style cleanup
This commit is contained in:
@@ -135,10 +135,10 @@ void draw_motion_path_instance(Scene *scene,
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/* draw curve-line of path */
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glShadeModel(GL_SMOOTH);
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glBegin(GL_LINE_STRIP);
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glBegin(GL_LINE_STRIP);
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for (i = 0, mpv = mpv_start; i < len; i++, mpv++) {
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short sel = (pchan) ? (pchan->bone->flag & BONE_SELECTED) : (ob->flag & SELECT);
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float intensity; /* how faint */
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float intensity; /* how faint */
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/* set color
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* - more intense for active/selected bones, less intense for unselected bones
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@@ -223,7 +223,7 @@ void draw_motion_path_instance(Scene *scene,
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UI_ThemeColor(TH_TEXT_HI);
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}
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// XXX, this isn't up to date but probably should be kept so.
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/* XXX, this isn't up to date but probably should be kept so. */
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invert_m4_m4(ob->imat, ob->obmat);
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/* Draw frame numbers at each framestep value */
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@@ -686,13 +686,13 @@ static void draw_sphere_bone_dist(float smat[][4], float imat[][4], bPoseChannel
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tailvec = headvec;
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tail = head;
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zero_v3(dirvec);
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dirvec[0] = 0.00001; // XXX. weak but ok
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dirvec[0] = 0.00001; /* XXX. weak but ok */
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}
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else if (tail - view_dist > head) {
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headvec = tailvec;
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head = tail;
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zero_v3(dirvec);
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dirvec[0] = 0.00001; // XXX. weak but ok
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dirvec[0] = 0.00001; /* XXX. weak but ok */
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}
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}
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@@ -1019,7 +1019,7 @@ static void draw_line_bone(int armflag, int boneflag, short constflag, unsigned
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/* Draw root point if we are not connected */
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if ((boneflag & BONE_CONNECTED) == 0) {
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if (G.f & G_PICKSEL) { // no bitmap in selection mode, crashes 3d cards...
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if (G.f & G_PICKSEL) { /* no bitmap in selection mode, crashes 3d cards... */
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glLoadName(id | BONESEL_ROOT);
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glBegin(GL_POINTS);
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glVertex3f(0.0f, 0.0f, 0.0f);
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@@ -1151,7 +1151,7 @@ static void draw_b_bone(const short dt, int armflag, int boneflag, short constfl
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glScalef(length, length, length);
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draw_bone_points(dt, armflag, boneflag, id);
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glPopMatrix();
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length *= 0.95f; // make vertices visible
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length *= 0.95f; /* make vertices visible */
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}
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/* colors for modes */
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@@ -1225,7 +1225,7 @@ static void draw_wire_bone_segments(bPoseChannel *pchan, Mat4 *bbones, float len
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glBegin(GL_LINES);
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glVertex3f(0.0f, 0.0f, 0.0f);
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glVertex3f(0.0f, dlen, 0.0f);
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glEnd(); // GL_LINES
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glEnd(); /* GL_LINES */
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glPopMatrix();
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}
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@@ -1266,7 +1266,7 @@ static void draw_wire_bone(const short dt, int armflag, int boneflag, short cons
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glScalef(length, length, length);
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draw_bone_points(dt, armflag, boneflag, id);
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glPopMatrix();
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length *= 0.95f; // make vertices visible
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length *= 0.95f; /* make vertices visible */
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}
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/* this chunk not in object mode */
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@@ -1416,7 +1416,9 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
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/* Find the chain's root */
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while (parchan->parent) {
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segcount++;
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if (segcount == data->rootbone || segcount > 255) break; // 255 is weak
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if (segcount == data->rootbone || segcount > 255) {
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break; /* 255 is weak */
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}
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parchan = parchan->parent;
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}
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if (parchan)
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@@ -1440,13 +1442,13 @@ static void pchan_draw_IK_root_lines(bPoseChannel *pchan, short only_temp)
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/* Find the chain's root */
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while (parchan->parent) {
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segcount++;
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// FIXME: revise the breaking conditions
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if (segcount == data->chainlen || segcount > 255) break; // 255 is weak
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/* FIXME: revise the breaking conditions */
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if (segcount == data->chainlen || segcount > 255) break; /* 255 is weak */
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parchan = parchan->parent;
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}
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if (parchan) // XXX revise the breaking conditions to only stop at the tail?
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if (parchan) /* XXX revise the breaking conditions to only stop at the tail? */
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glVertex3fv(parchan->pose_head);
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glEnd();
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setlinestyle(0);
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}
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@@ -1594,7 +1596,7 @@ static void draw_pose_dofs(Object *ob)
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theta = RAD2DEGF(0.5f * (pchan->limitmin[2] + pchan->limitmax[2]));
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glRotatef(theta, 0.0f, 0.0f, 1.0f);
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glColor3ub(50, 50, 255); // blue, Z axis limit
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glColor3ub(50, 50, 255); /* blue, Z axis limit */
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glBegin(GL_LINE_STRIP);
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for (a = -16; a <= 16; a++) {
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/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
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@@ -1611,14 +1613,14 @@ static void draw_pose_dofs(Object *ob)
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glEnd();
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glRotatef(-theta, 0.0f, 0.0f, 1.0f);
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}
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}
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if (pchan->ikflag & BONE_IK_XLIMIT) {
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/* OpenGL requires rotations in degrees; so we're taking the average angle here */
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theta = RAD2DEGF(0.5f * (pchan->limitmin[0] + pchan->limitmax[0]));
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glRotatef(theta, 1.0f, 0.0f, 0.0f);
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glColor3ub(255, 50, 50); // Red, X axis limit
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glColor3ub(255, 50, 50); /* Red, X axis limit */
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glBegin(GL_LINE_STRIP);
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for (a = -16; a <= 16; a++) {
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/* *0.5f here comes from M_PI/360.0f when rotations were still in degrees */
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@@ -1792,7 +1794,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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}
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if (index != -1)
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index += 0x10000; // pose bones count in higher 2 bytes only
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index += 0x10000; /* pose bones count in higher 2 bytes only */
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}
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/* very very confusing... but in object mode, solid draw, we cannot do glLoadName yet,
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@@ -1861,7 +1863,7 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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}
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if (index != -1)
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index += 0x10000; // pose bones count in higher 2 bytes only
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index += 0x10000; /* pose bones count in higher 2 bytes only */
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}
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/* stick or wire bones have not been drawn yet so don't clear object selection in this case */
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if (ELEM(arm->drawtype, ARM_LINE, ARM_WIRE) == 0 && draw_wire) {
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@@ -1900,11 +1902,11 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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const short constflag = pchan->constflag;
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if ((do_dashed & 1) && (pchan->parent)) {
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/* Draw a line from our root to the parent's tip
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* - only if V3D_HIDE_HELPLINES is enabled...
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* - only if V3D_HIDE_HELPLINES is enabled...
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*/
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if ( (do_dashed & 2) && ((bone->flag & BONE_CONNECTED) == 0) ) {
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if (arm->flag & ARM_POSEMODE) {
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glLoadName(index & 0xFFFF); // object tag, for bordersel optim
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glLoadName(index & 0xFFFF); /* object tag, for bordersel optim */
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UI_ThemeColor(TH_WIRE);
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}
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setlinestyle(3);
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@@ -1922,15 +1924,15 @@ static void draw_pose_bones(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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if (constflag & PCHAN_HAS_IK) {
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if (bone->flag & BONE_SELECTED) {
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if (constflag & PCHAN_HAS_TARGET) glColor3ub(200, 120, 0);
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else glColor3ub(200, 200, 50); // add theme!
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else glColor3ub(200, 200, 50); /* add theme! */
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glLoadName(index & 0xFFFF);
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pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
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}
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}
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else if (constflag & PCHAN_HAS_SPLINEIK) {
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if (bone->flag & BONE_SELECTED) {
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glColor3ub(150, 200, 50); // add theme!
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glColor3ub(150, 200, 50); /* add theme! */
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glLoadName(index & 0xFFFF);
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pchan_draw_IK_root_lines(pchan, !(do_dashed & 2));
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@@ -2205,7 +2207,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
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/* offset to parent */
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if (eBone->parent) {
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UI_ThemeColor(TH_WIRE);
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glLoadName(-1); // -1 here is OK!
