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test2/source/blender/editors/space_view3d/view3d_navigate_walk.cc

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45 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup spview3d
*
* Interactive walk navigation modal operator
* (similar to walking around in a first person game).
*
* Defines #VIEW3D_OT_navigate, walk modal operator.
*
* \note Similar logic to `view3d_navigate_fly.cc` changes here may apply there too.
*/
#include "DNA_object_types.h"
#include "DNA_scene_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_kdopbvh.h"
#include "BLI_math_matrix.h"
#include "BLI_math_rotation.h"
#include "BLI_rect.h"
#include "BLI_time.h" /* Smooth-view. */
#include "BLI_utildefines.h"
#include "BKE_context.hh"
#include "BKE_lib_id.hh"
#include "BKE_report.hh"
#include "WM_api.hh"
#include "WM_types.hh"
#include "ED_screen.hh"
#include "ED_space_api.hh"
#include "ED_transform_snap_object_context.hh"
#include "ED_undo.hh"
#include "UI_resources.hh"
#include "GPU_immediate.hh"
#include "view3d_intern.hh" /* own include */
#include "view3d_navigate.hh"
#include "BLI_strict_flags.h" /* Keep last. */
#ifdef WITH_INPUT_NDOF
// # define NDOF_WALK_DEBUG
/* NOTE(@ideasman42): Is this needed for NDOF? commented so redraw doesn't thrash. */
// # define NDOF_WALK_DRAW_TOOMUCH
#endif
#define USE_TABLET_SUPPORT
/* -------------------------------------------------------------------- */
/** \name Modal Key-map
* \{ */
/* NOTE: these defines are saved in key-map files,
* do not change values but just add new ones. */
enum {
WALK_MODAL_CANCEL = 1,
WALK_MODAL_CONFIRM,
WALK_MODAL_DIR_FORWARD,
WALK_MODAL_DIR_FORWARD_STOP,
WALK_MODAL_DIR_BACKWARD,
WALK_MODAL_DIR_BACKWARD_STOP,
WALK_MODAL_DIR_LEFT,
WALK_MODAL_DIR_LEFT_STOP,
WALK_MODAL_DIR_RIGHT,
WALK_MODAL_DIR_RIGHT_STOP,
WALK_MODAL_DIR_UP,
WALK_MODAL_DIR_UP_STOP,
WALK_MODAL_DIR_DOWN,
WALK_MODAL_DIR_DOWN_STOP,
WALK_MODAL_FAST_ENABLE,
WALK_MODAL_FAST_DISABLE,
WALK_MODAL_SLOW_ENABLE,
WALK_MODAL_SLOW_DISABLE,
WALK_MODAL_JUMP,
WALK_MODAL_JUMP_STOP,
WALK_MODAL_TELEPORT,
WALK_MODAL_GRAVITY_TOGGLE,
WALK_MODAL_ACCELERATE,
WALK_MODAL_DECELERATE,
WALK_MODAL_AXIS_LOCK_Z,
WALK_MODAL_INCREASE_JUMP,
WALK_MODAL_DECREASE_JUMP,
WALK_MODAL_DIR_LOCAL_UP,
WALK_MODAL_DIR_LOCAL_UP_STOP,
WALK_MODAL_DIR_LOCAL_DOWN,
WALK_MODAL_DIR_LOCAL_DOWN_STOP,
};
enum eWalkDirectionFlag {
WALK_BIT_LOCAL_FORWARD = 1 << 0,
WALK_BIT_LOCAL_BACKWARD = 1 << 1,
WALK_BIT_LOCAL_LEFT = 1 << 2,
WALK_BIT_LOCAL_RIGHT = 1 << 3,
WALK_BIT_LOCAL_UP = 1 << 4,
WALK_BIT_LOCAL_DOWN = 1 << 5,
WALK_BIT_GLOBAL_UP = 1 << 6,
WALK_BIT_GLOBAL_DOWN = 1 << 7,
};
ENUM_OPERATORS(eWalkDirectionFlag, WALK_BIT_GLOBAL_DOWN)
enum eWalkTeleportState {
WALK_TELEPORT_STATE_OFF = 0,
WALK_TELEPORT_STATE_ON,
};
enum eWalkMethod {
WALK_MODE_FREE = 0,
WALK_MODE_GRAVITY,
};
enum eWalkGravityState {
WALK_GRAVITY_STATE_OFF = 0,
WALK_GRAVITY_STATE_JUMP,
WALK_GRAVITY_STATE_START,
WALK_GRAVITY_STATE_ON,
};
/** Relative view axis Z axis locking. */
enum eWalkLockState {
/** Disabled. */
WALK_AXISLOCK_STATE_OFF = 0,
/** Moving. */
WALK_AXISLOCK_STATE_ACTIVE = 2,
/** Done moving, it cannot be activated again. */
WALK_AXISLOCK_STATE_DONE = 3,
};
void walk_modal_keymap(wmKeyConfig *keyconf)
{
static const EnumPropertyItem modal_items[] = {
{WALK_MODAL_CONFIRM, "CONFIRM", 0, "Confirm", ""},
{WALK_MODAL_CANCEL, "CANCEL", 0, "Cancel", ""},
{WALK_MODAL_DIR_FORWARD, "FORWARD", 0, "Forward", ""},
{WALK_MODAL_DIR_BACKWARD, "BACKWARD", 0, "Backward", ""},
{WALK_MODAL_DIR_LEFT, "LEFT", 0, "Left", ""},
{WALK_MODAL_DIR_RIGHT, "RIGHT", 0, "Right", ""},
{WALK_MODAL_DIR_UP, "UP", 0, "Up", ""},
{WALK_MODAL_DIR_DOWN, "DOWN", 0, "Down", ""},
{WALK_MODAL_DIR_LOCAL_UP, "LOCAL_UP", 0, "Local Up", ""},
{WALK_MODAL_DIR_LOCAL_DOWN, "LOCAL_DOWN", 0, "Local Down", ""},
{WALK_MODAL_DIR_FORWARD_STOP, "FORWARD_STOP", 0, "Stop Move Forward", ""},
{WALK_MODAL_DIR_BACKWARD_STOP, "BACKWARD_STOP", 0, "Stop Move Backward", ""},
{WALK_MODAL_DIR_LEFT_STOP, "LEFT_STOP", 0, "Stop Move Left", ""},
{WALK_MODAL_DIR_RIGHT_STOP, "RIGHT_STOP", 0, "Stop Move Right", ""},
{WALK_MODAL_DIR_UP_STOP, "UP_STOP", 0, "Stop Move Global Up", ""},
{WALK_MODAL_DIR_DOWN_STOP, "DOWN_STOP", 0, "Stop Move Global Down", ""},
{WALK_MODAL_DIR_LOCAL_UP_STOP, "LOCAL_UP_STOP", 0, "Stop Move Local Up", ""},
{WALK_MODAL_DIR_LOCAL_DOWN_STOP, "LOCAL_DOWN_STOP", 0, "Stop Move Local Down", ""},
{WALK_MODAL_TELEPORT, "TELEPORT", 0, "Teleport", "Move forward a few units at once"},
{WALK_MODAL_ACCELERATE, "ACCELERATE", 0, "Accelerate", ""},
{WALK_MODAL_DECELERATE, "DECELERATE", 0, "Decelerate", ""},
{WALK_MODAL_FAST_ENABLE, "FAST_ENABLE", 0, "Fast", "Move faster (walk or fly)"},
{WALK_MODAL_FAST_DISABLE, "FAST_DISABLE", 0, "Fast (Off)", "Resume regular speed"},
{WALK_MODAL_SLOW_ENABLE, "SLOW_ENABLE", 0, "Slow", "Move slower (walk or fly)"},
{WALK_MODAL_SLOW_DISABLE, "SLOW_DISABLE", 0, "Slow (Off)", "Resume regular speed"},
{WALK_MODAL_JUMP, "JUMP", 0, "Jump", "Jump when in walk mode"},
{WALK_MODAL_JUMP_STOP, "JUMP_STOP", 0, "Jump (Off)", "Stop pushing jump"},
{WALK_MODAL_GRAVITY_TOGGLE, "GRAVITY_TOGGLE", 0, "Toggle Gravity", "Toggle gravity effect"},
{WALK_MODAL_AXIS_LOCK_Z, "AXIS_LOCK_Z", 0, "Z Axis Correction", "Z axis correction"},
{WALK_MODAL_INCREASE_JUMP,
