Esempio n. 1
0
/* helper func - draw one repeat of an F-Curve */
static void draw_fcurve_curve_bezts(bAnimContext *ac, ID *id, FCurve *fcu, View2D *v2d)
{
	BezTriple *prevbezt = fcu->bezt;
	BezTriple *bezt = prevbezt + 1;
	float v1[2], v2[2], v3[2], v4[2];
	float *fp, data[120];
	float fac = 0.0f;
	int b = fcu->totvert - 1;
	int resol;
	
	glBegin(GL_LINE_STRIP);
	
	/* apply unit mapping */
	ANIM_unit_mapping_apply_fcurve(ac->scene, id, fcu, 0);
	
	/* extrapolate to left? */
	if (prevbezt->vec[1][0] > v2d->cur.xmin) {
		/* left-side of view comes before first keyframe, so need to extend as not cyclic */
		v1[0] = v2d->cur.xmin;
		
		/* y-value depends on the interpolation */
		if ((fcu->extend == FCURVE_EXTRAPOLATE_CONSTANT) || (prevbezt->ipo == BEZT_IPO_CONST) || (fcu->totvert == 1)) {
			/* just extend across the first keyframe's value */
			v1[1] = prevbezt->vec[1][1];
		}
		else if (prevbezt->ipo == BEZT_IPO_LIN) {
			/* extrapolate linear dosnt use the handle, use the next points center instead */
			fac = (prevbezt->vec[1][0] - bezt->vec[1][0]) / (prevbezt->vec[1][0] - v1[0]);
			if (fac) fac = 1.0f / fac;
			v1[1] = prevbezt->vec[1][1] - fac * (prevbezt->vec[1][1] - bezt->vec[1][1]);
		}
		else {
			/* based on angle of handle 1 (relative to keyframe) */
			fac = (prevbezt->vec[0][0] - prevbezt->vec[1][0]) / (prevbezt->vec[1][0] - v1[0]);
			if (fac) fac = 1.0f / fac;
			v1[1] = prevbezt->vec[1][1] - fac * (prevbezt->vec[0][1] - prevbezt->vec[1][1]);
		}
		
		glVertex2fv(v1);
	}
	
	/* if only one keyframe, add it now */
	if (fcu->totvert == 1) {
		v1[0] = prevbezt->vec[1][0];
		v1[1] = prevbezt->vec[1][1];
		glVertex2fv(v1);
	}
	
	/* draw curve between first and last keyframe (if there are enough to do so) */
	/* TODO: optimize this to not have to calc stuff out of view too? */
	while (b--) {
		if (prevbezt->ipo == BEZT_IPO_CONST) {
			/* Constant-Interpolation: draw segment between previous keyframe and next, but holding same value */
			v1[0] = prevbezt->vec[1][0];
			v1[1] = prevbezt->vec[1][1];
			glVertex2fv(v1);
			
			v1[0] = bezt->vec[1][0];
			v1[1] = prevbezt->vec[1][1];
			glVertex2fv(v1);
		}
		else if (prevbezt->ipo == BEZT_IPO_LIN) {
			/* Linear interpolation: just add one point (which should add a new line segment) */
			v1[0] = prevbezt->vec[1][0];
			v1[1] = prevbezt->vec[1][1];
			glVertex2fv(v1);
		}
		else {
			/* Bezier-Interpolation: draw curve as series of segments between keyframes 
			 *	- resol determines number of points to sample in between keyframes
			 */
			
			/* resol depends on distance between points (not just horizontal) OR is a fixed high res */
			/* TODO: view scale should factor into this someday too... */
			if (fcu->driver) 
				resol = 32;
			else 
				resol = (int)(5.0f * len_v2v2(bezt->vec[1], prevbezt->vec[1]));
			
			if (resol < 2) {
				/* only draw one */
				v1[0] = prevbezt->vec[1][0];
				v1[1] = prevbezt->vec[1][1];
				glVertex2fv(v1);
			}
			else {
				/* clamp resolution to max of 32 */
				/* NOTE: higher values will crash */
				if (resol > 32) resol = 32;
				
				v1[0] = prevbezt->vec[1][0];
				v1[1] = prevbezt->vec[1][1];
				v2[0] = prevbezt->vec[2][0];
				v2[1] = prevbezt->vec[2][1];
				
				v3[0] = bezt->vec[0][0];
				v3[1] = bezt->vec[0][1];
				v4[0] = bezt->vec[1][0];
				v4[1] = bezt->vec[1][1];
				
				correct_bezpart(v1, v2, v3, v4);
				
				BKE_curve_forward_diff_bezier(v1[0], v2[0], v3[0], v4[0], data, resol, sizeof(float) * 3);
				BKE_curve_forward_diff_bezier(v1[1], v2[1], v3[1], v4[1], data + 1, resol, sizeof(float) * 3);
				
				for (fp = data; resol; resol--, fp += 3)
					glVertex2fv(fp);
			}
		}
		
		/* get next pointers */
		prevbezt = bezt;
		bezt++;
		
