttr4fv(col_id, color_fade);
immVertex3fv(pos_id, v2);
}
#undef FADE
i++;
}
}
MEM_freeN(coords);
immEnd();
immUnbindProgram();
GPU_line_smooth(false);
GPU_blend(GPU_BLEND_NONE);
}
static void v3d_cursor_plane_draw(const RegionView3D *rv3d,
const int plane_axis,
const float matrix[4][4])
{
/* Draw */
float pixel_size;
if (rv3d->is_persp) {
float center[3];
negate_v3_v3(center, rv3d->ofs);
pixel_size = ED_view3d_pixel_size(rv3d, center);
}
else {
pixel_size = ED_view3d_pixel_size(rv3d, matrix[3]);
}
if (pixel_size > FLT_EPSILON) {
/* Arbitrary, 1.0 is a little too strong though. */
float color_alpha = 0.75f;
if (rv3d->is_persp) {
/* Scale down the alpha when this is drawn very small,
* since the add shader causes the small size to show too dense & bright. */
const float relative_pixel_scale = pixel_size / ED_view3d_pixel_size(rv3d, matrix[3]);
if (relative_pixel_scale < 1.0f) {
color_alpha *= max_ff(square_f(relative_pixel_scale), 0.3f);
}
}
{
/* Extra adjustment when it's near view-aligned as it seems overly bright. */
float view_vector[3];
ED_view3d_global_to_vector(rv3d, matrix[3], view_vector);
float view_dot = fabsf(dot_v3v3(matrix[plane_axis], view_vector));
color_alpha *= max_ff(0.3f, 1.0f - square_f(square_f(1.0f - view_dot)));
}
const float scale_mod = U.gizmo_size * 2 * U.dpi_fac / U.pixelsize;
float final_scale = (scale_mod * pixel_size);
const int lines_subdiv = 10;
int lines = lines_subdiv;
float final_scale_fade = final_scale;
final_scale = ceil_power_of_10(final_scale);
float fac = final_scale_fade / final_scale;
float color[4] = {1, 1, 1, color_alpha};
color[3] *= square_f(1.0f - fac);
if (color[3] > 0.0f) {
v3d_cursor_plane_draw_grid(
lines * lines_subdiv, final_scale, final_scale_fade, matrix, plane_axis, color);
}
color[3] = color_alpha;
/* When the grid is large, we only need the 2x lines in the middle. */
if (fac < 0.2f) {
lines = 1;
final_scale = final_scale_fade;
}
v3d_cursor_plane_draw_grid(lines, final_scale, final_scale_fade, matrix, plane_axis, color);
}
}
static void cursor_box_draw(const float dimensions[3], uchar color[4])
{
GPUVertFormat *format = immVertexFormat();
const uint pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
GPU_blend(GPU_BLEND_ALPHA);
GPU_line_smooth(true);
GPU_line_width(1.0f);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformColor4ubv(color);
imm_draw_cube_corners_3d(pos_id, (float[3]){0.0f, 0.0f, dimensions[2]}, dimensions, 0.15f);
immUnbindProgram();
GPU_line_smooth(false);
GPU_blend(GPU_BLEND_NONE);
}
void ED_view3d_cursor_snap_draw_util(RegionView3D *rv3d,
const float loc_prev[3],
const float loc_curr[3],
const float normal[3],
const uchar color_line[4],
const uchar color_point[4],
const short snap_elem_type)
{
if (!loc_prev && !loc_curr) {
return;
}
float view_inv[4][4];
copy_m4_m4(view_inv, rv3d->viewinv);
/* The size of the circle is larger than the vertex size.
* This prevents a drawing overlaps the other. */
float radius = 2.5f * UI_GetThemeValuef(TH_VERTEX_SIZE);
uint pos = GPU_vertformat_attr_add(immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
if (loc_curr) {
immUniformColor4ubv(color_point);
imm_drawcircball(loc_curr, ED_view3d_pixel_size(rv3d, loc_curr) * radius, view_inv, pos);
/* draw normal if needed */
if (normal) {
immBegin(GPU_PRIM_LINES, 2);
immVertex3fv(pos, loc_curr);
immVertex3f(pos, loc_curr[0] + normal[0], loc_curr[1] + normal[1], loc_curr[2] + normal[2]);
immEnd();
}
}
if (loc_prev) {
/* Draw an "X" indicating where the previous snap point is.