"INCREASE_JUMP",
0,
"Increase Jump Height",
"Increase jump height"},
{WALK_MODAL_DECREASE_JUMP,
"DECREASE_JUMP",
0,
"Decrease Jump Height",
"Decrease jump height"},
{0, nullptr, 0, nullptr, nullptr},
};
wmKeyMap *keymap = WM_modalkeymap_find(keyconf, "View3D Walk Modal");
/* This function is called for each space-type, only needs to add map once. */
if (keymap && keymap->modal_items) {
return;
}
keymap = WM_modalkeymap_ensure(keyconf, "View3D Walk Modal", modal_items);
/* Assign map to operators. */
WM_modalkeymap_assign(keymap, "VIEW3D_OT_walk");
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Internal Walk Structs
* \{ */
struct WalkTeleport {
eWalkTeleportState state;
/** From user preferences. */
float duration;
float origin[3];
float direction[3];
double initial_time;
/** Teleport always set FREE mode on. */
eWalkMethod navigation_mode;
};
/** #WalkInfo::state */
enum eWalkState {
WALK_RUNNING = 0,
WALK_CANCEL = 1,
WALK_CONFIRM = 2,
};
struct WalkInfo {
/* context stuff */
RegionView3D *rv3d;
View3D *v3d;
ARegion *region;
Depsgraph *depsgraph;
Scene *scene;
/** Needed for updating that isn't triggered by input. */
wmTimer *timer;
eWalkState state;
bool redraw;
/**
* Needed for auto-key-framing, when animation isn't playing, only keyframe on confirmation.
*
* Currently we can't cancel this operator usefully while recording on animation playback
* (this would need to un-key all previous frames).
*/
bool anim_playing;
bool need_rotation_keyframe;
bool need_translation_keyframe;
/** Previous 2D mouse values. */
int prev_mval[2];
/** Initial mouse location. */
int init_mval[2];
int moffset[2];
#ifdef WITH_INPUT_NDOF
/** Latest 3D mouse values. */
wmNDOFMotionData *ndof;
#endif
/* Walk state. */
/** The base speed without run/slow down modifications. */
float base_speed;
/** The speed the view is moving per redraw (in m/s). */
float speed;
/** World scale 1.0 default. */
float grid;
/* Compare between last state. */
/** Time between draws. */
double time_lastdraw;
void *draw_handle_pixel;
/** Keep the previous value to smooth transitions (use lag). */
float dvec_prev[3];
/** Walk/free movement. */
eWalkMethod navigation_mode;
/** Teleport struct. */
WalkTeleport teleport;
/** Look speed factor - user preferences. */
float mouse_speed;
/** Speed adjustments. */
bool is_fast;
bool is_slow;
/** Mouse reverse. */
bool is_reversed;
#ifdef USE_TABLET_SUPPORT
/** Tablet devices (we can't relocate the cursor). */
bool is_cursor_absolute;
#endif
/** Gravity system. */
eWalkGravityState gravity_state;
float gravity;
/** Height to use in walk mode. */
float view_height;
/** Counting system to allow movement to continue if a direction (WASD) key is still pressed. */
eWalkDirectionFlag active_directions;
float speed_jump;
/** Current maximum jump height. */
float jump_height;
/** To use for fast/slow speeds. */
float speed_factor;
eWalkLockState zlock;
/** Nicer dynamics. */
float zlock_momentum;
SnapObjectContext *snap_context;
View3DCameraControl *v3d_camera_control;
};
/** \} */
/* -------------------------------------------------------------------- */
/** \name Internal Walk Drawing
* \{ */
/* Prototypes. */
#ifdef WITH_INPUT_NDOF
static void walkApply_ndof(bContext *C, WalkInfo *walk, bool is_confirm);
#endif /* WITH_INPUT_NDOF */
static int walkApply(bContext *C, WalkInfo *walk, bool is_confirm);
static float walk_calc_velocity_zero_time(const float gravity, const float velocity);
static void drawWalkPixel(const bContext * /*C*/, ARegion *region, void *arg)
{
/* Draws an aim/cross in the center. */
WalkInfo *walk = static_cast<WalkInfo *>(arg);
const int outter_length = 24;
const int inner_length = 14;
int xoff, yoff;
rctf viewborder;
if (ED_view3d_cameracontrol_object_get(walk->v3d_camera_control)) {
ED_view3d_calc_camera_border(
walk->scene, walk->depsgraph, region, walk->v3d, walk->rv3d, false, &viewborder);
xoff = int(viewborder.xmin + BLI_rctf_size_x(&viewborder) * 0.5f);
yoff = int(viewborder.ymin + BLI_rctf_size_y(&viewborder) * 0.5f);
}
else {
xoff = walk->region->winx / 2;
yoff = walk->region->winy / 2;
}
GPUVertFormat *format = immVertexFormat();
uint pos = GPU_vertformat_attr_add(format, "pos", GPU_COMP_I32, 2, GPU_FETCH_INT_TO_FLOAT);
immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
immUniformThemeColorAlpha(TH_VIEW_OVERLAY, 1.0f);
immBegin(GPU_PRIM_LINES, 8);
/* North. */
immVertex2i(pos, xoff, yoff + inner_length);
immVertex2i(pos, xoff, yoff + outter_length);
/* East. */
immVertex2i(pos, xoff + inner_length, yoff);
immVertex2i(pos, xoff + outter_length, yoff);
/* South. */
immVertex2i(pos, xoff, yoff - inner_length);
immVertex2i(pos, xoff, yoff - outter_length);
/* West. */
immVertex2i(pos, xoff - inner_length, yoff);
immVertex2i(pos, xoff - outter_length, yoff);
immEnd();
immUnbindProgram();
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Internal Walk Logic
* \{ */
static void walk_navigation_mode_set(WalkInfo *walk, eWalkMethod mode)
{
if (mode == WALK_MODE_FREE) {
walk->navigation_mode = WALK_MODE_FREE;
walk->gravity_state = WALK_GRAVITY_STATE_OFF;
}
else { /* WALK_MODE_GRAVITY */
walk->navigation_mode = WALK_MODE_GRAVITY;
walk->gravity_state = WALK_GRAVITY_STATE_START;
}
}
/**
* \param r_distance: Distance to the hit point.