		/* last point? */
		if (b == 0) {
			v1[0] = prevbezt->vec[1][0];
			v1[1] = prevbezt->vec[1][1];
			glVertex2fv(v1);
		}
	}
	
	/* extrapolate to right? (see code for left-extrapolation above too) */
	if (prevbezt->vec[1][0] < v2d->cur.xmax) {
		v1[0] = v2d->cur.xmax;
		
		/* y-value depends on the interpolation */
		if ((fcu->extend == FCURVE_EXTRAPOLATE_CONSTANT) || (fcu->flag & FCURVE_INT_VALUES) || (prevbezt->ipo == BEZT_IPO_CONST) || (fcu->totvert == 1)) {
			/* based on last keyframe's value */
			v1[1] = prevbezt->vec[1][1];
		}
		else if (prevbezt->ipo == BEZT_IPO_LIN) {
			/* extrapolate linear dosnt use the handle, use the previous points center instead */
			bezt = prevbezt - 1;
			fac = (prevbezt->vec[1][0] - bezt->vec[1][0]) / (prevbezt->vec[1][0] - v1[0]);
			if (fac) fac = 1.0f / fac;
			v1[1] = prevbezt->vec[1][1] - fac * (prevbezt->vec[1][1] - bezt->vec[1][1]);
		}
		else {
			/* based on angle of handle 1 (relative to keyframe) */
			fac = (prevbezt->vec[2][0] - prevbezt->vec[1][0]) / (prevbezt->vec[1][0] - v1[0]);
			if (fac) fac = 1.0f / fac;
			v1[1] = prevbezt->vec[1][1] - fac * (prevbezt->vec[2][1] - prevbezt->vec[1][1]);
		}
		
		glVertex2fv(v1);
	}
	
	/* unapply unit mapping */
	ANIM_unit_mapping_apply_fcurve(ac->scene, id, fcu, ANIM_UNITCONV_RESTORE);
	
	glEnd();
} 
Esempio n. 2
0
MaskSplinePoint *ED_mask_point_find_nearest(const bContext *C, Mask *mask, float normal_co[2], int threshold,
                                            MaskLayer **masklay_r, MaskSpline **spline_r, int *is_handle_r,
                                            float *score)
{
	ScrArea *sa = CTX_wm_area(C);
	ARegion *ar = CTX_wm_region(C);

	MaskLayer *masklay;
	MaskLayer *point_masklay = NULL;
	MaskSpline *point_spline = NULL;
	MaskSplinePoint *point = NULL;
	float co[2];
	float len = FLT_MAX, scalex, scaley;
	int is_handle = FALSE, width, height;

	ED_mask_get_size(sa, &width, &height);
	ED_mask_pixelspace_factor(sa, ar, &scalex, &scaley);

	co[0] = normal_co[0] * scalex;
	co[1] = normal_co[1] * scaley;

	for (masklay = mask->masklayers.first; masklay; masklay = masklay->next) {
		MaskSpline *spline;

		if (masklay->restrictflag & (MASK_RESTRICT_VIEW | MASK_RESTRICT_SELECT)) {
			continue;
		}

		for (spline = masklay->splines.first; spline; spline = spline->next) {
			MaskSplinePoint *points_array = BKE_mask_spline_point_array(spline);

			int i;

			for (i = 0; i < spline->tot_point; i++) {
				MaskSplinePoint *cur_point = &spline->points[i];
				MaskSplinePoint *cur_point_deform = &points_array[i];
				float cur_len, vec[2], handle[2];

				vec[0] = cur_point_deform->bezt.vec[1][0] * scalex;
				vec[1] = cur_point_deform->bezt.vec[1][1] * scaley;

				if (BKE_mask_point_has_handle(cur_point)) {
					BKE_mask_point_handle(cur_point_deform, handle);
					handle[0] *= scalex;
					handle[1] *= scaley;

					cur_len = len_v2v2(co, handle);

					if (cur_len < len) {
						point_masklay = masklay;
						point_spline = spline;
						point = cur_point;
						len = cur_len;
						is_handle = TRUE;
					}
				}

				cur_len = len_v2v2(co, vec);

				if (cur_len < len) {
					point_spline = spline;
					point_masklay = masklay;
					point = cur_point;
					len = cur_len;
					is_handle = FALSE;
				}
			}
		}
	}

	if (len < threshold) {
		if (masklay_r)
			*masklay_r = point_masklay;

		if (spline_r)
			*spline_r = point_spline;

		if (is_handle_r)
			*is_handle_r = is_handle;

		if (score)
			*score = len;

		return point;
	}

	if (masklay_r)
		*masklay_r = NULL;

	if (spline_r)
		*spline_r = NULL;

	if (is_handle_r)
		*is_handle_r = FALSE;

