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|
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Dalai Felinto, Campbell Barton
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_view3d/view3d_walk.c
* \ingroup spview3d
*/
/* defines VIEW3D_OT_navigate - walk modal operator */
//#define NDOF_WALK_DEBUG
//#define NDOF_WALK_DRAW_TOOMUCH /* is this needed for ndof? - commented so redraw doesnt thrash - campbell */
#include "DNA_scene_types.h"
#include "DNA_object_types.h"
#include "DNA_camera_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BLI_utildefines.h"
#include "BKE_context.h"
#include "BKE_report.h"
#include "RNA_define.h"
#include "RNA_enum_types.h"
#include "BIF_gl.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "ED_space_api.h"
#include "ED_transform.h"
#include "PIL_time.h" /* smoothview */
#include "view3d_intern.h" /* own include */
#define EARTH_GRAVITY 9.80668f /* m/s2 */
/* prototypes */
static float getVelocityZeroTime(float velocity);
/* NOTE: these defines are saved in keymap files, do not change values but just add new ones */
enum {
WALK_MODAL_CANCEL = 1,
WALK_MODAL_CONFIRM,
WALK_MODAL_DIR_FORWARD,
WALK_MODAL_DIR_FORWARD_STOP,
WALK_MODAL_DIR_BACKWARD,
WALK_MODAL_DIR_BACKWARD_STOP,
WALK_MODAL_DIR_LEFT,
WALK_MODAL_DIR_LEFT_STOP,
WALK_MODAL_DIR_RIGHT,
WALK_MODAL_DIR_RIGHT_STOP,
WALK_MODAL_DIR_UP,
WALK_MODAL_DIR_UP_STOP,
WALK_MODAL_DIR_DOWN,
WALK_MODAL_DIR_DOWN_STOP,
WALK_MODAL_FAST_ENABLE,
WALK_MODAL_FAST_DISABLE,
WALK_MODAL_SLOW_ENABLE,
WALK_MODAL_SLOW_DISABLE,
WALK_MODAL_JUMP,
WALK_MODAL_JUMP_STOP,
WALK_MODAL_TELEPORT,
WALK_MODAL_TOGGLE,
WALK_MODAL_ACCELERATE,
WALK_MODAL_DECELERATE,
};
enum {
WALK_BIT_FORWARD = 1 << 0,
WALK_BIT_BACKWARD = 1 << 1,
WALK_BIT_LEFT = 1 << 2,
WALK_BIT_RIGHT = 1 << 3,
WALK_BIT_UP = 1 << 4,
WALK_BIT_DOWN = 1 << 5,
};
typedef enum eWalkTeleportState {
WALK_TELEPORT_STATE_OFF = 0,
WALK_TELEPORT_STATE_ON,
} eWalkTeleportState;
typedef enum eWalkMethod {
WALK_MODE_FREE = 0,
WALK_MODE_GRAVITY,
} eWalkMethod;
typedef enum eWalkGravityState {
WALK_GRAVITY_STATE_OFF = 0,
WALK_GRAVITY_STATE_JUMP,
WALK_GRAVITY_STATE_START,
WALK_GRAVITY_STATE_ON,
} eWalkGravityState;
/* called in transform_ops.c, on each regeneration of keymaps */
void walk_modal_keymap(wmKeyConfig *keyconf)
{
static EnumPropertyItem modal_items[] = {
{WALK_MODAL_CANCEL, "CANCEL", 0, "Cancel", ""},
{WALK_MODAL_CONFIRM, "CONFIRM", 0, "Confirm", ""},
{WALK_MODAL_ACCELERATE, "ACCELERATE", 0, "Accelerate", ""},
{WALK_MODAL_DECELERATE, "DECELERATE", 0, "Decelerate", ""},
{WALK_MODAL_DIR_FORWARD, "FORWARD", 0, "Move Forward", ""},
{WALK_MODAL_DIR_BACKWARD, "BACKWARD", 0, "Move Backward", ""},
{WALK_MODAL_DIR_LEFT, "LEFT", 0, "Move Left (Strafe)", ""},
{WALK_MODAL_DIR_RIGHT, "RIGHT", 0, "Move Right (Strafe)", ""},
{WALK_MODAL_DIR_UP, "UP", 0, "Move Up", ""},
{WALK_MODAL_DIR_DOWN, "DOWN", 0, "Move Down", ""},
{WALK_MODAL_DIR_FORWARD_STOP, "FORWARD_STOP", 0, "Stop Move Forward", ""},
{WALK_MODAL_DIR_BACKWARD_STOP, "BACKWARD_STOP", 0, "Stop Mode Backward", ""},
{WALK_MODAL_DIR_LEFT_STOP, "LEFT_STOP", 0, "Stop Move Left", ""},
{WALK_MODAL_DIR_RIGHT_STOP, "RIGHT_STOP", 0, "Stop Mode Right", ""},
{WALK_MODAL_DIR_UP_STOP, "UP_STOP", 0, "Stop Move Up", ""},
{WALK_MODAL_DIR_DOWN_STOP, "DOWN_STOP", 0, "Stop Mode Down", ""},
{WALK_MODAL_TELEPORT, "TELEPORT", 0, "Teleport", "Move forward a few units at once"},
{WALK_MODAL_FAST_ENABLE, "FAST_ENABLE", 0, "Fast Enable", "Move faster (walk or fly)"},
{WALK_MODAL_FAST_DISABLE, "FAST_DISABLE", 0, "Fast Disable", "Resume regular speed"},
{WALK_MODAL_SLOW_ENABLE, "SLOW_ENABLE", 0, "Slow Enable", "Move slower (walk or fly)"},
{WALK_MODAL_SLOW_DISABLE, "SLOW_DISABLE", 0, "Slow Disable", "Resume regular speed"},
{WALK_MODAL_JUMP, "JUMP", 0, "Jump", "Jump when in walk mode"},
{WALK_MODAL_JUMP_STOP, "JUMP_STOP", 0, "Jump Stop", "Stop pushing jump"},
{0, NULL, 0, NULL, NULL}};
wmKeyMap *keymap = WM_modalkeymap_get(keyconf, "View3D Walk Modal");
/* this function is called for each spacetype, only needs to add map once */
if (keymap && keymap->modal_items)
return;
keymap = WM_modalkeymap_add(keyconf, "View3D Walk Modal", modal_items);
/* items for modal map */
WM_modalkeymap_add_item(keymap, ESCKEY, KM_PRESS, KM_ANY, 0, WALK_MODAL_CANCEL);
WM_modalkeymap_add_item(keymap, RIGHTMOUSE, KM_ANY, KM_ANY, 0, WALK_MODAL_CANCEL);
WM_modalkeymap_add_item(keymap, LEFTMOUSE, KM_ANY, KM_ANY, 0, WALK_MODAL_CONFIRM);
WM_modalkeymap_add_item(keymap, RETKEY, KM_PRESS, KM_ANY, 0, WALK_MODAL_CONFIRM);
WM_modalkeymap_add_item(keymap, PADENTER, KM_PRESS, KM_ANY, 0, WALK_MODAL_CONFIRM);