*/
static bool walk_floor_distance_get(RegionView3D *rv3d,
WalkInfo *walk,
const float dvec[3],
float *r_distance)
{
const float ray_normal[3] = {0, 0, -1}; /* down */
float ray_start[3];
float location_dummy[3];
float normal_dummy[3];
float dvec_tmp[3];
*r_distance = BVH_RAYCAST_DIST_MAX;
copy_v3_v3(ray_start, rv3d->viewinv[3]);
mul_v3_v3fl(dvec_tmp, dvec, walk->grid);
add_v3_v3(ray_start, dvec_tmp);
SnapObjectParams snap_params = {};
snap_params.snap_target_select = SCE_SNAP_TARGET_ALL;
/* Avoid having to convert the edit-mesh to a regular mesh. */
snap_params.edit_mode_type = SNAP_GEOM_EDIT;
const bool ret = ED_transform_snap_object_project_ray(walk->snap_context,
walk->depsgraph,
walk->v3d,
&snap_params,
ray_start,
ray_normal,
r_distance,
location_dummy,
normal_dummy);
/* Artificially scale the distance to the scene size. */
*r_distance /= walk->grid;
return ret;
}
/**
* \param ray_distance: Distance to the hit point
* \param r_location: Location of the hit point
* \param r_normal: Normal of the hit surface, transformed to always face the camera
*/
static bool walk_ray_cast(RegionView3D *rv3d,
WalkInfo *walk,
float r_location[3],
float r_normal[3],
float *r_ray_distance)
{
float ray_normal[3] = {0, 0, -1}; /* Forward axis. */
float ray_start[3];
*r_ray_distance = BVH_RAYCAST_DIST_MAX;
copy_v3_v3(ray_start, rv3d->viewinv[3]);
mul_mat3_m4_v3(rv3d->viewinv, ray_normal);
normalize_v3(ray_normal);
SnapObjectParams snap_params = {};
snap_params.snap_target_select = SCE_SNAP_TARGET_ALL;
const bool ret = ED_transform_snap_object_project_ray(walk->snap_context,
walk->depsgraph,
walk->v3d,
&snap_params,
ray_start,
ray_normal,
nullptr,
r_location,
r_normal);
/* Dot is positive if both rays are facing the same direction. */
if (dot_v3v3(ray_normal, r_normal) > 0) {
negate_v3(r_normal);
}
/* Artificially scale the distance to the scene size. */
*r_ray_distance /= walk->grid;
return ret;
}
/** Keep the previous speed and jump height until user changes preferences. */
static struct {
float base_speed;
float userdef_speed;
float jump_height;
float userdef_jump_height;
} g_walk = {
/*base_speed*/ -1.0f,
/*userdef_speed*/ -1.0f,
/*jump_height*/ -1.0f,
/*userdef_jump_height*/ -1.0f,
};
static bool initWalkInfo(bContext *C, WalkInfo *walk, wmOperator *op, const int mval[2])
{
wmWindowManager *wm = CTX_wm_manager(C);
wmWindow *win = CTX_wm_window(C);
walk->rv3d = CTX_wm_region_view3d(C);
walk->v3d = CTX_wm_view3d(C);
walk->region = CTX_wm_region(C);
walk->depsgraph = CTX_data_ensure_evaluated_depsgraph(C);
walk->scene = CTX_data_scene(C);
#ifdef NDOF_WALK_DEBUG
puts("\n-- walk begin --");
#endif
/* Sanity check: for rare but possible case (if lib-linking the camera fails). */
if ((walk->rv3d->persp == RV3D_CAMOB) && (walk->v3d->camera == nullptr)) {
walk->rv3d->persp = RV3D_PERSP;
}
if (walk->rv3d->persp == RV3D_CAMOB &&
!BKE_id_is_editable(CTX_data_main(C), &walk->v3d->camera->id))
{
BKE_report(op->reports,
RPT_ERROR,
"Cannot navigate a camera from an external library or non-editable override");
return false;
}
if (ED_view3d_offset_lock_check(walk->v3d, walk->rv3d)) {
BKE_report(op->reports, RPT_ERROR, "Cannot navigate when the view offset is locked");
return false;
}
if (walk->rv3d->persp == RV3D_CAMOB && walk->v3d->camera->constraints.first) {
BKE_report(op->reports, RPT_ERROR, "Cannot navigate an object with constraints");
return false;
}
walk->state = WALK_RUNNING;
if (fabsf(U.walk_navigation.walk_speed - g_walk.userdef_speed) > 0.1f) {
g_walk.base_speed = U.walk_navigation.walk_speed;
g_walk.userdef_speed = U.walk_navigation.walk_speed;
}
if (fabsf(U.walk_navigation.jump_height - g_walk.userdef_jump_height) > 0.1f) {
g_walk.jump_height = U.walk_navigation.jump_height;
g_walk.userdef_jump_height = U.walk_navigation.jump_height;
}
walk->jump_height = 0.0f;
walk->speed = 0.0f;
walk->is_fast = false;
walk->is_slow = false;
walk->grid = (walk->scene->unit.system == USER_UNIT_NONE) ?
