After using clip-safe pixeldraw from glutil.c (preview render, bg picture) the current viewport had to be re-set. Not doing so caused a 1 pixel offset for live updates buttons (on mouse over)
2405 lines
58 KiB
C
2405 lines
58 KiB
C
/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version. The Blender
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* Foundation also sells licenses for use in proprietary software under
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* the Blender License. See http://www.blender.org/BL/ for information
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* about this.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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* The Original Code is: all of this file.
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*
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* Contributor(s): none yet.
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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*/
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//#define NAN_LINEAR_PHYSICS
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#include <math.h>
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#include <string.h>
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#ifdef HAVE_CONFIG_H
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#include <config.h>
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#endif
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#ifndef WIN32
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#include <unistd.h>
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#include <sys/times.h>
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#else
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#include <io.h>
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#include "BLI_winstuff.h"
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#endif
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#include "MEM_guardedalloc.h"
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#include "PIL_time.h"
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#include "BMF_Api.h"
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#include "IMB_imbuf_types.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_group_types.h"
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#include "DNA_image_types.h"
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#include "DNA_lattice_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meta_types.h"
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#include "DNA_object_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_texture_types.h"
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#include "DNA_view3d_types.h"
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#include "DNA_userdef_types.h"
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#include "DNA_space_types.h"
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#include "BLI_blenlib.h"
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#include "BLI_arithb.h"
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#include "BLI_editVert.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "BKE_anim.h"
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#include "BKE_constraint.h"
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#include "BKE_curve.h"
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#include "BKE_displist.h"
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#include "BKE_global.h"
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#include "BKE_ika.h"
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#include "BKE_lattice.h"
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#include "BKE_library.h"
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#include "BKE_image.h"
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#include "BKE_ipo.h"
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#include "BKE_key.h"
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#include "BKE_main.h"
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#include "BKE_object.h"
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#include "BKE_texture.h"
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#include "BKE_utildefines.h"
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#include "BIF_butspace.h"
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#include "BIF_drawimage.h"
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#include "BIF_editgroup.h"
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#include "BIF_editarmature.h"
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#include "BIF_gl.h"
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#include "BIF_glutil.h"
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#include "BIF_interface.h"
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#include "BIF_mywindow.h"
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#include "BIF_poseobject.h"
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#include "BIF_resources.h"
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#include "BIF_screen.h"
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#include "BIF_space.h"
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#include "BDR_drawmesh.h"
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#include "BDR_drawobject.h"
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#include "BDR_editobject.h"
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#include "BDR_vpaint.h"
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#include "BSE_view.h"
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#include "BSE_drawview.h"
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#include "BSE_headerbuttons.h"
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#include "BSE_seqaudio.h"
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#include "BSE_filesel.h"
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#include "BSE_trans_types.h"
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#include "RE_renderconverter.h"
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#include "BPY_extern.h"
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#include "blendef.h"
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#include "mydevice.h"
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#include "butspace.h" // event codes
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/* Modules used */
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#include "render.h" // for ogl render
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#include "radio.h"
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/* locals */
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void drawname(Object *ob);
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void star_stuff_init_func(void);
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void star_stuff_vertex_func(float* i);
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void star_stuff_term_func(void);
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void star_stuff_init_func(void)
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{
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cpack(-1);
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glPointSize(1.0);
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glBegin(GL_POINTS);
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}
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void star_stuff_vertex_func(float* i)
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{
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glVertex3fv(i);
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}
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void star_stuff_term_func(void)
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{
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glEnd();
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}
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void setalpha_bgpic(BGpic *bgpic)
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{
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int x, y, alph;
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char *rect;
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alph= (int)(255.0*(1.0-bgpic->blend));
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rect= (char *)bgpic->rect;
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for(y=0; y< bgpic->yim; y++) {
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for(x= bgpic->xim; x>0; x--, rect+=4) {
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rect[3]= alph;
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}
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}
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}
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void default_gl_light(void)
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{
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int a;
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/* initialize */
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if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
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U.light[0].flag= 1;
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U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
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U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
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U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
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U.light[0].spec[3]= 1.0;
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U.light[1].flag= 0;
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U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
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U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
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U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
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U.light[1].spec[3]= 1.0;
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U.light[2].flag= 0;
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U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
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U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
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U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
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U.light[2].spec[3]= 1.0;
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}
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glLightfv(GL_LIGHT0, GL_POSITION, U.light[0].vec);
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glLightfv(GL_LIGHT0, GL_DIFFUSE, U.light[0].col);
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glLightfv(GL_LIGHT0, GL_SPECULAR, U.light[0].spec);
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glLightfv(GL_LIGHT1, GL_POSITION, U.light[1].vec);
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glLightfv(GL_LIGHT1, GL_DIFFUSE, U.light[1].col);
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glLightfv(GL_LIGHT1, GL_SPECULAR, U.light[1].spec);
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glLightfv(GL_LIGHT2, GL_POSITION, U.light[2].vec);
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glLightfv(GL_LIGHT2, GL_DIFFUSE, U.light[2].col);
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glLightfv(GL_LIGHT2, GL_SPECULAR, U.light[2].spec);
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for(a=0; a<8; a++) {
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if(a<3) {
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if(U.light[a].flag) glEnable(GL_LIGHT0+a);
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else glDisable(GL_LIGHT0+a);
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// clear stuff from other opengl lamp usage
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glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
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glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
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glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
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}
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else glDisable(GL_LIGHT0+a);
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}
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glDisable(GL_LIGHTING);
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glDisable(GL_COLOR_MATERIAL);
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}
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/* also called when render 'ogl' */
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void init_gl_stuff(void)
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{
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float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
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float mat_shininess[] = { 35.0 };
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/* float one= 1.0; */
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int a, x, y;
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GLubyte pat[32*32];
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const GLubyte *patc= pat;
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glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
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glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
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default_gl_light();
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/* no local viewer, looks ugly in ortho mode */
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/* glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &one); */
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glDepthFunc(GL_LEQUAL);
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/* scaling matrices */
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glEnable(GL_NORMALIZE);
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glShadeModel(GL_FLAT);
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glDisable(GL_ALPHA_TEST);
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glDisable(GL_BLEND);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_FOG);
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glDisable(GL_LIGHTING);
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glDisable(GL_LOGIC_OP);
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glDisable(GL_STENCIL_TEST);
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glDisable(GL_TEXTURE_1D);
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glDisable(GL_TEXTURE_2D);
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glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
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glPixelTransferi(GL_RED_SCALE, 1);
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glPixelTransferi(GL_RED_BIAS, 0);
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glPixelTransferi(GL_GREEN_SCALE, 1);
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glPixelTransferi(GL_GREEN_BIAS, 0);
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glPixelTransferi(GL_BLUE_SCALE, 1);
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glPixelTransferi(GL_BLUE_BIAS, 0);
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glPixelTransferi(GL_ALPHA_SCALE, 1);
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glPixelTransferi(GL_ALPHA_BIAS, 0);
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glPixelTransferi(GL_DEPTH_BIAS, 0);
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glPixelTransferi(GL_DEPTH_SCALE, 1);
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glDepthRange(0.0, 1.0);
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a= 0;
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for(x=0; x<32; x++) {
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for(y=0; y<4; y++) {
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if( (x) & 1) pat[a++]= 0x88;
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else pat[a++]= 0x22;
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}
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}
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glPolygonStipple(patc);
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init_realtime_GL();
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}
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void two_sided(int val)
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{
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/* twosided on: gives errors with x flip! */
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glLightModeliv(GL_LIGHT_MODEL_TWO_SIDE, (GLint *)&val);
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}
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void circf(float x, float y, float rad)
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{
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GLUquadricObj *qobj = gluNewQuadric();
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gluQuadricDrawStyle(qobj, GLU_FILL);
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glPushMatrix();
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glTranslatef(x, y, 0.);
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gluDisk( qobj, 0.0, rad, 32, 1);
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glPopMatrix();
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gluDeleteQuadric(qobj);
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}
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void circ(float x, float y, float rad)