WM_modalkeymap_add_item(keymap, LEFTSHIFTKEY, KM_PRESS, KM_ANY, 0, WALK_MODAL_FAST_ENABLE);
WM_modalkeymap_add_item(keymap, LEFTSHIFTKEY, KM_RELEASE, KM_ANY, 0, WALK_MODAL_FAST_DISABLE);
WM_modalkeymap_add_item(keymap, LEFTALTKEY, KM_PRESS, KM_ANY, 0, WALK_MODAL_SLOW_ENABLE);
WM_modalkeymap_add_item(keymap, LEFTALTKEY, KM_RELEASE, KM_ANY, 0, WALK_MODAL_SLOW_DISABLE);
/* WASD */
WM_modalkeymap_add_item(keymap, WKEY, KM_PRESS, KM_ANY, 0, WALK_MODAL_DIR_FORWARD);
WM_modalkeymap_add_item(keymap, SKEY, KM_PRESS, KM_ANY, 0, WALK_MODAL_DIR_BACKWARD);
WM_modalkeymap_add_item(keymap, AKEY, KM_PRESS, KM_ANY, 0, WALK_MODAL_DIR_LEFT);
WM_modalkeymap_add_item(keymap, DKEY, KM_PRESS, KM_ANY, 0, WALK_MODAL_DIR_RIGHT);
WM_modalkeymap_add_item(keymap, EKEY, KM_PRESS, KM_ANY, 0, WALK_MODAL_DIR_UP);
WM_modalkeymap_add_item(keymap, QKEY, KM_PRESS, KM_ANY, 0, WALK_MODAL_DIR_DOWN);
WM_modalkeymap_add_item(keymap, WKEY, KM_RELEASE, KM_ANY, 0, WALK_MODAL_DIR_FORWARD_STOP);
WM_modalkeymap_add_item(keymap, SKEY, KM_RELEASE, KM_ANY, 0, WALK_MODAL_DIR_BACKWARD_STOP);
WM_modalkeymap_add_item(keymap, AKEY, KM_RELEASE, KM_ANY, 0, WALK_MODAL_DIR_LEFT_STOP);
WM_modalkeymap_add_item(keymap, DKEY, KM_RELEASE, KM_ANY, 0, WALK_MODAL_DIR_RIGHT_STOP);
WM_modalkeymap_add_item(keymap, EKEY, KM_RELEASE, KM_ANY, 0, WALK_MODAL_DIR_UP_STOP);
WM_modalkeymap_add_item(keymap, QKEY, KM_RELEASE, KM_ANY, 0, WALK_MODAL_DIR_DOWN_STOP);
WM_modalkeymap_add_item(keymap, UPARROWKEY, KM_PRESS, 0, 0, WALK_MODAL_DIR_FORWARD);
WM_modalkeymap_add_item(keymap, DOWNARROWKEY, KM_PRESS, 0, 0, WALK_MODAL_DIR_BACKWARD);
WM_modalkeymap_add_item(keymap, LEFTARROWKEY, KM_PRESS, 0, 0, WALK_MODAL_DIR_LEFT);
WM_modalkeymap_add_item(keymap, RIGHTARROWKEY, KM_PRESS, 0, 0, WALK_MODAL_DIR_RIGHT);
WM_modalkeymap_add_item(keymap, UPARROWKEY, KM_RELEASE, KM_ANY, 0, WALK_MODAL_DIR_FORWARD_STOP);
WM_modalkeymap_add_item(keymap, DOWNARROWKEY, KM_RELEASE, KM_ANY, 0, WALK_MODAL_DIR_BACKWARD_STOP);
WM_modalkeymap_add_item(keymap, LEFTARROWKEY, KM_RELEASE, KM_ANY, 0, WALK_MODAL_DIR_LEFT_STOP);
WM_modalkeymap_add_item(keymap, RIGHTARROWKEY, KM_RELEASE, KM_ANY, 0, WALK_MODAL_DIR_RIGHT_STOP);
WM_modalkeymap_add_item(keymap, TABKEY, KM_PRESS, 0, 0, WALK_MODAL_TOGGLE);
WM_modalkeymap_add_item(keymap, GKEY, KM_PRESS, 0, 0, WALK_MODAL_TOGGLE);
WM_modalkeymap_add_item(keymap, VKEY, KM_PRESS, KM_ANY, 0, WALK_MODAL_JUMP);
WM_modalkeymap_add_item(keymap, VKEY, KM_RELEASE, KM_ANY, 0, WALK_MODAL_JUMP_STOP);
WM_modalkeymap_add_item(keymap, SPACEKEY, KM_PRESS, KM_ANY, 0, WALK_MODAL_TELEPORT);
WM_modalkeymap_add_item(keymap, MIDDLEMOUSE, KM_ANY, KM_ANY, 0, WALK_MODAL_TELEPORT);
WM_modalkeymap_add_item(keymap, PADPLUSKEY, KM_PRESS, KM_ANY, 0, WALK_MODAL_ACCELERATE);
WM_modalkeymap_add_item(keymap, PADMINUS, KM_PRESS, KM_ANY, 0, WALK_MODAL_DECELERATE);
WM_modalkeymap_add_item(keymap, WHEELUPMOUSE, KM_PRESS, KM_ANY, 0, WALK_MODAL_ACCELERATE);
WM_modalkeymap_add_item(keymap, WHEELDOWNMOUSE, KM_PRESS, KM_ANY, 0, WALK_MODAL_DECELERATE);
/* assign map to operators */
WM_modalkeymap_assign(keymap, "VIEW3D_OT_walk");
}
typedef struct WalkTeleport
{
eWalkTeleportState state;
float duration; /* from user preferences */
float origin[3];
float direction[3];
double initial_time;
eWalkMethod navigation_mode; /* teleport always set FREE mode on */
} WalkTeleport;
typedef struct WalkInfo {
/* context stuff */
RegionView3D *rv3d;
View3D *v3d;
ARegion *ar;
Scene *scene;
wmTimer *timer; /* needed for redraws */
short state;
bool redraw;
int prev_mval[2]; /* previous 2D mouse values */
int center_mval[2]; /* center mouse values */
int moffset[2];
wmNDOFMotionData *ndof; /* latest 3D mouse values */
/* walk state state */
float base_speed; /* the base speed without run/slow down modifications */
float speed; /* the speed the view is moving per redraw */
float grid; /* world scale 1.0 default */
/* compare between last state */
double time_lastdraw; /* time between draws */
void *draw_handle_pixel;
/* use for some lag */
float dvec_prev[3]; /* old for some lag */
/* walk/fly */
eWalkMethod navigation_mode;
/* teleport */
WalkTeleport teleport;
/* look speed factor - user preferences */
float mouse_speed;
/* speed adjustments */
bool is_fast;
bool is_slow;
/* mouse reverse */
bool is_reversed;
/* gravity system */
eWalkGravityState gravity;
/* height to use in walk mode */
float view_height;
/* counting system to allow movement to continue if a direction (WASD) key is still pressed */
int active_directions;
float speed_jump;
float jump_height; /* maximum jump height */
float speed_factor; /* to use for fast/slow speeds */
struct View3DCameraControl *v3d_camera_control;
} WalkInfo;
