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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.
*/
/** \file
* \ingroup wm
*
* \name Custom Orientation/Navigation Gizmo for the 3D View
*
* \brief Simple gizmo to axis and translate.
*
* - scale_basis: used for the size.
* - matrix_basis: used for the location.
* - matrix_offset: used to store the orientation.
*/
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_sort_utils.h"
#include "BKE_context.h"
#include "GPU_batch.h"
#include "GPU_batch_presets.h"
#include "GPU_immediate.h"
#include "GPU_immediate_util.h"
#include "GPU_matrix.h"
#include "GPU_state.h"
#include "BLF_api.h"
#include "RNA_access.h"
#include "RNA_define.h"
#include "UI_interface.h"
#include "UI_resources.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "view3d_intern.h"
/* Radius of the entire background. */
#define WIDGET_RADIUS ((U.gizmo_size_navigate_v3d / 2.0f) * UI_DPI_FAC)
/* Sizes of axis spheres containing XYZ characters in relation to above. */
#define AXIS_HANDLE_SIZE 0.20f
#define AXIS_LINE_WIDTH ((U.gizmo_size_navigate_v3d / 40.0f) * U.pixelsize)
#define AXIS_RING_WIDTH ((U.gizmo_size_navigate_v3d / 60.0f) * U.pixelsize)
#define AXIS_TEXT_SIZE (WIDGET_RADIUS * AXIS_HANDLE_SIZE * 1.25f)
/* distance within this from center is considered positive. */
#define AXIS_DEPTH_BIAS 0.01f
static void gizmo_axis_draw(const bContext *C, wmGizmo *gz)
{
struct {
float depth;
char index;
char axis;
char axis_opposite;
bool is_pos;
} axis_order[6] = {
{-gz->matrix_offset[0][2], 0, 0, 1, false},
{+gz->matrix_offset[0][2], 1, 0, 0, true},
{-gz->matrix_offset[1][2], 2, 1, 3, false},
{+gz->matrix_offset[1][2], 3, 1, 2, true},
{-gz->matrix_offset[2][2], 4, 2, 5, false},
{+gz->matrix_offset[2][2], 5, 2, 4, true},
};
int axis_align = -1;
for (int axis = 0; axis < 3; axis++) {
if (len_squared_v2(gz->matrix_offset[axis]) < 1e-6f) {
axis_align = axis;
break;
}
}
qsort(&axis_order, ARRAY_SIZE(axis_order), sizeof(axis_order[0]), BLI_sortutil_cmp_float);
/* When the cursor is over any of the gizmos (show circle backdrop). */
const bool is_active = ((gz->state & WM_GIZMO_STATE_HIGHLIGHT) != 0);
/* Background color of the View3D, used to mix colors. */
float view_color[4];
ED_view3d_background_color_get(CTX_data_scene(C), CTX_wm_view3d(C), view_color);
view_color[3] = 1.0f;
float matrix_screen[4][4];
float matrix_unit[4][4];
unit_m4(matrix_unit);
WM_gizmo_calc_matrix_final_params(gz,
&((struct WM_GizmoMatrixParams){
.matrix_offset = matrix_unit,
}),
matrix_screen);
GPU_matrix_push();
GPU_matrix_mul(matrix_screen);
GPUVertFormat *format = immVertexFormat();
const uint pos_id = GPU_vertformat_attr_add(format, "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
const uint color_id = GPU_vertformat_attr_add(format, "color", GPU_COMP_F32, 4, GPU_FETCH_FLOAT);
float viewport_size[4];
GPU_viewport_size_get_f(viewport_size);
static float axis_color[3][4];
struct {
float matrix[4][4];
float matrix_m3[3][3];
float matrix_m3_invert[3][3];
int id;
} font;
font.id = BLF_default();
BLF_disable(font.id, BLF_ROTATION | BLF_SHADOW | BLF_MATRIX | BLF_ASPECT | BLF_WORD_WRAP);
BLF_enable(font.id, BLF_BOLD);
BLF_size(font.id, AXIS_TEXT_SIZE, 72);
BLF_position(font.id, 0, 0, 0);
/* Calculate the inverse of the (matrix_final * matrix_offset).