* This is useful for indicating perpendicular snap. */
/* v1, v2, v3 and v4 indicate the coordinates of the ends of the "X". */
float vx[3], vy[3], v1[3], v2[3], v3[3], v4[4];
/* Multiply by 0.75f so that the final size of the "X" is close to that of
* the circle.
* (A closer value is 0.7071f, but we don't need to be exact here). */
float x_size = 0.75f * radius * ED_view3d_pixel_size(rv3d, loc_prev);
mul_v3_v3fl(vx, view_inv[0], x_size);
mul_v3_v3fl(vy, view_inv[1], x_size);
add_v3_v3v3(v1, vx, vy);
sub_v3_v3v3(v2, vx, vy);
negate_v3_v3(v3, v1);
negate_v3_v3(v4, v2);
add_v3_v3(v1, loc_prev);
add_v3_v3(v2, loc_prev);
add_v3_v3(v3, loc_prev);
add_v3_v3(v4, loc_prev);
immUniformColor4ubv(color_line);
immBegin(GPU_PRIM_LINES, 4);
immVertex3fv(pos, v3);
immVertex3fv(pos, v1);
immVertex3fv(pos, v4);
immVertex3fv(pos, v2);
immEnd();
if (loc_curr && (snap_elem_type & SCE_SNAP_MODE_EDGE_PERPENDICULAR)) {
/* Dashed line. */
immUnbindProgram();
immBindBuiltinProgram(GPU_SHADER_3D_LINE_DASHED_UNIFORM_COLOR);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
immUniform2f("viewport_size", viewport_size[2], viewport_size[3]);
immUniform1f("dash_width", 6.0f * U.pixelsize);
immUniform1f("dash_factor", 1.0f / 4.0f);
immUniformColor4ubv(color_line);
immBegin(GPU_PRIM_LINES, 2);
immVertex3fv(pos, loc_prev);
immVertex3fv(pos, loc_curr);
immEnd();
}
}
immUnbindProgram();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Event State
* \{ */
/* Checks if the current event is different from the one captured in the last update. */
static bool v3d_cursor_eventstate_has_changed(SnapCursorDataIntern *data_intern,
V3DSnapCursorState *state,
const wmWindowManager *wm,
const int x,
const int y)
{
if (wm && wm->winactive) {
const wmEvent *event = wm->winactive->eventstate;
if ((x != data_intern->last_eventstate.x) || (y != data_intern->last_eventstate.y)) {
return true;
}
#ifdef USE_SNAP_DETECT_FROM_KEYMAP_HACK
if (!(state && (state->flag & V3D_SNAPCURSOR_TOGGLE_ALWAYS_TRUE))) {
if ((event->ctrl != data_intern->last_eventstate.ctrl) ||
(event->shift != data_intern->last_eventstate.shift) ||
(event->alt != data_intern->last_eventstate.alt) ||
(event->oskey != data_intern->last_eventstate.oskey)) {
return true;
}
}
#endif
}
return false;
}
/* Copies the current eventstate. */
static void v3d_cursor_eventstate_save_xy(SnapCursorDataIntern *cursor_snap,
const int x,
const int y)
{
cursor_snap->last_eventstate.x = x;
cursor_snap->last_eventstate.y = y;
}
#ifdef USE_SNAP_DETECT_FROM_KEYMAP_HACK
static bool v3d_cursor_is_snap_invert(SnapCursorDataIntern *data_intern, const wmWindowManager *wm)
{
if (!wm || !wm->winactive) {
return false;
}
const wmEvent *event = wm->winactive->eventstate;
if ((event->ctrl == data_intern->last_eventstate.ctrl) &&
(event->shift == data_intern->last_eventstate.shift) &&
(event->alt == data_intern->last_eventstate.alt) &&
(event->oskey == data_intern->last_eventstate.oskey)) {
/* Nothing has changed. */
return data_intern->snap_data.is_snap_invert;
}
/* Save new eventstate. */
data_intern->last_eventstate.ctrl = event->ctrl;
data_intern->last_eventstate.shift = event->shift;
data_intern->last_eventstate.alt = event->alt;