static void drawWalkPixel(const struct bContext *UNUSED(C), ARegion *ar, void *arg)
{
/* draws an aim/cross in the center */
WalkInfo *walk = arg;
const int outter_length = 24;
const int inner_length = 14;
int xoff, yoff;
rctf viewborder;
if (walk->scene->camera) {
ED_view3d_calc_camera_border(walk->scene, ar, walk->v3d, walk->rv3d, &viewborder, false);
xoff = viewborder.xmin + BLI_rctf_size_x(&viewborder) * 0.5f;
yoff = viewborder.ymin + BLI_rctf_size_y(&viewborder) * 0.5f;
}
else {
xoff = walk->ar->winx / 2;
yoff = walk->ar->winy / 2;
}
cpack(0);
glBegin(GL_LINES);
/* North */
glVertex2i(xoff, yoff + inner_length);
glVertex2i(xoff, yoff + outter_length);
/* East */
glVertex2i(xoff + inner_length, yoff);
glVertex2i(xoff + outter_length, yoff);
/* South */
glVertex2i(xoff, yoff - inner_length);
glVertex2i(xoff, yoff - outter_length);
/* West */
glVertex2i(xoff - inner_length, yoff);
glVertex2i(xoff - outter_length, yoff);
glEnd();
/* XXX print shortcuts for modal options, and current values */
}
static void walk_navigation_mode_set(WalkInfo *walk, eWalkMethod mode)
{
if (mode == WALK_MODE_FREE) {
walk->navigation_mode = WALK_MODE_FREE;
walk->gravity = WALK_GRAVITY_STATE_OFF;
}
else { /* WALK_MODE_GRAVITY */
walk->navigation_mode = WALK_MODE_GRAVITY;
walk->gravity = WALK_GRAVITY_STATE_START;
}
}
/**
* \param ray_distance Distance to the hit point
*/
static bool walk_floor_distance_get(bContext *C, RegionView3D *rv3d, WalkInfo *walk, float dvec[3], float *ray_distance)
{
float dummy_dist_px = 0;
float ray_normal[3] = {0, 0, -1}; /* down */
float ray_start[3];
float r_location[3];
float r_normal[3];
float dvec_tmp[3];
bool ret;
*ray_distance = TRANSFORM_DIST_MAX_RAY;
copy_v3_v3(ray_start, rv3d->viewinv[3]);
if (dvec) {
mul_v3_v3fl(dvec_tmp, dvec, walk->grid);
add_v3_v3(ray_start, dvec_tmp);
}
ret = snapObjectsRayEx(CTX_data_scene(C), NULL, NULL, NULL, NULL, SCE_SNAP_MODE_FACE,
NULL, NULL,
ray_start, ray_normal, ray_distance,
NULL, &dummy_dist_px, r_location, r_normal, SNAP_ALL);
/* artifically scale the distance to the scene size */
*ray_distance /= walk->grid;
return ret;
}
/**
* \param ray_distance Distance to the hit point
* \param r_location Location of the hit point
* \param r_normal Normal of the hit surface, transformed to always face the camera
*/
static bool walk_ray_cast(bContext *C, RegionView3D *rv3d, WalkInfo *walk, float r_location[3], float r_normal[3], float *ray_distance)
{
float dummy_dist_px = 0;
float ray_normal[3] = {0, 0, 1}; /* forward */
float ray_start[3];
float mat[3][3]; /* 3x3 copy of the view matrix so we can move along the view axis */
bool ret;
*ray_distance = TRANSFORM_DIST_MAX_RAY;
copy_v3_v3(ray_start, rv3d->viewinv[3]);
copy_m3_m4(mat, rv3d->viewinv);
mul_m3_v3(mat, ray_normal);
mul_v3_fl(ray_normal, -1);
normalize_v3(ray_normal);
ret = snapObjectsRayEx(CTX_data_scene(C), NULL, NULL, NULL, NULL, SCE_SNAP_MODE_FACE,
NULL, NULL,
ray_start, ray_normal, ray_distance,
NULL, &dummy_dist_px, r_location, r_normal, SNAP_ALL);
/* dot is positive if both rays are facing the same direction */
if (dot_v3v3(ray_normal, r_normal) > 0) {
copy_v3_fl3(r_normal, -r_normal[0], -r_normal[1], -r_normal[2]);
}
/* artifically scale the distance to the scene size */
*ray_distance /= walk->grid;
return ret;
}
/* WalkInfo->state */
enum {
WALK_RUNNING = 0,
WALK_CANCEL = 1,
WALK_CONFIRM = 2,
};
/* keep the previous speed until user changes userpreferences */
static float base_speed = -1.f;
static float userdef_speed = -1.f;
static bool initWalkInfo(bContext *C, WalkInfo *walk, wmOperator *op)
{
wmWindow *win = CTX_wm_window(C);
walk->rv3d = CTX_wm_region_view3d(C);
walk->v3d = CTX_wm_view3d(C);
walk->ar = CTX_wm_region(C);
walk->scene = CTX_data_scene(C);
#ifdef NDOF_WALK_DEBUG
puts("\n-- walk begin --");
#endif
/* sanity check: for rare but possible case (if lib-linking the camera fails) */
if ((walk->rv3d->persp == RV3D_CAMOB) && (walk->v3d->camera == NULL)) {
walk->rv3d->persp = RV3D_PERSP;
}
if (walk->rv3d->persp == RV3D_CAMOB && walk->v3d->camera->id.lib) {
BKE_report(op->reports, RPT_ERROR, "Cannot navigate a camera from an external library");
return false;
}
if (ED_view3d_offset_lock_check(walk->v3d, walk->rv3d)) {
BKE_report(op->reports, RPT_ERROR, "Cannot navigate when the view offset is locked");
return false;
}
if (walk->rv3d->persp == RV3D_CAMOB && walk->v3d->camera->constraints.first) {
BKE_report(op->reports, RPT_ERROR, "Cannot navigate an object with constraints");
return false;
}
walk->state = WALK_RUNNING;
if (fabsf(U.walk_navigation.walk_speed - userdef_speed) > 0.1f) {
base_speed = U.walk_navigation.walk_speed;