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glLoadName(-1); /* -1 here is OK! */
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setlinestyle(3);
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glBegin(GL_LINES);
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@@ -2227,7 +2229,7 @@ static void draw_ebones(View3D *v3d, ARegion *ar, Object *ob, const short dt)
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/* finally names and axes */
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if (arm->flag & (ARM_DRAWNAMES | ARM_DRAWAXES)) {
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// patch for several 3d cards (IBM mostly) that crash on GL_SELECT with text drawing
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/* patch for several 3d cards (IBM mostly) that crash on GL_SELECT with text drawing */
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if ((G.f & G_PICKSEL) == 0) {
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float vec[3];
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unsigned char col[4];
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@@ -2574,7 +2576,7 @@ int draw_armature(Scene *scene, View3D *v3d, ARegion *ar, Base *base,
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const float white[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, white);
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glColorMaterial(GL_FRONT_AND_BACK, GL_DIFFUSE);
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glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW); // only for lighting...
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glFrontFace((ob->transflag & OB_NEG_SCALE) ? GL_CW : GL_CCW); /* only for lighting... */
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}
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/* arm->flag is being used to detect mode... */
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@@ -71,7 +71,7 @@
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#include "ED_mesh.h"
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#include "ED_uvedit.h"
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#include "view3d_intern.h" // own include
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#include "view3d_intern.h" /* own include */
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/* user data structures for derived mesh callbacks */
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typedef struct drawMeshFaceSelect_userData {
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@@ -214,7 +214,7 @@ void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm)
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dm->drawMappedEdges(dm, draw_mesh_face_select__setSelectOpts, &data);
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setlinestyle(0);
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bglPolygonOffset(rv3d->dist, 0.0); // resets correctly now, even after calling accumulated offsets
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bglPolygonOffset(rv3d->dist, 0.0); /* resets correctly now, even after calling accumulated offsets */
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BLI_edgehash_free(data.eh, NULL);
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}
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@@ -223,7 +223,7 @@ void draw_mesh_face_select(RegionView3D *rv3d, Mesh *me, DerivedMesh *dm)
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static Material *give_current_material_or_def(Object *ob, int matnr)
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{
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extern Material defmaterial; // render module abuse...
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extern Material defmaterial; /* render module abuse... */
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Material *ma = give_current_material(ob, matnr);
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return ma ? ma : &defmaterial;
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@@ -248,7 +248,7 @@ static int set_draw_settings_cached(int clearcache, MTFace *texface, Material *m
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static int c_lit;
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static int c_has_texface;
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Object *litob = NULL; //to get mode to turn off mipmap in painting mode
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Object *litob = NULL; /* to get mode to turn off mipmap in painting mode */
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int backculled = GEMAT_BACKCULL;
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int alphablend = 0;
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int textured = 0;
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@@ -317,7 +317,7 @@ static int set_draw_settings_cached(int clearcache, MTFace *texface, Material *m
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if (lit != c_lit || ma != c_ma) {
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if (lit) {
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float spec[4];
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if (!ma) ma = give_current_material_or_def(NULL, 0); //default material
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if (!ma) ma = give_current_material_or_def(NULL, 0); /* default material */
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spec[0] = ma->spec * ma->specr;
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spec[1] = ma->spec * ma->specg;
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@@ -345,7 +345,7 @@ static void draw_textured_begin(Scene *scene, View3D *v3d, RegionView3D *rv3d, O
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unsigned char obcol[4];
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int is_tex, solidtex;
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// XXX scene->obedit warning
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/* XXX scene->obedit warning */
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/* texture draw is abused for mask selection mode, do this so wire draw
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* with face selection in weight paint is not lit. */
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@@ -705,8 +705,8 @@ static void draw_mesh_text(Scene *scene, Object *ob, int glsl)
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// The BM_FONT handling is in the gpu module, shared with the
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// game engine, was duplicated previously
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/* The BM_FONT handling is in the gpu module, shared with the
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* game engine, was duplicated previously */
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set_property_valstr(prop, string);
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characters = strlen(string);
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@@ -1062,7 +1062,7 @@ void draw_mesh_paint(View3D *v3d, RegionView3D *rv3d, Object *ob, DerivedMesh *d
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* rather than the shading, this is also forced in wire view */
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bglPolygonOffset(rv3d->dist, 1.0);
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glDepthMask(0); // disable write in zbuffer, selected edge wires show better
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glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
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glEnable(GL_BLEND);
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glColor4ub(255, 255, 255, 96);
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@@ -35,7 +35,7 @@
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#include "DNA_camera_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_constraint_types.h" // for drawing constraint
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#include "DNA_constraint_types.h" /* for drawing constraint */
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#include "DNA_lamp_types.h"
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#include "DNA_lattice_types.h"
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#include "DNA_material_types.h"
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@@ -56,10 +56,10 @@
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#include "BLI_rand.h"
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#include "BLI_utildefines.h"
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#include "BKE_anim.h" //for the where_on_path function
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#include "BKE_anim.h" /* for the where_on_path function */
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#include "BKE_armature.h"
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#include "BKE_camera.h"
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#include "BKE_constraint.h" // for the get_constraint_target function
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#include "BKE_constraint.h" /* for the get_constraint_target function */
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#include "BKE_curve.h"
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#include "BKE_DerivedMesh.h"
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#include "BKE_deform.h"
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@@ -108,7 +108,7 @@
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#include "wm_subwindow.h"
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#include "BLF_api.h"
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#include "view3d_intern.h" // own include
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#include "view3d_intern.h" /* own include */
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typedef enum eWireDrawMode {
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OBDRAW_WIRE_OFF = 0,
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@@ -2781,7 +2781,7 @@ static void draw_em_fancy_verts(Scene *scene, View3D *v3d, Object *obedit,
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ToolSettings *ts = scene->toolsettings;
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int sel;
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if (v3d->zbuf) glDepthMask(0); // disable write in zbuffer, zbuf select
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if (v3d->zbuf) glDepthMask(0); /* disable write in zbuffer, zbuf select */
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for (sel = 0; sel < 2; sel++) {
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unsigned char col[4], fcol[4];
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@@ -3202,8 +3202,8 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
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glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE);
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}
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// Setup for drawing wire over, disable zbuffer
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// write to show selected edge wires better
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/* Setup for drawing wire over, disable zbuffer
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* write to show selected edge wires better */
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UI_ThemeColor(TH_WIRE);
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bglPolygonOffset(rv3d->dist, 1.0);
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@@ -3222,18 +3222,18 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
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UI_GetThemeColor4ubv(TH_FACE, col1);
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UI_GetThemeColor4ubv(TH_FACE_SELECT, col2);
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UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
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glEnable(GL_BLEND);
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glDepthMask(0); // disable write in zbuffer, needed for nice transp
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glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
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/* don't draw unselected faces, only selected, this is MUCH nicer when texturing */
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if (check_object_draw_texture(scene, v3d, dt))
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col1[3] = 0;
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draw_dm_faces_sel(em, cageDM, col1, col2, col3, efa_act);
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glDisable(GL_BLEND);
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glDepthMask(1); // restore write in zbuffer
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glDepthMask(1); /* restore write in zbuffer */
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}
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else if (efa_act) {
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/* even if draw faces is off it would be nice to draw the stipple face
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@@ -3242,15 +3242,15 @@ static void draw_em_fancy(Scene *scene, View3D *v3d, RegionView3D *rv3d,
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unsigned char col1[4], col2[4], col3[4];
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col1[3] = col2[3] = 0; /* don't draw */
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UI_GetThemeColor4ubv(TH_EDITMESH_ACTIVE, col3);
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glEnable(GL_BLEND);
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glDepthMask(0); // disable write in zbuffer, needed for nice transp
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glDepthMask(0); /* disable write in zbuffer, needed for nice transp */
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draw_dm_faces_sel(em, cageDM, col1, col2, col3, efa_act);
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glDisable(GL_BLEND);
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glDepthMask(1); // restore write in zbuffer
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glDepthMask(1); /* restore write in zbuffer */
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}
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/* here starts all fancy draw-extra over */
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@@ -3583,7 +3583,7 @@ static void draw_mesh_fancy(Scene *scene, ARegion *ar, View3D *v3d, RegionView3D
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*/
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if (dt != OB_WIRE && (draw_wire == OBDRAW_WIRE_ON_DEPTH)) {
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bglPolygonOffset(rv3d->dist, 1.0);
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glDepthMask(0); // disable write in zbuffer, selected edge wires show better
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glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
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}
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if (((v3d->flag2 & V3D_RENDER_OVERRIDE) && v3d->drawtype >= OB_SOLID) == 0)
|
||||
@@ -3818,7 +3818,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob,
|
||||
if (ob->transflag & OB_NEG_SCALE) glFrontFace(GL_CW);
|
||||
else glFrontFace(GL_CCW);
|
||||
|
||||
if (ob->type == OB_MBALL) { // mball always smooth shaded
|
||||
if (ob->type == OB_MBALL) { /* mball always smooth shaded */
|
||||
glShadeModel(GL_SMOOTH);
|
||||
}
|
||||
|
||||
@@ -5639,8 +5639,8 @@ static void drawnurb(Scene *scene, View3D *v3d, RegionView3D *rv3d, Base *base,
|
||||
|
||||
while (nr-- > 0) { /* accounts for empty bevel lists */
|
||||
const float fac = bevp->radius * ts->normalsize;
|
||||
float vec_a[3]; // Offset perpendicular to the curve
|
||||
float vec_b[3]; // Delta along the curve
|
||||
float vec_a[3]; /* Offset perpendicular to the curve */
|
||||
float vec_b[3]; /* Delta along the curve */
|
||||
|
||||
vec_a[0] = fac;
|
||||
vec_a[1] = 0.0f;
|
||||
@@ -5736,7 +5736,7 @@ static void draw_empty_cone(float size)
|
||||
}
|
||||
|
||||
/* draw points on curve speed handles */
|
||||
#if 0 // XXX old animation system stuff
|
||||
#if 0 /* XXX old animation system stuff */
|
||||
static void curve_draw_speed(Scene *scene, Object *ob)
|
||||
{
|
||||
Curve *cu = ob->data;
|
||||
@@ -5765,7 +5765,7 @@ static void curve_draw_speed(Scene *scene, Object *ob)
|
||||
glPointSize(1.0);
|
||||
bglEnd();
|
||||
}
|
||||
#endif // XXX old animation system stuff
|
||||
#endif /* XXX old animation system stuff */
|
||||
|
||||
|
||||
static void draw_textcurs(float textcurs[4][2])
|
||||
@@ -6009,7 +6009,7 @@ static void draw_forcefield(Scene *scene, Object *ob, RegionView3D *rv3d)
|
||||
|
||||
/* calculus here, is reused in PFIELD_FORCE */
|
||||
invert_m4_m4(imat, rv3d->viewmatob);
|
||||
// normalize_v3(imat[0]); // we don't do this because field doesnt scale either... apart from wind!