	return NULL;
}
Esempio n. 3
0
static void draw_distortion(SpaceClip *sc, ARegion *ar, MovieClip *clip,
                            int width, int height, float zoomx, float zoomy)
{
	float x, y;
	const int n = 10;
	int i, j, a;
	float pos[2], tpos[2], grid[11][11][2];
	MovieTracking *tracking = &clip->tracking;
	bGPdata *gpd = NULL;
	float aspy = 1.0f / tracking->camera.pixel_aspect;
	float dx = (float)width / n, dy = (float)height / n * aspy;
	float offsx = 0.0f, offsy = 0.0f;

	if (!tracking->camera.focal)
		return;

	if ((sc->flag & SC_SHOW_GRID) == 0 && (sc->flag & SC_MANUAL_CALIBRATION) == 0)
		return;

	UI_view2d_view_to_region_fl(&ar->v2d, 0.0f, 0.0f, &x, &y);

	glPushMatrix();
	glTranslatef(x, y, 0);
	glScalef(zoomx, zoomy, 0);
	glMultMatrixf(sc->stabmat);
	glScalef(width, height, 0);

	/* grid */
	if (sc->flag & SC_SHOW_GRID) {
		float val[4][2], idx[4][2];
		float min[2], max[2];

		for (a = 0; a < 4; a++) {
			if (a < 2)
				val[a][a % 2] = FLT_MAX;
			else
				val[a][a % 2] = -FLT_MAX;
		}

		zero_v2(pos);
		for (i = 0; i <= n; i++) {
			for (j = 0; j <= n; j++) {
				if (i == 0 || j == 0 || i == n || j == n) {
					BKE_tracking_distort_v2(tracking, pos, tpos);

					for (a = 0; a < 4; a++) {
						int ok;

						if (a < 2)
							ok = tpos[a % 2] < val[a][a % 2];
						else
							ok = tpos[a % 2] > val[a][a % 2];

						if (ok) {
							copy_v2_v2(val[a], tpos);
							idx[a][0] = j;
							idx[a][1] = i;
						}
					}
				}

				pos[0] += dx;
			}

			pos[0] = 0.0f;
			pos[1] += dy;
		}

		INIT_MINMAX2(min, max);

		for (a = 0; a < 4; a++) {
			pos[0] = idx[a][0] * dx;
			pos[1] = idx[a][1] * dy;

			BKE_tracking_undistort_v2(tracking, pos, tpos);

			minmax_v2v2_v2(min, max, tpos);
		}

		copy_v2_v2(pos, min);
		dx = (max[0] - min[0]) / n;
		dy = (max[1] - min[1]) / n;

		for (i = 0; i <= n; i++) {
			for (j = 0; j <= n; j++) {
				BKE_tracking_distort_v2(tracking, pos, grid[i][j]);

				grid[i][j][0] /= width;
				grid[i][j][1] /= height * aspy;

				pos[0] += dx;
			}

			pos[0] = min[0];
			pos[1] += dy;
		}

		glColor3f(1.0f, 0.0f, 0.0f);

		for (i = 0; i <= n; i++) {
			glBegin(GL_LINE_STRIP);
			for (j = 0; j <= n; j++) {
				glVertex2fv(grid[i][j]);
			}
			glEnd();
		}

		for (j = 0; j <= n; j++) {
			glBegin(GL_LINE_STRIP);
			for (i = 0; i <= n; i++) {
				glVertex2fv(grid[i][j]);
			}
			glEnd();
		}
	}

	if (sc->gpencil_src == SC_GPENCIL_SRC_TRACK) {
		MovieTrackingTrack *track = BKE_tracking_track_get_active(&sc->clip->tracking);

		if (track) {
			int framenr = ED_space_clip_get_clip_frame_number(sc);
			MovieTrackingMarker *marker = BKE_tracking_marker_get(track, framenr);

			offsx = marker->pos[0];
			offsy = marker->pos[1];

			gpd = track->gpd;
		}

	}
	else {
		gpd = clip->gpd;
	}

	if (sc->flag & SC_MANUAL_CALIBRATION && gpd) {
		bGPDlayer *layer = gpd->layers.first;

		while (layer) {
			bGPDframe *frame = layer->frames.first;

			if (layer->flag & GP_LAYER_HIDE) {
				layer = layer->next;
				continue;
			}

			glColor4fv(layer->color);
			glLineWidth(layer->thickness);
			glPointSize((float)(layer->thickness + 2));

			while (frame) {
				bGPDstroke *stroke = frame->strokes.first;

				while (stroke) {
					if (stroke->flag & GP_STROKE_2DSPACE) {
						if (stroke->totpoints > 1) {
							glBegin(GL_LINE_STRIP);
							for (i = 0; i < stroke->totpoints - 1; i++) {
								float npos[2], dpos[2], len;
								int steps;

								pos[0] = (stroke->points[i].x + offsx) * width;
								pos[1] = (stroke->points[i].y + offsy) * height * aspy;

								npos[0] = (stroke->points[i + 1].x + offsx) * width;
								npos[1] = (stroke->points[i + 1].y + offsy) * height * aspy;

								len = len_v2v2(pos, npos);
								steps = ceil(len / 5.0f);