* This allows us to use the final location, while reversing the rotation so fonts
* show without any rotation. */
float m3[3][3];
float m3_offset[3][3];
copy_m3_m4(m3, matrix_screen);
copy_m3_m4(m3_offset, gz->matrix_offset);
mul_m3_m3m3(m3, m3, m3_offset);
copy_m3_m3(font.matrix_m3_invert, m3);
invert_m3(m3);
copy_m3_m3(font.matrix_m3, m3);
copy_m4_m3(font.matrix, m3);
bool use_project_matrix = (gz->scale_final >= -GPU_MATRIX_ORTHO_CLIP_NEAR_DEFAULT);
if (use_project_matrix) {
GPU_matrix_push_projection();
GPU_matrix_ortho_set_z(-gz->scale_final, gz->scale_final);
}
UI_draw_roundbox_corner_set(UI_CNR_ALL);
GPU_polygon_smooth(false);
/* Circle defining active area. */
if (is_active) {
const float rad = WIDGET_RADIUS;
GPU_matrix_push();
GPU_matrix_scale_1f(1.0f / rad);
UI_draw_roundbox_4fv(true, -rad, -rad, rad, rad, rad, gz->color_hi);
GPU_matrix_pop();
}
GPU_matrix_mul(gz->matrix_offset);
for (int axis_index = 0; axis_index < ARRAY_SIZE(axis_order); axis_index++) {
const int index = axis_order[axis_index].index;
const int axis = axis_order[axis_index].axis;
const bool is_pos = axis_order[axis_index].is_pos;
const float depth = axis_order[axis_index].depth;
const bool is_behind = (depth <= (AXIS_DEPTH_BIAS * (is_pos ? -1 : 1)));
bool is_aligned_front = (axis_align != -1 && axis_align == axis && !is_behind);
bool is_aligned_back = (axis_align != -1 && axis_align == axis && is_behind);
const float v[3] = {0, 0, (1.0f - AXIS_HANDLE_SIZE) * (is_pos ? 1 : -1)};
const float v_final[3] = {v[(axis + 2) % 3], v[(axis + 1) % 3], v[axis]};
bool is_highlight = index + 1 == gz->highlight_part;
/* Check if highlight part is the other side when axis aligned. */
if (is_aligned_front && (axis_order[axis_index].axis_opposite + 1 == gz->highlight_part)) {
is_highlight = true;
}
UI_GetThemeColor3fv(TH_AXIS_X + axis, axis_color[axis]);
axis_color[axis][3] = 1.0f;
/* Color that is full at front, but 50% view background when in back. */
float fading_color[4];
interp_v4_v4v4(fading_color, view_color, axis_color[axis], ((depth + 1) * 0.25) + 0.5);
/* Color that is midway between front and back. */
float middle_color[4];
interp_v4_v4v4(middle_color, view_color, axis_color[axis], 0.75f);
GPU_blend(GPU_BLEND_ALPHA);
/* Axis Line. */
if (is_pos || axis_align != -1) {
/* Extend slightly to meet better at the center. */
float v_start[3] = {0.0f, 0.0f, 0.0f};
mul_v3_v3fl(v_start, v_final, -(AXIS_LINE_WIDTH / WIDGET_RADIUS * 0.66f));
/* Decrease length of line by ball radius. */
float v_end[3] = {0.0f, 0.0f, 0.0f};
mul_v3_v3fl(v_end, v_final, 1.0f - AXIS_HANDLE_SIZE);
immBindBuiltinProgram(GPU_SHADER_3D_POLYLINE_SMOOTH_COLOR);
immUniform2fv("viewportSize", &viewport_size[2]);
immUniform1f("lineWidth", AXIS_LINE_WIDTH);
immBegin(GPU_PRIM_LINES, 2);
immAttr4fv(color_id, middle_color);
immVertex3fv(pos_id, v_start);
immAttr4fv(color_id, fading_color);
immVertex3fv(pos_id, v_end);
immEnd();
immUnbindProgram();
}
/* Axis Ball. */
if (!is_aligned_back) {
float *inner_color = fading_color;
float *outline_color = fading_color;
float negative_color[4];
if (!is_pos) {
if (is_aligned_front) {
interp_v4_v4v4(
negative_color, (float[4]){1.0f, 1.0f, 1.0f, 1.0f}, axis_color[axis], 0.5f);
negative_color[3] = MIN2(depth + 1, 1.0f);
outline_color = negative_color;
}
else {
interp_v4_v4v4(negative_color, view_color, axis_color[axis], 0.25f);
negative_color[3] = MIN2(depth + 1, 1.0f);
inner_color = negative_color;
}
}
GPU_matrix_push();
GPU_matrix_translate_3fv(v_final);
GPU_matrix_mul(font.matrix);
/* Size change from back to front: 0.92f - 1.08f. */
float scale = ((depth + 1) * 0.08f) + 0.92f;
const float rad = WIDGET_RADIUS * AXIS_HANDLE_SIZE * scale;
UI_draw_roundbox_4fv_ex(
-rad, -rad, rad, rad, inner_color, NULL, 0.0f, outline_color, AXIS_RING_WIDTH, rad);
GPU_matrix_pop();
}
/* Axis XYZ Character. */
if ((is_pos || is_highlight || (axis == axis_align)) && !is_aligned_back) {
float axis_str_width, axis_string_height;
char axis_str[3] = {'X' + axis, 0, 0};
if (!is_pos) {
axis_str[0] = '-';
axis_str[1] = 'X' + axis;
}
BLF_width_and_height(font.id, axis_str, 3, &axis_str_width, &axis_string_height);
/* Calculate pixel-aligned location, without this text draws fuzzy. */
float v_final_px[3];
mul_v3_m3v3(v_final_px, font.matrix_m3_invert, v_final);
/* Center the text and pixel align, it's important to round once
* otherwise the characters are noticeably not-centered.