1.0f :
1.0f / walk->scene->unit.scale_length;
/* User preference settings. */
walk->teleport.duration = U.walk_navigation.teleport_time;
walk->mouse_speed = U.walk_navigation.mouse_speed;
if (U.walk_navigation.flag & USER_WALK_GRAVITY) {
walk_navigation_mode_set(walk, WALK_MODE_GRAVITY);
}
else {
walk_navigation_mode_set(walk, WALK_MODE_FREE);
}
walk->view_height = U.walk_navigation.view_height;
walk->jump_height = U.walk_navigation.jump_height;
walk->speed = U.walk_navigation.walk_speed;
walk->speed_factor = U.walk_navigation.walk_speed_factor;
walk->zlock = WALK_AXISLOCK_STATE_OFF;
walk->gravity_state = WALK_GRAVITY_STATE_OFF;
if (walk->scene->physics_settings.flag & PHYS_GLOBAL_GRAVITY) {
walk->gravity = fabsf(walk->scene->physics_settings.gravity[2]);
}
else {
walk->gravity = 9.80668f; /* m/s2 */
}
walk->is_reversed = ((U.walk_navigation.flag & USER_WALK_MOUSE_REVERSE) != 0);
#ifdef USE_TABLET_SUPPORT
walk->is_cursor_absolute = false;
#endif
walk->active_directions = eWalkDirectionFlag(0);
#ifdef NDOF_WALK_DRAW_TOOMUCH
walk->redraw = true;
#endif
zero_v3(walk->dvec_prev);
walk->timer = WM_event_timer_add(CTX_wm_manager(C), win, TIMER, 0.01f);
#ifdef WITH_INPUT_NDOF
walk->ndof = nullptr;
#endif
walk->anim_playing = ED_screen_animation_playing(wm);
walk->need_rotation_keyframe = false;
walk->need_translation_keyframe = false;
walk->time_lastdraw = BLI_time_now_seconds();
walk->draw_handle_pixel = ED_region_draw_cb_activate(
walk->region->type, drawWalkPixel, walk, REGION_DRAW_POST_PIXEL);
walk->rv3d->rflag |= RV3D_NAVIGATING;
walk->snap_context = ED_transform_snap_object_context_create(walk->scene, 0);
walk->v3d_camera_control = ED_view3d_cameracontrol_acquire(
walk->depsgraph, walk->scene, walk->v3d, walk->rv3d);
copy_v2_v2_int(walk->init_mval, mval);
copy_v2_v2_int(walk->prev_mval, mval);
WM_cursor_grab_enable(win, WM_CURSOR_WRAP_NONE, &walk->region->winrct, true);
return true;
}
static int walkEnd(bContext *C, WalkInfo *walk)
{
wmWindow *win;
RegionView3D *rv3d;
if (walk->state == WALK_RUNNING) {
return OPERATOR_RUNNING_MODAL;
}
if (walk->state == WALK_CONFIRM) {
/* Needed for auto_keyframe. */
#ifdef WITH_INPUT_NDOF
if (walk->ndof) {
walkApply_ndof(C, walk, true);
}
else
#endif /* WITH_INPUT_NDOF */
{
walkApply(C, walk, true);
}
}
#ifdef NDOF_WALK_DEBUG
puts("\n-- walk end --");
#endif
win = CTX_wm_window(C);
rv3d = walk->rv3d;
WM_event_timer_remove(CTX_wm_manager(C), win, walk->timer);
ED_region_draw_cb_exit(walk->region->type, walk->draw_handle_pixel);
ED_transform_snap_object_context_destroy(walk->snap_context);
ED_view3d_cameracontrol_release(walk->v3d_camera_control, walk->state == WALK_CANCEL);
rv3d->rflag &= ~RV3D_NAVIGATING;
#ifdef WITH_INPUT_NDOF
if (walk->ndof) {
MEM_freeN(walk->ndof);
}
#endif
WM_cursor_grab_disable(win, nullptr);
if (walk->state == WALK_CONFIRM) {
MEM_freeN(walk);
return OPERATOR_FINISHED;
}
MEM_freeN(walk);
return OPERATOR_CANCELLED;
}
static void walkEvent(WalkInfo *walk, const wmEvent *event)
{
if (event->type == TIMER && event->customdata == walk->timer) {
walk->redraw = true;
}
else if (ISMOUSE_MOTION(event->type)) {
#ifdef USE_TABLET_SUPPORT
if ((walk->is_cursor_absolute == false) && event->tablet.is_motion_absolute) {
walk->is_cursor_absolute = true;
}
#endif /* USE_TABLET_SUPPORT */
walk->moffset[0] += event->mval[0] - walk->prev_mval[0];
walk->moffset[1] += event->mval[1] - walk->prev_mval[1];
copy_v2_v2_int(walk->prev_mval, event->mval);
if (walk->moffset[0] || walk->moffset[1]) {
walk->redraw = true;
}
}
#ifdef WITH_INPUT_NDOF
else if (event->type == NDOF_MOTION) {
/* Do these auto-magically get delivered? yes. */
// puts("ndof motion detected in walk mode!");
// static const char *tag_name = "3D mouse position";
const wmNDOFMotionData *incoming_ndof = static_cast<const wmNDOFMotionData *>(
event->customdata);
switch (incoming_ndof->progress) {
case P_STARTING: {
/* Start keeping track of 3D mouse position. */
# ifdef NDOF_WALK_DEBUG
puts("start keeping track of 3D mouse position");
# endif
/* Fall-through. */
}
case P_IN_PROGRESS: {
/* Update 3D mouse position. */
# ifdef NDOF_WALK_DEBUG
putchar('.');
fflush(stdout);
# endif
if (walk->ndof == nullptr) {
// walk->ndof = MEM_mallocN(sizeof(wmNDOFMotionData), tag_name);
walk->ndof = static_cast<wmNDOFMotionData *>(MEM_dupallocN(incoming_ndof));
// walk->ndof = malloc(sizeof(wmNDOFMotionData));
}
else {
memcpy(walk->ndof, incoming_ndof, sizeof(wmNDOFMotionData));
}
break;
}
case P_FINISHING: {
/* Stop keeping track of 3D mouse position. */
# ifdef NDOF_WALK_DEBUG
puts("stop keeping track of 3D mouse position");
# endif
if (walk->ndof) {
MEM_freeN(walk->ndof);
// free(walk->ndof);
walk->ndof = nullptr;
}
/* Update the time else the view will jump when 2D mouse/timer resume. */
walk->time_lastdraw = BLI_time_now_seconds();
break;
}
default: {
/* Should always be one of the above 3. */
break;
}
}
}
#endif /* WITH_INPUT_NDOF */