								/* we want to distort only long straight lines */
								if (stroke->totpoints == 2) {
									BKE_tracking_undistort_v2(tracking, pos, pos);
									BKE_tracking_undistort_v2(tracking, npos, npos);
								}

								sub_v2_v2v2(dpos, npos, pos);
								mul_v2_fl(dpos, 1.0f / steps);

								for (j = 0; j <= steps; j++) {
									BKE_tracking_distort_v2(tracking, pos, tpos);
									glVertex2f(tpos[0] / width, tpos[1] / (height * aspy));

									add_v2_v2(pos, dpos);
								}
							}
							glEnd();
						}
						else if (stroke->totpoints == 1) {
							glBegin(GL_POINTS);
							glVertex2f(stroke->points[0].x + offsx, stroke->points[0].y + offsy);
							glEnd();
						}
					}

					stroke = stroke->next;
				}

				frame = frame->next;
			}

			layer = layer->next;
		}

		glLineWidth(1.0f);
		glPointSize(1.0f);
	}

	glPopMatrix();
}
Esempio n. 4
0
int ED_mask_feather_find_nearest(const bContext *C, Mask *mask, float normal_co[2], int threshold,
                                 MaskLayer **masklay_r, MaskSpline **spline_r, MaskSplinePoint **point_r,
                                 MaskSplinePointUW **uw_r, float *score)
{
	ScrArea *sa = CTX_wm_area(C);
	ARegion *ar = CTX_wm_region(C);

	MaskLayer *masklay, *point_masklay = NULL;
	MaskSpline *point_spline = NULL;
	MaskSplinePoint *point = NULL;
	MaskSplinePointUW *uw = NULL;
	float len = FLT_MAX, co[2];
	float scalex, scaley;
	int width, height;

	ED_mask_get_size(sa, &width, &height);
	ED_mask_pixelspace_factor(sa, ar, &scalex, &scaley);

	co[0] = normal_co[0] * scalex;
	co[1] = normal_co[1] * scaley;

	for (masklay = mask->masklayers.first; masklay; masklay = masklay->next) {
		MaskSpline *spline;

		for (spline = masklay->splines.first; spline; spline = spline->next) {
			//MaskSplinePoint *points_array = BKE_mask_spline_point_array(spline);

			int i, tot_feather_point;
			float (*feather_points)[2], (*fp)[2];

			if (masklay->restrictflag & (MASK_RESTRICT_VIEW | MASK_RESTRICT_SELECT)) {
				continue;
			}

			feather_points = fp = BKE_mask_spline_feather_points(spline, &tot_feather_point);

			for (i = 0; i < spline->tot_point; i++) {
				int j;
				MaskSplinePoint *cur_point = &spline->points[i];

				for (j = 0; j <= cur_point->tot_uw; j++) {
					float cur_len, vec[2];

					vec[0] = (*fp)[0] * scalex;
					vec[1] = (*fp)[1] * scaley;

					cur_len = len_v2v2(vec, co);

					if (point == NULL || cur_len < len) {
						if (j == 0)
							uw = NULL;
						else
							uw = &cur_point->uw[j - 1];

						point_masklay = masklay;
						point_spline = spline;
						point = cur_point;
						len = cur_len;
					}

					fp++;
				}
			}

			MEM_freeN(feather_points);
		}
	}

	if (len < threshold) {
		if (masklay_r)
			*masklay_r = point_masklay;

		if (spline_r)
			*spline_r = point_spline;

		if (point_r)
			*point_r = point;

		if (uw_r)
			*uw_r = uw;

		if (score)
			*score = len;

		return TRUE;
	}

	if (masklay_r)
		*masklay_r = NULL;

	if (spline_r)
		*spline_r = NULL;

	if (point_r)
		*point_r = NULL;

	return FALSE;
}
Esempio n. 5
0
/** only called from #BKE_mask_spline_feather_differentiated_points_with_resolution() ! */
static float (*mask_spline_feather_differentiated_points_with_resolution__double(
        MaskSpline *spline, unsigned int *tot_feather_point,
        const unsigned int resol, const bool do_feather_isect))[2]
{
	MaskSplinePoint *points_array = BKE_mask_spline_point_array(spline);

	MaskSplinePoint *point_curr, *point_prev;
	float (*feather)[2], (*fp)[2];
	const int tot = BKE_mask_spline_differentiate_calc_total(spline, resol);
	int a;

	if (spline->tot_point <= 1) {
		/* nothing to differentiate */
		*tot_feather_point = 0;
		return NULL;
	}