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{
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GLUquadricObj *qobj = gluNewQuadric();
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gluQuadricDrawStyle(qobj, GLU_SILHOUETTE);
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glPushMatrix();
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glTranslatef(x, y, 0.);
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gluDisk( qobj, 0.0, rad, 32, 1);
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glPopMatrix();
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gluDeleteQuadric(qobj);
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}
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/* ********** ********** */
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static void draw_bgpic(void)
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{
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BGpic *bgpic;
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Image *ima;
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float vec[3], fac, asp, zoomx, zoomy;
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int x1, y1, x2, y2, cx, cy;
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short mval[2];
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bgpic= G.vd->bgpic;
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if(bgpic==0) return;
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if(bgpic->tex) {
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init_render_texture(bgpic->tex);
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free_unused_animimages();
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ima= bgpic->tex->ima;
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end_render_texture(bgpic->tex);
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}
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else {
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ima= bgpic->ima;
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}
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if(ima==0) return;
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if(ima->ok==0) return;
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/* test for image */
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if(ima->ibuf==0) {
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if(bgpic->rect) MEM_freeN(bgpic->rect);
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bgpic->rect= 0;
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if(bgpic->tex) {
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ima_ibuf_is_nul(bgpic->tex);
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}
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else {
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waitcursor(1);
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load_image(ima, IB_rect, G.sce, G.scene->r.cfra);
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waitcursor(0);
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}
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if(ima->ibuf==0) {
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ima->ok= 0;
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return;
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}
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}
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if(bgpic->rect==0) {
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bgpic->rect= MEM_dupallocN(ima->ibuf->rect);
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bgpic->xim= ima->ibuf->x;
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bgpic->yim= ima->ibuf->y;
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setalpha_bgpic(bgpic);
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}
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if(G.vd->persp==2) {
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rcti vb;
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calc_viewborder(G.vd, &vb);
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x1= vb.xmin;
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y1= vb.ymin;
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x2= vb.xmax;
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y2= vb.ymax;
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}
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else {
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/* calc window coord */
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initgrabz(0.0, 0.0, 0.0);
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window_to_3d(vec, 1, 0);
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fac= MAX3( fabs(vec[0]), fabs(vec[1]), fabs(vec[1]) );
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fac= 1.0/fac;
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asp= ( (float)ima->ibuf->y)/(float)ima->ibuf->x;
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vec[0]= vec[1]= vec[2]= 0.0;
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project_short_noclip(vec, mval);
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cx= mval[0];
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cy= mval[1];
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x1= cx+ fac*(bgpic->xof-bgpic->size);
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y1= cy+ asp*fac*(bgpic->yof-bgpic->size);
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x2= cx+ fac*(bgpic->xof+bgpic->size);
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y2= cy+ asp*fac*(bgpic->yof+bgpic->size);
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}
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|
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/* complete clip? */
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if(x2 < 0 ) return;
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if(y2 < 0 ) return;
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if(x1 > curarea->winx ) return;
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if(y1 > curarea->winy ) return;
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zoomx= x2-x1;
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zoomx /= (float)ima->ibuf->x;
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zoomy= y2-y1;
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zoomy /= (float)ima->ibuf->y;
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|
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glEnable(GL_BLEND);
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|
if(G.zbuf) glDisable(GL_DEPTH_TEST);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glMatrixMode(GL_PROJECTION);
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|
glPushMatrix();
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|
glMatrixMode(GL_MODELVIEW);
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glPushMatrix();
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glaDefine2DArea(&curarea->winrct);
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|
glPixelZoom(zoomx, zoomy);
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glaDrawPixelsSafe(x1, y1, ima->ibuf->x, ima->ibuf->y, bgpic->rect);
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glPixelZoom(1.0, 1.0);
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glMatrixMode(GL_PROJECTION);
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glPopMatrix();
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|
glMatrixMode(GL_MODELVIEW);
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|
glPopMatrix();
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glBlendFunc(GL_ONE, GL_ZERO);
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|
glDisable(GL_BLEND);
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|
if(G.zbuf) glEnable(GL_DEPTH_TEST);
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|
areawinset(curarea->win); // restore viewport / scissor
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|
}
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|
|
void timestr(double time, char *str)
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|
{
|
|
/* format 00:00:00.00 (hr:min:sec) string has to be 12 long */
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|
int hr= (int) time/(60*60);
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|
int min= (int) fmod(time/60, 60.0);
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|
int sec= (int) fmod(time, 60.0);
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|
int hun= (int) fmod(time*100.0, 100.0);
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if (hr) {
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sprintf(str, "%.2d:%.2d:%.2d.%.2d",hr,min,sec,hun);
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} else {
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sprintf(str, "%.2d:%.2d.%.2d",min,sec,hun);
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}
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str[11]=0;
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}
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static void drawgrid_draw(float wx, float wy, float x, float y, float dx)
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|
{
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|
float fx, fy;
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|
x+= (wx);
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y+= (wy);
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|
fx= x/dx;
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|
fx= x-dx*floor(fx);
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while(fx< curarea->winx) {
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|
fdrawline(fx, 0.0, fx, (float)curarea->winy);
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fx+= dx;
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}
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fy= y/dx;
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fy= y-dx*floor(fy);
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|
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while(fy< curarea->winy) {
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fdrawline(0.0, fy, (float)curarea->winx, fy);
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|
fy+= dx;
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|
}
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|
}
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|
|
// not intern, called in editobject for constraint axis too
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|
void make_axis_color(char *col, char *col2, char axis)
|
|
{
|
|
if(axis=='x') {
|
|
col2[0]= col[0]>219?255:col[0]+36;
|
|
col2[1]= col[1]<26?0:col[1]-26;
|
|
col2[2]= col[2]<26?0:col[2]-26;
|
|
}
|
|
else if(axis=='y') {
|
|
col2[0]= col[0]<46?0:col[0]-36;
|
|
col2[1]= col[1]>189?255:col[1]+66;
|
|
col2[2]= col[2]<46?0:col[2]-36;
|
|
}
|
|
else {
|
|
col2[0]= col[0]<26?0:col[0]-26;
|
|
col2[1]= col[1]<26?0:col[1]-26;
|
|
col2[2]= col[2]>209?255:col[2]+46;
|
|
}
|
|
|
|
}
|
|
|
|
static void drawgrid(void)
|
|
{
|
|
/* extern short bgpicmode; */
|
|
float wx, wy, x, y, fw, fx, fy, dx;
|
|
float vec4[4];
|
|
char col[3], col2[3];
|
|
|
|
vec4[0]=vec4[1]=vec4[2]=0.0;
|
|
vec4[3]= 1.0;
|
|
Mat4MulVec4fl(G.vd->persmat, vec4);
|
|
fx= vec4[0];
|
|
fy= vec4[1];
|
|
fw= vec4[3];
|
|
|
|
wx= (curarea->winx/2.0); /* because of rounding errors, grid at wrong location */
|
|
wy= (curarea->winy/2.0);
|
|
|
|
x= (wx)*fx/fw;
|
|
y= (wy)*fy/fw;
|
|
|
|
vec4[0]=vec4[1]=G.vd->grid;
|
|
vec4[2]= 0.0;
|
|
vec4[3]= 1.0;
|
|
Mat4MulVec4fl(G.vd->persmat, vec4);
|
|
fx= vec4[0];
|
|
fy= vec4[1];
|
|
fw= vec4[3];
|
|
|
|
dx= fabs(x-(wx)*fx/fw);
|
|
if(dx==0) dx= fabs(y-(wy)*fy/fw);
|
|
|
|
glDepthMask(0); // disable write in zbuffer
|
|
|
|
/* check zoom out */
|
|
BIF_ThemeColor(TH_GRID);
|
|
persp(PERSP_WIN);
|
|
|
|
if(dx<6.0) {
|
|
dx*= 10.0;
|
|
|
|
if(dx<6.0) {
|
|
dx*= 10.0;
|
|
|
|
if(dx<6.0) {
|
|
dx*=10;
|
|
if(dx<6.0);
|
|
else {
|
|
BIF_ThemeColor(TH_GRID);
|
|
drawgrid_draw(wx, wy, x, y, dx);
|
|
}
|
|
}
|
|
else { // start blending out
|
|
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
|
|
drawgrid_draw(wx, wy, x, y, dx);
|
|
|
|
BIF_ThemeColor(TH_GRID);
|
|
drawgrid_draw(wx, wy, x, y, 10*dx);
|
|
}
|
|
}
|
|
else { // start blending out (6 < dx < 60)
|
|
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
|
|
drawgrid_draw(wx, wy, x, y, dx);
|
|
|
|
BIF_ThemeColor(TH_GRID);
|
|
drawgrid_draw(wx, wy, x, y, 10*dx);
|
|
}
|
|
}
|
|
else {
|
|
if(dx>60.0) { // start blending in
|
|
dx/= 10.0;
|
|
if(dx>60.0) { // start blending in
|
|
dx/= 10.0;
|
|
if(dx>60.0) {
|
|
BIF_ThemeColor(TH_GRID);
|
|
drawgrid_draw(wx, wy, x, y, dx);
|
|
}
|
|
else {
|
|
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
|
|
drawgrid_draw(wx, wy, x, y, dx);
|
|
BIF_ThemeColor(TH_GRID);
|
|
drawgrid_draw(wx, wy, x, y, dx*10);
|
|
}
|
|
}
|
|
else {
|
|
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
|
|
drawgrid_draw(wx, wy, x, y, dx);
|
|
BIF_ThemeColor(TH_GRID);
|
|
drawgrid_draw(wx, wy, x, y, dx*10);
|
|
}
|
|
}
|
|
else {
|
|
BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
|
|
drawgrid_draw(wx, wy, x, y, dx);
|
|
BIF_ThemeColor(TH_GRID);
|
|
drawgrid_draw(wx, wy, x, y, dx*10);
|
|
}
|
|
}
|
|
|
|
x+= (wx);
|
|
y+= (wy);
|
|
BIF_GetThemeColor3ubv(TH_GRID, col);
|
|
|
|
setlinestyle(0);
|
|
|
|
/* center cross */
|
|
if(G.vd->view==3) make_axis_color(col, col2, 'y');
|
|
else make_axis_color(col, col2, 'x');
|
|
glColor3ubv(col2);
|
|
|
|
fdrawline(0.0, y, (float)curarea->winx, y);
|
|
|
|
if(G.vd->view==7) make_axis_color(col, col2, 'y');
|
|
else make_axis_color(col, col2, 'z');
|
|
glColor3ubv(col2);
|
|
|
|
fdrawline(x, 0.0, x, (float)curarea->winy);
|
|
|
|
glDepthMask(1); // enable write in zbuffer
|
|
persp(PERSP_VIEW);
|
|
}
|
|
|
|
|
|
static void drawfloor(void)
|
|
{
|
|
View3D *vd;
|
|
float vert[3], grid;
|
|
int a, gridlines;
|
|
char col[3], col2[3];
|
|
short draw_line = 0;
|
|
|
|
vd= curarea->spacedata.first;
|
|
|
|
vert[2]= 0.0;
|
|
|
|
if(vd->gridlines<3) return;
|
|
|
|
if(G.zbuf && G.obedit) glDepthMask(0); // for zbuffer-select
|
|
|
|
gridlines= vd->gridlines/2;
|
|
grid= gridlines*vd->grid;
|
|
|
|
BIF_GetThemeColor3ubv(TH_GRID, col);
|
|
|
|
/* draw the Y axis and/or grid lines */
|
|
for(a= -gridlines;a<=gridlines;a++) {
|
|
if(a==0) {
|
|
/* check for the 'show Y axis' preference */
|
|
if (vd->gridflag & V3D_SHOW_Y) {
|
|
make_axis_color(col, col2, 'y');
|
|
glColor3ubv(col2);
|
|
|
|
draw_line = 1;
|
|
} else if (vd->gridflag & V3D_SHOW_FLOOR) {
|
|
BIF_ThemeColorShade(TH_GRID, -10);
|
|
} else {
|
|
draw_line = 0;
|
|
}
|
|
} else {
|
|
/* check for the 'show grid floor' preference */
|
|
if (vd->gridflag & V3D_SHOW_FLOOR) {
|
|
if( (a % 10)==0) {
|
|
BIF_ThemeColorShade(TH_GRID, -10);
|
|
}
|
|
else BIF_ThemeColorShade(TH_GRID, 10);
|
|
|
|
draw_line = 1;
|
|
} else {
|
|
draw_line = 0;
|
|
}
|
|
}
|
|
|
|
if (draw_line) {
|
|
glBegin(GL_LINE_STRIP);
|
|
vert[0]= a*vd->grid;
|
|
vert[1]= grid;
|
|
glVertex3fv(vert);
|
|
vert[1]= -grid;
|
|
glVertex3fv(vert);
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
/* draw the X axis and/or grid lines */
|
|
for(a= -gridlines;a<=gridlines;a++) {
|
|
if(a==0) {
|
|
/* check for the 'show X axis' preference */
|
|
if (vd->gridflag & V3D_SHOW_X) {
|
|
make_axis_color(col, col2, 'x');
|
|
glColor3ubv(col2);
|
|
|
|
draw_line = 1;
|
|
} else if (vd->gridflag & V3D_SHOW_FLOOR) {
|
|
BIF_ThemeColorShade(TH_GRID, -10);
|
|
} else {
|
|
draw_line = 0;
|
|
}
|
|
} else {
|
|
/* check for the 'show grid floor' preference */
|
|
if (vd->gridflag & V3D_SHOW_FLOOR) {
|
|
if( (a % 10)==0) {
|
|
BIF_ThemeColorShade(TH_GRID, -10);
|
|
}
|
|
else BIF_ThemeColorShade(TH_GRID, 10);
|
|
|
|
draw_line = 1;
|
|
} else {
|
|
draw_line = 0;
|
|
}
|
|
}
|
|
|
|
if (draw_line) {
|
|
glBegin(GL_LINE_STRIP);
|
|
vert[1]= a*vd->grid;
|
|
vert[0]= grid;
|
|
glVertex3fv(vert );
|
|
vert[0]= -grid;
|
|
glVertex3fv(vert);
|
|
glEnd();
|
|
}
|
|
}
|
|
|
|
/* draw the Z axis line */
|
|
/* check for the 'show Z axis' preference */
|
|
if (vd->gridflag & V3D_SHOW_Z) {
|
|
make_axis_color(col, col2, 'z');
|
|
glColor3ubv(col2);
|
|
|
|
glBegin(GL_LINE_STRIP);
|
|
vert[0]= 0;
|
|
vert[1]= 0;
|
|
vert[2]= grid;
|
|
glVertex3fv(vert );
|
|
vert[2]= -grid;
|
|
glVertex3fv(vert);
|
|
glEnd();
|
|
}
|
|
|
|
if(G.zbuf && G.obedit) glDepthMask(1);
|
|
|
|
}
|
|
|
|
static void drawcursor(void)
|
|
{
|
|
|
|
if(G.f & G_PLAYANIM) return;
|
|
|
|
project_short( give_cursor(), &G.vd->mx);
|
|
|
|
G.vd->mxo= G.vd->mx;
|
|
G.vd->myo= G.vd->my;
|
|
|
|
if( G.vd->mx!=3200) {
|
|
|
|
setlinestyle(0);
|
|
cpack(0xFF);
|
|
circ((float)G.vd->mx, (float)G.vd->my, 10.0);
|
|
setlinestyle(4);
|
|
cpack(0xFFFFFF);
|
|
circ((float)G.vd->mx, (float)G.vd->my, 10.0);
|
|
setlinestyle(0);
|
|
cpack(0x0);
|
|
|
|
sdrawline(G.vd->mx-20, G.vd->my, G.vd->mx-5, G.vd->my);
|
|
sdrawline(G.vd->mx+5, G.vd->my, G.vd->mx+20, G.vd->my);
|
|
sdrawline(G.vd->mx, G.vd->my-20, G.vd->mx, G.vd->my-5);
|
|
sdrawline(G.vd->mx, G.vd->my+5, G.vd->mx, G.vd->my+20);
|
|
}
|
|
}
|
|
|
|
static void view3d_get_viewborder_size(View3D *v3d, float size_r[2])
|
|
{
|
|
float winmax= MAX2(v3d->area->winx, v3d->area->winy);
|
|
float aspect= (float) (G.scene->r.xsch*G.scene->r.xasp)/(G.scene->r.ysch*G.scene->r.yasp);
|
|
|
|
if(aspect>1.0) {
|
|
size_r[0]= winmax;
|
|
size_r[1]= winmax/aspect;
|
|
} else {
|
|
size_r[0]= winmax*aspect;
|
|
size_r[1]= winmax;
|
|
}
|
|
}
|
|
|
|
void calc_viewborder(struct View3D *v3d, rcti *viewborder_r)
|
|
{
|
|
float zoomfac, size[2];
|
|
|
|
view3d_get_viewborder_size(v3d, size);
|
|
|
|
/* magic zoom calculation, no idea what
|
|
* it signifies, if you find out, tell me! -zr
|
|
*/
|
|
/* simple, its magic dude!