userdef_speed = U.walk_navigation.walk_speed;
}
walk->speed = 0.0f;
walk->is_fast = false;
walk->is_slow = false;
walk->grid = 1.f / walk->scene->unit.scale_length;
/* user preference settings */
walk->teleport.duration = U.walk_navigation.teleport_time;
walk->mouse_speed = U.walk_navigation.mouse_speed;
if ((U.walk_navigation.flag & USER_WALK_GRAVITY))
walk_navigation_mode_set(walk, WALK_MODE_GRAVITY);
else
walk_navigation_mode_set(walk, WALK_MODE_FREE);
walk->view_height = U.walk_navigation.view_height;
walk->jump_height = U.walk_navigation.jump_height;
walk->speed = U.walk_navigation.walk_speed;
walk->speed_factor = U.walk_navigation.walk_speed_factor;
walk->gravity = WALK_GRAVITY_STATE_OFF;
walk->is_reversed = ((U.walk_navigation.flag & USER_WALK_MOUSE_REVERSE) != 0);
walk->active_directions = 0;
#ifdef NDOF_WALK_DRAW_TOOMUCH
walk->redraw = 1;
#endif
zero_v3(walk->dvec_prev);
walk->timer = WM_event_add_timer(CTX_wm_manager(C), win, TIMER, 0.01f);
walk->ndof = NULL;
walk->time_lastdraw = PIL_check_seconds_timer();
walk->draw_handle_pixel = ED_region_draw_cb_activate(walk->ar->type, drawWalkPixel, walk, REGION_DRAW_POST_PIXEL);
walk->rv3d->rflag |= RV3D_NAVIGATING;
walk->v3d_camera_control = ED_view3d_cameracontrol_aquire(
walk->scene, walk->v3d, walk->rv3d,
(U.uiflag & USER_CAM_LOCK_NO_PARENT) == 0);
/* center the mouse */
walk->center_mval[0] = walk->ar->winx * 0.5f;
walk->center_mval[1] = walk->ar->winy * 0.5f;
copy_v2_v2_int(walk->prev_mval, walk->center_mval);
WM_cursor_warp(CTX_wm_window(C),
walk->ar->winrct.xmin + walk->center_mval[0],
walk->ar->winrct.ymin + walk->center_mval[1]);
/* remove the mouse cursor temporarily */
WM_cursor_modal_set(win, CURSOR_NONE);
return 1;
}
static int walkEnd(bContext *C, WalkInfo *walk)
{
wmWindow *win;
RegionView3D *rv3d;
if (walk->state == WALK_RUNNING)
return OPERATOR_RUNNING_MODAL;
#ifdef NDOF_WALK_DEBUG
puts("\n-- walk end --");
#endif
win = CTX_wm_window(C);
rv3d = walk->rv3d;
WM_event_remove_timer(CTX_wm_manager(C), win, walk->timer);
ED_region_draw_cb_exit(walk->ar->type, walk->draw_handle_pixel);
ED_view3d_cameracontrol_release(walk->v3d_camera_control, walk->state == WALK_CANCEL);
rv3d->rflag &= ~RV3D_NAVIGATING;
if (walk->ndof)
MEM_freeN(walk->ndof);
/* restore the cursor */
WM_cursor_modal_restore(win);
/* center the mouse */
WM_cursor_warp(win,
walk->ar->winrct.xmin + walk->center_mval[0],
walk->ar->winrct.ymin + walk->center_mval[1]);
if (walk->state == WALK_CONFIRM) {
MEM_freeN(walk);
return OPERATOR_FINISHED;
}
MEM_freeN(walk);
return OPERATOR_CANCELLED;
}
static bool wm_event_is_last_mousemove(const wmEvent *event)
{
while ((event = event->next)) {
if (ELEM(event->type, MOUSEMOVE, INBETWEEN_MOUSEMOVE)) {
return false;
}
}
return true;
}
static void walkEvent(bContext *C, wmOperator *UNUSED(op), WalkInfo *walk, const wmEvent *event)
{
if (event->type == TIMER && event->customdata == walk->timer) {
walk->redraw = true;
}
else if (ELEM(event->type, MOUSEMOVE, INBETWEEN_MOUSEMOVE)) {
walk->moffset[0] += event->mval[0] - walk->prev_mval[0];
walk->moffset[1] += event->mval[1] - walk->prev_mval[1];
copy_v2_v2_int(walk->prev_mval, event->mval);
if ((walk->center_mval[0] != event->mval[0]) ||
(walk->center_mval[1] != event->mval[1]))
{
walk->redraw = true;
if (wm_event_is_last_mousemove(event)) {
wmWindow *win = CTX_wm_window(C);
#ifdef __APPLE__
if ((abs(walk->prev_mval[0] - walk->center_mval[0]) > walk->center_mval[0] / 2) ||
(abs(walk->prev_mval[1] - walk->center_mval[1]) > walk->center_mval[1] / 2))
#endif
{
WM_cursor_warp(win,
walk->ar->winrct.xmin + walk->center_mval[0],
walk->ar->winrct.ymin + walk->center_mval[1]);
copy_v2_v2_int(walk->prev_mval, walk->center_mval);
}
}
}
}
else if (event->type == NDOF_MOTION) {
/* do these automagically get delivered? yes. */
// puts("ndof motion detected in walk mode!");
// static const char *tag_name = "3D mouse position";
wmNDOFMotionData *incoming_ndof = (wmNDOFMotionData *)event->customdata;
switch (incoming_ndof->progress) {
case P_STARTING:
/* start keeping track of 3D mouse position */
#ifdef NDOF_WALK_DEBUG
puts("start keeping track of 3D mouse position");
#endif
/* fall-through */
case P_IN_PROGRESS:
/* update 3D mouse position */
#ifdef NDOF_WALK_DEBUG
putchar('.'); fflush(stdout);
#endif
if (walk->ndof == NULL) {
// walk->ndof = MEM_mallocN(sizeof(wmNDOFMotionData), tag_name);
walk->ndof = MEM_dupallocN(incoming_ndof);
// walk->ndof = malloc(sizeof(wmNDOFMotionData));
}
else {
memcpy(walk->ndof, incoming_ndof, sizeof(wmNDOFMotionData));
}
break;
case P_FINISHING:
/* stop keeping track of 3D mouse position */
#ifdef NDOF_WALK_DEBUG