* If this wasn't an issue we could use #BLF_position to place the text. */
v_final_px[0] = roundf(v_final_px[0] - (axis_str_width * (is_pos ? 0.5f : 0.55f)));
v_final_px[1] = roundf(v_final_px[1] - (axis_string_height / 2.0f));
mul_m3_v3(font.matrix_m3, v_final_px);
GPU_matrix_push();
GPU_matrix_translate_3fv(v_final_px);
GPU_matrix_mul(font.matrix);
float text_color[4] = {1.0f, 1.0f, 1.0f, 1.0f};
if (!is_highlight) {
zero_v4(text_color);
text_color[3] = is_active ? 1.0f : 0.9f;
}
BLF_color4fv(font.id, text_color);
BLF_draw_ascii(font.id, axis_str, 2);
GPU_matrix_pop();
}
}
if (use_project_matrix) {
GPU_matrix_pop_projection();
}
GPU_blend(GPU_BLEND_NONE);
BLF_disable(font.id, BLF_BOLD);
GPU_matrix_pop();
}
static int gizmo_axis_test_select(bContext *UNUSED(C), wmGizmo *gz, const int mval[2])
{
float point_local[2] = {UNPACK2(mval)};
sub_v2_v2(point_local, gz->matrix_basis[3]);
mul_v2_fl(point_local, 1.0f / gz->scale_final);
const float len_sq = len_squared_v2(point_local);
if (len_sq > 1.0) {
return -1;
}
int part_best = -1;
int part_index = 1;
/* Use 'SQUARE(HANDLE_SIZE)' if we want to be able to _not_ focus on one of the axis. */
float i_best_len_sq = FLT_MAX;
for (int i = 0; i < 3; i++) {
for (int is_pos = 0; is_pos < 2; is_pos++) {
const float co[2] = {
gz->matrix_offset[i][0] * (is_pos ? 1 : -1),
gz->matrix_offset[i][1] * (is_pos ? 1 : -1),
};
bool ok = true;
/* Check if we're viewing on an axis,
* there is no point to clicking on the current axis so show the reverse. */
if (len_squared_v2(co) < 1e-6f && (gz->matrix_offset[i][2] > 0.0f) == is_pos) {
ok = false;
}
if (ok) {
const float len_axis_sq = len_squared_v2v2(co, point_local);
if (len_axis_sq < i_best_len_sq) {
part_best = part_index;
i_best_len_sq = len_axis_sq;
}
}
part_index += 1;
}
}
if (part_best != -1) {
return part_best;
}
/* The 'gz->scale_final' is already applied when projecting. */
if (len_sq < 1.0f) {
return 0;
}
return -1;
}
static int gizmo_axis_cursor_get(wmGizmo *UNUSED(gz))
{
return WM_CURSOR_DEFAULT;
}
static void gizmo_axis_bounds(bContext *C, wmGizmo *gz, rcti *r_bounding_box)
{
ScrArea *area = CTX_wm_area(C);
const float rad = WIDGET_RADIUS;
r_bounding_box->xmin = gz->matrix_basis[3][0] + area->totrct.xmin - rad;
r_bounding_box->ymin = gz->matrix_basis[3][1] + area->totrct.ymin - rad;
r_bounding_box->xmax = r_bounding_box->xmin + rad;
r_bounding_box->ymax = r_bounding_box->ymin + rad;
}
void VIEW3D_GT_navigate_rotate(wmGizmoType *gzt)
{
/* identifiers */
gzt->idname = "VIEW3D_GT_navigate_rotate";
/* api callbacks */
gzt->draw = gizmo_axis_draw;
gzt->test_select = gizmo_axis_test_select;
gzt->cursor_get = gizmo_axis_cursor_get;
gzt->screen_bounds_get = gizmo_axis_bounds;
gzt->struct_size = sizeof(wmGizmo);
}
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