|
|
* well, to be honest, this gives a natural feeling zooming
|
|
* with multiple keypad presses (ton)
|
|
*/
|
|
|
|
zoomfac= (M_SQRT2 + v3d->camzoom/50.0);
|
|
zoomfac= (zoomfac*zoomfac)*0.25;
|
|
|
|
size[0]= size[0]*zoomfac;
|
|
size[1]= size[1]*zoomfac;
|
|
|
|
/* center in window */
|
|
viewborder_r->xmin= 0.5*v3d->area->winx - 0.5*size[0];
|
|
viewborder_r->ymin= 0.5*v3d->area->winy - 0.5*size[1];
|
|
viewborder_r->xmax= viewborder_r->xmin + size[0];
|
|
viewborder_r->ymax= viewborder_r->ymin + size[1];
|
|
}
|
|
|
|
void view3d_set_1_to_1_viewborder(View3D *v3d)
|
|
{
|
|
float size[2];
|
|
int im_width= (G.scene->r.size*G.scene->r.xsch)/100;
|
|
|
|
view3d_get_viewborder_size(v3d, size);
|
|
|
|
v3d->camzoom= (sqrt(4.0*im_width/size[0]) - M_SQRT2)*50.0;
|
|
v3d->camzoom= CLAMPIS(v3d->camzoom, -30, 300);
|
|
}
|
|
|
|
static void drawviewborder(void)
|
|
{
|
|
float fac, a;
|
|
float x1, x2, y1, y2;
|
|
float x3, y3, x4, y4;
|
|
rcti viewborder;
|
|
|
|
calc_viewborder(G.vd, &viewborder);
|
|
x1= viewborder.xmin;
|
|
y1= viewborder.ymin;
|
|
x2= viewborder.xmax;
|
|
y2= viewborder.ymax;
|
|
|
|
/* passepartout, in color of backdrop minus 50 */
|
|
if(G.scene->r.scemode & R_PASSEPARTOUT) {
|
|
glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
glEnable(GL_BLEND);
|
|
glColor4ub(0, 0, 0, 50);
|
|
|
|
if (x1 > 0.0) {
|
|
glRectf(0.0, (float)curarea->winy, x1, 0.0);
|
|
glRectf(x2, (float)curarea->winy, (float)curarea->winx, 0.0);
|
|
}
|
|
if (y1 > 0.0) {
|
|
glRectf(x1, (float)curarea->winy, x2, y2);
|
|
glRectf(x1, y1, x2, 0.0);
|
|
}
|
|
glDisable(GL_BLEND);
|
|
}
|
|
/* edge */
|
|
setlinestyle(3);
|
|
cpack(0);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_LINE);
|
|
glRectf(x1+1, y1-1, x2+1, y2-1);
|
|
|
|
cpack(0xFFFFFF);
|
|
glRectf(x1, y1, x2, y2);
|
|
|
|
/* border */
|
|
if(G.scene->r.mode & R_BORDER) {
|
|
|
|
cpack(0);
|
|
x3= x1+ G.scene->r.border.xmin*(x2-x1);
|
|
y3= y1+ G.scene->r.border.ymin*(y2-y1);
|
|
x4= x1+ G.scene->r.border.xmax*(x2-x1);
|
|
y4= y1+ G.scene->r.border.ymax*(y2-y1);
|
|
|
|
glRectf(x3+1, y3-1, x4+1, y4-1);
|
|
|
|
cpack(0x4040FF);
|
|
glRectf(x3, y3, x4, y4);
|
|
}
|
|
|
|
/* safety border */
|
|
|
|
fac= 0.1;
|
|
|
|
a= fac*(x2-x1);
|
|
x1+= a;
|
|
x2-= a;
|
|
|
|
a= fac*(y2-y1);
|
|
y1+= a;
|
|
y2-= a;
|
|
|
|
cpack(0);
|
|
glRectf(x1+1, y1-1, x2+1, y2-1);
|
|
cpack(0xFFFFFF);
|
|
glRectf(x1, y1, x2, y2);
|
|
|
|
setlinestyle(0);
|
|
glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
|
|
|
|
}
|
|
|
|
|
|
void backdrawview3d(int test)
|
|
{
|
|
struct Base *base;
|
|
|
|
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT));
|
|
else if(G.obedit && G.vd->drawtype>OB_WIRE && (G.vd->flag & V3D_ZBUF_SELECT));
|
|
else {
|
|
G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
|
|
return;
|
|
}
|
|
|
|
if( !(G.vd->flag & V3D_NEEDBACKBUFDRAW) ) return;
|
|
|
|
if(test) {
|
|
if(qtest()) {
|
|
addafterqueue(curarea->win, BACKBUFDRAW, 1);
|
|
return;
|
|
}
|
|
}
|
|
persp(PERSP_VIEW);
|
|
|
|
#ifdef __APPLE__
|
|
glDrawBuffer(GL_AUX0);
|
|
#endif
|
|
if(G.vd->drawtype > OB_WIRE) G.zbuf= TRUE;
|
|
curarea->win_swap &= ~WIN_BACK_OK;
|
|
|
|
glDisable(GL_DITHER);
|
|
|
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
|
if(G.zbuf) {
|
|
glEnable(GL_DEPTH_TEST);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
}
|
|
else {
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
G.f |= G_BACKBUFSEL;
|
|
|
|
base= (G.scene->basact);
|
|
if(base && (base->lay & G.vd->lay)) {
|
|
draw_object_backbufsel(base->object);
|
|
}
|
|
|
|
G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
|
|
|
|
G.f &= ~G_BACKBUFSEL;
|
|
G.zbuf= FALSE;
|
|
glDisable(GL_DEPTH_TEST);
|
|
glEnable(GL_DITHER);
|
|
|
|
#ifdef __APPLE__
|
|
glDrawBuffer(GL_BACK); /* we were in aux buffers */
|
|
#endif
|
|
|
|
/* it is important to end a view in a transform compatible with buttons */
|
|
persp(PERSP_WIN); // set ortho
|
|
bwin_scalematrix(curarea->win, G.vd->blockscale, G.vd->blockscale, G.vd->blockscale);
|
|
|
|
}
|
|
|
|
|
|
void drawname(Object *ob)
|
|
{
|
|
cpack(0x404040);
|
|
glRasterPos3f(0.0, 0.0, 0.0);
|
|
|
|
BMF_DrawString(G.font, " ");
|
|
BMF_DrawString(G.font, ob->id.name+2);
|
|
}
|
|
|
|
|
|
static void draw_selected_name(char *name)
|
|
{
|
|
char info[128];
|
|
|
|
sprintf(info, "(%d) %s", CFRA, name);
|
|
|
|
BIF_ThemeColor(TH_TEXT_HI);
|
|
glRasterPos2i(30, 10);
|
|
BMF_DrawString(G.fonts, info);
|
|
}
|
|
|
|
|
|
static void draw_view_icon(void)
|
|
{
|
|
BIFIconID icon;
|
|
|
|
if(G.vd->view==7) icon= ICON_AXIS_TOP;
|
|
else if(G.vd->view==1) icon= ICON_AXIS_FRONT;
|
|
else if(G.vd->view==3) icon= ICON_AXIS_SIDE;
|
|
else return ;
|
|
|
|
glEnable(GL_BLEND);
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glRasterPos2f(5.0, 5.0);
|
|
BIF_draw_icon(icon);
|
|
|
|
glBlendFunc(GL_ONE, GL_ZERO);
|
|
glDisable(GL_BLEND);
|
|
}
|
|
|
|
/* ******************* view3d space & buttons ************** */
|
|
|
|
static void view3d_change_bgpic_ima(View3D *v3d, Image *newima) {
|
|
if (v3d->bgpic && v3d->bgpic->ima!=newima) {
|
|
if (newima)
|
|
id_us_plus((ID*) newima);
|
|
if (v3d->bgpic->ima)
|
|
v3d->bgpic->ima->id.us--;
|
|
v3d->bgpic->ima= newima;
|
|
|
|
if(v3d->bgpic->rect) MEM_freeN(v3d->bgpic->rect);
|
|
v3d->bgpic->rect= NULL;
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
}
|
|
}
|
|
static void view3d_change_bgpic_tex(View3D *v3d, Tex *newtex) {
|
|
if (v3d->bgpic && v3d->bgpic->tex!=newtex) {
|
|
if (newtex)
|
|
id_us_plus((ID*) newtex);
|
|
if (v3d->bgpic->tex)
|
|
v3d->bgpic->tex->id.us--;
|
|
v3d->bgpic->tex= newtex;
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
}
|
|
}
|
|
|
|
static void load_bgpic_image(char *name)
|
|
{
|
|
Image *ima;
|
|
View3D *vd;
|
|
|
|
areawinset(curarea->win);
|
|
vd= G.vd;
|
|
if(vd==0 || vd->bgpic==0) return;
|
|
|
|
ima= add_image(name);
|
|
if(ima) {
|
|
if(vd->bgpic->ima) {
|
|
vd->bgpic->ima->id.us--;
|
|
}
|
|
vd->bgpic->ima= ima;
|
|
|
|
free_image_buffers(ima); /* force read again */
|
|
ima->ok= 1;
|
|
}
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
}
|
|
|
|
/* this one assumes there is only one global active object in blender... (for object panel) */
|
|
static float ob_eul[4]; // used for quat too....