puts("stop keeping track of 3D mouse position");
#endif
if (walk->ndof) {
MEM_freeN(walk->ndof);
// free(walk->ndof);
walk->ndof = NULL;
}
/* update the time else the view will jump when 2D mouse/timer resume */
walk->time_lastdraw = PIL_check_seconds_timer();
break;
default:
break; /* should always be one of the above 3 */
}
}
/* handle modal keymap first */
else if (event->type == EVT_MODAL_MAP) {
switch (event->val) {
case WALK_MODAL_CANCEL:
walk->state = WALK_CANCEL;
break;
case WALK_MODAL_CONFIRM:
walk->state = WALK_CONFIRM;
break;
case WALK_MODAL_ACCELERATE:
base_speed *= 1.0f + (walk->is_slow ? 0.01f : 0.1f);
break;
case WALK_MODAL_DECELERATE:
base_speed /= 1.0f + (walk->is_slow ? 0.01f : 0.1f);
break;
/* implement WASD keys */
case WALK_MODAL_DIR_FORWARD:
walk->active_directions |= WALK_BIT_FORWARD;
break;
case WALK_MODAL_DIR_BACKWARD:
walk->active_directions |= WALK_BIT_BACKWARD;
break;
case WALK_MODAL_DIR_LEFT:
walk->active_directions |= WALK_BIT_LEFT;
break;
case WALK_MODAL_DIR_RIGHT:
walk->active_directions |= WALK_BIT_RIGHT;
break;
case WALK_MODAL_DIR_UP:
walk->active_directions |= WALK_BIT_UP;
break;
case WALK_MODAL_DIR_DOWN:
walk->active_directions |= WALK_BIT_DOWN;
break;
case WALK_MODAL_DIR_FORWARD_STOP:
walk->active_directions &= ~WALK_BIT_FORWARD;
break;
case WALK_MODAL_DIR_BACKWARD_STOP:
walk->active_directions &= ~WALK_BIT_BACKWARD;
break;
case WALK_MODAL_DIR_LEFT_STOP:
walk->active_directions &= ~WALK_BIT_LEFT;
break;
case WALK_MODAL_DIR_RIGHT_STOP:
walk->active_directions &= ~WALK_BIT_RIGHT;
break;
case WALK_MODAL_DIR_UP_STOP:
walk->active_directions &= ~WALK_BIT_UP;
break;
case WALK_MODAL_DIR_DOWN_STOP:
walk->active_directions &= ~WALK_BIT_DOWN;
break;
case WALK_MODAL_FAST_ENABLE:
walk->is_fast = true;
break;
case WALK_MODAL_FAST_DISABLE:
walk->is_fast = false;
break;
case WALK_MODAL_SLOW_ENABLE:
walk->is_slow = true;
break;
case WALK_MODAL_SLOW_DISABLE:
walk->is_slow = false;
break;
#define JUMP_SPEED_MIN 1.0f
#define JUMP_TIME_MAX 0.2f /* s */
#define JUMP_SPEED_MAX sqrtf(2.0f * EARTH_GRAVITY * walk->jump_height)
case WALK_MODAL_JUMP_STOP:
if (walk->gravity == WALK_GRAVITY_STATE_JUMP) {
float t;
/* delta time */
t = (float)(PIL_check_seconds_timer() - walk->teleport.initial_time);
/* reduce the veolocity, if JUMP wasn't hold for long enough */
t = min_ff(t, JUMP_TIME_MAX);
walk->speed_jump = JUMP_SPEED_MIN + t * (JUMP_SPEED_MAX - JUMP_SPEED_MIN) / JUMP_TIME_MAX;
/* when jumping, duration is how long it takes before we start going down */
walk->teleport.duration = getVelocityZeroTime(walk->speed_jump);
/* no more increase of jump speed */
walk->gravity = WALK_GRAVITY_STATE_ON;
}
break;
case WALK_MODAL_JUMP:
if ((walk->navigation_mode == WALK_MODE_GRAVITY) &&
(walk->gravity == WALK_GRAVITY_STATE_OFF) &&
(walk->teleport.state == WALK_TELEPORT_STATE_OFF))
{
/* no need to check for ground,
* walk->gravity wouldn't be off
* if we were over a hole */
walk->gravity = WALK_GRAVITY_STATE_JUMP;
walk->speed_jump = JUMP_SPEED_MAX;
walk->teleport.initial_time = PIL_check_seconds_timer();
copy_v3_v3(walk->teleport.origin, walk->rv3d->viewinv[3]);
/* using previous vec because WASD keys are not called when SPACE is */
copy_v2_v2(walk->teleport.direction, walk->dvec_prev);
/* when jumping, duration is how long it takes before we start going down */
walk->teleport.duration = getVelocityZeroTime(walk->speed_jump);
}
break;
case WALK_MODAL_TELEPORT:
{
float loc[3], nor[3];
float distance;
bool ret = walk_ray_cast(C, walk->rv3d, walk, loc, nor, &distance);
/* in case we are teleporting middle way from a jump */
walk->speed_jump = 0.0f;
if (ret) {
WalkTeleport *teleport = &walk->teleport;
teleport->state = WALK_TELEPORT_STATE_ON;
teleport->initial_time = PIL_check_seconds_timer();
teleport->duration = U.walk_navigation.teleport_time;
teleport->navigation_mode = walk->navigation_mode;
walk_navigation_mode_set(walk, WALK_MODE_FREE);
copy_v3_v3(teleport->origin, walk->rv3d->viewinv[3]);
/* stop the camera from a distance (camera height) */
normalize_v3(nor);
mul_v3_fl(nor, walk->view_height);
add_v3_v3(loc, nor);
sub_v3_v3v3(teleport->direction, loc, teleport->origin);
}
else {
walk->teleport.state = WALK_TELEPORT_STATE_OFF;
}
break;
}
#undef JUMP_SPEED_MAX
#undef JUMP_TIME_MAX
#undef JUMP_SPEED_MIN
case WALK_MODAL_TOGGLE:
if (walk->navigation_mode == WALK_MODE_GRAVITY) {
walk_navigation_mode_set(walk, WALK_MODE_FREE);
}
else { /* WALK_MODE_FREE */
walk_navigation_mode_set(walk, WALK_MODE_GRAVITY);
}
break;
}
}
}
static void walkMoveCamera(bContext *C, WalkInfo *walk,
const bool do_rotate, const bool do_translate)
{