|
||||
// normalize_v3(imat[0]); /* we don't do this because field doesnt scale either... apart from wind! */
|
||||
// normalize_v3(imat[1]);
|
||||
|
||||
if (pd->forcefield == PFIELD_WIND) {
|
||||
@@ -6383,8 +6383,8 @@ static void drawWireExtra(Scene *scene, RegionView3D *rv3d, Object *ob)
|
||||
}
|
||||
|
||||
bglPolygonOffset(rv3d->dist, 1.0);
|
||||
glDepthMask(0); // disable write in zbuffer, selected edge wires show better
|
||||
|
||||
glDepthMask(0); /* disable write in zbuffer, selected edge wires show better */
|
||||
|
||||
if (ELEM3(ob->type, OB_FONT, OB_CURVE, OB_SURF)) {
|
||||
Curve *cu = ob->data;
|
||||
if (ED_view3d_boundbox_clip(rv3d, ob->obmat, ob->bb ? ob->bb : cu->bb)) {
|
||||
@@ -6990,7 +6990,7 @@ void draw_object(Scene *scene, ARegion *ar, View3D *v3d, Base *base, const short
|
||||
#endif
|
||||
}
|
||||
|
||||
// only draw domains
|
||||
/* only draw domains */
|
||||
if (smd->domain && smd->domain->fluid) {
|
||||
if (CFRA < smd->domain->point_cache[0]->startframe) {
|
||||
/* don't show smoke before simulation starts, this could be made an option in the future */
|
||||
@@ -7408,7 +7408,7 @@ static DMDrawOption bbs_mesh_solid_hide__setDrawOpts(void *userData, int index)
|
||||
}
|
||||
}
|
||||
|
||||
// must have called WM_set_framebuffer_index_color beforehand
|
||||
/* must have called WM_set_framebuffer_index_color beforehand */
|
||||
static DMDrawOption bbs_mesh_solid_hide2__setDrawOpts(void *userData, int index)
|
||||
{
|
||||
Mesh *me = userData;
|
||||
@@ -7462,11 +7462,11 @@ void draw_object_backbufsel(Scene *scene, View3D *v3d, RegionView3D *rv3d, Objec
|
||||
|
||||
bglPolygonOffset(rv3d->dist, 1.0);
|
||||
|
||||
// we draw edges always, for loop (select) tools
|
||||
/* we draw edges always, for loop (select) tools */
|
||||
bbs_mesh_wire(em, dm, bm_solidoffs);
|
||||
bm_wireoffs = bm_solidoffs + em->bm->totedge;
|
||||
|
||||
// we draw verts if vert select mode or if in transform (for snap).
|
||||
/* we draw verts if vert select mode or if in transform (for snap). */
|
||||
if ((ts->selectmode & SCE_SELECT_VERTEX) || (G.moving & G_TRANSFORM_EDIT)) {
|
||||
bbs_mesh_verts(em, dm, bm_wireoffs);
|
||||
bm_vertoffs = bm_wireoffs + em->bm->totvert;
|
||||
|
||||
@@ -45,7 +45,7 @@
|
||||
#include "BLI_rand.h"
|
||||
|
||||
#include "BKE_curve.h"
|
||||
#include "BKE_constraint.h" // for the get_constraint_target function
|
||||
#include "BKE_constraint.h" /* for the get_constraint_target function */
|
||||
#include "BKE_DerivedMesh.h"
|
||||
#include "BKE_displist.h"
|
||||
#include "BKE_effect.h"
|
||||
@@ -148,7 +148,7 @@ static int intersect_edges(float *points, float a, float b, float c, float d, fl
|
||||
|
||||
static int convex(const float p0[3], const float up[3], const float a[3], const float b[3])
|
||||
{
|
||||
// Vec3 va = a-p0, vb = b-p0;
|
||||
/* Vec3 va = a-p0, vb = b-p0; */
|
||||
float va[3], vb[3], tmp[3];
|
||||
sub_v3_v3v3(va, a, p0);
|
||||
sub_v3_v3v3(vb, b, p0);
|
||||
@@ -175,7 +175,7 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
|
||||
{1.0f, 1.0f, -1.0f}, {-1.0f, 1.0f, -1.0f}, {-1.0f, -1.0f, -1.0f}, {1.0f, -1.0f, -1.0f}
|
||||
};
|
||||
|
||||
// edges have the form edges[n][0][xyz] + t*edges[n][1][xyz]
|
||||
/* edges have the form edges[n][0][xyz] + t*edges[n][1][xyz] */
|
||||
float edges[12][2][3] = {
|
||||
{{1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
|
||||
{{-1.0f, 1.0f, -1.0f}, {0.0f, 0.0f, 2.0f}},
|
||||
@@ -226,54 +226,54 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
|
||||
|
||||
sub_v3_v3v3(size, max, min);
|
||||
|
||||
// maxx, maxy, maxz
|
||||
/* maxx, maxy, maxz */
|
||||
cv[0][0] = max[0];
|
||||
cv[0][1] = max[1];
|
||||
cv[0][2] = max[2];
|
||||
// minx, maxy, maxz
|
||||
/* minx, maxy, maxz */
|
||||
cv[1][0] = min[0];
|
||||
cv[1][1] = max[1];
|
||||
cv[1][2] = max[2];
|
||||
// minx, miny, maxz
|
||||
/* minx, miny, maxz */
|
||||
cv[2][0] = min[0];
|
||||
cv[2][1] = min[1];
|
||||
cv[2][2] = max[2];
|
||||
// maxx, miny, maxz
|
||||
/* maxx, miny, maxz */
|
||||
cv[3][0] = max[0];
|
||||
cv[3][1] = min[1];
|
||||
cv[3][2] = max[2];
|
||||
|
||||
// maxx, maxy, minz
|
||||
/* maxx, maxy, minz */
|
||||
cv[4][0] = max[0];
|
||||
cv[4][1] = max[1];
|
||||
cv[4][2] = min[2];
|
||||
// minx, maxy, minz
|
||||
/* minx, maxy, minz */
|
||||
cv[5][0] = min[0];
|
||||
cv[5][1] = max[1];
|
||||
cv[5][2] = min[2];
|
||||
// minx, miny, minz
|
||||
/* minx, miny, minz */
|
||||
cv[6][0] = min[0];
|
||||
cv[6][1] = min[1];
|
||||
cv[6][2] = min[2];
|
||||
// maxx, miny, minz
|
||||
/* maxx, miny, minz */
|
||||
cv[7][0] = max[0];
|
||||
cv[7][1] = min[1];
|
||||
cv[7][2] = min[2];
|
||||
|
||||
copy_v3_v3(edges[0][0], cv[4]); // maxx, maxy, minz
|
||||
copy_v3_v3(edges[1][0], cv[5]); // minx, maxy, minz
|
||||
copy_v3_v3(edges[2][0], cv[6]); // minx, miny, minz
|
||||
copy_v3_v3(edges[3][0], cv[7]); // maxx, miny, minz
|
||||
copy_v3_v3(edges[0][0], cv[4]); /* maxx, maxy, minz */
|
||||