|
|
/* this one assumes there is only one editmode in blender... (for object panel) */
|
|
static float ve_median[4];
|
|
|
|
/* is used for both read and write... */
|
|
static void v3d_editvertex_buts(uiBlock *block, Object *ob, float lim)
|
|
{
|
|
EditMesh *em = G.editMesh;
|
|
EditVert *eve;
|
|
EditEdge *eed;
|
|
float median[4];
|
|
int tot, totw, totedge;
|
|
|
|
median[0]= median[1]= median[2]= median[3]= 0.0;
|
|
tot= totw= totedge= 0;
|
|
|
|
if(ob->type==OB_MESH) {
|
|
Mesh *me= ob->data;
|
|
|
|
eve= em->verts.first;
|
|
while(eve) {
|
|
if(eve->f & 1) {
|
|
tot++;
|
|
VecAddf(median, median, eve->co);
|
|
}
|
|
eve= eve->next;
|
|
}
|
|
if(me->medge) {
|
|
eed= em->edges.first;
|
|
while(eed) {
|
|
if((eed->f & SELECT)) {
|
|
totedge++;
|
|
median[3]+= eed->crease;
|
|
}
|
|
eed= eed->next;
|
|
}
|
|
}
|
|
}
|
|
else if(ob->type==OB_CURVE || ob->type==OB_SURF) {
|
|
extern ListBase editNurb; /* editcurve.c */
|
|
Nurb *nu;
|
|
BPoint *bp;
|
|
BezTriple *bezt;
|
|
int a;
|
|
|
|
nu= editNurb.first;
|
|
while(nu) {
|
|
if((nu->type & 7)==1) {
|
|
bezt= nu->bezt;
|
|
a= nu->pntsu;
|
|
while(a--) {
|
|
if(bezt->f2 & 1) {
|
|
VecAddf(median, median, bezt->vec[1]);
|
|
tot++;
|
|
}
|
|
else {
|
|
if(bezt->f1 & 1) {
|
|
VecAddf(median, median, bezt->vec[0]);
|
|
tot++;
|
|
}
|
|
if(bezt->f3 & 1) {
|
|
VecAddf(median, median, bezt->vec[2]);
|
|
tot++;
|
|
}
|
|
}
|
|
bezt++;
|
|
}
|
|
}
|
|
else {
|
|
bp= nu->bp;
|
|
a= nu->pntsu*nu->pntsv;
|
|
while(a--) {
|
|
if(bp->f1 & 1) {
|
|
VecAddf(median, median, bp->vec);
|
|
median[3]+= bp->vec[3];
|
|
totw++;
|
|
tot++;
|
|
}
|
|
bp++;
|
|
}
|
|
}
|
|
nu= nu->next;
|
|
}
|
|
|
|
}
|
|
if(tot==0) return;
|
|
|
|
median[0] /= (float)tot;
|
|
median[1] /= (float)tot;
|
|
median[2] /= (float)tot;
|
|
if(totedge) median[3] /= (float)totedge;
|
|
else median[3] /= (float)tot;
|
|
|
|
if(block) { // buttons
|
|
|
|
QUATCOPY(ve_median, median);
|
|
|
|
uiBlockBeginAlign(block);
|
|
if(tot==1) {
|
|
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex X:", 10, 140, 300, 19, &(ve_median[0]), -lim, lim, 10, 3, "");
|
|
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex Y:", 10, 120, 300, 19, &(ve_median[1]), -lim, lim, 10, 3, "");
|
|
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex Z:", 10, 100, 300, 19, &(ve_median[2]), -lim, lim, 10, 3, "");
|
|
if(totw==1)
|
|
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex W:", 10, 80, 300, 19, &(ve_median[3]), 0.01, 100.0, 10, 3, "");
|
|
}
|
|
else {
|
|
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median X:", 10, 140, 300, 19, &(ve_median[0]), -lim, lim, 10, 3, "");
|
|
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Y:", 10, 120, 300, 19, &(ve_median[1]), -lim, lim, 10, 3, "");
|
|
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Z:", 10, 100, 300, 19, &(ve_median[2]), -lim, lim, 10, 3, "");
|
|
if(totw==tot)
|
|
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median W:", 10, 80, 300, 19, &(ve_median[3]), 0.01, 100.0, 10, 3, "");
|
|
}
|
|
uiBlockEndAlign(block);
|
|
|
|
if(totedge==1)
|
|
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Crease W:", 10, 60, 300, 19, &(ve_median[3]), 0.0, 1.0, 10, 3, "");
|
|
else if(totedge>1)
|
|
uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Crease W:", 10, 60, 300, 19, &(ve_median[3]), 0.0, 1.0, 10, 3, "");
|
|
|
|
}
|
|
else { // apply
|
|
|
|
VecSubf(median, ve_median, median);
|
|
median[3]= ve_median[3]-median[3];
|
|
|
|
if(ob->type==OB_MESH) {
|
|
float diffac= 1.0;
|
|
|
|
eve= em->verts.first;
|
|
while(eve) {
|
|
if(eve->f & 1) {
|
|
VecAddf(eve->co, eve->co, median);
|
|
}
|
|
eve= eve->next;
|
|
}
|
|
|
|
/* calculate the differences to squeeze a range smaller when values are close to 1 or 0 */
|
|
/* this way you can edit a median value which is applied on clipped values :) */
|
|
if(totedge>1) {
|
|
float max= 0.0;
|
|
for(eed= em->edges.first; eed; eed= eed->next) {
|
|
if(eed->f & SELECT) {
|
|
if(max < ABS(eed->crease-ve_median[3])) max= ABS(eed->crease-ve_median[3]);
|
|
}
|
|
}
|
|
if(max>0.0) {
|
|
if(ve_median[3]> 0.5) diffac= (1.0-ve_median[3])/max;
|
|
else diffac= (ve_median[3])/max;
|
|
if(diffac>1.0) diffac= 1.0;
|
|
}
|
|
}
|
|
|
|
for(eed= em->edges.first; eed; eed= eed->next) {
|
|
if(eed->f & SELECT) {
|
|
eed->crease+= median[3];
|
|
eed->crease= ve_median[3] + diffac*(eed->crease-ve_median[3]);
|
|
|
|
CLAMP(eed->crease, 0.0, 1.0);
|
|
}
|
|
}
|
|
}
|
|
else if(ob->type==OB_CURVE || ob->type==OB_SURF) {
|
|
extern ListBase editNurb; /* editcurve.c */
|
|
Nurb *nu;
|
|
BPoint *bp;
|
|
BezTriple *bezt;
|
|
int a;
|
|
|
|
nu= editNurb.first;
|
|
while(nu) {
|
|
if((nu->type & 7)==1) {
|
|
bezt= nu->bezt;
|
|
a= nu->pntsu;
|
|
while(a--) {
|
|
if(bezt->f2 & 1) {
|
|
VecAddf(bezt->vec[0], bezt->vec[0], median);
|
|
VecAddf(bezt->vec[1], bezt->vec[1], median);
|
|
VecAddf(bezt->vec[2], bezt->vec[2], median);
|
|
}
|
|
else {
|
|
if(bezt->f1 & 1) {
|
|
VecAddf(bezt->vec[0], bezt->vec[0], median);
|
|
}
|
|
if(bezt->f3 & 1) {
|
|
VecAddf(bezt->vec[2], bezt->vec[2], median);
|
|
}
|
|
}
|
|
bezt++;
|
|
}
|
|
}
|
|
else {
|
|
bp= nu->bp;
|
|
a= nu->pntsu*nu->pntsv;
|
|
while(a--) {
|
|
if(bp->f1 & 1) {
|
|
VecAddf(bp->vec, bp->vec, median);
|
|
bp->vec[3]+= median[3];
|
|
tot++;
|
|
}
|
|
bp++;
|
|
}
|
|
}
|
|
test2DNurb(nu);
|
|
testhandlesNurb(nu); /* test for bezier too */
|
|
|
|
nu= nu->next;
|
|
}
|
|
}
|
|
BIF_undo_push("Transform properties");
|
|
}
|
|
}
|
|
|
|
static void v3d_posearmature_buts(uiBlock *block, Object *ob, float lim)
|
|
{
|
|
bArmature *arm;
|
|
Bone *bone;
|
|
|
|
arm = get_armature(OBACT);
|
|
if (!arm)
|
|
return;
|
|
|
|
bone = get_first_selected_bone();
|
|
|
|
if (!bone)
|
|
return;
|
|
uiBlockBeginAlign(block);
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL2, "QuatX:", 10, 120, 140, 19, bone->quat, -100.0, 100.0, 10, 3, "");
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL2, "QuatZ:", 10, 100, 140, 19, bone->quat+2, -100.0, 100.0, 10, 3, "");
|
|
uiBlockBeginAlign(block);
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL2, "QuatY:", 160, 120, 140, 19, bone->quat+1, -100.0, 100.0, 10, 3, "");
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL2, "QuatW:", 160, 100, 140, 19, bone->quat+3, -100.0, 100.0, 10, 3, "");
|
|
uiBlockBeginAlign(block);
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL2, "LocX:", 10, 70, 140, 19, bone->loc, -lim, lim, 100, 3, "");
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL2, "LocY:", 10, 50, 140, 19, bone->loc+1, -lim, lim, 100, 3, "");
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL2, "locZ:", 10, 30, 140, 19, bone->loc+2, -lim, lim, 100, 3, "");
|
|
uiBlockBeginAlign(block);
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeX:", 160, 70, 140, 19, bone->size, -lim, lim, 100, 3, "");
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeY:", 160, 50, 140, 19, bone->size+1, -lim, lim, 100, 3, "");
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeZ:", 160, 30, 140, 19, bone->size+2, -lim, lim, 100, 3, "");
|
|
uiBlockEndAlign(block);
|
|
}
|
|
|
|
static void v3d_editarmature_buts(uiBlock *block, Object *ob, float lim)
|
|
{
|
|
EditBone *ebone;
|
|
|
|
ebone= G.edbo.first;
|
|
|
|
for (ebone = G.edbo.first; ebone; ebone=ebone->next){
|
|
if (ebone->flag & BONE_SELECTED)
|
|
break;
|
|
}
|
|
|
|
if (!ebone)
|
|
return;
|
|
uiBlockBeginAlign(block);
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL1, "RootX:", 10, 70, 140, 19, ebone->head, -lim, lim, 100, 3, "");
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL1, "RootY:", 10, 50, 140, 19, ebone->head+1, -lim, lim, 100, 3, "");
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL1, "RootZ:", 10, 30, 140, 19, ebone->head+2, -lim, lim, 100, 3, "");
|
|
uiBlockBeginAlign(block);
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipX:", 160, 70, 140, 19, ebone->tail, -lim, lim, 100, 3, "");