ED_view3d_cameracontrol_update(walk->v3d_camera_control, true, C, do_rotate, do_translate);
}
static float getFreeFallDistance(const float time)
{
return EARTH_GRAVITY * (time * time) * 0.5f;
}
static float getVelocityZeroTime(float velocity)
{
return velocity / EARTH_GRAVITY;
}
static int walkApply(bContext *C, WalkInfo *walk)
{
#define WALK_ROTATE_FAC 2.2f /* more is faster */
#define WALK_TOP_LIMIT DEG2RADF(85.0f)
#define WALK_BOTTOM_LIMIT DEG2RADF(-80.0f)
#define WALK_MOVE_SPEED base_speed
#define WALK_BOOST_FACTOR ((void)0, walk->speed_factor)
/* walk mode - Ctrl+Shift+F
* a walk loop where the user can move move the view as if they are in a walk game
*/
RegionView3D *rv3d = walk->rv3d;
ARegion *ar = walk->ar;
float mat[3][3]; /* 3x3 copy of the view matrix so we can move along the view axis */
float dvec[3] = {0.0f, 0.0f, 0.0f}; /* this is the direction that's added to the view offset per redraw */
/* Camera Uprighting variables */
float upvec[3] = {0.0f, 0.0f, 0.0f}; /* stores the view's up vector */
int moffset[2]; /* mouse offset from the views center */
float tmp_quat[4]; /* used for rotating the view */
#ifdef NDOF_WALK_DEBUG
{
static unsigned int iteration = 1;
printf("walk timer %d\n", iteration++);
}
#endif
{
/* mouse offset from the center */
copy_v2_v2_int(moffset, walk->moffset);
/* apply moffset so we can re-accumulate */
walk->moffset[0] = 0;
walk->moffset[1] = 0;
/* revert mouse */
if (walk->is_reversed) {
moffset[1] = -moffset[1];
}
/* Should we redraw? */
if ((walk->active_directions) ||
moffset[0] || moffset[1] ||
walk->teleport.state == WALK_TELEPORT_STATE_ON ||
walk->gravity != WALK_GRAVITY_STATE_OFF)
{
float dvec_tmp[3];
/* time how fast it takes for us to redraw,
* this is so simple scenes don't walk too fast */
double time_current;
float time_redraw;
#ifdef NDOF_WALK_DRAW_TOOMUCH
walk->redraw = 1;
#endif
time_current = PIL_check_seconds_timer();
time_redraw = (float)(time_current - walk->time_lastdraw);
walk->time_lastdraw = time_current;
/* base speed in m/s */
walk->speed = WALK_MOVE_SPEED;
if (walk->is_fast) {
walk->speed *= WALK_BOOST_FACTOR;
}
else if (walk->is_slow) {
walk->speed *= 1.0f / WALK_BOOST_FACTOR;
}
copy_m3_m4(mat, rv3d->viewinv);
{
/* rotate about the X axis- look up/down */
if (moffset[1]) {
float angle;
float y;
/* relative offset */
y = (float) moffset[1] / ar->winy;
/* speed factor */
y *= WALK_ROTATE_FAC;
/* user adjustement factor */
y *= walk->mouse_speed;
/* clamp the angle limits */
/* it ranges from 90.0f to -90.0f */
angle = -asin(rv3d->viewmat[2][2]);
if (angle > WALK_TOP_LIMIT && y > 0.0f)
y = 0.0f;
else if (angle < WALK_BOTTOM_LIMIT && y < 0.0f)
y = 0.0f;
copy_v3_fl3(upvec, 1.0f, 0.0f, 0.0f);
mul_m3_v3(mat, upvec);
/* Rotate about the relative up vec */
axis_angle_to_quat(tmp_quat, upvec, -y);
mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
}
/* rotate about the Y axis- look left/right */
if (moffset[0]) {
float x;
/* if we're upside down invert the moffset */
copy_v3_fl3(upvec, 0.0f, 1.0f, 0.0f);
mul_m3_v3(mat, upvec);
if (upvec[2] < 0.0f)
moffset[0] = -moffset[0];
/* relative offset */
x = (float) moffset[0] / ar->winx;
/* speed factor */
x *= WALK_ROTATE_FAC;
/* user adjustement factor */
x *= walk->mouse_speed;
copy_v3_fl3(upvec, 0.0f, 0.0f, 1.0f);
/* Rotate about the relative up vec */
axis_angle_to_quat(tmp_quat, upvec, x);
mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
}
}
/* WASD - 'move' translation code */
if ((walk->active_directions) &&
(walk->gravity == WALK_GRAVITY_STATE_OFF))
{
short direction;
zero_v3(dvec);
if ((walk->active_directions & WALK_BIT_FORWARD) ||
(walk->active_directions & WALK_BIT_BACKWARD))
{
direction = 0;
if ((walk->active_directions & WALK_BIT_FORWARD))
direction += 1;
if ((walk->active_directions & WALK_BIT_BACKWARD))
direction -= 1;
copy_v3_fl3(dvec_tmp, 0.0f, 0.0f, direction);
mul_m3_v3(mat, dvec_tmp);
if (walk->navigation_mode == WALK_MODE_GRAVITY) {
dvec_tmp[2] = 0.0f;
}
normalize_v3(dvec_tmp);
add_v3_v3(dvec, dvec_tmp);
}
if ((walk->active_directions & WALK_BIT_LEFT) ||
(walk->active_directions & WALK_BIT_RIGHT))
{
direction = 0;
if ((walk->active_directions & WALK_BIT_LEFT))
direction += 1;
if ((walk->active_directions & WALK_BIT_RIGHT))
direction -= 1;
dvec_tmp[0] = direction * rv3d->viewinv[0][0];
dvec_tmp[1] = direction * rv3d->viewinv[0][1];
dvec_tmp[2] = 0.0f;
normalize_v3(dvec_tmp);
add_v3_v3(dvec, dvec_tmp);
}
if ((walk->active_directions & WALK_BIT_UP) ||
(walk->active_directions & WALK_BIT_DOWN))
{
if (walk->navigation_mode == WALK_MODE_FREE) {
direction = 0;
if ((walk->active_directions & WALK_BIT_UP))
