[Bf-blender-cvs] [42467c884f0] custom-manipulators: Merge branch 'blender2.8' into custom-manipulators
Campbell Barton
noreply at git.blender.org
Thu Apr 6 12:21:55 CEST 2017
Commit: 42467c884f0056657c8fe0786c0c26da70ad60dd
Author: Campbell Barton
Date: Thu Apr 6 20:21:07 2017 +1000
Branches: custom-manipulators
https://developer.blender.org/rB42467c884f0056657c8fe0786c0c26da70ad60dd
Merge branch 'blender2.8' into custom-manipulators
===================================================================
===================================================================
diff --cc source/blender/windowmanager/manipulators/intern/manipulator_library/arrow_manipulator.c
index 3f99918c227,00000000000..3fb5059cae5
mode 100644,000000..100644
--- a/source/blender/windowmanager/manipulators/intern/manipulator_library/arrow_manipulator.c
+++ b/source/blender/windowmanager/manipulators/intern/manipulator_library/arrow_manipulator.c
@@@ -1,561 -1,0 +1,561 @@@
+/*
+ * ***** 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.
+ *
+ * The Original Code is Copyright (C) 2014 Blender Foundation.
+ * All rights reserved.
+ *
+ * Contributor(s): Blender Foundation
+ *
+ * ***** END GPL LICENSE BLOCK *****
+ */
+
+/** \file blender/windowmanager/manipulators/intern/manipulator_library/arrow_manipulator.c
+ * \ingroup wm
+ *
+ * \name Arrow Manipulator
+ *
+ * 3D Manipulator
+ *
+ * \brief Simple arrow manipulator which is dragged into a certain direction.
+ * The arrow head can have varying shapes, e.g. cone, box, etc.
+ */
+
+#include "BIF_gl.h"
+
+#include "BKE_context.h"
+
+#include "BLI_math.h"
+
+#include "DNA_manipulator_types.h"
+#include "DNA_view3d_types.h"
+
+#include "ED_view3d.h"
+#include "ED_screen.h"
+
+#include "GPU_draw.h"
+#include "GPU_immediate.h"
+#include "GPU_immediate_util.h"
+#include "GPU_matrix.h"
+#include "GPU_select.h"
+
+#include "MEM_guardedalloc.h"
+
+#include "RNA_access.h"
+
+#include "WM_types.h"
+#include "WM_api.h"
+
+/* own includes */
+#include "wm_manipulator_wmapi.h"
+#include "wm_manipulator_intern.h"
+#include "manipulator_geometry.h"
+#include "manipulator_library_intern.h"
+
+/* to use custom arrows exported to geom_arrow_manipulator.c */
+//#define USE_MANIPULATOR_CUSTOM_ARROWS
+
+/* ArrowManipulator->flag */
+enum {
+ ARROW_UP_VECTOR_SET = (1 << 0),
+ ARROW_CUSTOM_RANGE_SET = (1 << 1),
+};
+
+typedef struct ArrowManipulator {
+ wmManipulator manipulator;
+
+ ManipulatorCommonData data;
+
+ int style;
+ int flag;
+
+ float len; /* arrow line length */
+ float direction[3];
+ float up[3];
+ float aspect[2]; /* cone style only */
+} ArrowManipulator;
+
+
+/* -------------------------------------------------------------------- */
+
+static void manipulator_arrow_get_final_pos(wmManipulator *manipulator, float r_pos[3])
+{
+ ArrowManipulator *arrow = (ArrowManipulator *)manipulator;
+
+ mul_v3_v3fl(r_pos, arrow->direction, arrow->data.offset);
+ add_v3_v3(r_pos, arrow->manipulator.origin);
+}
+
+static void arrow_draw_geom(const ArrowManipulator *arrow, const bool select, const float color[4])
+{
+ /* USE_IMM for other arrow types */
+ glColor4fv(color);
+
+ if (arrow->style & MANIPULATOR_ARROW_STYLE_CROSS) {
+ glPushAttrib(GL_ENABLE_BIT);
+ glDisable(GL_LIGHTING);