data_intern->last_eventstate.oskey = event->oskey;
const int snap_on = data_intern->snap_on;
wmKeyMap *keymap = WM_keymap_active(wm, data_intern->keymap);
for (wmKeyMapItem *kmi = keymap->items.first; kmi; kmi = kmi->next) {
if (kmi->flag & KMI_INACTIVE) {
continue;
}
if (kmi->propvalue == snap_on) {
if ((ELEM(kmi->type, EVT_LEFTCTRLKEY, EVT_RIGHTCTRLKEY) && event->ctrl) ||
(ELEM(kmi->type, EVT_LEFTSHIFTKEY, EVT_RIGHTSHIFTKEY) && event->shift) ||
(ELEM(kmi->type, EVT_LEFTALTKEY, EVT_RIGHTALTKEY) && event->alt) ||
((kmi->type == EVT_OSKEY) && event->oskey)) {
return true;
}
}
}
return false;
}
#endif
/** \} */
/* -------------------------------------------------------------------- */
/** \name Update
* \{ */
static short v3d_cursor_snap_elements(V3DSnapCursorState *snap_state, Scene *scene)
{
short snap_elements = snap_state->snap_elem_force;
if (!snap_elements) {
return scene->toolsettings->snap_mode;
}
return snap_elements;
}
static void v3d_cursor_snap_context_ensure(Scene *scene)
{
SnapCursorDataIntern *data_intern = &g_data_intern;
if (data_intern->snap_context_v3d && (data_intern->scene != scene)) {
ED_transform_snap_object_context_destroy(data_intern->snap_context_v3d);
data_intern->snap_context_v3d = NULL;
}
if (data_intern->snap_context_v3d == NULL) {
data_intern->snap_context_v3d = ED_transform_snap_object_context_create(scene, 0);
data_intern->scene = scene;
}
}
static void v3d_cursor_snap_update(V3DSnapCursorState *state,
const bContext *C,
wmWindowManager *wm,
Depsgraph *depsgraph,
Scene *scene,
ARegion *region,
View3D *v3d,
int x,
int y)
{
SnapCursorDataIntern *data_intern = &g_data_intern;
V3DSnapCursorData *snap_data = &data_intern->snap_data;
v3d_cursor_snap_context_ensure(scene);
float co[3], no[3], face_nor[3], obmat[4][4], omat[3][3];
short snap_elem = 0;
int snap_elem_index[3] = {-1, -1, -1};
int index = -1;
const float mval_fl[2] = {x, y};
zero_v3(no);
zero_v3(face_nor);
unit_m3(omat);
ushort snap_elements = v3d_cursor_snap_elements(state, scene);
data_intern->snap_elem_hidden = 0;
const bool draw_plane = state->draw_plane || state->draw_box;
if (draw_plane && !(snap_elements & SCE_SNAP_MODE_FACE)) {
data_intern->snap_elem_hidden = SCE_SNAP_MODE_FACE;
snap_elements |= SCE_SNAP_MODE_FACE;
}
snap_data->is_enabled = true;
#ifdef USE_SNAP_DETECT_FROM_KEYMAP_HACK
if (!(state->flag & V3D_SNAPCURSOR_TOGGLE_ALWAYS_TRUE)) {
snap_data->is_snap_invert = v3d_cursor_is_snap_invert(data_intern, wm);
const ToolSettings *ts = scene->toolsettings;
if (snap_data->is_snap_invert != !(ts->snap_flag & SCE_SNAP)) {
snap_data->is_enabled = false;
if (!draw_plane) {
snap_data->snap_elem = 0;
return;
}
snap_elements = data_intern->snap_elem_hidden = SCE_SNAP_MODE_FACE;
}
}
#endif
if (snap_elements & (SCE_SNAP_MODE_VERTEX | SCE_SNAP_MODE_EDGE | SCE_SNAP_MODE_FACE |
SCE_SNAP_MODE_EDGE_MIDPOINT | SCE_SNAP_MODE_EDGE_PERPENDICULAR)) {
float prev_co[3] = {0.0f};
if (state->prevpoint) {
copy_v3_v3(prev_co, state->prevpoint);
}
else {
snap_elements &= ~SCE_SNAP_MODE_EDGE_PERPENDICULAR;
}
eSnapSelect snap_select = (state->flag & V3D_SNAPCURSOR_SNAP_ONLY_ACTIVE) ? SNAP_ONLY_ACTIVE :
SNAP_ALL;
eSnapEditType edit_mode_type = (state->flag & V3D_SNAPCURSOR_SNAP_EDIT_GEOM_FINAL) ?