direction -= 1;
if ((walk->active_directions & WALK_BIT_DOWN))
direction = 1;
copy_v3_fl3(dvec_tmp, 0.0f, 0.0f, direction);
add_v3_v3(dvec, dvec_tmp);
}
}
/* apply movement */
mul_v3_fl(dvec, walk->speed * time_redraw);
}
/* stick to the floor */
if (walk->navigation_mode == WALK_MODE_GRAVITY &&
ELEM(walk->gravity,
WALK_GRAVITY_STATE_OFF,
WALK_GRAVITY_STATE_START))
{
bool ret;
float ray_distance;
float difference = -100.0f;
float fall_distance;
ret = walk_floor_distance_get(C, rv3d, walk, dvec, &ray_distance);
if (ret) {
difference = walk->view_height - ray_distance;
}
/* the distance we would fall naturally smoothly enough that we
can manually drop the object without activating gravity */
fall_distance = time_redraw * walk->speed * WALK_BOOST_FACTOR;
if (fabsf(difference) < fall_distance) {
/* slope/stairs */
dvec[2] -= difference;
/* in case we switched from FREE to GRAVITY too close to the ground */
if (walk->gravity == WALK_GRAVITY_STATE_START)
walk->gravity = WALK_GRAVITY_STATE_OFF;
}
else {
/* hijack the teleport variables */
walk->teleport.initial_time = PIL_check_seconds_timer();
walk->gravity = WALK_GRAVITY_STATE_ON;
walk->teleport.duration = 0.0f;
copy_v3_v3(walk->teleport.origin, walk->rv3d->viewinv[3]);
copy_v2_v2(walk->teleport.direction, dvec);
}
}
/* Falling or jumping) */
if (ELEM(walk->gravity, WALK_GRAVITY_STATE_ON, WALK_GRAVITY_STATE_JUMP)) {
float t;
float z_old, z_new;
bool ret;
float ray_distance, difference = -100.0f;
/* delta time */
t = (float)(PIL_check_seconds_timer() - walk->teleport.initial_time);
/* keep moving if we were moving */
copy_v2_v2(dvec, walk->teleport.direction);
z_old = walk->rv3d->viewinv[3][2];
z_new = walk->teleport.origin[2] - getFreeFallDistance(t) * walk->grid;
/* jump */
z_new += t * walk->speed_jump * walk->grid;
dvec[2] = z_old - z_new;
/* duration is the jump duration */
if (t > walk->teleport.duration) {
/* check to see if we are landing */
ret = walk_floor_distance_get(C, rv3d, walk, dvec, &ray_distance);
if (ret) {
difference = walk->view_height - ray_distance;
}
if (ray_distance < walk->view_height) {
/* quit falling */
dvec[2] -= difference;
walk->gravity = WALK_GRAVITY_STATE_OFF;
walk->speed_jump = 0.0f;
}
}
}
/* Teleport */
else if (walk->teleport.state == WALK_TELEPORT_STATE_ON) {
float t; /* factor */
float new_loc[3];
float cur_loc[3];
/* linear interpolation */
t = (float)(PIL_check_seconds_timer() - walk->teleport.initial_time);
t /= walk->teleport.duration;
/* clamp so we don't go past our limit */
if (t >= 1.0f) {
t = 1.0f;
walk->teleport.state = WALK_TELEPORT_STATE_OFF;
walk_navigation_mode_set(walk, walk->teleport.navigation_mode);
}
mul_v3_v3fl(new_loc, walk->teleport.direction, t);
add_v3_v3(new_loc, walk->teleport.origin);
copy_v3_v3(cur_loc, walk->rv3d->viewinv[3]);
sub_v3_v3v3(dvec, cur_loc, new_loc);
}
if (rv3d->persp == RV3D_CAMOB) {
Object *lock_ob = ED_view3d_cameracontrol_object_get(walk->v3d_camera_control);
if (lock_ob->protectflag & OB_LOCK_LOCX) dvec[0] = 0.0f;
if (lock_ob->protectflag & OB_LOCK_LOCY) dvec[1] = 0.0f;
if (lock_ob->protectflag & OB_LOCK_LOCZ) dvec[2] = 0.0f;
}
/* scale the movement to the scene size */
mul_v3_v3fl(dvec_tmp, dvec, walk->grid);
add_v3_v3(rv3d->ofs, dvec_tmp);
if (rv3d->persp == RV3D_CAMOB) {
const bool do_rotate = (moffset[0] || moffset[1]);
const bool do_translate = (walk->speed != 0.0f);
walkMoveCamera(C, walk, do_rotate, do_translate);
}
}
else {
/* we're not redrawing but we need to update the time else the view will jump */
walk->time_lastdraw = PIL_check_seconds_timer();
}
/* end drawing */
copy_v3_v3(walk->dvec_prev, dvec);
}
return OPERATOR_FINISHED;
#undef WALK_ROTATE_FAC
#undef WALK_ZUP_CORRECT_FAC
#undef WALK_ZUP_CORRECT_ACCEL
#undef WALK_SMOOTH_FAC
#undef WALK_TOP_LIMIT
#undef WALK_BOTTOM_LIMIT
#undef WALK_MOVE_SPEED
#undef WALK_BOOST_FACTOR
}
static int walkApply_ndof(bContext *C, WalkInfo *walk)
{
/* shorthand for oft-used variables */
wmNDOFMotionData *ndof = walk->ndof;
const float dt = ndof->dt;
RegionView3D *rv3d = walk->rv3d;
const int flag = U.ndof_flag;
#if 0
bool do_rotate = (flag & NDOF_SHOULD_ROTATE) && (walk->pan_view == false);
bool do_translate = (flag & (NDOF_SHOULD_PAN | NDOF_SHOULD_ZOOM)) != 0;
#endif
bool do_rotate = false;
bool do_translate = true;
float view_inv[4];
invert_qt_qt(view_inv, rv3d->viewquat);
rv3d->rot_angle = 0.0f; /* disable onscreen rotation doo-dad */
if (do_translate) {
const float forward_sensitivity = 1.0f;
const float vertical_sensitivity = 0.4f;
const float lateral_sensitivity = 0.6f;
float speed = 10.0f; /* blender units per second */
