Esempio n. 1
0
static PyObject *Quaternion_rotation_difference(QuaternionObject *self, PyObject *value)
{
	float tquat[QUAT_SIZE], quat[QUAT_SIZE];

	if (BaseMath_ReadCallback(self) == -1)
		return NULL;

	if (mathutils_array_parse(tquat, QUAT_SIZE, QUAT_SIZE, value,
	                          "Quaternion.difference(other), invalid 'other' arg") == -1)
	{
		return NULL;
	}

	rotation_between_quats_to_quat(quat, self->quat, tquat);

	return Quaternion_CreatePyObject(quat, Py_NEW, Py_TYPE(self));
}
Esempio n. 2
0
void DRW_draw_cursor(void)
{
  const DRWContextState *draw_ctx = DRW_context_state_get();
  ARegion *ar = draw_ctx->ar;
  Scene *scene = draw_ctx->scene;
  ViewLayer *view_layer = draw_ctx->view_layer;

  glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
  glDepthMask(GL_FALSE);
  glDisable(GL_DEPTH_TEST);

  if (is_cursor_visible(draw_ctx, scene, view_layer)) {
    int co[2];

    /* Get cursor data into quaternion form */
    const View3DCursor *cursor = &scene->cursor;

    if (ED_view3d_project_int_global(
            ar, cursor->location, co, V3D_PROJ_TEST_NOP | V3D_PROJ_TEST_CLIP_NEAR) ==
        V3D_PROJ_RET_OK) {
      RegionView3D *rv3d = ar->regiondata;

      float cursor_quat[4];
      BKE_scene_cursor_rot_to_quat(cursor, cursor_quat);

      /* Draw nice Anti Aliased cursor. */
      GPU_line_width(1.0f);
      GPU_blend(true);
      GPU_line_smooth(true);

      float eps = 1e-5f;
      rv3d->viewquat[0] = -rv3d->viewquat[0];
      bool is_aligned = compare_v4v4(cursor_quat, rv3d->viewquat, eps);
      if (is_aligned == false) {
        float tquat[4];
        rotation_between_quats_to_quat(tquat, rv3d->viewquat, cursor_quat);
        is_aligned = tquat[0] - eps < -1.0f;
      }
      rv3d->viewquat[0] = -rv3d->viewquat[0];

      /* Draw lines */
      if (is_aligned == false) {
        uint pos = GPU_vertformat_attr_add(
            immVertexFormat(), "pos", GPU_COMP_F32, 3, GPU_FETCH_FLOAT);
        immBindBuiltinProgram(GPU_SHADER_3D_UNIFORM_COLOR);
        immUniformThemeColor3(TH_VIEW_OVERLAY);
        immBegin(GPU_PRIM_LINES, 12);

        const float scale = ED_view3d_pixel_size_no_ui_scale(rv3d, cursor->location) *
                            U.widget_unit;

#define CURSOR_VERT(axis_vec, axis, fac) \
  immVertex3f(pos, \
              cursor->location[0] + axis_vec[0] * (fac), \
              cursor->location[1] + axis_vec[1] * (fac), \
              cursor->location[2] + axis_vec[2] * (fac))

#define CURSOR_EDGE(axis_vec, axis, sign) \
  { \
    CURSOR_VERT(axis_vec, axis, sign 1.0f); \
    CURSOR_VERT(axis_vec, axis, sign 0.25f); \
  } \
  ((void)0)

        for (int axis = 0; axis < 3; axis++) {
          float axis_vec[3] = {0};
          axis_vec[axis] = scale;
          mul_qt_v3(cursor_quat, axis_vec);
          CURSOR_EDGE(axis_vec, axis, +);
          CURSOR_EDGE(axis_vec, axis, -);
        }

#undef CURSOR_VERT
#undef CURSOR_EDGE

        immEnd();
        immUnbindProgram();
      }

      float original_proj[4][4];
      GPU_matrix_projection_get(original_proj);
      GPU_matrix_push();
      ED_region_pixelspace(ar);
      GPU_matrix_translate_2f(co[0] + 0.5f, co[1] + 0.5f);
      GPU_matrix_scale_2f(U.widget_unit, U.widget_unit);

      GPUBatch *cursor_batch = DRW_cache_cursor_get(is_aligned);
      GPUShader *shader = GPU_shader_get_builtin_shader(GPU_SHADER_2D_FLAT_COLOR);
      GPU_batch_program_set(
          cursor_batch, GPU_shader_get_program(shader), GPU_shader_get_interface(shader));

      GPU_batch_draw(cursor_batch);

      GPU_blend(false);
      GPU_line_smooth(false);
      GPU_matrix_pop();
      GPU_matrix_projection_set(original_proj);
    }