/* Handle modal key-map first. */
else if (event->type == EVT_MODAL_MAP) {
switch (event->val) {
case WALK_MODAL_CANCEL: {
walk->state = WALK_CANCEL;
break;
}
case WALK_MODAL_CONFIRM: {
walk->state = WALK_CONFIRM;
break;
}
case WALK_MODAL_ACCELERATE: {
g_walk.base_speed *= 1.0f + (walk->is_slow ? 0.01f : 0.1f);
break;
}
case WALK_MODAL_DECELERATE: {
g_walk.base_speed /= 1.0f + (walk->is_slow ? 0.01f : 0.1f);
break;
}
/* Implement WASD keys. */
case WALK_MODAL_DIR_FORWARD: {
walk->active_directions |= WALK_BIT_LOCAL_FORWARD;
break;
}
case WALK_MODAL_DIR_BACKWARD: {
walk->active_directions |= WALK_BIT_LOCAL_BACKWARD;
break;
}
case WALK_MODAL_DIR_LEFT: {
walk->active_directions |= WALK_BIT_LOCAL_LEFT;
break;
}
case WALK_MODAL_DIR_RIGHT: {
walk->active_directions |= WALK_BIT_LOCAL_RIGHT;
break;
}
case WALK_MODAL_DIR_UP: {
walk->active_directions |= WALK_BIT_GLOBAL_UP;
break;
}
case WALK_MODAL_DIR_DOWN: {
walk->active_directions |= WALK_BIT_GLOBAL_DOWN;
break;
}
case WALK_MODAL_DIR_LOCAL_UP: {
walk->active_directions |= WALK_BIT_LOCAL_UP;
break;
}
case WALK_MODAL_DIR_LOCAL_DOWN: {
walk->active_directions |= WALK_BIT_LOCAL_DOWN;
break;
}
case WALK_MODAL_DIR_FORWARD_STOP: {
walk->active_directions &= ~WALK_BIT_LOCAL_FORWARD;
break;
}
case WALK_MODAL_DIR_BACKWARD_STOP: {
walk->active_directions &= ~WALK_BIT_LOCAL_BACKWARD;
break;
}
case WALK_MODAL_DIR_LEFT_STOP: {
walk->active_directions &= ~WALK_BIT_LOCAL_LEFT;
break;
}
case WALK_MODAL_DIR_RIGHT_STOP: {
walk->active_directions &= ~WALK_BIT_LOCAL_RIGHT;
break;
}
case WALK_MODAL_DIR_UP_STOP: {
walk->active_directions &= ~WALK_BIT_GLOBAL_UP;
break;
}
case WALK_MODAL_DIR_DOWN_STOP: {
walk->active_directions &= ~WALK_BIT_GLOBAL_DOWN;
break;
}
case WALK_MODAL_DIR_LOCAL_UP_STOP: {
walk->active_directions &= ~WALK_BIT_LOCAL_UP;
break;
}
case WALK_MODAL_DIR_LOCAL_DOWN_STOP: {
walk->active_directions &= ~WALK_BIT_LOCAL_DOWN;
break;
}
case WALK_MODAL_FAST_ENABLE: {
walk->is_fast = true;
break;
}
case WALK_MODAL_FAST_DISABLE: {
walk->is_fast = false;
break;
}
case WALK_MODAL_SLOW_ENABLE: {
walk->is_slow = true;
break;
}
case WALK_MODAL_SLOW_DISABLE: {
walk->is_slow = false;
break;
}
#define JUMP_SPEED_MIN 1.0f
#define JUMP_TIME_MAX 0.2f /* s */
#define JUMP_SPEED_MAX sqrtf(2.0f * walk->gravity * walk->jump_height)
case WALK_MODAL_JUMP_STOP: {
if (walk->gravity_state == WALK_GRAVITY_STATE_JUMP) {
float t;
/* Delta time. */
t = float(BLI_time_now_seconds() - walk->teleport.initial_time);
/* Reduce the velocity, if JUMP wasn't hold for long enough. */
t = min_ff(t, JUMP_TIME_MAX);
walk->speed_jump = JUMP_SPEED_MIN +
t * (JUMP_SPEED_MAX - JUMP_SPEED_MIN) / JUMP_TIME_MAX;
/* When jumping, duration is how long it takes before we start going down. */
walk->teleport.duration = walk_calc_velocity_zero_time(walk->gravity, walk->speed_jump);
/* No more increase of jump speed. */
walk->gravity_state = WALK_GRAVITY_STATE_ON;
}
break;
}
case WALK_MODAL_JUMP: {
if ((walk->navigation_mode == WALK_MODE_GRAVITY) &&
(walk->gravity_state == WALK_GRAVITY_STATE_OFF) &&
(walk->teleport.state == WALK_TELEPORT_STATE_OFF))
{
/* No need to check for ground, `walk->gravity`
* wouldn't be off if we were over a hole. */
walk->gravity_state = WALK_GRAVITY_STATE_JUMP;
walk->speed_jump = JUMP_SPEED_MAX;
walk->teleport.initial_time = BLI_time_now_seconds();
copy_v3_v3(walk->teleport.origin, walk->rv3d->viewinv[3]);
/* Using previous vector because WASD keys are not called when SPACE is. */
copy_v2_v2(walk->teleport.direction, walk->dvec_prev);
/* When jumping, duration is how long it takes before we start going down. */
walk->teleport.duration = walk_calc_velocity_zero_time(walk->gravity, walk->speed_jump);
}
break;
}
case WALK_MODAL_TELEPORT: {
float loc[3], nor[3];
float distance;
const bool ret = walk_ray_cast(walk->rv3d, walk, loc, nor, &distance);
/* In case we are teleporting middle way from a jump. */
walk->speed_jump = 0.0f;
if (ret) {
WalkTeleport *teleport = &walk->teleport;
/* Store the current navigation mode if we are not already teleporting. */
if (teleport->state == WALK_TELEPORT_STATE_OFF) {
teleport->navigation_mode = walk->navigation_mode;
}
teleport->state = WALK_TELEPORT_STATE_ON;
teleport->initial_time = BLI_time_now_seconds();
teleport->duration = U.walk_navigation.teleport_time;
walk_navigation_mode_set(walk, WALK_MODE_FREE);
copy_v3_v3(teleport->origin, walk->rv3d->viewinv[3]);
/* Stop the camera from a distance (camera height). */
normalize_v3_length(nor, walk->view_height);
add_v3_v3(loc, nor);
sub_v3_v3v3(teleport->direction, loc, teleport->origin);
}
break;
}
#undef JUMP_SPEED_MAX
#undef JUMP_TIME_MAX
#undef JUMP_SPEED_MIN
case WALK_MODAL_GRAVITY_TOGGLE: {
if (walk->navigation_mode == WALK_MODE_GRAVITY) {
walk_navigation_mode_set(walk, WALK_MODE_FREE);
}
else { /* WALK_MODE_FREE */
walk_navigation_mode_set(walk, WALK_MODE_GRAVITY);
}
break;
}
case WALK_MODAL_AXIS_LOCK_Z: {
