/* Draw the given motion path for an Object or a Bone * - assumes that the viewport has already been initialized properly * i.e. draw_motion_paths_init() has been called */ void draw_motion_path_instance(Scene *scene, Object *ob, bPoseChannel *pchan, bAnimVizSettings *avs, bMotionPath *mpath) { //RegionView3D *rv3d = ar->regiondata; bMotionPathVert *mpv, *mpv_start; int i, stepsize = avs->path_step; int sfra, efra, sind, len; /* get frame ranges */ if (avs->path_type == MOTIONPATH_TYPE_ACFRA) { /* With "Around Current", we only choose frames from around * the current frame to draw. */ sfra = CFRA - avs->path_bc; efra = CFRA + avs->path_ac; } else { /* Use the current display range */ sfra = avs->path_sf; efra = avs->path_ef; } /* no matter what, we can only show what is in the cache and no more * - abort if whole range is past ends of path * - otherwise clamp endpoints to extents of path */ if (sfra < mpath->start_frame) { /* start clamp */ sfra = mpath->start_frame; } if (efra > mpath->end_frame) { /* end clamp */ efra = mpath->end_frame; } if ((sfra > mpath->end_frame) || (efra < mpath->start_frame)) { /* whole path is out of bounds */ return; } len = efra - sfra; if ((len <= 0) || (mpath->points == NULL)) { return; } /* get pointers to parts of path */ sind = sfra - mpath->start_frame; mpv_start = (mpath->points + sind); /* draw curve-line of path */ glShadeModel(GL_SMOOTH); glBegin(GL_LINE_STRIP); for (i = 0, mpv = mpv_start; i < len; i++, mpv++) { short sel = (pchan) ? (pchan->bone->flag & BONE_SELECTED) : (ob->flag & SELECT); float intensity; /* how faint */ int frame = sfra + i; int blend_base = (abs(frame - CFRA) == 1) ? TH_CFRAME : TH_BACK; /* "bleed" cframe color to ease color blending */ /* set color * - more intense for active/selected bones, less intense for unselected bones * - black for before current frame, green for current frame, blue for after current frame * - intensity decreases as distance from current frame increases */ #define SET_INTENSITY(A, B, C, min, max) (((1.0f - ((C - B) / (C - A))) * (max - min)) + min) if (frame < CFRA) { /* black - before cfra */ if (sel) { /* intensity = 0.5f; */ intensity = SET_INTENSITY(sfra, i, CFRA, 0.25f, 0.75f); } else { /* intensity = 0.8f; */ intensity = SET_INTENSITY(sfra, i, CFRA, 0.68f, 0.92f); } UI_ThemeColorBlend(TH_WIRE, blend_base, intensity); } else if (frame > CFRA) { /* blue - after cfra */ if (sel) { /* intensity = 0.5f; */ intensity = SET_INTENSITY(CFRA, i, efra, 0.25f, 0.75f); } else { /* intensity = 0.8f; */ intensity = SET_INTENSITY(CFRA, i, efra, 0.68f, 0.92f); } UI_ThemeColorBlend(TH_BONE_POSE, blend_base, intensity); } else { /* green - on cfra */ if (sel) { intensity = 0.5f; } else { intensity = 0.99f; } UI_ThemeColorBlendShade(TH_CFRAME, TH_BACK, intensity, 10); } #undef SET_INTENSITY /* draw a vertex with this color */ glVertex3fv(mpv->co); } glEnd(); glShadeModel(GL_FLAT); glPointSize(1.0); /* draw little black point at each frame * NOTE: this is not really visible/noticeable */ glBegin(GL_POINTS); for (i = 0, mpv = mpv_start; i < len; i++, mpv++) glVertex3fv(mpv->co); glEnd(); /* Draw little white