copy_v3_v3(edges[1][0], cv[5]); /* minx, maxy, minz */
|
||||
copy_v3_v3(edges[2][0], cv[6]); /* minx, miny, minz */
|
||||
copy_v3_v3(edges[3][0], cv[7]); /* maxx, miny, minz */
|
||||
|
||||
copy_v3_v3(edges[4][0], cv[3]); // maxx, miny, maxz
|
||||
copy_v3_v3(edges[5][0], cv[2]); // minx, miny, maxz
|
||||
copy_v3_v3(edges[6][0], cv[6]); // minx, miny, minz
|
||||
copy_v3_v3(edges[7][0], cv[7]); // maxx, miny, minz
|
||||
copy_v3_v3(edges[4][0], cv[3]); /* maxx, miny, maxz */
|
||||
copy_v3_v3(edges[5][0], cv[2]); /* minx, miny, maxz */
|
||||
copy_v3_v3(edges[6][0], cv[6]); /* minx, miny, minz */
|
||||
copy_v3_v3(edges[7][0], cv[7]); /* maxx, miny, minz */
|
||||
|
||||
copy_v3_v3(edges[8][0], cv[1]); // minx, maxy, maxz
|
||||
copy_v3_v3(edges[9][0], cv[2]); // minx, miny, maxz
|
||||
copy_v3_v3(edges[10][0], cv[6]); // minx, miny, minz
|
||||
copy_v3_v3(edges[11][0], cv[5]); // minx, maxy, minz
|
||||
copy_v3_v3(edges[8][0], cv[1]); /* minx, maxy, maxz */
|
||||
copy_v3_v3(edges[9][0], cv[2]); /* minx, miny, maxz */
|
||||
copy_v3_v3(edges[10][0], cv[6]); /* minx, miny, minz */
|
||||
copy_v3_v3(edges[11][0], cv[5]); /* minx, maxy, minz */
|
||||
|
||||
// printf("size x: %f, y: %f, z: %f\n", size[0], size[1], size[2]);
|
||||
// printf("min[2]: %f, max[2]: %f\n", min[2], max[2]);
|
||||
@@ -311,11 +311,11 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
|
||||
printf("%f, %f, %f\n", rv3d->viewinv[2][0], rv3d->viewinv[2][1], rv3d->viewinv[2][2]);
|
||||
#endif
|
||||
|
||||
// get view vector
|
||||
/* get view vector */
|
||||
copy_v3_v3(viewnormal, rv3d->viewinv[2]);
|
||||
normalize_v3(viewnormal);
|
||||
|
||||
// find cube vertex that is closest to the viewer
|
||||
/* find cube vertex that is closest to the viewer */
|
||||
for (i = 0; i < 8; i++) {
|
||||
float x, y, z;
|
||||
|
||||
@@ -346,9 +346,9 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
|
||||
glBindProgramARB(GL_FRAGMENT_PROGRAM_ARB, prog);
|
||||
glProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB, (GLsizei)strlen(text), text);
|
||||
|
||||
// cell spacing
|
||||
/* cell spacing */
|
||||
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 0, dx, dx, dx, 1.0);
|
||||
// custom parameter for smoke style (higher = thicker)
|
||||
/* custom parameter for smoke style (higher = thicker) */
|
||||
glProgramLocalParameter4fARB(GL_FRAGMENT_PROGRAM_ARB, 1, 7.0, 7.0, 7.0, 1.0);
|
||||
}
|
||||
else
|
||||
@@ -366,10 +366,10 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
|
||||
cor[2] = (float)res[2] / (float)power_of_2_max_i(res[2]);
|
||||
}
|
||||
|
||||
// our slices are defined by the plane equation a*x + b*y +c*z + d = 0
|
||||
// (a,b,c), the plane normal, are given by viewdir
|
||||
// d is the parameter along the view direction. the first d is given by
|
||||
// inserting previously found vertex into the plane equation
|
||||
/* our slices are defined by the plane equation a*x + b*y +c*z + d = 0
|
||||
* (a,b,c), the plane normal, are given by viewdir
|
||||
* d is the parameter along the view direction. the first d is given by
|
||||
* inserting previously found vertex into the plane equation */
|
||||
|
||||
/* d0 = (viewnormal[0]*cv[i][0] + viewnormal[1]*cv[i][1] + viewnormal[2]*cv[i][2]); */ /* UNUSED */
|
||||
ds = (ABS(viewnormal[0]) * size[0] + ABS(viewnormal[1]) * size[1] + ABS(viewnormal[2]) * size[2]);
|
||||
@@ -395,8 +395,8 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
|
||||
|
||||
// printf("my d: %f\n", d);
|
||||
|
||||
// intersect_edges returns the intersection points of all cube edges with
|
||||
// the given plane that lie within the cube
|
||||
/* intersect_edges returns the intersection points of all cube edges with
|
||||
* the given plane that lie within the cube */
|
||||
numpoints = intersect_edges(points, viewnormal[0], viewnormal[1], viewnormal[2], -d, edges);
|
||||
|
||||
// printf("points: %d\n", numpoints);
|
||||
@@ -404,7 +404,7 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
|
||||
if (numpoints > 2) {
|
||||
copy_v3_v3(p0, points);
|
||||
|
||||
// sort points to get a convex polygon
|
||||
/* sort points to get a convex polygon */
|
||||
for (i = 1; i < numpoints - 1; i++) {
|
||||
for (j = i + 1; j < numpoints; j++) {
|
||||
if (!convex(p0, viewnormal, &points[j * 3], &points[i * 3])) {
|
||||
@@ -454,4 +454,3 @@ void draw_volume(ARegion *ar, GPUTexture *tex, float min[3], float max[3], int r
|
||||
glDepthMask(GL_TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -62,7 +62,7 @@
|
||||
|
||||
#include "UI_resources.h"
|
||||
|
||||
#include "view3d_intern.h" // own include
|
||||
#include "view3d_intern.h" /* own include */
|
||||
|
||||
/* ******************** manage regions ********************* */
|
||||
|
||||
@@ -1016,7 +1016,7 @@ static void space_view3d_listener(struct ScrArea *sa, struct wmNotifier *wmn)
|
||||
break;
|
||||
}
|
||||
|
||||
// removed since BKE_image_user_frame_calc is now called in view3d_draw_bgpic because screen_ops doesnt call the notifier.