if (walk->zlock != WALK_AXISLOCK_STATE_DONE) {
walk->zlock = WALK_AXISLOCK_STATE_ACTIVE;
walk->zlock_momentum = 0.0f;
}
break;
}
#define JUMP_HEIGHT_FACTOR 1.5f
#define JUMP_HEIGHT_MIN 0.1f
#define JUMP_HEIGHT_MAX 10.0f
case WALK_MODAL_INCREASE_JUMP: {
g_walk.jump_height = min_ff(g_walk.jump_height * JUMP_HEIGHT_FACTOR, JUMP_HEIGHT_MAX);
break;
}
case WALK_MODAL_DECREASE_JUMP: {
g_walk.jump_height = max_ff(g_walk.jump_height / JUMP_HEIGHT_FACTOR, JUMP_HEIGHT_MIN);
break;
}
#undef JUMP_HEIGHT_FACTOR
#undef JUMP_HEIGHT_MIN
#undef JUMP_HEIGHT_MAX
}
}
}
static void walkMoveCamera(bContext *C,
WalkInfo *walk,
const bool do_rotate,
const bool do_translate,
const bool is_confirm)
{
/* We only consider auto-keying on playback or if user confirmed walk on the same frame
* otherwise we get a keyframe even if the user cancels. */
const bool use_autokey = is_confirm || walk->anim_playing;
ED_view3d_cameracontrol_update(
walk->v3d_camera_control, use_autokey, C, do_rotate, do_translate);
if (use_autokey) {
walk->need_rotation_keyframe = false;
walk->need_translation_keyframe = false;
}
}
static float walk_calc_free_fall_distance(const float gravity, const float time)
{
return gravity * (time * time) * 0.5f;
}
static float walk_calc_velocity_zero_time(const float gravity, const float velocity)
{
return velocity / gravity;
}
static int walkApply(bContext *C, WalkInfo *walk, bool is_confirm)
{
#define WALK_ROTATE_TABLET_FAC 8.8f /* Higher is faster, relative to region size. */
#define WALK_ROTATE_CONSTANT_FAC DEG2RADF(0.15f) /* Higher is faster, radians per-pixel. */
#define WALK_TOP_LIMIT DEG2RADF(85.0f)
#define WALK_BOTTOM_LIMIT DEG2RADF(-80.0f)
#define WALK_MOVE_SPEED (0 ? 0.0f : g_walk.base_speed)
#define WALK_JUMP_HEIGHT (0 ? 0.0f : g_walk.jump_height)
#define WALK_BOOST_FACTOR ((void)0, walk->speed_factor)
#define WALK_ZUP_CORRECT_FAC 0.1f /* Amount to correct per step. */
#define WALK_ZUP_CORRECT_ACCEL 0.05f /* Increase upright momentum each step. */
RegionView3D *rv3d = walk->rv3d;
ARegion *region = walk->region;
/* 3x3 copy of the view matrix so we can move along the view axis. */
float mat[3][3];
/* This is the direction that's added to the view offset per redraw. */
float dvec[3] = {0.0f, 0.0f, 0.0f};
int moffset[2]; /* Mouse offset from the views center. */
float tmp_quat[4]; /* Used for rotating the view. */
#ifdef NDOF_WALK_DEBUG
{
static uint iteration = 1;
printf("walk timer %d\n", iteration++);
}
#endif
{
/* Mouse offset from the center. */
copy_v2_v2_int(moffset, walk->moffset);
/* Apply `moffset` so we can re-accumulate. */
walk->moffset[0] = 0;
walk->moffset[1] = 0;
/* Revert mouse. */
if (walk->is_reversed) {
moffset[1] = -moffset[1];
}
/* Update jump height. */
if (walk->gravity_state != WALK_GRAVITY_STATE_JUMP) {
walk->jump_height = WALK_JUMP_HEIGHT;
}
/* Should we redraw? */
if ((walk->active_directions) || moffset[0] || moffset[1] ||
walk->zlock == WALK_AXISLOCK_STATE_ACTIVE ||
walk->gravity_state != WALK_GRAVITY_STATE_OFF ||
walk->teleport.state == WALK_TELEPORT_STATE_ON || is_confirm)
{
float dvec_tmp[3];
/* Time how fast it takes for us to redraw,
* this is so simple scenes don't walk too fast. */
double time_current;
float time_redraw;
float time_redraw_clamped;
#ifdef NDOF_WALK_DRAW_TOOMUCH
walk->redraw = true;
#endif
time_current = BLI_time_now_seconds();
time_redraw = float(time_current - walk->time_lastdraw);
/* Clamp redraw time to avoid jitter in roll correction. */
time_redraw_clamped = min_ff(0.05f, time_redraw);
walk->time_lastdraw = time_current;
/* Base speed in m/s. */
walk->speed = WALK_MOVE_SPEED;
if (walk->is_fast) {
walk->speed *= WALK_BOOST_FACTOR;
}
else if (walk->is_slow) {
walk->speed *= 1.0f / WALK_BOOST_FACTOR;
}
copy_m3_m4(mat, rv3d->viewinv);
{
/* Rotate about the X axis- look up/down. */
if (moffset[1]) {
float upvec[3];
float angle;
float y;
/* Relative offset. */
y = float(moffset[1]);
/* Speed factor. */
#ifdef USE_TABLET_SUPPORT
if (walk->is_cursor_absolute) {
y /= region->winy;
y *= WALK_ROTATE_TABLET_FAC;
}
else
#endif
{
y *= WALK_ROTATE_CONSTANT_FAC;
}
/* User adjustment factor. */
y *= walk->mouse_speed;
/* Clamp the angle limits: it ranges from 90.0f to -90.0f. */
angle = -asinf(rv3d->viewmat[2][2]);
if (angle > WALK_TOP_LIMIT && y > 0.0f) {
y = 0.0f;
}
else if (angle < WALK_BOTTOM_LIMIT && y < 0.0f) {
y = 0.0f;
}
copy_v3_fl3(upvec, 1.0f, 0.0f, 0.0f);
mul_m3_v3(mat, upvec);
/* Rotate about the relative up vector. */
axis_angle_to_quat(tmp_quat, upvec, -y);
mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
}
/* Rotate about the Y axis- look left/right. */
if (moffset[0]) {
float upvec[3];
float x;
/* If we're upside down invert the `moffset`. */
copy_v3_fl3(upvec, 0.0f, 1.0f, 0.0f);
mul_m3_v3(mat, upvec);
if (upvec[2] < 0.0f) {
moffset[0] = -moffset[0];
}
/* Relative offset. */
x = float(moffset[0]);
/* Speed factor. */
#ifdef USE_TABLET_SUPPORT