SNAP_GEOM_FINAL :
(state->flag & V3D_SNAPCURSOR_SNAP_EDIT_GEOM_CAGE) ?
SNAP_GEOM_CAGE :
SNAP_GEOM_EDIT;
bool use_occlusion_test = (state->flag & V3D_SNAPCURSOR_OCCLUSION_ALWAYS_TRUE) ? false : true;
float dist_px = 12.0f * U.pixelsize;
snap_elem = ED_transform_snap_object_project_view3d_ex(
data_intern->snap_context_v3d,
depsgraph,
region,
v3d,
snap_elements,
&(const struct SnapObjectParams){
.snap_select = snap_select,
.edit_mode_type = edit_mode_type,
.use_occlusion_test = use_occlusion_test,
},
mval_fl,
prev_co,
&dist_px,
co,
no,
&index,
NULL,
obmat,
face_nor);
}
if (is_zero_v3(face_nor)) {
face_nor[state->plane_axis] = 1.0f;
}
if (draw_plane) {
RegionView3D *rv3d = region->regiondata;
bool orient_surface = snap_elem && (state->plane_orient == V3D_PLACE_ORIENT_SURFACE);
if (orient_surface) {
copy_m3_m4(omat, obmat);
}
else {
ViewLayer *view_layer = CTX_data_view_layer(C);
Object *ob = OBACT(view_layer);
const int orient_index = BKE_scene_orientation_get_index(scene, SCE_ORIENT_DEFAULT);
const int pivot_point = scene->toolsettings->transform_pivot_point;
ED_transform_calc_orientation_from_type_ex(
scene, view_layer, v3d, region->regiondata, ob, ob, orient_index, pivot_point, omat);
if (state->use_plane_axis_auto) {
mat3_align_axis_to_v3(omat, state->plane_axis, rv3d->viewinv[2]);
}
}
/* Non-orthogonal matrices cause the preview and final result not to match.
*
* While making orthogonal doesn't always work well (especially with gimbal orientation for
* e.g.) it's a corner case, without better alternatives as objects don't support shear. */
orthogonalize_m3(omat, state->plane_axis);
if (orient_surface) {
if (dot_v3v3(rv3d->viewinv[2], face_nor) < 0.0f) {
negate_v3(face_nor);
}
v3d_cursor_poject_surface_normal(face_nor, obmat, omat);
}
}
float *co_depth = snap_elem ? co : scene->cursor.location;
snap_elem &= ~data_intern->snap_elem_hidden;
if (snap_elem == 0) {
float plane[4];
if (state->plane_depth != V3D_PLACE_DEPTH_CURSOR_VIEW) {
const float *plane_normal = omat[state->plane_axis];
plane_from_point_normal_v3(plane, co_depth, plane_normal);
}
if ((state->plane_depth == V3D_PLACE_DEPTH_CURSOR_VIEW) ||
!ED_view3d_win_to_3d_on_plane(region, plane, mval_fl, true, co)) {
ED_view3d_win_to_3d(v3d, region, co_depth, mval_fl, co);
}
if (snap_data->is_enabled && (snap_elements & SCE_SNAP_MODE_INCREMENT)) {
v3d_cursor_snap_calc_incremental(scene, v3d, region, state->prevpoint, co);
}
}
else if (snap_elem == SCE_SNAP_MODE_VERTEX) {
snap_elem_index[0] = index;
}
else if (snap_elem &
(SCE_SNAP_MODE_EDGE | SCE_SNAP_MODE_EDGE_MIDPOINT | SCE_SNAP_MODE_EDGE_PERPENDICULAR)) {
snap_elem_index[1] = index;
}
else if (snap_elem == SCE_SNAP_MODE_FACE) {
snap_elem_index[2] = index;
}
snap_data->snap_elem = snap_elem;
copy_v3_v3(snap_data->loc, co);
copy_v3_v3(snap_data->nor, no);
copy_m4_m4(snap_data->obmat, obmat);