|
||||
/* removed since BKE_image_user_frame_calc is now called in view3d_draw_bgpic because screen_ops doesnt call the notifier. */
|
||||
#if 0
|
||||
if (wmn->category == NC_SCENE && wmn->data == ND_FRAME) {
|
||||
View3D *v3d = area->spacedata.first;
|
||||
@@ -1172,7 +1172,7 @@ void ED_spacetype_view3d(void)
|
||||
/* regions: listview/buttons */
|
||||
art = MEM_callocN(sizeof(ARegionType), "spacetype view3d buttons region");
|
||||
art->regionid = RGN_TYPE_UI;
|
||||
art->prefsizex = 180; // XXX
|
||||
art->prefsizex = 180; /* XXX */
|
||||
art->keymapflag = ED_KEYMAP_UI | ED_KEYMAP_FRAMES;
|
||||
art->listener = view3d_buttons_area_listener;
|
||||
art->init = view3d_buttons_area_init;
|
||||
@@ -1184,8 +1184,8 @@ void ED_spacetype_view3d(void)
|
||||
/* regions: tool(bar) */
|
||||
art = MEM_callocN(sizeof(ARegionType), "spacetype view3d tools region");
|
||||
art->regionid = RGN_TYPE_TOOLS;
|
||||
art->prefsizex = 160; // XXX
|
||||
art->prefsizey = 50; // XXX
|
||||
art->prefsizex = 160; /* XXX */
|
||||
art->prefsizey = 50; /* XXX */
|
||||
art->keymapflag = ED_KEYMAP_UI | ED_KEYMAP_FRAMES;
|
||||
art->listener = view3d_buttons_area_listener;
|
||||
art->init = view3d_tools_area_init;
|
||||
|
||||
@@ -28,7 +28,6 @@
|
||||
* \ingroup spview3d
|
||||
*/
|
||||
|
||||
|
||||
#include <string.h>
|
||||
#include <stdio.h>
|
||||
#include <math.h>
|
||||
@@ -65,7 +64,7 @@
|
||||
#include "BKE_movieclip.h"
|
||||
|
||||
#include "RE_engine.h"
|
||||
#include "RE_pipeline.h" // make_stars
|
||||
#include "RE_pipeline.h" /* make_stars */
|
||||
|
||||
#include "IMB_imbuf_types.h"
|
||||
#include "IMB_imbuf.h"
|
||||
@@ -92,8 +91,7 @@
|
||||
#include "GPU_material.h"
|
||||
#include "GPU_extensions.h"
|
||||
|
||||
#include "view3d_intern.h" // own include
|
||||
|
||||
#include "view3d_intern.h" /* own include */
|
||||
|
||||
|
||||
static void star_stuff_init_func(void)
|
||||
@@ -299,7 +297,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
|
||||
dx = fabs(x - (wx) * fx / fw);
|
||||
if (dx == 0) dx = fabs(y - (wy) * fy / fw);
|
||||
|
||||
glDepthMask(0); // disable write in zbuffer
|
||||
glDepthMask(0); /* disable write in zbuffer */
|
||||
|
||||
/* check zoom out */
|
||||
UI_ThemeColor(TH_GRID);
|
||||
@@ -361,7 +359,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
|
||||
drawgrid_draw(ar, wx, wy, x, y, dx);
|
||||
}
|
||||
}
|
||||
else { // start blending out
|
||||
else { /* start blending out */
|
||||
UI_ThemeColorBlend(TH_BACK, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
|
||||
drawgrid_draw(ar, wx, wy, x, y, dx);
|
||||
|
||||
@@ -369,7 +367,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
|
||||
drawgrid_draw(ar, wx, wy, x, y, sublines * dx);
|
||||
}
|
||||
}
|
||||
else { // start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX*10))
|
||||
else { /* start blending out (GRID_MIN_PX < dx < (GRID_MIN_PX*10)) */
|
||||
UI_ThemeColorBlend(TH_BACK, TH_GRID, dx / (GRID_MIN_PX_D * 6.0));
|
||||
drawgrid_draw(ar, wx, wy, x, y, dx);
|
||||
|
||||
@@ -378,10 +376,10 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
|
||||
}
|
||||
}
|
||||
else {
|
||||
if (dx > (GRID_MIN_PX_D * 10.0)) { // start blending in
|
||||
if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
|
||||
rv3d->gridview /= sublines;
|
||||
dx /= sublines;
|
||||
if (dx > (GRID_MIN_PX_D * 10.0)) { // start blending in
|
||||
if (dx > (GRID_MIN_PX_D * 10.0)) { /* start blending in */
|
||||
rv3d->gridview /= sublines;
|
||||
dx /= sublines;
|
||||
if (dx > (GRID_MIN_PX_D * 10.0)) {
|
||||
@@ -435,7 +433,7 @@ static void drawgrid(UnitSettings *unit, ARegion *ar, View3D *v3d, const char **
|
||||
|
||||
fdrawline(x, 0.0, x, (float)ar->winy);
|
||||
|
||||
glDepthMask(1); // enable write in zbuffer
|
||||
glDepthMask(1); /* enable write in zbuffer */
|
||||
}
|
||||
#undef GRID_MIN_PX
|
||||
|
||||
@@ -473,7 +471,8 @@ static void drawfloor(Scene *scene, View3D *v3d, const char **grid_unit)
|
||||
grid_scale = ED_view3d_grid_scale(scene, v3d, grid_unit);
|
||||
grid = gridlines * grid_scale;
|
||||
|
||||
if (v3d->zbuf && scene->obedit) glDepthMask(0); // for zbuffer-select
|
||||
if (v3d->zbuf && scene->obedit)
|
||||
glDepthMask(0); /* for zbuffer-select */
|
||||
|
||||
UI_GetThemeColor3ubv(TH_GRID, col_grid);
|
||||
|
||||
@@ -665,10 +664,10 @@ static void draw_view_axis(RegionView3D *rv3d)
|
||||
/* draw center and axis of rotation for ongoing 3D mouse navigation */
|
||||
static void draw_rotation_guide(RegionView3D *rv3d)
|
||||
{
|
||||
float o[3]; // center of rotation
|
||||
float end[3]; // endpoints for drawing
|
||||
float o[3]; /* center of rotation */
|
||||
float end[3]; /* endpoints for drawing */
|
||||
|
||||
float color[4] = {0.0f, 0.4235f, 1.0f, 1.0f}; // bright blue so it matches device LEDs
|
||||
float color[4] = {0.0f, 0.4235f, 1.0f, 1.0f}; /* bright blue so it matches device LEDs */
|
||||
|
||||
negate_v3_v3(o, rv3d->ofs);
|
||||
|
||||
@@ -677,25 +676,25 @@ static void draw_rotation_guide(RegionView3D *rv3d)
|
||||
glShadeModel(GL_SMOOTH);
|
||||
glPointSize(5);
|
||||
glEnable(GL_POINT_SMOOTH);
|
||||
glDepthMask(0); // don't overwrite zbuf
|
||||
glDepthMask(0); /* don't overwrite zbuf */
|
||||
|
||||
if (rv3d->rot_angle != 0.f) {
|
||||
// -- draw rotation axis --
|
||||
/* -- draw rotation axis -- */
|
||||
float scaled_axis[3];
|
||||
const float scale = rv3d->dist;
|
||||
mul_v3_v3fl(scaled_axis, rv3d->rot_axis, scale);
|
||||
|
||||
|
||||
glBegin(GL_LINE_STRIP);
|
||||
color[3] = 0.f; // more transparent toward the ends
|
||||
color[3] = 0.f; /* more transparent toward the ends */
|
||||
glColor4fv(color);
|
||||
add_v3_v3v3(end, o, scaled_axis);
|
||||
glVertex3fv(end);
|
||||
|
||||
// color[3] = 0.2f + fabsf(rv3d->rot_angle); // modulate opacity with angle
|
||||
// color[3] = 0.2f + fabsf(rv3d->rot_angle); /* modulate opacity with angle */
|
||||
// ^^ neat idea, but angle is frame-rate dependent, so it's usually close to 0.2
|
||||
|
||||
color[3] = 0.5f; // more opaque toward the center
|
||||
color[3] = 0.5f; /* more opaque toward the center */
|
||||
glColor4fv(color);
|
||||
glVertex3fv(o);
|
||||
|
||||
@@ -705,7 +704,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
|
||||
glVertex3fv(end);
|
||||
glEnd();
|
||||
|
||||
// -- draw ring around rotation center --