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipY:", 160, 50, 140, 19, ebone->tail+1, -lim, lim, 100, 3, "");
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipZ:", 160, 30, 140, 19, ebone->tail+2, -lim, lim, 100, 3, "");
|
|
uiBlockEndAlign(block);
|
|
ob_eul[0]= 180.0*ebone->roll/M_PI;
|
|
uiDefButF(block, NUM, B_ARMATUREPANEL1, "Roll:", 10, 100, 140, 19, ob_eul, -lim, lim, 100, 3, "");
|
|
|
|
}
|
|
|
|
static void v3d_editmetaball_buts(uiBlock *block, Object *ob, float lim)
|
|
{
|
|
extern MetaElem *lastelem;
|
|
|
|
if(lastelem) {
|
|
uiBlockBeginAlign(block);
|
|
uiDefButF(block, NUM, B_RECALCMBALL, "LocX:", 10, 70, 140, 19, &lastelem->x, -lim, lim, 100, 3, "");
|
|
uiDefButF(block, NUM, B_RECALCMBALL, "LocY:", 10, 50, 140, 19, &lastelem->y, -lim, lim, 100, 3, "");
|
|
uiDefButF(block, NUM, B_RECALCMBALL, "LocZ:", 10, 30, 140, 19, &lastelem->z, -lim, lim, 100, 3, "");
|
|
|
|
uiBlockBeginAlign(block);
|
|
if(lastelem->type!=MB_BALL)
|
|
uiDefButF(block, NUM, B_RECALCMBALL, "dx:", 160, 70, 140, 19, &lastelem->expx, 0, lim, 100, 3, "");
|
|
if((lastelem->type!=MB_BALL) && (lastelem->type!=MB_TUBE))
|
|
uiDefButF(block, NUM, B_RECALCMBALL, "dy:", 160, 50, 140, 19, &lastelem->expy, 0, lim, 100, 3, "");
|
|
if((lastelem->type==MB_ELIPSOID) || (lastelem->type==MB_CUBE))
|
|
uiDefButF(block, NUM, B_RECALCMBALL, "dz:", 160, 30, 140, 19, &lastelem->expz, 0, lim, 100, 3, "");
|
|
|
|
uiBlockEndAlign(block);
|
|
|
|
uiDefButF(block, NUM, B_RECALCMBALL, "Stiffness:", 10, 100, 140, 19, &lastelem->s, 0, lim, 100, 3, "");
|
|
}
|
|
}
|
|
|
|
void do_viewbuts(unsigned short event)
|
|
{
|
|
View3D *vd;
|
|
Object *ob= OBACT;
|
|
char *name;
|
|
|
|
vd= G.vd;
|
|
if(vd==0) return;
|
|
|
|
switch(event) {
|
|
case B_LOADBGPIC:
|
|
if(vd->bgpic && vd->bgpic->ima) name= vd->bgpic->ima->name;
|
|
else name= G.ima;
|
|
|
|
if(G.qual==LR_CTRLKEY)
|
|
activate_imageselect(FILE_SPECIAL, "Select Image", name, load_bgpic_image);
|
|
else
|
|
activate_fileselect(FILE_SPECIAL, "Select Image", name, load_bgpic_image);
|
|
break;
|
|
|
|
case B_BLENDBGPIC:
|
|
if(vd->bgpic && vd->bgpic->rect) setalpha_bgpic(vd->bgpic);
|
|
addqueue(curarea->win, REDRAW, 1);
|
|
break;
|
|
|
|
case B_BGPICBROWSE:
|
|
if(vd->bgpic) {
|
|
if (vd->menunr==-2) {
|
|
activate_databrowse((ID*) vd->bgpic->ima, ID_IM, 0, B_BGPICBROWSE, &vd->menunr, do_viewbuts);
|
|
} else if (vd->menunr>0) {
|
|
Image *newima= (Image*) BLI_findlink(&G.main->image, vd->menunr-1);
|
|
|
|
if (newima)
|
|
view3d_change_bgpic_ima(vd, newima);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case B_BGPICCLEAR:
|
|
if (vd->bgpic)
|
|
view3d_change_bgpic_ima(vd, NULL);
|
|
break;
|
|
|
|
case B_BGPICTEX:
|
|
if (vd->bgpic) {
|
|
if (vd->texnr==-2) {
|
|
activate_databrowse((ID*) vd->bgpic->tex, ID_TE, 0, B_BGPICTEX, &vd->texnr, do_viewbuts);
|
|
} else if (vd->texnr>0) {
|
|
Tex *newtex= (Tex*) BLI_findlink(&G.main->tex, vd->texnr-1);
|
|
|
|
if (newtex)
|
|
view3d_change_bgpic_tex(vd, newtex);
|
|
}
|
|
}
|
|
break;
|
|
|
|
case B_BGPICTEXCLEAR:
|
|
if (vd->bgpic)
|
|
view3d_change_bgpic_tex(vd, NULL);
|
|
break;
|
|
|
|
case B_OBJECTPANELROT:
|
|
if(ob) {
|
|
ob->rot[0]= M_PI*ob_eul[0]/180.0;
|
|
ob->rot[1]= M_PI*ob_eul[1]/180.0;
|
|
ob->rot[2]= M_PI*ob_eul[2]/180.0;
|
|
allqueue(REDRAWVIEW3D, 1);
|
|
}
|
|
break;
|
|
|
|
case B_OBJECTPANELMEDIAN:
|
|
if(ob) {
|
|
v3d_editvertex_buts(NULL, ob, 1.0);
|
|
makeDispList(ob);
|
|
allqueue(REDRAWVIEW3D, 1);
|
|
}
|
|
break;
|
|
case B_OBJECTPANELPARENT:
|
|
if(ob) {
|
|
if( test_parent_loop(ob->parent, ob) )
|
|
ob->parent= NULL;
|
|
allqueue(REDRAWVIEW3D, 1);
|
|
}
|
|
break;
|
|
|
|
case B_ARMATUREPANEL1:
|
|
{
|
|
EditBone *ebone, *child;
|
|
|
|
ebone= G.edbo.first;
|
|
for (ebone = G.edbo.first; ebone; ebone=ebone->next){
|
|
if (ebone->flag & BONE_SELECTED) break;
|
|
}
|
|
if (ebone) {
|
|
ebone->roll= M_PI*ob_eul[0]/180.0;
|
|
// Update our parent
|
|
if (ebone->parent && ebone->flag & BONE_IK_TOPARENT){
|
|
VECCOPY (ebone->parent->tail, ebone->head);
|
|
}
|
|
|
|
// Update our children if necessary
|
|
for (child = G.edbo.first; child; child=child->next){
|
|
if (child->parent == ebone && child->flag & BONE_IK_TOPARENT){
|
|
VECCOPY (child->head, ebone->tail);
|
|
}
|
|
}
|
|
allqueue(REDRAWVIEW3D, 1);
|
|
}
|
|
}
|
|
break;
|
|
case B_ARMATUREPANEL2:
|
|
{
|
|
bPoseChannel *chan;
|
|
bArmature *arm;
|
|
Bone *bone;
|
|
|
|
arm = get_armature(OBACT);
|
|
if (!arm) return;
|
|
bone = get_first_selected_bone();
|
|
|
|
if (!bone) return;
|
|
|
|
/* This is similar to code in special_trans_update */
|
|
|
|
if (!G.obpose->pose) G.obpose->pose= MEM_callocN(sizeof(bPose), "pose");
|
|
chan = MEM_callocN (sizeof (bPoseChannel), "transPoseChannel");
|
|
|
|
chan->flag |= POSE_LOC|POSE_ROT|POSE_SIZE;
|
|
memcpy (chan->loc, bone->loc, sizeof (chan->loc));
|
|
memcpy (chan->quat, bone->quat, sizeof (chan->quat));
|
|
memcpy (chan->size, bone->size, sizeof (chan->size));
|
|
strcpy (chan->name, bone->name);
|
|
|
|
set_pose_channel (G.obpose->pose, chan);
|
|
|
|
rebuild_all_armature_displists();
|
|
|
|
allqueue(REDRAWVIEW3D, 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
static void view3d_panel_object(short cntrl) // VIEW3D_HANDLER_OBJECT
|
|
{
|
|
uiBlock *block;
|
|
uiBut *bt;
|
|
Object *ob= OBACT;
|
|
float lim;
|
|
|
|
if(ob==NULL) return;
|
|
|
|
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_object", UI_EMBOSS, UI_HELV, curarea->win);
|
|
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
|
|
uiSetPanelHandler(VIEW3D_HANDLER_OBJECT); // for close and esc
|
|
|
|
/* (ton) can't use the rename trick for paint... panel names and settings are stored in the files and
|
|
used to find previous locations when re-open. This causes flipping */
|
|
|
|
if(uiNewPanel(curarea, block, "Transform Properties", "View3d", 10, 230, 318, 204)==0) return;
|
|
|
|
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
|
|
uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER); // force old style frontbuffer draw
|
|
}
|
|
else {
|
|
bt= uiDefBut(block, TEX, B_IDNAME, "OB: ", 10,180,140,20, ob->id.name+2, 0.0, 19.0, 0, 0, "");
|
|
uiButSetFunc(bt, test_idbutton_cb, ob->id.name, NULL);
|
|
|
|
uiDefIDPoinBut(block, test_obpoin_but, B_OBJECTPANELPARENT, "Par:", 160, 180, 140, 20, &ob->parent, "Parent Object");
|
|
}
|
|
|
|
lim= 1000.0*MAX2(1.0, G.vd->grid);
|
|
|
|
if(ob==G.obedit) {
|
|
if(ob->type==OB_ARMATURE) v3d_editarmature_buts(block, ob, lim);
|
|
if(ob->type==OB_MBALL) v3d_editmetaball_buts(block, ob, lim);
|
|
else v3d_editvertex_buts(block, ob, lim);
|
|
}
|
|
else if(ob==G.obpose) {
|
|
v3d_posearmature_buts(block, ob, lim);
|
|
}
|
|
else if(G.f & (G_VERTEXPAINT|G_TEXTUREPAINT)) {
|
|
extern VPaint Gvp; /* from vpaint */
|
|
static float hsv[3], old[3]; // used as temp mem for picker
|
|
uiBlockPickerButtons(block, &Gvp.r, hsv, old, 'f', REDRAWBUTSEDIT); /* 'f' is for floating panel */
|
|
}
|
|
else {
|
|
uiBlockBeginAlign(block);
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "LocX:", 10, 140, 140, 19, &(ob->loc[0]), -lim, lim, 100, 3, "");
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "LocY:", 10, 120, 140, 19, &(ob->loc[1]), -lim, lim, 100, 3, "");
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "LocZ:", 10, 100, 140, 19, &(ob->loc[2]), -lim, lim, 100, 3, "");
|
|
|
|
ob_eul[0]= 180.0*ob->rot[0]/M_PI;
|
|
ob_eul[1]= 180.0*ob->rot[1]/M_PI;
|
|
ob_eul[2]= 180.0*ob->rot[2]/M_PI;
|
|
|
|
uiBlockBeginAlign(block);
|
|
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotX:", 10, 70, 140, 19, &(ob_eul[0]), -lim, lim, 1000, 3, "");
|
|
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotY:", 10, 50, 140, 19, &(ob_eul[1]), -lim, lim, 1000, 3, "");
|
|
uiDefButF(block, NUM, B_OBJECTPANELROT, "RotZ:", 10, 30, 140, 19, &(ob_eul[2]), -lim, lim, 1000, 3, "");