copy_v3_v3_int(snap_data->elem_index, snap_elem_index);
copy_m3_m3(snap_data->plane_omat, omat);
v3d_cursor_eventstate_save_xy(data_intern, x, y);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Callbacks
* \{ */
static bool v3d_cursor_snap_pool_fn(bContext *C)
{
if (G.moving) {
return false;
}
ARegion *region = CTX_wm_region(C);
if (region->regiontype != RGN_TYPE_WINDOW) {
return false;
}
ScrArea *area = CTX_wm_area(C);
if (area->spacetype != SPACE_VIEW3D) {
return false;
}
RegionView3D *rv3d = region->regiondata;
if (rv3d->rflag & RV3D_NAVIGATING) {
/* Don't draw the cursor while navigating. It can be distracting. */
return false;
};
return true;
}
static void v3d_cursor_snap_draw_fn(bContext *C, int x, int y, void *UNUSED(customdata))
{
SnapCursorDataIntern *data_intern = &g_data_intern;
V3DSnapCursorState *state = ED_view3d_cursor_snap_state_get();
V3DSnapCursorData *snap_data = &data_intern->snap_data;
wmWindowManager *wm = CTX_wm_manager(C);
ARegion *region = CTX_wm_region(C);
x -= region->winrct.xmin;
y -= region->winrct.ymin;
if (v3d_cursor_eventstate_has_changed(data_intern, state, wm, x, y)) {
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
Scene *scene = DEG_get_input_scene(depsgraph);
View3D *v3d = CTX_wm_view3d(C);
v3d_cursor_snap_update(state, C, wm, depsgraph, scene, region, v3d, x, y);
}
const bool draw_plane = state->draw_plane || state->draw_box;
if (!snap_data->snap_elem && !draw_plane) {
return;
}
/* Setup viewport & matrix. */
RegionView3D *rv3d = region->regiondata;
wmViewport(®ion->winrct);
GPU_matrix_projection_set(rv3d->winmat);
GPU_matrix_set(rv3d->viewmat);
float matrix[4][4];
if (draw_plane) {
copy_m4_m3(matrix, snap_data->plane_omat);
copy_v3_v3(matrix[3], snap_data->loc);
v3d_cursor_plane_draw(rv3d, state->plane_axis, matrix);
}
if (snap_data->snap_elem && (state->draw_point || state->draw_box)) {
const float *prev_point = (snap_data->snap_elem & SCE_SNAP_MODE_EDGE_PERPENDICULAR) ?
state->prevpoint :
NULL;
GPU_line_smooth(false);
GPU_line_width(1.0f);
ED_view3d_cursor_snap_draw_util(rv3d,
prev_point,
snap_data->loc,
NULL,
state->color_line,
state->color_point,
snap_data->snap_elem);
}
if (state->draw_box) {
GPU_matrix_mul(matrix);
cursor_box_draw(state->box_dimensions, state->color_box);
}
/* Restore matrix. */
wmWindowViewport(CTX_wm_window(C));
}
/** \} */
V3DSnapCursorState *ED_view3d_cursor_snap_state_get(void)
{
SnapCursorDataIntern *data_intern = &g_data_intern;
if (BLI_listbase_is_empty(&data_intern->state_intern)) {
return &g_data_intern.state_default;
}
return &((SnapStateIntern *)data_intern->state_intern.last)->snap_state;
}
static void v3d_cursor_snap_activate(void)
{
SnapCursorDataIntern *data_intern = &g_data_intern;
if (!data_intern->handle) {
if (!data_intern->is_initiated) {
/* Only initiate intern data once.