|
||||
/* -- draw ring around rotation center -- */
|
||||
{
|
||||
#define ROT_AXIS_DETAIL 13
|
||||
|
||||
@@ -714,7 +713,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
|
||||
float angle;
|
||||
int i;
|
||||
|
||||
float q[4]; // rotate ring so it's perpendicular to axis
|
||||
float q[4]; /* rotate ring so it's perpendicular to axis */
|
||||
const int upright = fabsf(rv3d->rot_axis[2]) >= 0.95f;
|
||||
if (!upright) {
|
||||
const float up[3] = {0.f, 0.f, 1.f};
|
||||
@@ -725,7 +724,7 @@ static void draw_rotation_guide(RegionView3D *rv3d)
|
||||
axis_angle_to_quat(q, vis_axis, vis_angle);
|
||||
}
|
||||
|
||||
color[3] = 0.25f; // somewhat faint
|
||||
color[3] = 0.25f; /* somewhat faint */
|
||||
glColor4fv(color);
|
||||
glBegin(GL_LINE_LOOP);
|
||||
for (i = 0, angle = 0.f; i < ROT_AXIS_DETAIL; ++i, angle += step) {
|
||||
@@ -743,21 +742,23 @@ static void draw_rotation_guide(RegionView3D *rv3d)
|
||||
#undef ROT_AXIS_DETAIL
|
||||
}
|
||||
|
||||
color[3] = 1.f; // solid dot
|
||||
color[3] = 1.0f; /* solid dot */
|
||||
}
|
||||
else
|
||||
color[3] = 0.5f; // see-through dot
|
||||
color[3] = 0.5f; /* see-through dot */
|
||||
|
||||
// -- draw rotation center --
|
||||
/* -- draw rotation center -- */
|
||||
glColor4fv(color);
|
||||
glBegin(GL_POINTS);
|
||||
glVertex3fv(o);
|
||||
glEnd();
|
||||
|
||||
// find screen coordinates for rotation center, then draw pretty icon
|
||||
// mul_m4_v3(rv3d->persinv, rot_center);
|
||||
// UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
|
||||
// ^^ just playing around, does not work
|
||||
/* find screen coordinates for rotation center, then draw pretty icon */
|
||||
#if 0
|
||||
mul_m4_v3(rv3d->persinv, rot_center);
|
||||
UI_icon_draw(rot_center[0], rot_center[1], ICON_NDOF_TURN);
|
||||
#endif
|
||||
/* ^^ just playing around, does not work */
|
||||
|
||||
glDisable(GL_BLEND);
|
||||
glDisable(GL_POINT_SMOOTH);
|
||||
@@ -1319,12 +1320,14 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
|
||||
|
||||
if (!(v3d->flag & V3D_INVALID_BACKBUF) ) return;
|
||||
|
||||
// if (test) {
|
||||
// if (qtest()) {
|
||||
// addafterqueue(ar->win, BACKBUFDRAW, 1);
|
||||
// return;
|
||||
// }
|
||||
// }
|
||||
#if 0
|
||||
if (test) {
|
||||
if (qtest()) {
|
||||
addafterqueue(ar->win, BACKBUFDRAW, 1);
|
||||
return;
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
if (v3d->drawtype > OB_WIRE) v3d->zbuf = TRUE;
|
||||
|
||||
@@ -1370,7 +1373,7 @@ static void backdrawview3d(Scene *scene, ARegion *ar, View3D *v3d)
|
||||
ED_view3d_clipping_disable();
|
||||
|
||||
/* it is important to end a view in a transform compatible with buttons */
|
||||
// persp(PERSP_WIN); // set ortho
|
||||
// persp(PERSP_WIN); /* set ortho */
|
||||
|
||||
}
|
||||
|
||||
@@ -1493,20 +1496,20 @@ unsigned int view3d_sample_backbuf_rect(ViewContext *vc, const int mval[2], int
|
||||
|
||||
for (a = 0; a < 2; a++) {
|
||||
for (b = 0; b < nr; b++, distance++) {
|
||||
if (*tbuf && *tbuf >= min && *tbuf < max) { //we got a hit
|
||||
if (*tbuf && *tbuf >= min && *tbuf < max) { /* we got a hit */
|
||||
if (strict) {
|
||||
indexok = indextest(handle, *tbuf - min + 1);
|
||||
if (indexok) {
|
||||
*dist = (short) sqrt( (float)distance);
|
||||
index = *tbuf - min + 1;
|
||||
goto exit;
|
||||
}
|
||||
}
|
||||
}
|
||||
else {
|
||||
*dist = (short) sqrt( (float)distance); // XXX, this distance is wrong -
|
||||
index = *tbuf - min + 1; // messy yah, but indices start at 1
|
||||
*dist = (short) sqrt( (float)distance); /* XXX, this distance is wrong - */
|
||||
index = *tbuf - min + 1; /* messy yah, but indices start at 1 */
|
||||
goto exit;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
tbuf += (dirvec[rc][0] + dirvec[rc][1]);
|
||||
@@ -1912,7 +1915,7 @@ static void draw_dupli_objects_color(Scene *scene, ARegion *ar, View3D *v3d, Bas
|
||||
|
||||
tbase.flag = OB_FROMDUPLI | base->flag;
|
||||
lb = object_duplilist(scene, base->object);
|
||||
// BLI_sortlist(lb, dupli_ob_sort); // might be nice to have if we have a dupli list with mixed objects.
|
||||
// BLI_sortlist(lb, dupli_ob_sort); /* might be nice to have if we have a dupli list with mixed objects. */
|
||||
|
||||
dob = dupli_step(lb->first);
|
||||
if (dob) dob_next = dupli_step(dob->next);
|
||||
@@ -2174,7 +2177,7 @@ void draw_depth(Scene *scene, ARegion *ar, View3D *v3d, int (*func)(void *))
|
||||
glClear(GL_DEPTH_BUFFER_BIT);
|
||||
|
||||
glLoadMatrixf(rv3d->viewmat);
|
||||
// persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls
|
||||
// persp(PERSP_STORE); /* store correct view for persp(PERSP_VIEW) calls */
|
||||
|
||||
if (rv3d->rflag & RV3D_CLIPPING) {
|
||||
ED_view3d_clipping_set(rv3d);
|
||||
@@ -2640,7 +2643,7 @@ void ED_view3d_draw_offscreen(Scene *scene, View3D *v3d, ARegion *ar,
|
||||
|
||||
glPopMatrix();
|
||||
|
||||
// XXX, without this the sequencer flickers with opengl draw enabled, need to find out why - campbell
|
||||
/* XXX, without this the sequencer flickers with opengl draw enabled, need to find out why - campbell */
|
||||
glColor4ub(255, 255, 255, 255);
|
||||
|
||||
G.f &= ~G_RENDER_OGL;
|
||||
@@ -2686,9 +2689,6 @@ ImBuf *ED_view3d_draw_offscreen_imbuf(Scene *scene, View3D *v3d, ARegion *ar,
|
||||
GPU_offscreen_read_pixels(ofs, GL_FLOAT, ibuf->rect_float);
|
||||
else if (ibuf->rect)
|
||||
GPU_offscreen_read_pixels(ofs, GL_UNSIGNED_BYTE, ibuf->rect);
|
||||
|
||||
//if ((scene->r.stamp & R_STAMP_ALL) && (scene->r.stamp & R_STAMP_DRAW))
|
||||
// BKE_stamp_buf(scene, NULL, rr->rectf, rr->rectx, rr->recty, 4);
|
||||
|
||||
/* unbind */
|
||||
GPU_offscreen_unbind(ofs);
|
||||
@@ -2951,7 +2951,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
|
||||
glEnable(GL_MULTISAMPLE_ARB);
|
||||
#endif
|
||||
|
||||
// needs to be done always, gridview is adjusted in drawgrid() now
|
||||
/* needs to be done always, gridview is adjusted in drawgrid() now */
|
||||
rv3d->gridview = v3d->grid;
|
||||
|
||||
if ((rv3d->view == RV3D_VIEW_USER) || (rv3d->persp != RV3D_ORTHO)) {
|
||||
@@ -3049,7 +3049,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
|
||||
|
||||
/* Transp and X-ray afterdraw stuff */
|
||||
if (v3d->afterdraw_transp.first) view3d_draw_transp(scene, ar, v3d);
|
||||
if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); // clears zbuffer if it is used!