|
|
uiBlockBeginAlign(block);
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "SizeX:", 160, 70, 140, 19, &(ob->size[0]), -lim, lim, 100, 3, "");
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "SizeY:", 160, 50, 140, 19, &(ob->size[1]), -lim, lim, 100, 3, "");
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "SizeZ:", 160, 30, 140, 19, &(ob->size[2]), -lim, lim, 100, 3, "");
|
|
uiBlockEndAlign(block);
|
|
}
|
|
}
|
|
|
|
static void view3d_panel_background(short cntrl) // VIEW3D_HANDLER_BACKGROUND
|
|
{
|
|
uiBlock *block;
|
|
View3D *vd;
|
|
ID *id;
|
|
char *strp;
|
|
|
|
vd= G.vd;
|
|
|
|
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_background", UI_EMBOSS, UI_HELV, curarea->win);
|
|
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
|
|
uiSetPanelHandler(VIEW3D_HANDLER_BACKGROUND); // for close and esc
|
|
if(uiNewPanel(curarea, block, "Background Image", "View3d", 340, 10, 318, 204)==0) return;
|
|
|
|
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
|
|
uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER); // force old style frontbuffer draw
|
|
}
|
|
|
|
if(vd->flag & V3D_DISPBGPIC) {
|
|
if(vd->bgpic==0) {
|
|
vd->bgpic= MEM_callocN(sizeof(BGpic), "bgpic");
|
|
vd->bgpic->size= 5.0;
|
|
vd->bgpic->blend= 0.5;
|
|
}
|
|
}
|
|
|
|
uiDefButBitS(block, TOG, V3D_DISPBGPIC, REDRAWVIEW3D, "Use Background Image", 0, 162, 200, 20, &vd->flag, 0, 0, 0, 0, "Display an image in the background of the 3D View");
|
|
|
|
uiDefBut(block, LABEL, 1, " ", 206, 162, 84, 20, NULL, 0.0, 0.0, 0, 0, "");
|
|
|
|
|
|
if(vd->flag & V3D_DISPBGPIC) {
|
|
|
|
/* Background Image */
|
|
uiDefBut(block, LABEL, 1, "Image:", 0, 128, 76, 19, NULL, 0.0, 0.0, 0, 0, "");
|
|
|
|
uiBlockBeginAlign(block);
|
|
uiDefIconBut(block, BUT, B_LOADBGPIC, ICON_FILESEL, 90, 128, 20, 20, 0, 0, 0, 0, 0, "Open a new background image");
|
|
|
|
id= (ID *)vd->bgpic->ima;
|
|
IDnames_to_pupstring(&strp, NULL, NULL, &(G.main->image), id, &(vd->menunr));
|
|
if(strp[0]) {
|
|
|
|
uiDefButS(block, MENU, B_BGPICBROWSE, strp, 110, 128, 20, 20, &(vd->menunr), 0, 0, 0, 0, "Select a background image");
|
|
|
|
if(vd->bgpic->ima) {
|
|
uiDefBut(block, TEX, 0,"BG: ", 130, 128, 140, 20, &vd->bgpic->ima->name,0.0,100.0, 0, 0, "The currently selected background image");
|
|
uiDefIconBut(block, BUT, B_BGPICCLEAR, ICON_X, 270, 128, 20, 20, 0, 0, 0, 0, 0, "Remove background image link");
|
|
}
|
|
uiBlockEndAlign(block);
|
|
} else {
|
|
uiBlockEndAlign(block);
|
|
}
|
|
MEM_freeN(strp);
|
|
|
|
|
|
/* Background texture */
|
|
uiDefBut(block, LABEL, 1, "Texture:", 0, 100, 76, 19, NULL, 0.0, 0.0, 0, 0, "");
|
|
|
|
id= (ID *)vd->bgpic->tex;
|
|
IDnames_to_pupstring(&strp, NULL, NULL, &(G.main->tex), id, &(vd->texnr));
|
|
if (strp[0])
|
|
uiBlockBeginAlign(block);
|
|
uiDefButS(block, MENU, B_BGPICTEX, strp, 90, 100, 20,20, &(vd->texnr), 0, 0, 0, 0, "Select a texture to use as an animated background image");
|
|
MEM_freeN(strp);
|
|
|
|
if (id) {
|
|
uiDefBut(block, TEX, B_IDNAME, "TE:", 110, 100, 160, 20, id->name+2, 0.0, 18.0, 0, 0, "");
|
|
uiDefIconBut(block, BUT, B_BGPICTEXCLEAR, ICON_X, 270, 100, 20, 20, 0, 0, 0, 0, 0, "Remove background texture link");
|
|
uiBlockEndAlign(block);
|
|
} else {
|
|
uiBlockEndAlign(block);
|
|
}
|
|
|
|
uiDefButF(block, NUMSLI, B_BLENDBGPIC, "Blend:", 0, 60 , 290, 19, &vd->bgpic->blend, 0.0,1.0, 0, 0, "Set the transparency of the background image");
|
|
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "Size:", 0, 28, 140, 19, &vd->bgpic->size, 0.1, 250.0, 100, 0, "Set the size (width) of the background image");
|
|
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "X Offset:", 0, 6, 140, 19, &vd->bgpic->xof, -20.0,20.0, 10, 2, "Set the horizontal offset of the background image");
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "Y Offset:", 150, 6, 140, 19, &vd->bgpic->yof, -20.0,20.0, 10, 2, "Set the vertical offset of the background image");
|
|
|
|
|
|
|
|
// uiDefButF(block, NUM, REDRAWVIEW3D, "Size:", 160,160,150,20, &vd->bgpic->size, 0.1, 250.0, 100, 0, "Set the size for the width of the BackGroundPic");
|
|
|
|
|
|
|
|
// uiDefButF(block, NUMSLI, B_BLENDBGPIC, "Blend:", 120,100,190,20,&vd->bgpic->blend, 0.0,1.0, 0, 0, "Set the BackGroundPic transparency");
|
|
|
|
// uiDefButF(block, NUM, B_DIFF, "Center X: ", 10,70,140,20,&vd->bgpic->xof, -20.0,20.0, 10, 2, "Set the BackGroundPic X Offset");
|
|
// uiDefButF(block, NUM, B_DIFF, "Center Y: ", 160,70,140,20,&vd->bgpic->yof, -20.0,20.0, 10, 2, "Set the BackGroundPic Y Offset");
|
|
|
|
}
|
|
}
|
|
|
|
|
|
static void view3d_panel_properties(short cntrl) // VIEW3D_HANDLER_SETTINGS
|
|
{
|
|
uiBlock *block;
|
|
View3D *vd;
|
|
float *curs;
|
|
|
|
vd= G.vd;
|
|
|
|
block= uiNewBlock(&curarea->uiblocks, "view3d_panel_properties", UI_EMBOSS, UI_HELV, curarea->win);
|
|
uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
|
|
uiSetPanelHandler(VIEW3D_HANDLER_PROPERTIES); // for close and esc
|
|
if(uiNewPanel(curarea, block, "View Properties", "View3d", 340, 10, 318, 204)==0) return;
|
|
|
|
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
|
|
uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER); // force old style frontbuffer draw
|
|
}
|
|
|
|
uiDefBut(block, LABEL, 1, "Grid:", 10, 180, 150, 19, NULL, 0.0, 0.0, 0, 0, "");
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "Spacing:", 10, 160, 140, 19, &vd->grid, 0.001, 100.0, 10, 0, "Set the distance between grid lines");
|
|
uiDefButS(block, NUM, REDRAWVIEW3D, "Lines:", 10, 136, 140, 19, &vd->gridlines, 0.0, 100.0, 100, 0, "Set the number of grid lines");
|
|
|
|
uiDefBut(block, LABEL, 1, "3D Display:", 160, 180, 150, 19, NULL, 0.0, 0.0, 0, 0, "");
|
|
uiDefButBitS(block, TOG, V3D_SHOW_FLOOR, REDRAWVIEW3D, "Grid Floor",160, 160, 150, 19, &vd->gridflag, 0, 0, 0, 0, "Show the grid floor in free camera mode");
|
|
uiDefButBitS(block, TOG, V3D_SHOW_X, REDRAWVIEW3D, "X Axis", 160, 136, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the X Axis line");
|
|
uiDefButBitS(block, TOG, V3D_SHOW_Y, REDRAWVIEW3D, "Y Axis", 212, 136, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the Y Axis line");
|
|
uiDefButBitS(block, TOG, V3D_SHOW_Z, REDRAWVIEW3D, "Z Axis", 262, 136, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the Z Axis line");
|
|
|
|
uiDefBut(block, LABEL, 1, "View Camera:", 10, 110, 140, 19, NULL, 0.0, 0.0, 0, 0, "");
|
|
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "Lens:", 10, 90, 140, 19, &vd->lens, 10.0, 120.0, 100, 0, "The lens angle in perspective view");
|
|
uiBlockBeginAlign(block);
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "Clip Start:", 10, 66, 140, 19, &vd->near, vd->grid/10.0, 100.0, 10, 0, "Set the beginning of the range in which 3D objects are displayed (perspective view)");
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "Clip End:", 10, 46, 140, 19, &vd->far, 1.0, 1000.0*vd->grid, 100, 0, "Set the end of the range in which 3D objects are displayed (perspective view)");
|
|
uiBlockEndAlign(block);
|
|
|
|
uiDefBut(block, LABEL, 1, "3D Cursor:", 160, 110, 140, 19, NULL, 0.0, 0.0, 0, 0, "");
|
|
|
|
uiBlockBeginAlign(block);
|
|
curs= give_cursor();
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "X:", 160, 90, 150, 22, curs, -1000.0*vd->grid, 1000.0*vd->grid, 10, 0, "X co-ordinate of the 3D cursor");
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "Y:", 160, 68, 150, 22, curs+1, -1000.0*vd->grid, 1000.0*vd->grid, 10, 0, "Y co-ordinate of the 3D cursor");
|
|
uiDefButF(block, NUM, REDRAWVIEW3D, "Z:", 160, 46, 150, 22, curs+2, -1000.0*vd->grid, 1000.0*vd->grid, 10, 0, "Z co-ordinate of the 3D cursor");
|
|
uiBlockEndAlign(block);
|
|
|
|
uiDefButBitS(block, TOG, V3D_SELECT_OUTLINE, REDRAWVIEW3D, "Outline Selected Objects", 10, 10, 300, 19, &vd->flag, 0, 0, 0, 0, "Highlight selected objects with an outline, in Solid, Shaded or Textured viewport shading modes");