* TODO: ED_view3d_cursor_snap_init */
#ifdef USE_SNAP_DETECT_FROM_KEYMAP_HACK
struct wmKeyConfig *keyconf = ((wmWindowManager *)G.main->wm.first)->defaultconf;
data_intern->keymap = WM_modalkeymap_find(keyconf, "Generic Gizmo Tweak Modal Map");
RNA_enum_value_from_id(data_intern->keymap->modal_items, "SNAP_ON", &data_intern->snap_on);
#endif
data_intern->is_initiated = true;
}
struct wmPaintCursor *pc = WM_paint_cursor_activate(
SPACE_VIEW3D, RGN_TYPE_WINDOW, v3d_cursor_snap_pool_fn, v3d_cursor_snap_draw_fn, NULL);
data_intern->handle = pc;
}
}
static void v3d_cursor_snap_free(void)
{
SnapCursorDataIntern *data_intern = &g_data_intern;
if (data_intern->handle && G_MAIN->wm.first) {
WM_paint_cursor_end(data_intern->handle);
data_intern->handle = NULL;
}
if (data_intern->snap_context_v3d) {
ED_transform_snap_object_context_destroy(data_intern->snap_context_v3d);
data_intern->snap_context_v3d = NULL;
}
BLI_freelistN(&data_intern->state_intern);
}
void ED_view3d_cursor_snap_state_default_set(V3DSnapCursorState *state)
{
g_data_intern.state_default = *state;
}
V3DSnapCursorState *ED_view3d_cursor_snap_active(void)
{
SnapCursorDataIntern *data_intern = &g_data_intern;
if (!data_intern->handle) {
v3d_cursor_snap_activate();
}
SnapStateIntern *state_intern = MEM_mallocN(sizeof(*state_intern), __func__);
state_intern->snap_state = g_data_intern.state_default;
BLI_addtail(&g_data_intern.state_intern, state_intern);
return (V3DSnapCursorState *)&state_intern->snap_state;
}
void ED_view3d_cursor_snap_deactive(V3DSnapCursorState *state)
{
SnapCursorDataIntern *data_intern = &g_data_intern;
if (BLI_listbase_is_empty(&data_intern->state_intern)) {
return;
}
SnapStateIntern *state_intern = STATE_INTERN_GET(state);
BLI_remlink(&data_intern->state_intern, state_intern);
if (BLI_listbase_is_empty(&data_intern->state_intern)) {
v3d_cursor_snap_free();
}
}
void ED_view3d_cursor_snap_prevpoint_set(V3DSnapCursorState *state, const float prev_point[3])
{
SnapCursorDataIntern *data_intern = &g_data_intern;
if (!state) {
state = ED_view3d_cursor_snap_state_get();
}
if (prev_point) {
copy_v3_v3(data_intern->prevpoint_stack, prev_point);
state->prevpoint = data_intern->prevpoint_stack;
}
else {
state->prevpoint = NULL;
}
}
V3DSnapCursorData *ED_view3d_cursor_snap_data_get(V3DSnapCursorState *state,
const bContext *C,
const int x,
const int y)
{
SnapCursorDataIntern *data_intern = &g_data_intern;
if (C) {
wmWindowManager *wm = CTX_wm_manager(C);
if (v3d_cursor_eventstate_has_changed(data_intern, state, wm, x, y)) {
Depsgraph *depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
Scene *scene = DEG_get_input_scene(depsgraph);
ARegion *region = CTX_wm_region(C);
View3D *v3d = CTX_wm_view3d(C);
if (!state) {
state = ED_view3d_cursor_snap_state_get();
}
v3d_cursor_snap_update(state, C, wm, depsgraph, scene, region, v3d, x, y);
}
}
return &data_intern->snap_data;
}
struct SnapObjectContext *ED_view3d_cursor_snap_context_ensure(Scene *scene)
{
SnapCursorDataIntern *data_intern = &g_data_intern;
v3d_cursor_snap_context_ensure(scene);
return data_intern->snap_context_v3d;
}
void ED_view3d_cursor_snap_exit(void)
{
v3d_cursor_snap_free();
}
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