|
||||
if (v3d->afterdraw_xray.first) view3d_draw_xray(scene, ar, v3d, 1); /* clears zbuffer if it is used! */
|
||||
if (v3d->afterdraw_xraytransp.first) view3d_draw_xraytransp(scene, ar, v3d, 1);
|
||||
|
||||
ED_region_draw_cb_draw(C, ar, REGION_DRAW_POST_VIEW);
|
||||
@@ -3078,7 +3078,7 @@ static void view3d_main_area_draw_objects(const bContext *C, ARegion *ar, const
|
||||
}
|
||||
|
||||
if ((U.ndof_flag & NDOF_SHOW_GUIDE) && (rv3d->viewlock != RV3D_LOCKED) && (rv3d->persp != RV3D_CAMOB))
|
||||
// TODO: draw something else (but not this) during fly mode
|
||||
/* TODO: draw something else (but not this) during fly mode */
|
||||
draw_rotation_guide(rv3d);
|
||||
|
||||
}
|
||||
|
||||
@@ -81,7 +81,7 @@
|
||||
|
||||
#include "PIL_time.h" /* smoothview */
|
||||
|
||||
#include "view3d_intern.h" // own include
|
||||
#include "view3d_intern.h" /* own include */
|
||||
|
||||
/* ********************** view3d_edit: view manipulations ********************* */
|
||||
|
||||
@@ -444,7 +444,7 @@ static void viewops_data_create(bContext *C, wmOperator *op, wmEvent *event)
|
||||
float my_pivot[3]; /* view */
|
||||
float dvec[3];
|
||||
|
||||
// locals for dist correction
|
||||
/* locals for dist correction */
|
||||
float mat[3][3];
|
||||
float upvec[3];
|
||||
|
||||
@@ -1517,13 +1517,13 @@ static void viewzoom_apply(ViewOpsData *vod, int x, int y, const short viewzoom,
|
||||
fac = -fac;
|
||||
}
|
||||
|
||||
// oldstyle zoom
|
||||
/* oldstyle zoom */
|
||||
zfac = 1.0f + ((fac / 20.0f) * time_step);
|
||||
vod->timer_lastdraw = time;
|
||||
}
|
||||
else if (viewzoom == USER_ZOOM_SCALE) {
|
||||
int ctr[2], len1, len2;
|
||||
// method which zooms based on how far you move the mouse
|
||||
/* method which zooms based on how far you move the mouse */
|
||||
|
||||
ctr[0] = (vod->ar->winrct.xmax + vod->ar->winrct.xmin) / 2;
|
||||
ctr[1] = (vod->ar->winrct.ymax + vod->ar->winrct.ymin) / 2;
|
||||
@@ -2100,7 +2100,7 @@ static int view3d_all_exec(bContext *C, wmOperator *op) /* was view3d_home() in
|
||||
new_ofs[1] = -(min[1] + max[1]) / 2.0f;
|
||||
new_ofs[2] = -(min[2] + max[2]) / 2.0f;
|
||||
|
||||
// correction for window aspect ratio
|
||||
/* correction for window aspect ratio */
|
||||
if (ar->winy > 2 && ar->winx > 2) {
|
||||
size = (float)ar->winx / (float)ar->winy;
|
||||
if (size < 1.0f) size = 1.0f / size;
|
||||
@@ -3402,7 +3402,7 @@ static int set_3dcursor_invoke(bContext *C, wmOperator *UNUSED(op), wmEvent *eve
|
||||
if (mval[0] != IS_CLIPPED) {
|
||||
short depth_used = 0;
|
||||
|
||||
if (U.uiflag & USER_ORBIT_ZBUF) { /* maybe this should be accessed some other way */
|
||||
if (U.uiflag & USER_ORBIT_ZBUF) { /* maybe this should be accessed some other way */
|
||||
view3d_operator_needs_opengl(C);
|
||||
if (ED_view3d_autodist(scene, ar, v3d, event->mval, fp))
|
||||
depth_used = 1;
|
||||
@@ -3596,7 +3596,7 @@ int ED_view3d_autodist(Scene *scene, ARegion *ar, View3D *v3d, const int mval[2]
|
||||
return 1;
|
||||
}
|
||||
|
||||
int ED_view3d_autodist_init(Scene *scene, ARegion *ar, View3D *v3d, int mode) //, float *autodist )
|
||||
int ED_view3d_autodist_init(Scene *scene, ARegion *ar, View3D *v3d, int mode)
|
||||
{
|
||||
/* Get Z Depths, needed for perspective, nice for ortho */
|
||||
switch (mode) {
|
||||
@@ -3611,9 +3611,9 @@ int ED_view3d_autodist_init(Scene *scene, ARegion *ar, View3D *v3d, int mode) //
|
||||
return 1;
|
||||
}
|
||||
|
||||
// no 4x4 sampling, run view_autodist_init first
|
||||
/* no 4x4 sampling, run view_autodist_init first */
|
||||
int ED_view3d_autodist_simple(ARegion *ar, const int mval[2], float mouse_worldloc[3],
|
||||
int margin, float *force_depth) //, float *autodist )
|
||||
int margin, float *force_depth)
|
||||
{
|
||||
bglMats mats; /* ZBuffer depth vars, could cache? */
|
||||
float depth;
|
||||
|
||||
@@ -513,7 +513,7 @@ static void flyEvent(FlyInfo *fly, wmEvent *event)
|
||||
}
|
||||
break;
|
||||
case P_FINISHING:
|
||||
// stop keeping track of 3D mouse position
|
||||
/* stop keeping track of 3D mouse position */
|
||||
#ifdef NDOF_FLY_DEBUG
|
||||
puts("stop keeping track of 3D mouse position");
|
||||
#endif
|
||||
|
||||
@@ -115,8 +115,8 @@ static void do_view3d_header_buttons(bContext *C, void *arg, int event);
|
||||
#define B_REDR 122
|
||||
#define B_NOP 123
|
||||
|
||||
// XXX quickly ported across
|
||||
static void handle_view3d_lock(bContext *C)
|
||||
/* XXX quickly ported across */
|
||||
static void handle_view3d_lock(bContext *C)
|
||||
{
|
||||
Main *bmain = CTX_data_main(C);
|
||||
Scene *scene = CTX_data_scene(C);
|
||||
|
||||
@@ -92,9 +92,9 @@
|
||||
#include "UI_interface.h"
|
||||
#include "UI_resources.h"
|
||||
|
||||
#include "view3d_intern.h" // own include
|
||||
#include "view3d_intern.h" /* own include */
|
||||
|
||||
// TODO: should return whether there is valid context to continue
|
||||
/* TODO: should return whether there is valid context to continue */
|
||||
void view3d_set_viewcontext(bContext *C, ViewContext *vc)
|
||||
{
|
||||
memset(vc, 0, sizeof(ViewContext));
|
||||
@@ -1825,7 +1825,7 @@ static int do_object_pose_box_select(bContext *C, ViewContext *vc, rcti *rect, i
|
||||
unsigned int *col; /* color in buffer */
|
||||
int bone_only;
|
||||
int bone_selected = 0;
|
||||
int totobj = MAXPICKBUF; // XXX solve later
|
||||
int totobj = MAXPICKBUF; /* XXX solve later */
|
||||
short hits;
|
||||
|
||||
if ((ob) && (ob->mode & OB_MODE_POSE))
|
||||
@@ -2370,7 +2370,7 @@ static void lattice_circle_select(ViewContext *vc, int select, const int mval[2]
|
||||
}
|
||||
|
||||
|
||||
// NOTE: pose-bone case is copied from editbone case...
|
||||
/* NOTE: pose-bone case is copied from editbone case... */
|
||||
static short pchan_circle_doSelectJoint(void *userData, bPoseChannel *pchan, int x, int y)
|
||||
{
|
||||
CircleSelectUserData *data = userData;
|
||||
@@ -2403,7 +2403,7 @@ static void pose_circle_select(ViewContext *vc, int select, const int mval[2], f
|
||||
ED_view3d_init_mats_rv3d(vc->obact, vc->rv3d); /* for foreach's screen/vert projection */
|
||||
|
||||
/* check each PoseChannel... */
|
||||
// TODO: could be optimized at some point
|
||||
/* TODO: could be optimized at some point */
|
||||
for (pchan = pose->chanbase.first; pchan; pchan = pchan->next) {
|
||||
short sco1[2], sco2[2], didpoint = 0;
|
||||
float vec[3];
|
||||
@@ -2475,7 +2475,7 @@ static void armature_circle_select(ViewContext *vc, int select, const int mval[2
|
||||
ED_view3d_init_mats_rv3d(vc->obedit, vc->rv3d); /* for foreach's screen/vert projection */
|
||||
|
||||
/* check each EditBone... */
|
||||
// TODO: could be optimized at some point
|
||||
/* TODO: could be optimized at some point */
|
||||
for (ebone = arm->edbo->first; ebone; ebone = ebone->next) {
|
||||
short sco1[2], sco2[2], didpoint = 0;
|
||||
float vec[3];
|
||||
@@ -2497,7 +2497,7 @@ static void armature_circle_select(ViewContext *vc, int select, const int mval[2
|
||||
didpoint = 1;
|
||||
|
||||
/* only if the endpoints didn't get selected, deal with the middle of the bone too */
|
||||
// XXX should we just do this always?
|
||||
/* XXX should we just do this always? */
|
||||
if ( (didpoint == 0) && edge_inside_circle(mval[0], mval[1], rad, sco1[0], sco1[1], sco2[0], sco2[1]) ) {
|
||||
if (select)
|
||||
ebone->flag |= BONE_TIPSEL | BONE_ROOTSEL | BONE_SELECTED;
|
||||
|
||||
@@ -102,7 +102,7 @@ static void special_transvert_update(Object *obedit)
|
||||
|
||||
if (obedit->type == OB_MESH) {
|
||||
Mesh *me = obedit->data;
|
||||
BM_mesh_normals_update(me->edit_btmesh->bm, TRUE); // does face centers too
|
||||
BM_mesh_normals_update(me->edit_btmesh->bm, TRUE); /* does face centers too */
|
||||
}
|
||||
else if (ELEM(obedit->type, OB_CURVE, OB_SURF)) {
|
||||
Curve *cu = obedit->data;
|
||||
@@ -223,8 +223,8 @@ static void make_trans_verts(Object *obedit, float min[3], float max[3], int mod
|
||||
float total, center[3], centroid[3];
|
||||
int a;
|
||||
|
||||
tottrans = 0; // global!