/* ^^ this is ok for default cube scene, but should scale with.. something */
float trans[3] = {lateral_sensitivity * ndof->tvec[0],
vertical_sensitivity * ndof->tvec[1],
forward_sensitivity * ndof->tvec[2]};
if (walk->is_slow)
speed *= 0.2f;
mul_v3_fl(trans, speed * dt);
/* transform motion from view to world coordinates */
mul_qt_v3(view_inv, trans);
if (flag & NDOF_FLY_HELICOPTER) {
/* replace world z component with device y (yes it makes sense) */
trans[2] = speed * dt * vertical_sensitivity * ndof->tvec[1];
}
if (rv3d->persp == RV3D_CAMOB) {
/* respect camera position locks */
Object *lock_ob = ED_view3d_cameracontrol_object_get(walk->v3d_camera_control);
if (lock_ob->protectflag & OB_LOCK_LOCX) trans[0] = 0.0f;
if (lock_ob->protectflag & OB_LOCK_LOCY) trans[1] = 0.0f;
if (lock_ob->protectflag & OB_LOCK_LOCZ) trans[2] = 0.0f;
}
if (!is_zero_v3(trans)) {
/* move center of view opposite of hand motion (this is camera mode, not object mode) */
sub_v3_v3(rv3d->ofs, trans);
do_translate = true;
}
else {
do_translate = false;
}
}
if (do_rotate) {
const float turn_sensitivity = 1.0f;
float rotation[4];
float axis[3];
float angle = turn_sensitivity * ndof_to_axis_angle(ndof, axis);
if (fabsf(angle) > 0.0001f) {
do_rotate = true;
if (walk->is_slow)
angle *= 0.2f;
/* transform rotation axis from view to world coordinates */
mul_qt_v3(view_inv, axis);
/* apply rotation to view */
axis_angle_to_quat(rotation, axis, angle);
mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rotation);
if (flag & NDOF_LOCK_HORIZON) {
/* force an upright viewpoint
* TODO: make this less... sudden */
float view_horizon[3] = {1.0f, 0.0f, 0.0f}; /* view +x */
float view_direction[3] = {0.0f, 0.0f, -1.0f}; /* view -z (into screen) */
/* find new inverse since viewquat has changed */
invert_qt_qt(view_inv, rv3d->viewquat);
/* could apply reverse rotation to existing view_inv to save a few cycles */
/* transform view vectors to world coordinates */
mul_qt_v3(view_inv, view_horizon);
mul_qt_v3(view_inv, view_direction);
/* find difference between view & world horizons
* true horizon lives in world xy plane, so look only at difference in z */
angle = -asinf(view_horizon[2]);
#ifdef NDOF_WALK_DEBUG
printf("lock horizon: adjusting %.1f degrees\n\n", RAD2DEG(angle));
#endif
/* rotate view so view horizon = world horizon */
axis_angle_to_quat(rotation, view_direction, angle);
mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, rotation);
}
rv3d->view = RV3D_VIEW_USER;
}
else {
do_rotate = false;
}
}
if (do_translate || do_rotate) {
walk->redraw = true;
if (rv3d->persp == RV3D_CAMOB) {
walkMoveCamera(C, walk, do_rotate, do_translate);
}
}
return OPERATOR_FINISHED;
}
/****** walk operator ******/
static int walk_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
RegionView3D *rv3d = CTX_wm_region_view3d(C);
WalkInfo *walk;
if (rv3d->viewlock)
return OPERATOR_CANCELLED;
walk = MEM_callocN(sizeof(WalkInfo), "NavigationWalkOperation");
op->customdata = walk;
if (initWalkInfo(C, walk, op) == false) {
MEM_freeN(op->customdata);
return OPERATOR_CANCELLED;
}
walkEvent(C, op, walk, event);
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
static void walk_cancel(bContext *C, wmOperator *op)
{
WalkInfo *walk = op->customdata;
walk->state = WALK_CANCEL;
walkEnd(C, walk);
op->customdata = NULL;
}
static int walk_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
int exit_code;
bool do_draw = false;
WalkInfo *walk = op->customdata;
RegionView3D *rv3d = walk->rv3d;
Object *walk_object = ED_view3d_cameracontrol_object_get(walk->v3d_camera_control);
walk->redraw = false;
walkEvent(C, op, walk, event);
if (walk->ndof) { /* 3D mouse overrules [2D mouse + timer] */
if (event->type == NDOF_MOTION) {
walkApply_ndof(C, walk);
}
}
else if (event->type == TIMER && event->customdata == walk->timer) {
walkApply(C, walk);
}
do_draw |= walk->redraw;
exit_code = walkEnd(C, walk);
if (exit_code != OPERATOR_RUNNING_MODAL)
do_draw = true;
if (do_draw) {
if (rv3d->persp == RV3D_CAMOB) {
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, walk_object);
}
// puts("redraw!"); // too frequent, commented with NDOF_WALK_DRAW_TOOMUCH for now
ED_region_tag_redraw(CTX_wm_region(C));
}
return exit_code;
}
void VIEW3D_OT_walk(wmOperatorType *ot)
{
/* identifiers */
ot->name = "Walk Navigation";
ot->description = "Interactively walk around the scene";
ot->idname = "VIEW3D_OT_walk";
/* api callbacks */
ot->invoke = walk_invoke;
ot->cancel = walk_cancel;
ot->modal = walk_modal;
ot->poll = ED_operator_view3d_active;
/* flags */
ot->flag = OPTYPE_BLOCKING;
}
#undef EARTH_GRAVITY
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