	/* len+1 because of 'forward_diff_bezier' function */
	*tot_feather_point = tot;
	feather = fp = MEM_mallocN((tot + 1) * sizeof(*feather), "mask spline vets");

	a = spline->tot_point - 1;
	if (spline->flag & MASK_SPLINE_CYCLIC)
		a++;

	point_prev = points_array;
	point_curr = point_prev + 1;

	while (a--) {
		BezTriple local_prevbezt;
		BezTriple local_bezt;
		float point_prev_n[2], point_curr_n[2], tvec[2];
		float weight_prev, weight_curr;
		float len_base, len_feather, len_scalar;

		BezTriple *bezt_prev;
		BezTriple *bezt_curr;
		int j;

		if (a == 0 && (spline->flag & MASK_SPLINE_CYCLIC))
			point_curr = points_array;

		bezt_prev = &point_prev->bezt;
		bezt_curr = &point_curr->bezt;

		/* modified copy for feather */
		local_prevbezt = *bezt_prev;
		local_bezt     = *bezt_curr;

		bezt_prev = &local_prevbezt;
		bezt_curr = &local_bezt;

		/* calc the normals */
		sub_v2_v2v2(tvec, bezt_prev->vec[1], bezt_prev->vec[0]);
		normalize_v2(tvec);
		point_prev_n[0] = -tvec[1];
		point_prev_n[1] =  tvec[0];

		sub_v2_v2v2(tvec, bezt_curr->vec[1], bezt_curr->vec[0]);
		normalize_v2(tvec);
		point_curr_n[0] = -tvec[1];
		point_curr_n[1] =  tvec[0];

		weight_prev = bezt_prev->weight;
		weight_curr = bezt_curr->weight;

		mul_v2_fl(point_prev_n, weight_prev);
		mul_v2_fl(point_curr_n, weight_curr);

		/* before we transform verts */
		len_base = len_v2v2(bezt_prev->vec[1], bezt_curr->vec[1]);

		// add_v2_v2(bezt_prev->vec[0], point_prev_n);  // not needed
		add_v2_v2(bezt_prev->vec[1], point_prev_n);
		add_v2_v2(bezt_prev->vec[2], point_prev_n);

		add_v2_v2(bezt_curr->vec[0], point_curr_n);
		add_v2_v2(bezt_curr->vec[1], point_curr_n);
		// add_v2_v2(bezt_curr->vec[2], point_curr_n); // not needed

		len_feather = len_v2v2(bezt_prev->vec[1], bezt_curr->vec[1]);

		/* scale by chane in length */
		len_scalar = len_feather / len_base;
		dist_ensure_v2_v2fl(bezt_prev->vec[2], bezt_prev->vec[1], len_scalar * len_v2v2(bezt_prev->vec[2], bezt_prev->vec[1]));
		dist_ensure_v2_v2fl(bezt_curr->vec[0], bezt_curr->vec[1], len_scalar * len_v2v2(bezt_curr->vec[0], bezt_curr->vec[1]));


		for (j = 0; j < 2; j++) {
			BKE_curve_forward_diff_bezier(bezt_prev->vec[1][j], bezt_prev->vec[2][j],
			                              bezt_curr->vec[0][j], bezt_curr->vec[1][j],
			                              &(*fp)[j], resol, 2 * sizeof(float));
		}


		/* scale by the uw's */
		if (point_prev->tot_uw) {
			for (j = 0; j < resol; j++, fp++) {
				float u = (float) j / resol;
				float weight_uw, weight_scalar;
				float co[2];

				/* TODO - these calls all calculate similar things
				 * could be unified for some speed */
				BKE_mask_point_segment_co(spline, point_prev, u, co);

				weight_uw     = BKE_mask_point_weight(spline, point_prev, u);
				weight_scalar = BKE_mask_point_weight_scalar(spline, point_prev, u);

				dist_ensure_v2_v2fl(*fp, co, len_v2v2(*fp, co) * (weight_uw / weight_scalar));
			}
		}
		else {
			fp += resol;
		}

		if (a == 0 && (spline->flag & MASK_SPLINE_CYCLIC) == 0) {
			copy_v2_v2(*fp, bezt_curr->vec[1]);
		}

		point_prev = point_curr;
		point_curr++;
	}

	if ((spline->flag & MASK_SPLINE_NOINTERSECT) && do_feather_isect) {
		BKE_mask_spline_feather_collapse_inner_loops(spline, feather, tot);
	}

	return feather;
}
Esempio n. 6
0
static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *arg)
{
	Scene *scene = CTX_data_scene(C);
	UnitSettings *unit = &scene->unit;
	RulerItem *ruler_item;
	RulerInfo *ruler_info = arg;
	RegionView3D *rv3d = ruler_info->ar->regiondata;
//	ARegion *ar = ruler_info->ar;
	const float cap_size = 4.0f;
	const float bg_margin = 4.0f * U.pixelsize;
	const float bg_radius = 4.0f * U.pixelsize;
	const float arc_size = 64.0f * U.pixelsize;
#define ARC_STEPS 24
	const int arc_steps = ARC_STEPS;
	int i;
	//unsigned int color_act = 0x666600;
	unsigned int color_act = 0xffffff;
	unsigned int color_base = 0x0;
	unsigned char color_back[4] = {0xff, 0xff, 0xff, 0x80};
	unsigned char color_text[3];
	unsigned char color_wire[3];