|
||||
|
||||
tottrans = 0; /* global! */
|
||||
|
||||
INIT_MINMAX(min, max);
|
||||
zero_v3(centroid);
|
||||
|
||||
@@ -239,7 +239,7 @@ static void make_trans_verts(Object *obedit, float min[3], float max[3], int mod
|
||||
/* abuses vertex index all over, set, just set dirty here,
|
||||
* perhaps this could use its own array instead? - campbell */
|
||||
|
||||
// transform now requires awareness for select mode, so we tag the f1 flags in verts
|
||||
/* transform now requires awareness for select mode, so we tag the f1 flags in verts */
|
||||
tottrans = 0;
|
||||
if (em->selectmode & SCE_SELECT_VERTEX) {
|
||||
BM_ITER_MESH (eve, &iter, bm, BM_VERTS_OF_MESH) {
|
||||
@@ -304,7 +304,7 @@ static void make_trans_verts(Object *obedit, float min[3], float max[3], int mod
|
||||
copy_v3_v3(tv->oldloc, eve->co);
|
||||
tv->loc = eve->co;
|
||||
if (eve->no[0] != 0.0f || eve->no[1] != 0.0f || eve->no[2] != 0.0f)
|
||||
tv->nor = eve->no; // note this is a hackish signal (ton)
|
||||
tv->nor = eve->no; /* note this is a hackish signal (ton) */
|
||||
tv->flag = BM_elem_index_get(eve) & SELECT;
|
||||
tv++;
|
||||
a++;
|
||||
@@ -794,8 +794,8 @@ static int snap_curs_to_grid(bContext *C, wmOperator *UNUSED(op))
|
||||
curs[1] = gridf * floorf(0.5f + curs[1] / gridf);
|
||||
curs[2] = gridf * floorf(0.5f + curs[2] / gridf);
|
||||
|
||||
WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d); // hrm
|
||||
|
||||
WM_event_add_notifier(C, NC_SPACE | ND_SPACE_VIEW3D, v3d); /* hrm */
|
||||
|
||||
return OPERATOR_FINISHED;
|
||||
}
|
||||
|
||||
|
||||
@@ -71,7 +71,7 @@
|
||||
#include "RNA_access.h"
|
||||
#include "RNA_define.h"
|
||||
|
||||
#include "view3d_intern.h" // own include
|
||||
#include "view3d_intern.h" /* own include */
|
||||
|
||||
/* use this call when executing an operator,
|
||||
* event system doesn't set for each event the
|
||||
@@ -184,7 +184,7 @@ void smooth_view(bContext *C, View3D *v3d, ARegion *ar, Object *oldcamera, Objec
|
||||
|
||||
/* original values */
|
||||
if (oldcamera) {
|
||||
sms.orig_dist = rv3d->dist; // below function does weird stuff with it...
|
||||
sms.orig_dist = rv3d->dist; /* below function does weird stuff with it... */
|
||||
ED_view3d_from_object(oldcamera, sms.orig_ofs, sms.orig_quat, &sms.orig_dist, &sms.orig_lens);
|
||||
}
|
||||
else {
|
||||
@@ -1100,14 +1100,14 @@ static void obmat_to_viewmat(View3D *v3d, RegionView3D *rv3d, Object *ob, short
|
||||
rv3d->dist = 0.0;
|
||||
|
||||
ED_view3d_from_object(v3d->camera, rv3d->ofs, NULL, NULL, &v3d->lens);
|
||||
smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); // XXX
|
||||
|
||||
smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); /* XXX */
|
||||
|
||||
rv3d->persp = RV3D_CAMOB; /* just to be polite, not needed */
|
||||
|
||||
}
|
||||
else {
|
||||
mat3_to_quat(new_quat, tmat);
|
||||
smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); // XXX
|
||||
smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); /* XXX */
|
||||
}
|
||||
}
|
||||
else {
|
||||
@@ -1211,7 +1211,7 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
|
||||
|
||||
/* case not a border select */
|
||||
if (input->xmin == input->xmax) {
|
||||
rect.xmin = input->xmin - 12; // seems to be default value for bones only now
|
||||
rect.xmin = input->xmin - 12; /* seems to be default value for bones only now */
|
||||
rect.xmax = input->xmin + 12;
|
||||
rect.ymin = input->ymin - 12;
|
||||
rect.ymax = input->ymin + 12;
|
||||
@@ -1252,7 +1252,7 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
|
||||
else {
|
||||
Base *base;
|
||||
|
||||
v3d->xray = TRUE; // otherwise it postpones drawing
|
||||
v3d->xray = TRUE; /* otherwise it postpones drawing */
|
||||
for (base = scene->base.first; base; base = base->next) {
|
||||
if (base->lay & v3d->lay) {
|
||||
|
||||
@@ -1294,7 +1294,7 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
|
||||
}
|
||||
}
|
||||
}
|
||||
v3d->xray = FALSE; // restore
|
||||
v3d->xray = FALSE; /* restore */
|
||||
}
|
||||
|
||||
glPopName(); /* see above (pushname) */
|
||||
@@ -1313,8 +1313,8 @@ short view3d_opengl_select(ViewContext *vc, unsigned int *buffer, unsigned int b
|
||||
if (vc->rv3d->rflag & RV3D_CLIPPING)
|
||||
ED_view3d_clipping_disable();
|
||||
|
||||
if (hits < 0) printf("Too many objects in select buffer\n"); // XXX make error message
|
||||
|
||||
if (hits < 0) printf("Too many objects in select buffer\n"); /* XXX make error message */
|
||||
|
||||
return hits;
|
||||
}
|
||||
|
||||
@@ -1407,7 +1407,7 @@ static void initlocalview(Main *bmain, Scene *scene, ScrArea *sa)
|
||||
locallay = free_localbit(bmain);
|
||||
|
||||
if (locallay == 0) {
|
||||
printf("Sorry, no more than 8 localviews\n"); // XXX error
|
||||
printf("Sorry, no more than 8 localviews\n"); /* XXX error */
|
||||
ok = 0;
|
||||
}
|
||||
else {
|
||||
@@ -1460,7 +1460,7 @@ static void initlocalview(Main *bmain, Scene *scene, ScrArea *sa)
|
||||
if (rv3d->persp == RV3D_ORTHO)
|
||||
rv3d->dist *= 0.7f;
|
||||
|
||||
// correction for window aspect ratio
|
||||
/* correction for window aspect ratio */
|
||||
if (ar->winy > 2 && ar->winx > 2) {
|
||||
float asp = (float)ar->winx / (float)ar->winy;
|
||||
if (asp < 1.0f) asp = 1.0f / asp;
|
||||
@@ -1541,7 +1541,7 @@ static void endlocalview(Main *bmain, Scene *scene, ScrArea *sa)
|
||||
|
||||
locallay = v3d->lay & 0xFF000000;
|
||||
|
||||
restore_localviewdata(sa, 1); // 1 = free
|
||||
restore_localviewdata(sa, 1); /* 1 = free */
|
||||
|
||||
/* for when in other window the layers have changed */
|
||||
if (v3d->scenelock) v3d->lay = scene->lay;
|
||||
@@ -1681,7 +1681,7 @@ static void game_set_commmandline_options(GameData *gm)
|
||||
}
|
||||
}
|
||||
|
||||
#endif // WITH_GAMEENGINE
|
||||
#endif /* WITH_GAMEENGINE */
|
||||
|
||||
static int game_engine_poll(bContext *C)
|
||||
{
|
||||
@@ -1722,7 +1722,7 @@ int ED_view3d_context_activate(bContext *C)
|
||||
if (!ar)
|
||||
return 0;
|
||||
|
||||
// bad context switch ..
|
||||
/* bad context switch .. */
|
||||
CTX_wm_area_set(C, sa);
|
||||
CTX_wm_region_set(C, ar);
|
||||
|
||||
@@ -1741,7 +1741,7 @@ static int game_engine_exec(bContext *C, wmOperator *op)
|
||||
|
||||
(void)op; /* unused */
|
||||
|
||||
// bad context switch ..
|
||||
/* bad context switch .. */
|
||||
if (!ED_view3d_context_activate(C))
|
||||
return OPERATOR_CANCELLED;
|
||||
|
||||
@@ -1854,11 +1854,11 @@ static void UNUSED_FUNCTION(view3d_align_axis_to_vector)(View3D *v3d, RegionView
|
||||
rv3d->persp = RV3D_PERSP;
|
||||
rv3d->dist = 0.0;
|
||||
ED_view3d_from_object(v3d->camera, rv3d->ofs, NULL, NULL, &v3d->lens);
|
||||
smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); // XXX
|
||||
smooth_view(NULL, NULL, NULL, NULL, NULL, orig_ofs, new_quat, &orig_dist, &orig_lens); /* XXX */
|
||||
}
|
||||
else {
|
||||
if (rv3d->persp == RV3D_CAMOB) rv3d->persp = RV3D_PERSP; /* switch out of camera mode */
|
||||
smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); // XXX
|
||||
smooth_view(NULL, NULL, NULL, NULL, NULL, NULL, new_quat, NULL, NULL); /* XXX */
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user