|
|
|
|
}
|
|
|
|
|
|
|
|
static void view3d_blockhandlers(ScrArea *sa)
|
|
{
|
|
View3D *v3d= sa->spacedata.first;
|
|
short a;
|
|
|
|
/* warning; blocks need to be freed each time, handlers dont remove */
|
|
uiFreeBlocksWin(&sa->uiblocks, sa->win);
|
|
|
|
for(a=0; a<SPACE_MAXHANDLER; a+=2) {
|
|
|
|
switch(v3d->blockhandler[a]) {
|
|
|
|
case VIEW3D_HANDLER_PROPERTIES:
|
|
view3d_panel_properties(v3d->blockhandler[a+1]);
|
|
break;
|
|
case VIEW3D_HANDLER_BACKGROUND:
|
|
view3d_panel_background(v3d->blockhandler[a+1]);
|
|
break;
|
|
case VIEW3D_HANDLER_OBJECT:
|
|
view3d_panel_object(v3d->blockhandler[a+1]);
|
|
|
|
break;
|
|
|
|
}
|
|
/* clear action value for event */
|
|
v3d->blockhandler[a+1]= 0;
|
|
}
|
|
uiDrawBlocksPanels(sa, 0);
|
|
|
|
}
|
|
|
|
void drawview3dspace(ScrArea *sa, void *spacedata)
|
|
{
|
|
extern void constline_callback(void); // editobject.c helpline
|
|
Base *base;
|
|
Object *ob;
|
|
|
|
setwinmatrixview3d(0); /* 0= no pick rect */
|
|
setviewmatrixview3d();
|
|
|
|
Mat4MulMat4(G.vd->persmat, G.vd->viewmat, curarea->winmat);
|
|
Mat4Invert(G.vd->persinv, G.vd->persmat);
|
|
Mat4Invert(G.vd->viewinv, G.vd->viewmat);
|
|
|
|
if(G.vd->drawtype > OB_WIRE) {
|
|
G.zbuf= TRUE;
|
|
glEnable(GL_DEPTH_TEST);
|
|
if(G.f & G_SIMULATION) {
|
|
glClearColor(0.0, 0.0, 0.0, 0.0);
|
|
}
|
|
else {
|
|
float col[3];
|
|
BIF_GetThemeColor3fv(TH_BACK, col);
|
|
glClearColor(col[0], col[1], col[2], 0.0);
|
|
}
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glLoadIdentity();
|
|
}
|
|
else {
|
|
float col[3];
|
|
BIF_GetThemeColor3fv(TH_BACK, col);
|
|
glClearColor(col[0], col[1], col[2], 0.0);
|
|
glClear(GL_COLOR_BUFFER_BIT);
|
|
}
|
|
|
|
myloadmatrix(G.vd->viewmat);
|
|
persp(PERSP_STORE); // store correct view for persp(PERSP_VIEW) calls
|
|
|
|
if(G.vd->view==0 || G.vd->persp!=0) {
|
|
drawfloor();
|
|
if(G.vd->persp==2) {
|
|
if(G.scene->world) {
|
|
if(G.scene->world->mode & WO_STARS) RE_make_stars(star_stuff_init_func,
|
|
star_stuff_vertex_func,
|
|
star_stuff_term_func);
|
|
}
|
|
if(G.vd->flag & V3D_DISPBGPIC) draw_bgpic();
|
|
}
|
|
}
|
|
else {
|
|
drawgrid();
|
|
|
|
if(G.vd->flag & V3D_DISPBGPIC) {
|
|
draw_bgpic();
|
|
}
|
|
}
|
|
|
|
#if 0
|
|
/* Lets be a little more selective about when and where we do this,
|
|
* or else armatures/poses/displists get recalculated all of the
|
|
* time
|
|
*/
|
|
clear_all_constraints();
|
|
#endif
|
|
|
|
/* draw set first */
|
|
if(G.scene->set) {
|
|
|
|
/* patch: color remains constant */
|
|
G.f |= G_PICKSEL;
|
|
|
|
base= G.scene->set->base.first;
|
|
while(base) {
|
|
if(G.vd->lay & base->lay) {
|
|
where_is_object(base->object);
|
|
|
|
cpack(0x404040);
|
|
draw_object(base);
|
|
|
|
if(base->object->transflag & OB_DUPLI) {
|
|
extern ListBase duplilist;
|
|
Base tbase;
|
|
|
|
tbase= *base;
|
|
|
|
tbase.flag= OB_FROMDUPLI;
|
|
make_duplilist(G.scene->set, base->object);
|
|
ob= duplilist.first;
|
|
while(ob) {
|
|
tbase.object= ob;
|
|
draw_object(&tbase);
|
|
ob= ob->id.next;
|
|
}
|
|
free_duplilist();
|
|
|
|
}
|
|
}
|
|
base= base->next;
|
|
}
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
}
|
|
|
|
/* first calculate positions, we do this in separate loop to make sure displists
|
|
(mball, deform, etc) are recaluclated based on correct object (parent/children) positions
|
|
*/
|
|
base= G.scene->base.first;
|
|
while(base) {
|
|
if(G.vd->lay & base->lay) where_is_object(base->object);
|
|
base= base->next;
|
|
}
|
|
|
|
/* then draw not selected and the duplis, but skip editmode object */
|
|
base= G.scene->base.first;
|
|
while(base) {
|
|
|
|
if(G.vd->lay & base->lay) {
|
|
|
|
/* dupli drawing temporal off here */
|
|
if(FALSE && base->object->transflag & OB_DUPLI) {
|
|
extern ListBase duplilist;
|
|
Base tbase;
|
|
|
|
/* draw original always first because of make_displist */
|
|
draw_object(base);
|
|
|
|
/* patch: color remains constant */
|
|
G.f |= G_PICKSEL;
|
|
cpack(0x404040);
|
|
|
|
tbase.flag= OB_FROMDUPLI;
|
|
make_duplilist(G.scene, base->object);
|
|
|
|
ob= duplilist.first;
|
|
while(ob) {
|
|
tbase.object= ob;
|
|
draw_object(&tbase);
|
|
ob= ob->id.next;
|
|
}
|
|
free_duplilist();
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
}
|
|
else if((base->flag & SELECT)==0) {
|
|
if(base->object!=G.obedit) draw_object(base);
|
|
}
|
|
|
|
}
|
|
|
|
base= base->next;
|
|
}
|
|
/* draw selected and editmode */
|
|
base= G.scene->base.first;
|
|
while(base) {
|
|
|
|
if (base->object==G.obedit || ( (base->flag & SELECT) && (base->lay & G.vd->lay)) ) {
|
|
draw_object(base);
|
|
}
|
|
|
|
base= base->next;
|
|
}
|
|
|
|
if(G.moving) constline_callback();
|
|
|
|
/* duplis, draw as last to make sure the displists are ok */
|
|
base= G.scene->base.first;
|
|
while(base) {
|
|
|
|
if(G.vd->lay & base->lay) {
|
|
if(base->object->transflag & OB_DUPLI) {
|
|
extern ListBase duplilist;
|
|
Base tbase;
|
|
|
|
/* patch: color remains constant */
|
|
G.f |= G_PICKSEL;
|
|
cpack(0x404040);
|
|
|
|
tbase.flag= OB_FROMDUPLI;
|
|
make_duplilist(G.scene, base->object);
|
|
|
|
ob= duplilist.first;
|
|
while(ob) {
|
|
tbase.object= ob;
|
|
draw_object(&tbase);
|
|
ob= ob->id.next;
|
|
}
|
|
free_duplilist();
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
}
|
|
}
|
|
base= base->next;
|
|
}
|
|
|
|
|
|
if(G.scene->radio) RAD_drawall(G.vd->drawtype>=OB_SOLID);
|
|
|
|
if(G.zbuf) {
|
|
G.zbuf= FALSE;
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
persp(PERSP_WIN); // set ortho
|
|
|
|
if(G.vd->persp>1) drawviewborder();
|
|
drawcursor();
|
|
draw_view_icon();
|
|
|
|
ob= OBACT;
|
|
if(ob!=0 && (U.uiflag & USER_DRAWVIEWINFO)) draw_selected_name(ob->id.name+2);
|
|
|
|
draw_area_emboss(sa);
|
|
|
|
/* it is important to end a view in a transform compatible with buttons */
|
|
|
|
bwin_scalematrix(sa->win, G.vd->blockscale, G.vd->blockscale, G.vd->blockscale);
|
|
view3d_blockhandlers(sa);
|
|
|
|
curarea->win_swap= WIN_BACK_OK;
|
|
|
|
if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
|
|
G.vd->flag |= V3D_NEEDBACKBUFDRAW;
|
|
addafterqueue(curarea->win, BACKBUFDRAW, 1);
|
|
}
|
|
// test for backbuf select
|
|
if(G.obedit && G.vd->drawtype>OB_WIRE && (G.vd->flag & V3D_ZBUF_SELECT)) {
|
|
extern int afterqtest(short win, unsigned short evt); //editscreen.c
|
|
|
|
G.vd->flag |= V3D_NEEDBACKBUFDRAW;
|
|
if(afterqtest(curarea->win, BACKBUFDRAW)==0) {
|
|
addafterqueue(curarea->win, BACKBUFDRAW, 1);
|
|
}
|
|
}
|
|
|
|
|
|
/* scene redraw script link */
|
|
if(G.scene->scriptlink.totscript && !during_script()) {
|
|
BPY_do_pyscript((ID *)G.scene, SCRIPT_REDRAW);
|
|
}
|
|
|
|
}
|
|
|
|
|
|
/* Called back by rendering system, icky
|
|
*/
|
|
void drawview3d_render(struct View3D *v3d)
|
|
{
|
|
extern short v3d_windowmode;
|
|
Base *base;
|
|
Object *ob;
|
|
|
|
free_all_realtime_images();
|
|
|
|
v3d_windowmode= 1;
|
|
setwinmatrixview3d(0);
|
|
v3d_windowmode= 0;
|
|
glMatrixMode(GL_PROJECTION);
|
|
myloadmatrix(R.winmat);
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
setviewmatrixview3d();
|
|
myloadmatrix(v3d->viewmat);
|
|
Mat4MulMat4(v3d->persmat, v3d->viewmat, R.winmat);
|
|
Mat4Invert(v3d->persinv, v3d->persmat);
|
|
Mat4Invert(v3d->viewinv, v3d->viewmat);
|
|
|
|
if(v3d->drawtype > OB_WIRE) {
|
|
G.zbuf= TRUE;
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
if (v3d->drawtype==OB_TEXTURE && G.scene->world) {
|
|
glClearColor(G.scene->world->horr, G.scene->world->horg, G.scene->world->horb, 0.0);
|
|
} else {
|
|
float col[3];
|
|
BIF_GetThemeColor3fv(TH_BACK, col);
|
|
glClearColor(col[0], col[1], col[2], 0.0);
|
|
}
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
glLoadIdentity();
|
|
myloadmatrix(v3d->viewmat);
|
|
|
|
/* abuse! to make sure it doesnt draw the helpstuff */
|
|
G.f |= G_SIMULATION;
|
|
|
|
clear_all_constraints();