	/* anti-aliased lines for more consistent appearance */
	glEnable(GL_LINE_SMOOTH);

	BLF_enable(blf_mono_font, BLF_ROTATION);
	BLF_size(blf_mono_font, 14 * U.pixelsize, U.dpi);
	BLF_rotation(blf_mono_font, 0.0f);

	UI_GetThemeColor3ubv(TH_TEXT, color_text);
	UI_GetThemeColor3ubv(TH_WIRE, color_wire);

	for (ruler_item = ruler_info->items.first, i = 0; ruler_item; ruler_item = ruler_item->next, i++) {
		const bool is_act = (i == ruler_info->item_active);
		float dir_ruler[2];
		float co_ss[3][2];
		int j;

		/* should these be checked? - ok for now not to */
		for (j = 0; j < 3; j++) {
			ED_view3d_project_float_global(ar, ruler_item->co[j], co_ss[j], V3D_PROJ_TEST_NOP);
		}

		glEnable(GL_BLEND);

		cpack(is_act ? color_act : color_base);

		if (ruler_item->flag & RULERITEM_USE_ANGLE) {
			glBegin(GL_LINE_STRIP);
			for (j = 0; j < 3; j++) {
				glVertex2fv(co_ss[j]);
			}
			glEnd();
			cpack(0xaaaaaa);
			setlinestyle(3);
			glBegin(GL_LINE_STRIP);
			for (j = 0; j < 3; j++) {
				glVertex2fv(co_ss[j]);
			}
			glEnd();
			setlinestyle(0);

			/* arc */
			{
				float dir_tmp[3];
				float co_tmp[3];
				float arc_ss_coords[ARC_STEPS + 1][2];

				float dir_a[3];
				float dir_b[3];
				float quat[4];
				float axis[3];
				float angle;
				const float px_scale = (ED_view3d_pixel_size(rv3d, ruler_item->co[1]) *
				                        min_fff(arc_size,
				                                len_v2v2(co_ss[0], co_ss[1]) / 2.0f,
				                                len_v2v2(co_ss[2], co_ss[1]) / 2.0f));

				sub_v3_v3v3(dir_a, ruler_item->co[0], ruler_item->co[1]);
				sub_v3_v3v3(dir_b, ruler_item->co[2], ruler_item->co[1]);
				normalize_v3(dir_a);
				normalize_v3(dir_b);

				cross_v3_v3v3(axis, dir_a, dir_b);
				angle = angle_normalized_v3v3(dir_a, dir_b);

				axis_angle_to_quat(quat, axis, angle / arc_steps);

				copy_v3_v3(dir_tmp, dir_a);

				glColor3ubv(color_wire);

				for (j = 0; j <= arc_steps; j++) {
					madd_v3_v3v3fl(co_tmp, ruler_item->co[1], dir_tmp, px_scale);
					ED_view3d_project_float_global(ar, co_tmp, arc_ss_coords[j], V3D_PROJ_TEST_NOP);
					mul_qt_v3(quat, dir_tmp);
				}

				glEnableClientState(GL_VERTEX_ARRAY);
				glVertexPointer(2, GL_FLOAT, 0, arc_ss_coords);
				glDrawArrays(GL_LINE_STRIP, 0, arc_steps + 1);
				glDisableClientState(GL_VERTEX_ARRAY);
			}

			/* text */
			{
				char numstr[256];
				float numstr_size[2];
				float pos[2];
				const int prec = 2;  /* XXX, todo, make optional */

				ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);

				BLF_width_and_height(blf_mono_font, numstr, &numstr_size[0], &numstr_size[1]);

				pos[0] = co_ss[1][0] + (cap_size * 2.0f);
				pos[1] = co_ss[1][1] - (numstr_size[1] / 2.0f);

				/* draw text (bg) */
				glColor4ubv(color_back);
				uiSetRoundBox(UI_CNR_ALL);
				uiRoundBox(pos[0] - bg_margin,                  pos[1] - bg_margin,
				           pos[0] + bg_margin + numstr_size[0], pos[1] + bg_margin + numstr_size[1],
				           bg_radius);
				/* draw text */
				glColor3ubv(color_text);
				BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
				BLF_rotation(blf_mono_font, 0.0f);
				BLF_draw(blf_mono_font, numstr, sizeof(numstr));
			}