+ glBegin(GL_LINES);
+ glVertex2f(-1.0, 0.f);
+ glVertex2f(1.0, 0.f);
+ glVertex2f(0.f, -1.0);
+ glVertex2f(0.f, 1.0);
+ glEnd();
+
+ glPopAttrib();
+ }
+ else if (arrow->style & MANIPULATOR_ARROW_STYLE_CONE) {
+ const float unitx = arrow->aspect[0];
+ const float unity = arrow->aspect[1];
+ const float vec[4][3] = {
+ {-unitx, -unity, 0},
+ { unitx, -unity, 0},
+ { unitx, unity, 0},
+ {-unitx, unity, 0},
+ };
+
+ glLineWidth(arrow->manipulator.line_width);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(3, GL_FLOAT, 0, vec);
+ glDrawArrays(GL_LINE_LOOP, 0, ARRAY_SIZE(vec));
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glLineWidth(1.0);
+ }
+ else {
+#ifdef USE_MANIPULATOR_CUSTOM_ARROWS
+ wm_manipulator_geometryinfo_draw(&wm_manipulator_geom_data_arrow, select);
+#else
+ const float vec[2][3] = {
+ {0.0f, 0.0f, 0.0f},
+ {0.0f, 0.0f, arrow->len},
+ };
+
+ glLineWidth(arrow->manipulator.line_width);
+ glEnableClientState(GL_VERTEX_ARRAY);
+ glVertexPointer(3, GL_FLOAT, 0, vec);
+ glDrawArrays(GL_LINE_STRIP, 0, ARRAY_SIZE(vec));
+ glDisableClientState(GL_VERTEX_ARRAY);
+ glLineWidth(1.0);
+
+
+ /* *** draw arrow head *** */
+
+ gpuPushMatrix();
+
+ if (arrow->style & MANIPULATOR_ARROW_STYLE_BOX) {
+ const float size = 0.05f;
+
+ /* translate to line end with some extra offset so box starts exactly where line ends */
+ gpuTranslate3f(0.0f, 0.0f, arrow->len + size);
+ /* scale down to box size */
+ gpuScale3f(size, size, size);
+
+ /* draw cube */
+ wm_manipulator_geometryinfo_draw(&wm_manipulator_geom_data_cube, select);
+ }
+ else {
+ const float len = 0.25f;
+ const float width = 0.06f;
+ const bool use_lighting = select == false && ((U.manipulator_flag & V3D_SHADED_MANIPULATORS) != 0);
+
+ /* translate to line end */
- unsigned int pos = add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
++ unsigned int pos = VertexFormat_add_attrib(immVertexFormat(), "pos", GL_FLOAT, 3, KEEP_FLOAT);
+ gpuTranslate3f(0.0f, 0.0f, arrow->len);
+
+ immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
+ immUniformColor4fv(color);
+
+ if (use_lighting) {
+ glShadeModel(GL_SMOOTH);
+ }
+
+ imm_draw_circle_fill_3d(pos, 0.0, 0.0, width, 8);
+ imm_draw_cylinder_fill_3d(pos, width, 0.0, len, 8, 1);
+
+ immUnbindProgram();
+
+ if (use_lighting) {
+ glShadeModel(GL_FLAT);
+ }
+ }
+
+ gpuPopMatrix();
+
+#endif /* USE_MANIPULATOR_CUSTOM_ARROWS */
+ }
+}
+
+static void arrow_draw_intern(ArrowManipulator *arrow, const bool select, const bool highlight)
+{
+ const float up[3] = {0.0f, 0.0f, 1.0f};
+ float col[4];
+ float rot[3][3];
+ float mat[4][4];
+ float final_pos[3];
+
+ manipulator_color_get(&arrow->manipulator, highlight, col);
+ manipulator_arrow_get_final_pos(&arrow->manipulator, final_pos);
+
+ if (arrow->flag & ARROW_UP_VECTOR_SET) {
+ copy_v3_v3(rot[2], arrow->direction);
+ copy_v3_v3(rot[1], arrow->up);
+ cross_v3_v3v3(rot[0], arrow->up, arrow->direction);
+ }
+ else {
+ rotation_between_vecs_to_mat3(rot, up, arrow->direction);
+ }
+ copy_m4_m3(mat, rot);
+ copy_v3_v3(mat[3], final_pos);
+ mul_mat3_m4_fl(mat, arrow->manipulator.scale);
+
+ gpuPushMatrix();
+ gpuMultMatrix3D(mat);
+
+ gpuTranslate3fv(arrow->manipulator.offset);
+
+ glEnable(GL_BLEND);