|
|
do_all_ipos();
|
|
BPY_do_all_scripts(SCRIPT_FRAMECHANGED);
|
|
do_all_keys();
|
|
do_all_actions();
|
|
do_all_ikas();
|
|
|
|
test_all_displists();
|
|
|
|
/* not really nice forcing of calc_ipo and where_is */
|
|
ob= G.main->object.first;
|
|
while(ob) {
|
|
ob->ctime= -123.456;
|
|
ob= ob->id.next;
|
|
}
|
|
|
|
/* first draw set */
|
|
if(G.scene->set) {
|
|
|
|
/* patch: color remains constant */
|
|
G.f |= G_PICKSEL;
|
|
|
|
base= G.scene->set->base.first;
|
|
while(base) {
|
|
if(v3d->lay & base->lay) {
|
|
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
|
|
else {
|
|
where_is_object(base->object);
|
|
|
|
cpack(0x404040);
|
|
draw_object(base);
|
|
|
|
if(base->object->transflag & OB_DUPLI) {
|
|
extern ListBase duplilist;
|
|
Base tbase;
|
|
|
|
tbase.flag= OB_FROMDUPLI;
|
|
make_duplilist(G.scene->set, base->object);
|
|
ob= duplilist.first;
|
|
while(ob) {
|
|
tbase.object= ob;
|
|
draw_object(&tbase);
|
|
ob= ob->id.next;
|
|
}
|
|
free_duplilist();
|
|
}
|
|
}
|
|
}
|
|
base= base->next;
|
|
}
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
}
|
|
|
|
clear_all_constraints();
|
|
|
|
/* first not selected and duplis */
|
|
base= G.scene->base.first;
|
|
while(base) {
|
|
|
|
if(v3d->lay & base->lay) {
|
|
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
|
|
else {
|
|
where_is_object(base->object);
|
|
|
|
if(base->object->transflag & OB_DUPLI) {
|
|
extern ListBase duplilist;
|
|
Base tbase;
|
|
|
|
/* always draw original first because of make_displist */
|
|
draw_object(base);
|
|
|
|
/* patch: color remains constant */
|
|
G.f |= G_PICKSEL;
|
|
cpack(0x404040);
|
|
|
|
tbase.flag= OB_FROMDUPLI;
|
|
make_duplilist(G.scene, base->object);
|
|
ob= duplilist.first;
|
|
while(ob) {
|
|
tbase.object= ob;
|
|
draw_object(&tbase);
|
|
ob= ob->id.next;
|
|
}
|
|
free_duplilist();
|
|
|
|
G.f &= ~G_PICKSEL;
|
|
}
|
|
else if((base->flag & SELECT)==0) {
|
|
draw_object(base);
|
|
}
|
|
}
|
|
}
|
|
|
|
base= base->next;
|
|
}
|
|
|
|
/* draw selected */
|
|
base= G.scene->base.first;
|
|
while(base) {
|
|
|
|
if ( ((base)->flag & SELECT) && ((base)->lay & v3d->lay) ) {
|
|
if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
|
|
else draw_object(base);
|
|
}
|
|
|
|
base= base->next;
|
|
}
|
|
|
|
if(G.scene->radio) RAD_drawall(G.vd->drawtype>=OB_SOLID);
|
|
|
|
if(G.zbuf) {
|
|
G.zbuf= FALSE;
|
|
glDisable(GL_DEPTH_TEST);
|
|
}
|
|
|
|
G.f &= ~G_SIMULATION;
|
|
|
|
glFlush();
|
|
|
|
glReadPixels(0, 0, R.rectx, R.recty, GL_RGBA, GL_UNSIGNED_BYTE, R.rectot);
|
|
glLoadIdentity();
|
|
|
|
free_all_realtime_images();
|
|
}
|
|
|
|
|
|
double tottime = 0.0;
|
|
|
|
int update_time(void)
|
|
{
|
|
static double ltime;
|
|
double time;
|
|
|
|
if ((U.mixbufsize)&&(audiostream_pos() != CFRA)&&(G.scene->audio.flag & AUDIO_SYNC)) return 0;
|
|
|
|
time = PIL_check_seconds_timer();
|
|
|
|
tottime += (time - ltime);
|
|
ltime = time;
|
|
return (tottime < 0.0);
|
|
}
|
|
|
|
double speed_to_swaptime(int speed)
|
|
{
|
|
switch(speed) {
|
|
case 1:
|
|
return 1.0/60.0;
|
|
case 2:
|
|
return 1.0/50.0;
|
|
case 3:
|
|
return 1.0/30.0;
|
|
case 4:
|
|
return 1.0/25.0;
|
|
case 5:
|
|
return 1.0/20.0;
|
|
case 6:
|
|
return 1.0/15.0;
|
|
case 7:
|
|
return 1.0/12.5;
|
|
case 8:
|
|
return 1.0/10.0;
|
|
case 9:
|
|
return 1.0/6.0;
|
|
}
|
|
return 1.0/4.0;
|
|
}
|
|
|
|
double key_to_swaptime(int key)
|
|
{
|
|
switch(key) {
|
|
case PAD1:
|
|
G.animspeed= 1;
|
|
tottime= 0;
|
|
return speed_to_swaptime(1);
|
|
case PAD2:
|
|
G.animspeed= 2;
|
|
tottime= 0;
|
|
return speed_to_swaptime(2);
|
|
case PAD3:
|
|
G.animspeed= 3;
|
|
tottime= 0;
|
|
return speed_to_swaptime(3);
|
|
case PAD4:
|
|
G.animspeed= 4;
|
|
tottime= 0;
|
|
return speed_to_swaptime(4);
|
|
case PAD5:
|
|
G.animspeed= 5;
|
|
tottime= 0;
|
|
return speed_to_swaptime(5);
|
|
case PAD6:
|
|
G.animspeed= 6;
|
|
tottime= 0;
|
|
return speed_to_swaptime(6);
|
|
case PAD7:
|
|
G.animspeed= 7;
|
|
tottime= 0;
|
|
return speed_to_swaptime(7);
|
|
case PAD8:
|
|
G.animspeed= 8;
|
|
tottime= 0;
|
|
return speed_to_swaptime(8);
|
|
case PAD9:
|
|
G.animspeed= 9;
|
|
tottime= 0;
|
|
return speed_to_swaptime(9);
|
|
}
|
|
|
|
return speed_to_swaptime(G.animspeed);
|
|
}
|
|
|
|
void inner_play_anim_loop(int init, int mode)
|
|
{
|
|
ScrArea *sa;
|
|
static ScrArea *oldsa;
|
|
static double swaptime;
|
|
static int curmode;
|
|
|
|
/* init */
|
|
if(init) {
|
|
oldsa= curarea;
|
|
swaptime= speed_to_swaptime(G.animspeed);
|
|
tottime= 0.0;
|
|
curmode= mode;
|
|
|
|
return;
|
|
}
|
|
|
|
set_timecursor(CFRA);
|
|
|
|
//clear_all_constraints();
|
|
//do_all_ipos();
|
|
//BPY_do_all_scripts(SCRIPT_FRAMECHANGED);
|
|
//do_all_keys();
|
|
//do_all_actions();
|
|
//do_all_ikas();
|
|
update_for_newframe_muted();
|
|
|
|
//test_all_displists();
|
|
|
|
sa= G.curscreen->areabase.first;
|
|
while(sa) {
|
|
if(sa==oldsa) {
|
|
scrarea_do_windraw(sa);
|
|
}
|
|
else if(curmode & 1) { /* catch modes 1 and 3 */
|
|
if ELEM(sa->spacetype, SPACE_VIEW3D, SPACE_SEQ) {
|
|
scrarea_do_windraw(sa);
|
|
}
|
|
}
|
|
|
|
sa= sa->next;
|
|
}
|
|
|
|
/* make sure that swaptime passed by */
|
|
tottime -= swaptime;
|
|
while (update_time()) PIL_sleep_ms(1);
|
|
|
|
if(CFRA>=EFRA) {
|
|
if (tottime > 0.0) tottime = 0.0;
|
|
CFRA= SFRA;
|
|
audiostream_stop();
|
|
audiostream_start( CFRA );
|
|
}
|
|
else {
|
|
if (U.mixbufsize && (G.scene->audio.flag & AUDIO_SYNC)) CFRA = audiostream_pos();
|
|
else CFRA++;
|
|
}
|
|
}
|
|
|
|
/* play_anim: 'mode' defines where to play and if repeat is on:
|
|
* - 0: current area
|
|
* - 1: all view3d and seq areas
|
|
* - 2: current area, no replay
|
|
* - 3: all view3d and seq areas, no replay */
|
|
int play_anim(int mode)
|
|
{
|
|
ScrArea *sa, *oldsa;
|
|
int cfraont;
|
|
unsigned short event=0;
|
|
short val;
|
|
|
|
/* patch for very very old scenes */
|
|
if(SFRA==0) SFRA= 1;
|
|
if(EFRA==0) EFRA= 250;
|
|
|
|
if(SFRA>EFRA) return 0;
|
|
|
|
update_time();
|
|
|
|
/* waitcursor(1); */
|
|
G.f |= G_PLAYANIM; /* in sequence.c and view.c this is handled */
|
|
|
|
cfraont= CFRA;
|
|
oldsa= curarea;
|
|
|
|
audiostream_start( CFRA );
|
|
|
|
inner_play_anim_loop(1, mode); /* 1==init */
|
|
|
|
/* forces all buffers to be OK for current frame (otherwise other windows get redrawn with CFRA+1) */
|
|
curarea->win_swap= WIN_BACK_OK;
|
|
screen_swapbuffers();
|
|
|
|
while(TRUE) {
|
|
|
|
inner_play_anim_loop(0, 0);
|
|
|
|
screen_swapbuffers();
|
|
|
|
while(qtest()) {
|
|
|
|
event= extern_qread(&val);
|
|
if(event==ESCKEY) break;
|
|
else if(event==MIDDLEMOUSE) {
|
|
if(U.flag & USER_VIEWMOVE) {
|
|
if(G.qual & LR_SHIFTKEY) viewmove(0);
|
|
else if(G.qual & LR_CTRLKEY) viewmove(2);
|
|
else viewmove(1);
|
|
}
|
|
else {
|
|
if(G.qual & LR_SHIFTKEY) viewmove(1);
|
|
else if(G.qual & LR_CTRLKEY) viewmove(2);
|
|
else viewmove(0);
|
|
}
|
|
}
|
|
}
|
|
if(event==ESCKEY || event==SPACEKEY) break;
|
|
|
|
if((mode > 1) && CFRA==EFRA) break; /* no replay */
|
|
}
|
|
|
|
if(event==SPACEKEY);
|
|
else CFRA= cfraont;
|
|
|
|
clear_all_constraints();
|
|
do_all_ipos();
|
|
do_all_keys();
|
|
do_all_actions();
|
|
do_all_ikas();
|
|
test_all_displists();
|
|
|
|
audiostream_stop();
|
|
|
|
if(oldsa!=curarea) areawinset(oldsa->win);
|
|
|
|
/* restore all areas */
|
|
sa= G.curscreen->areabase.first;
|
|
while(sa) {
|
|
if( (mode && sa->spacetype==SPACE_VIEW3D) || sa==curarea) addqueue(sa->win, REDRAW, 1);
|
|
|
|
sa= sa->next;
|
|
}
|
|
|
|
/* speed button */
|
|
// allqueue(REDRAWBUTSOBJECT, 0);
|
|
/* groups could have changed ipo */
|
|
allspace(REMAKEIPO, 0);
|
|
allqueue(REDRAWIPO, 0);
|
|
allqueue(REDRAWNLA, 0);
|
|
allqueue (REDRAWACTION, 0);
|
|
/* for the time being */
|
|
update_for_newframe_muted();
|
|
|
|
waitcursor(0);
|
|
G.f &= ~G_PLAYANIM;
|
|
|
|
if (event==ESCKEY || event==SPACEKEY) return 1;
|
|
else return 0;
|
|
}
|