dots at each framestep value */ UI_ThemeColor(TH_TEXT_HI); glBegin(GL_POINTS); for (i = 0, mpv = mpv_start; i < len; i += stepsize, mpv += stepsize) glVertex3fv(mpv->co); glEnd(); /* Draw big green dot where the current frame is * NOTE: this is only done when keyframes are shown, since this adds similar types of clutter */ if ((avs->path_viewflag & MOTIONPATH_VIEW_KFRAS) && (sfra < CFRA) && (CFRA <= efra)) { UI_ThemeColor(TH_CFRAME); glPointSize(6.0f); glBegin(GL_POINTS); mpv = mpv_start + (CFRA - sfra); glVertex3fv(mpv->co); glEnd(); UI_ThemeColor(TH_TEXT_HI); } /* XXX, this isn't up to date but probably should be kept so. */ invert_m4_m4(ob->imat, ob->obmat); /* Draw frame numbers at each framestep value */ if (avs->path_viewflag & MOTIONPATH_VIEW_FNUMS) { unsigned char col[4]; UI_GetThemeColor3ubv(TH_TEXT_HI, col); col[3] = 255; for (i = 0, mpv = mpv_start; i < len; i += stepsize, mpv += stepsize) { int frame = sfra + i; char numstr[32]; size_t numstr_len; float co[3]; /* only draw framenum if several consecutive highlighted points don't occur on same point */ if (i == 0) { numstr_len = sprintf(numstr, " %d", frame); mul_v3_m4v3(co, ob->imat, mpv->co); view3d_cached_text_draw_add(co, numstr, numstr_len, 0, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, col); } else if ((i >= stepsize) && (i < len - stepsize)) { bMotionPathVert *mpvP = (mpv - stepsize); bMotionPathVert *mpvN = (mpv + stepsize); if ((equals_v3v3(mpv->co, mpvP->co) == 0) || (equals_v3v3(mpv->co, mpvN->co) == 0)) { numstr_len = sprintf(numstr, " %d", frame); mul_v3_m4v3(co, ob->imat, mpv->co); view3d_cached_text_draw_add(co, numstr, numstr_len, 0, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, col); } } } } /* Keyframes - dots and numbers */ if (avs->path_viewflag & MOTIONPATH_VIEW_KFRAS) { unsigned char col[4]; AnimData *adt = BKE_animdata_from_id(&ob->id); DLRBT_Tree keys; /* build list of all keyframes in active action for object or pchan */ BLI_dlrbTree_init(&keys); if (adt) { /* it is assumed that keyframes for bones are all grouped in a single group * unless an option is set to always use the whole action */ if ((pchan) && (avs->path_viewflag & MOTIONPATH_VIEW_KFACT) == 0) { bActionGroup *agrp = BKE_action_group_find_name(adt->action, pchan->name); if (agrp) { agroup_to_keylist(adt, agrp, &keys, NULL); BLI_dlrbTree_linkedlist_sync(&keys); } } else { action_to_keylist(adt, adt->action, &keys, NULL); BLI_dlrbTree_linkedlist_sync(&keys); } } /* Draw slightly-larger yellow dots at each keyframe */ UI_GetThemeColor3ubv(TH_VERTEX_SELECT, col); col[3] = 255; glPointSize(4.0f); glColor3ubv(col); glBegin(GL_POINTS); for (i = 0, mpv = mpv_start; i < len; i++, mpv++) { int frame = sfra + i; float mframe = (float)(frame); if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe)) glVertex3fv(mpv->co); } glEnd(); /* Draw frame numbers of keyframes */ if (avs->path_viewflag & MOTIONPATH_VIEW_KFNOS) { float co[3]; for (i = 0, mpv = mpv_start; i < len; i++, mpv++) { float mframe = (float)(sfra + i); if (BLI_dlrbTree_search_exact(&keys, compare_ak_cfraPtr, &mframe)) { char numstr[32]; size_t numstr_len; numstr_len = sprintf(numstr, " %d", (sfra + i)); mul_v3_m4v3(co, ob->imat, mpv->co); view3d_cached_text_draw_add(co, numstr, numstr_len, 0, V3D_CACHE_TEXT_WORLDSPACE | V3D_CACHE_TEXT_ASCII, col); } } } BLI_dlrbTree_free(&keys); } }