			/* capping */
			{
				float rot_90_vec_a[2];
				float rot_90_vec_b[2];
				float cap[2];

				sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[1]);
				rot_90_vec_a[0] = -dir_ruler[1];
				rot_90_vec_a[1] =  dir_ruler[0];
				normalize_v2(rot_90_vec_a);

				sub_v2_v2v2(dir_ruler, co_ss[1], co_ss[2]);
				rot_90_vec_b[0] = -dir_ruler[1];
				rot_90_vec_b[1] =  dir_ruler[0];
				normalize_v2(rot_90_vec_b);

				glEnable(GL_BLEND);

				glColor3ubv(color_wire);

				glBegin(GL_LINES);

				madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, cap_size);
				glVertex2fv(cap);
				madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec_a, -cap_size);
				glVertex2fv(cap);

				madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, cap_size);
				glVertex2fv(cap);
				madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec_b, -cap_size);
				glVertex2fv(cap);

				/* angle vertex */
				glVertex2f(co_ss[1][0] - cap_size, co_ss[1][1] - cap_size);
				glVertex2f(co_ss[1][0] + cap_size, co_ss[1][1] + cap_size);
				glVertex2f(co_ss[1][0] - cap_size, co_ss[1][1] + cap_size);
				glVertex2f(co_ss[1][0] + cap_size, co_ss[1][1] - cap_size);
				glEnd();

				glDisable(GL_BLEND);
			}
		}
		else {
			glBegin(GL_LINE_STRIP);
			for (j = 0; j < 3; j += 2) {
				glVertex2fv(co_ss[j]);
			}
			glEnd();
			cpack(0xaaaaaa);
			setlinestyle(3);
			glBegin(GL_LINE_STRIP);
			for (j = 0; j < 3; j += 2) {
				glVertex2fv(co_ss[j]);
			}
			glEnd();
			setlinestyle(0);

			sub_v2_v2v2(dir_ruler, co_ss[0], co_ss[2]);

			/* text */
			{
				char numstr[256];
				float numstr_size[2];
				const int prec = 6;  /* XXX, todo, make optional */
				float pos[2];

				ruler_item_as_string(ruler_item, unit, numstr, sizeof(numstr), prec);

				BLF_width_and_height(blf_mono_font, numstr, &numstr_size[0], &numstr_size[1]);

				mid_v2_v2v2(pos, co_ss[0], co_ss[2]);

				/* center text */
				pos[0] -= numstr_size[0] / 2.0f;
				pos[1] -= numstr_size[1] / 2.0f;

				/* draw text (bg) */
				glColor4ubv(color_back);
				uiSetRoundBox(UI_CNR_ALL);
				uiRoundBox(pos[0] - bg_margin,                  pos[1] - bg_margin,
				           pos[0] + bg_margin + numstr_size[0], pos[1] + bg_margin + numstr_size[1],
				           bg_radius);
				/* draw text */
				glColor3ubv(color_text);
				BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
				BLF_draw(blf_mono_font, numstr, sizeof(numstr));
			}

			/* capping */
			{
				float rot_90_vec[2] = {-dir_ruler[1], dir_ruler[0]};
				float cap[2];

				normalize_v2(rot_90_vec);

				glEnable(GL_BLEND);
				glColor3ubv(color_wire);

				glBegin(GL_LINES);
				madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, cap_size);
				glVertex2fv(cap);
				madd_v2_v2v2fl(cap, co_ss[0], rot_90_vec, -cap_size);
				glVertex2fv(cap);

				madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, cap_size);
				glVertex2fv(cap);
				madd_v2_v2v2fl(cap, co_ss[2], rot_90_vec, -cap_size);
				glVertex2fv(cap);
				glEnd();

				glDisable(GL_BLEND);
			}
		}
	}

	glDisable(GL_LINE_SMOOTH);

	BLF_disable(blf_mono_font, BLF_ROTATION);

#undef ARC_STEPS

	/* draw snap */
	if ((ruler_info->snap_flag & RULER_SNAP_OK) && (ruler_info->state == RULER_STATE_DRAG)) {
		ruler_item = ruler_item_active_get(ruler_info);
		if (ruler_item) {
			/* size from drawSnapping */
			const float size = 2.5f * UI_GetThemeValuef(TH_VERTEX_SIZE);
			float co_ss[3];
			ED_view3d_project_float_global(ar, ruler_item->co[ruler_item->co_index], co_ss, V3D_PROJ_TEST_NOP);

			cpack(color_act);
			circ(co_ss[0], co_ss[1], size * U.pixelsize);
		}
	}

}
float DistanceYCCMatteOperation::calculateDistance(float key[4], float image[4])
{
	/* only measure the second 2 values */
	return len_v2v2(key + 1, image + 1);
}
Esempio n. 8
0
static float normalization_factor_get(Scene *scene, FCurve *fcu, short flag, float *r_offset)
{
	float factor = 1.0f, offset = 0.0f;