if (walk->is_cursor_absolute) {
x /= region->winx;
x *= WALK_ROTATE_TABLET_FAC;
}
else
#endif
{
x *= WALK_ROTATE_CONSTANT_FAC;
}
/* User adjustment factor. */
x *= walk->mouse_speed;
/* Rotate about the relative up vector */
axis_angle_to_quat_single(tmp_quat, 'Z', x);
mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
}
if (walk->zlock == WALK_AXISLOCK_STATE_ACTIVE) {
float upvec[3];
copy_v3_fl3(upvec, 1.0f, 0.0f, 0.0f);
mul_m3_v3(mat, upvec);
/* Make sure we have some Z rolling. */
if (fabsf(upvec[2]) > 0.00001f) {
float roll = upvec[2] * 5.0f;
/* Rotate the view about this axis. */
copy_v3_fl3(upvec, 0.0f, 0.0f, 1.0f);
mul_m3_v3(mat, upvec);
/* Rotate about the relative up vector. */
axis_angle_to_quat(tmp_quat,
upvec,
roll * time_redraw_clamped * walk->zlock_momentum *
WALK_ZUP_CORRECT_FAC);
mul_qt_qtqt(rv3d->viewquat, rv3d->viewquat, tmp_quat);
walk->zlock_momentum += WALK_ZUP_CORRECT_ACCEL;
}
else {
/* Lock fixed, don't need to check it ever again. */
walk->zlock = WALK_AXISLOCK_STATE_DONE;
}
}
}
/* WASD - 'move' translation code. */
if ((walk->active_directions) && (walk->gravity_state == WALK_GRAVITY_STATE_OFF)) {
short direction;
zero_v3(dvec);
if ((walk->active_directions & WALK_BIT_LOCAL_FORWARD) ||
(walk->active_directions & WALK_BIT_LOCAL_BACKWARD))
{
direction = 0;
if (walk->active_directions & WALK_BIT_LOCAL_FORWARD) {
direction += 1;
}
if (walk->active_directions & WALK_BIT_LOCAL_BACKWARD) {
direction -= 1;
}
copy_v3_fl3(dvec_tmp, 0.0f, 0.0f, direction);
mul_m3_v3(mat, dvec_tmp);
if (walk->navigation_mode == WALK_MODE_GRAVITY) {
dvec_tmp[2] = 0.0f;
}
add_v3_v3(dvec, dvec_tmp);
}
if ((walk->active_directions & WALK_BIT_LOCAL_LEFT) ||
(walk->active_directions & WALK_BIT_LOCAL_RIGHT))
{
direction = 0;
if (walk->active_directions & WALK_BIT_LOCAL_LEFT) {
direction += 1;
}
if (walk->active_directions & WALK_BIT_LOCAL_RIGHT) {
direction -= 1;
}
dvec_tmp[0] = direction * rv3d->viewinv[0][0];
dvec_tmp[1] = direction * rv3d->viewinv[0][1];
dvec_tmp[2] = 0.0f;
add_v3_v3(dvec, dvec_tmp);
}
/* Up and down movement is only available in free mode, not gravity mode. */
if (walk->navigation_mode == WALK_MODE_FREE) {
if (walk->active_directions & (WALK_BIT_GLOBAL_UP | WALK_BIT_GLOBAL_DOWN)) {
direction = 0;
if (walk->active_directions & WALK_BIT_GLOBAL_UP) {
direction -= 1;
}
if (walk->active_directions & WALK_BIT_GLOBAL_DOWN) {
direction += 1;
}
copy_v3_fl3(dvec_tmp, 0.0f, 0.0f, direction);
add_v3_v3(dvec, dvec_tmp);
}
if (walk->active_directions & (WALK_BIT_LOCAL_UP | WALK_BIT_LOCAL_DOWN)) {
direction = 0;
if (walk->active_directions & WALK_BIT_LOCAL_UP) {
direction -= 1;
}
if (walk->active_directions & WALK_BIT_LOCAL_DOWN) {
direction += 1;
}
madd_v3_v3fl(dvec, rv3d->viewinv[1], direction);
}
}
normalize_v3(dvec);
/* Apply movement. */
mul_v3_fl(dvec, walk->speed * time_redraw);
}
/* Stick to the floor. */
if (walk->navigation_mode == WALK_MODE_GRAVITY &&
ELEM(walk->gravity_state, WALK_GRAVITY_STATE_OFF, WALK_GRAVITY_STATE_START))
{
float ray_distance;
float difference = -100.0f;
if (walk_floor_distance_get(rv3d, walk, dvec, &ray_distance)) {
difference = walk->view_height - ray_distance;
}
/* The distance we would fall naturally smoothly enough that we
* can manually drop the object without activating gravity. */
const float fall_distance = time_redraw * walk->speed * WALK_BOOST_FACTOR;
if (fabsf(difference) < fall_distance) {
/* slope/stairs */
dvec[2] -= difference;
/* In case we switched from FREE to GRAVITY too close to the ground. */
if (walk->gravity_state == WALK_GRAVITY_STATE_START) {
walk->gravity_state = WALK_GRAVITY_STATE_OFF;
}
}
else {
/* Hijack the teleport variables. */
walk->teleport.initial_time = BLI_time_now_seconds();
walk->gravity_state = WALK_GRAVITY_STATE_ON;
walk->teleport.duration = 0.0f;
copy_v3_v3(walk->teleport.origin, walk->rv3d->viewinv[3]);
copy_v2_v2(walk->teleport.direction, dvec);
}
}
/* Falling or jumping). */
if (ELEM(walk->gravity_state, WALK_GRAVITY_STATE_ON, WALK_GRAVITY_STATE_JUMP)) {
float ray_distance, difference = -100.0f;
/* Delta time. */
const float t = float(BLI_time_now_seconds() - walk->teleport.initial_time);
/* Keep moving if we were moving. */
copy_v2_v2(dvec, walk->teleport.direction);
const float z_cur = walk->rv3d->viewinv[3][2] / walk->grid;
const float z_new = ((walk->teleport.origin[2] / walk->grid) -
walk_calc_free_fall_distance(walk->gravity, t)) +
/* Jump. */
(t * walk->speed_jump);
/* Duration is the jump duration. */
if (t > walk->teleport.duration) {
/* Check to see if we are landing. */
if (walk_floor_distance_get(rv3d, walk, dvec, &ray_distance)) {
difference = walk->view_height - ray_distance;
}
if (difference > 0.0f) {
/* Quit falling, lands at "view_height" from the floor. */
dvec[2] -= difference;
walk->gravity_state = WALK_GRAVITY_STATE_OFF;
walk->speed_jump = 0.0f;
}
else {
/* Keep falling. */
dvec[2] = z_cur - z_new;
}
}