+ arrow_draw_geom(arrow, select, col);
+ glDisable(GL_BLEND);
+
+ gpuPopMatrix();
+
+ if (arrow->manipulator.interaction_data) {
+ ManipulatorInteraction *inter = arrow->manipulator.interaction_data;
+
+ copy_m4_m3(mat, rot);
+ copy_v3_v3(mat[3], inter->init_origin);
+ mul_mat3_m4_fl(mat, inter->init_scale);
+
+ gpuPushMatrix();
+ gpuMultMatrix3D(mat);
+ gpuTranslate3fv(arrow->manipulator.offset);
+
+ glEnable(GL_BLEND);
+ arrow_draw_geom(arrow, select, (const float [4]){0.5f, 0.5f, 0.5f, 0.5f});
+ glDisable(GL_BLEND);
+
+ gpuPopMatrix();
+ }
+}
+
+static void manipulator_arrow_render_3d_intersect(
+ const bContext *UNUSED(C), wmManipulator *manipulator,
+ int selectionbase)
+{
+ GPU_select_load_id(selectionbase);
+ arrow_draw_intern((ArrowManipulator *)manipulator, true, false);
+}
+
+static void manipulator_arrow_draw(const bContext *UNUSED(C), wmManipulator *manipulator)
+{
+ arrow_draw_intern((ArrowManipulator *)manipulator, false, (manipulator->state & WM_MANIPULATOR_HIGHLIGHT) != 0);
+}
+
+/**
+ * Calculate arrow offset independent from prop min value,
+ * meaning the range will not be offset by min value first.
+ */
+#define USE_ABS_HANDLE_RANGE
+
+static int manipulator_arrow_handler(bContext *C, const wmEvent *event, wmManipulator *manipulator, const int flag)
+{
+ ArrowManipulator *arrow = (ArrowManipulator *)manipulator;
+ ManipulatorInteraction *inter = manipulator->interaction_data;
+ ARegion *ar = CTX_wm_region(C);
+ RegionView3D *rv3d = ar->regiondata;
+
+ float orig_origin[4];
+ float viewvec[3], tangent[3], plane[3];
+ float offset[4];
+ float m_diff[2];
+ float dir_2d[2], dir2d_final[2];
+ float facdir = 1.0f;
+ bool use_vertical = false;
+
+
+ copy_v3_v3(orig_origin, inter->init_origin);
+ orig_origin[3] = 1.0f;
+ add_v3_v3v3(offset, orig_origin, arrow->direction);
+ offset[3] = 1.0f;
+
+ /* calculate view vector */
+ if (rv3d->is_persp) {
+ sub_v3_v3v3(viewvec, orig_origin, rv3d->viewinv[3]);
+ }
+ else {
+ copy_v3_v3(viewvec, rv3d->viewinv[2]);
+ }
+ normalize_v3(viewvec);
+
+ /* first determine if view vector is really close to the direction. If it is, we use
+ * vertical movement to determine offset, just like transform system does */
+ if (RAD2DEG(acos(dot_v3v3(viewvec, arrow->direction))) > 5.0f) {
+ /* multiply to projection space */
+ mul_m4_v4(rv3d->persmat, orig_origin);
+ mul_v4_fl(orig_origin, 1.0f / orig_origin[3]);
+ mul_m4_v4(rv3d->persmat, offset);
+ mul_v4_fl(offset, 1.0f / offset[3]);
+
+ sub_v2_v2v2(dir_2d, offset, orig_origin);
+ dir_2d[0] *= ar->winx;
+ dir_2d[1] *= ar->winy;
+ normalize_v2(dir_2d);
+ }
+ else {
+ dir_2d[0] = 0.0f;
+ dir_2d[1] = 1.0f;
+ use_vertical = true;
+ }
+
+ /* find mouse difference */
+ m_diff[0] = event->mval[0] - inter->init_mval[0];
+ m_diff[1] = event->mval[1] - inter->init_mval[1];
+
+ /* project the displacement on the screen space arrow direction */
+ project_v2_v2v2(dir2d_final, m_diff, dir_2d);
+
+ float zfac = ED_view3d_calc_zfac(rv3d, orig_origin, NULL);
+ ED_view3d_win_to_delta(ar, dir2d_final, offset, zfac);
+
+ add_v3_v3v3(orig_origin, offset, inter->init_origin);
+
+ /* calculate view vector for the new position */
+
@@ Diff output truncated at 10240 characters. @@
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