	if (flag & ANIM_UNITCONV_RESTORE) {
		if (r_offset)
			*r_offset = fcu->prev_offset;

		return 1.0f / fcu->prev_norm_factor;
	}

	if (flag & ANIM_UNITCONV_NORMALIZE_FREEZE) {
		if (r_offset)
			*r_offset = fcu->prev_offset;
		if (fcu->prev_norm_factor == 0.0f) {
			/* Happens when Auto Normalize was disabled before
			 * any curves were displayed.
			 */
			return 1.0f;
		}
		return fcu->prev_norm_factor;
	}

	if (G.moving & G_TRANSFORM_FCURVES) {
		if (r_offset)
			*r_offset = fcu->prev_offset;
		if (fcu->prev_norm_factor == 0.0f) {
			/* Same as above. */
			return 1.0f;
		}
		return fcu->prev_norm_factor;
	}

	fcu->prev_norm_factor = 1.0f;
	if (fcu->bezt) {
		const bool use_preview_only = PRVRANGEON;
		const BezTriple *bezt;
		int i;
		float max_coord = -FLT_MAX;
		float min_coord = FLT_MAX;
		float range;

		if (fcu->totvert < 1) {
			return 1.0f;
		}

		for (i = 0, bezt = fcu->bezt; i < fcu->totvert; i++, bezt++) {
			if (use_preview_only && !IN_RANGE_INCL(bezt->vec[1][0],
			                                       scene->r.psfra,
			                                       scene->r.pefra))
			{
				continue;
			}

			if (i == 0) {
				/* We ignore extrapolation flags and handle here, and use the
				 * control point position only. so we normalize "interesting"
				 * part of the curve.
				 *
				 * Here we handle left extrapolation.
				 */
				max_coord = max_ff(max_coord, bezt->vec[1][1]);

				min_coord = min_ff(min_coord, bezt->vec[1][1]);
			}
			else {
				const BezTriple *prev_bezt = bezt - 1;
				if (prev_bezt->ipo == BEZT_IPO_CONST) {
					/* Constant interpolation: previous CV value is used up
					 * to the current keyframe.
					 */
					max_coord = max_ff(max_coord, bezt->vec[1][1]);
					min_coord = min_ff(min_coord, bezt->vec[1][1]);
				}
				else if (prev_bezt->ipo == BEZT_IPO_LIN) {
					/* Linear interpolation: min/max using both previous and
					 * and current CV.
					 */
					max_coord = max_ff(max_coord, bezt->vec[1][1]);
					min_coord = min_ff(min_coord, bezt->vec[1][1]);
					max_coord = max_ff(max_coord, prev_bezt->vec[1][1]);
					min_coord = min_ff(min_coord, prev_bezt->vec[1][1]);
				}
				else if (prev_bezt->ipo == BEZT_IPO_BEZ) {
					const int resol = fcu->driver
					        ? 32
					        : min_ii((int)(5.0f * len_v2v2(bezt->vec[1], prev_bezt->vec[1])), 32);
					if (resol < 2) {
						max_coord = max_ff(max_coord, prev_bezt->vec[1][1]);
						min_coord = min_ff(min_coord, prev_bezt->vec[1][1]);
					}
					else {
						float data[120];
						float v1[2], v2[2], v3[2], v4[2];

						v1[0] = prev_bezt->vec[1][0];
						v1[1] = prev_bezt->vec[1][1];
						v2[0] = prev_bezt->vec[2][0];
						v2[1] = prev_bezt->vec[2][1];

						v3[0] = bezt->vec[0][0];
						v3[1] = bezt->vec[0][1];
						v4[0] = bezt->vec[1][0];
						v4[1] = bezt->vec[1][1];

						correct_bezpart(v1, v2, v3, v4);

						BKE_curve_forward_diff_bezier(v1[0], v2[0], v3[0], v4[0], data, resol, sizeof(float) * 3);
						BKE_curve_forward_diff_bezier(v1[1], v2[1], v3[1], v4[1], data + 1, resol, sizeof(float) * 3);

						for (int j = 0; j <= resol; ++j) {
							const float *fp = &data[j * 3];
							max_coord = max_ff(max_coord, fp[1]);
							min_coord = min_ff(min_coord, fp[1]);
						}
					}
				}
			}
		}

		if (max_coord > min_coord) {
			range = max_coord - min_coord;
			if (range > FLT_EPSILON) {
				factor = 2.0f / range;
			}
			offset = -min_coord - range / 2.0f;
		}
		else if (max_coord == min_coord) {
			factor = 1.0f;
			offset = -min_coord;
		}
	}
	BLI_assert(factor != 0.0f);
	if (r_offset) {
		*r_offset = offset;
	}

	fcu->prev_norm_factor = factor;
	fcu->prev_offset = offset;
	return factor;
}