else {
/* Keep going up (jump). */
dvec[2] = z_cur - z_new;
}
}
/* Teleport. */
else if (walk->teleport.state == WALK_TELEPORT_STATE_ON) {
float t; /* factor */
float new_loc[3];
float cur_loc[3];
/* Linear interpolation. */
t = float(BLI_time_now_seconds() - walk->teleport.initial_time);
t /= walk->teleport.duration;
/* Clamp so we don't go past our limit. */
if (t >= 1.0f) {
t = 1.0f;
walk->teleport.state = WALK_TELEPORT_STATE_OFF;
walk_navigation_mode_set(walk, walk->teleport.navigation_mode);
}
mul_v3_v3fl(new_loc, walk->teleport.direction, t);
add_v3_v3(new_loc, walk->teleport.origin);
copy_v3_v3(cur_loc, walk->rv3d->viewinv[3]);
sub_v3_v3v3(dvec, cur_loc, new_loc);
}
/* Scale the movement to the scene size. */
mul_v3_v3fl(dvec_tmp, dvec, walk->grid);
add_v3_v3(rv3d->ofs, dvec_tmp);
if (rv3d->persp == RV3D_CAMOB) {
walk->need_rotation_keyframe |= (moffset[0] || moffset[1] ||
walk->zlock == WALK_AXISLOCK_STATE_ACTIVE);
walk->need_translation_keyframe |= (len_squared_v3(dvec_tmp) > FLT_EPSILON);
walkMoveCamera(
C, walk, walk->need_rotation_keyframe, walk->need_translation_keyframe, is_confirm);
}
}
else {
/* We're not redrawing but we need to update the time else the view will jump. */
walk->time_lastdraw = BLI_time_now_seconds();
}
/* End drawing. */
copy_v3_v3(walk->dvec_prev, dvec);
}
return OPERATOR_FINISHED;
#undef WALK_ROTATE_TABLET_FAC
#undef WALK_TOP_LIMIT
#undef WALK_BOTTOM_LIMIT
#undef WALK_MOVE_SPEED
#undef WALK_JUMP_HEIGHT
#undef WALK_BOOST_FACTOR
}
#ifdef WITH_INPUT_NDOF
static void walkApply_ndof(bContext *C, WalkInfo *walk, bool is_confirm)
{
Object *lock_ob = ED_view3d_cameracontrol_object_get(walk->v3d_camera_control);
bool has_translate, has_rotate;
view3d_ndof_fly(walk->ndof,
walk->v3d,
walk->rv3d,
walk->is_slow,
lock_ob ? lock_ob->protectflag : 0,
&has_translate,
&has_rotate);
if (has_translate || has_rotate) {
walk->redraw = true;
if (walk->rv3d->persp == RV3D_CAMOB) {
walk->need_rotation_keyframe |= has_rotate;
walk->need_translation_keyframe |= has_translate;
walkMoveCamera(
C, walk, walk->need_rotation_keyframe, walk->need_translation_keyframe, is_confirm);
}
}
}
#endif /* WITH_INPUT_NDOF */
/** \} */
/* -------------------------------------------------------------------- */
/** \name Walk Operator
* \{ */
static int walk_invoke(bContext *C, wmOperator *op, const wmEvent *event)
{
RegionView3D *rv3d = CTX_wm_region_view3d(C);
if (RV3D_LOCK_FLAGS(rv3d) & RV3D_LOCK_ANY_TRANSFORM) {
return OPERATOR_CANCELLED;
}
WalkInfo *walk = MEM_cnew<WalkInfo>("NavigationWalkOperation");
op->customdata = walk;
if (initWalkInfo(C, walk, op, event->mval) == false) {
MEM_freeN(op->customdata);
return OPERATOR_CANCELLED;
}
walkEvent(walk, event);
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
static void walk_cancel(bContext *C, wmOperator *op)
{
WalkInfo *walk = static_cast<WalkInfo *>(op->customdata);
walk->state = WALK_CANCEL;
walkEnd(C, walk);
op->customdata = nullptr;
}
static int walk_modal(bContext *C, wmOperator *op, const wmEvent *event)
{
bool do_draw = false;
WalkInfo *walk = static_cast<WalkInfo *>(op->customdata);
View3D *v3d = walk->v3d;
RegionView3D *rv3d = walk->rv3d;
Object *walk_object = ED_view3d_cameracontrol_object_get(walk->v3d_camera_control);
walk->redraw = false;
walkEvent(walk, event);
#ifdef WITH_INPUT_NDOF
if (walk->ndof) { /* 3D mouse overrules [2D mouse + timer]. */
if (event->type == NDOF_MOTION) {
walkApply_ndof(C, walk, false);
}
}
else
#endif /* WITH_INPUT_NDOF */
if (event->type == TIMER && event->customdata == walk->timer) {
walkApply(C, walk, false);
}
do_draw |= walk->redraw;
const int exit_code = walkEnd(C, walk);
if (exit_code != OPERATOR_RUNNING_MODAL) {
do_draw = true;
}
if (exit_code == OPERATOR_FINISHED) {
const bool is_undo_pushed = ED_view3d_camera_lock_undo_push(op->type->name, v3d, rv3d, C);
/* If generic 'locked camera' code did not push an undo, but there is a valid 'walking
* object', an undo push is still needed, since that object transform was modified. */
if (!is_undo_pushed && walk_object && ED_undo_is_memfile_compatible(C)) {
ED_undo_push(C, op->type->name);
}
}
if (do_draw) {
if (rv3d->persp == RV3D_CAMOB) {
WM_event_add_notifier(C, NC_OBJECT | ND_TRANSFORM, walk_object);
}
/* Too frequent, commented with `NDOF_WALK_DRAW_TOOMUCH` for now. */
// puts("redraw!");
ED_region_tag_redraw(CTX_wm_region(C));
}
return exit_code;
}
void VIEW3D_OT_walk(wmOperatorType *ot)
{
/* Identifiers. */
ot->name = "Walk Navigation";
ot->description = "Interactively walk around the scene";
ot->idname = "VIEW3D_OT_walk";
/* API callbacks. */
ot->invoke = walk_invoke;
ot->cancel = walk_cancel;
ot->modal = walk_modal;
ot->poll = ED_operator_region_view3d_active;
/* flags */
/* NOTE: #OPTYPE_BLOCKING isn't used because this needs to grab & hide the cursor.
* where as blocking confines the cursor to the window bounds, even when hidden. */
ot->flag = 0;
}
/** \} */