static void draw_sim_debug_elements(SimDebugData *debug_data, float imat[4][4]) { GHashIterator iter; /**** dots ****/ glPointSize(3.0f); glBegin(GL_POINTS); for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) { SimDebugElement *elem = BLI_ghashIterator_getValue(&iter); if (elem->type != SIM_DEBUG_ELEM_DOT) continue; glColor3f(elem->color[0], elem->color[1], elem->color[2]); glVertex3f(elem->v1[0], elem->v1[1], elem->v1[2]); } glEnd(); /**** circles ****/ { float circle[16][2] = { {0.000000, 1.000000}, {0.382683, 0.923880}, {0.707107, 0.707107}, {0.923880, 0.382683}, {1.000000, -0.000000}, {0.923880, -0.382683}, {0.707107, -0.707107}, {0.382683, -0.923880}, {-0.000000, -1.000000}, {-0.382683, -0.923880}, {-0.707107, -0.707107}, {-0.923879, -0.382684}, {-1.000000, 0.000000}, {-0.923879, 0.382684}, {-0.707107, 0.707107}, {-0.382683, 0.923880} }; for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) { SimDebugElement *elem = BLI_ghashIterator_getValue(&iter); float radius = elem->v2[0]; float co[3]; int i; if (elem->type != SIM_DEBUG_ELEM_CIRCLE) continue; glColor3f(elem->color[0], elem->color[1], elem->color[2]); glBegin(GL_LINE_LOOP); for (i = 0; i < 16; ++i) { co[0] = radius * circle[i][0]; co[1] = radius * circle[i][1]; co[2] = 0.0f; mul_mat3_m4_v3(imat, co); add_v3_v3(co, elem->v1); glVertex3f(co[0], co[1], co[2]); } glEnd(); } } /**** lines ****/ glBegin(GL_LINES); for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) { SimDebugElement *elem = BLI_ghashIterator_getValue(&iter); if (elem->type != SIM_DEBUG_ELEM_LINE) continue; glColor3f(elem->color[0], elem->color[1], elem->color[2]); glVertex3f(elem->v1[0], elem->v1[1], elem->v1[2]); glVertex3f(elem->v2[0], elem->v2[1], elem->v2[2]); } glEnd(); /**** vectors ****/ glPointSize(2.0f); glBegin(GL_POINTS); for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) { SimDebugElement *elem = BLI_ghashIterator_getValue(&iter); if (elem->type != SIM_DEBUG_ELEM_VECTOR) continue; glColor3f(elem->color[0], elem->color[1], elem->color[2]); glVertex3f(elem->v1[0], elem->v1[1], elem->v1[2]); } glEnd(); glBegin(GL_LINES); for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) { SimDebugElement *elem = BLI_ghashIterator_getValue(&iter); float t[3]; if (elem->type != SIM_DEBUG_ELEM_VECTOR) continue; glColor3f(elem->color[0], elem->color[1], elem->color[2]); glVertex3f(elem->v1[0], elem->v1[1], elem->v1[2]); add_v3_v3v3(t, elem->v1, elem->v2); glVertex3f(t[0], t[1], t[2]); } glEnd(); /**** strings ****/ for (BLI_ghashIterator_init(&iter, debug_data->gh); !BLI_ghashIterator_done(&iter); BLI_ghashIterator_step(&iter)) { SimDebugElement *elem = BLI_ghashIterator_getValue(&iter); if (elem->type != SIM_DEBUG_ELEM_STRING) continue; unsigned char col[4]; rgb_float_to_uchar(col, elem->color); col[3] = 255; view3d_cached_text_draw_add(elem->v1, elem->str, strlen(elem->str), 0, V3D_CACHE_TEXT_GLOBALSPACE, col); } }