ruler/protractor for 3d viewport (apart of 3d printing features). work-in-progress.

- activate from spacebar search (3D Ruler) 
- ctrl-click adds new rulers
- clicking in the middle of a ruler, turns into protractor, dragging out of view snaps back to ruler.
This commit is contained in:
Campbell Barton 2013-03-07 11:53:11 +00:00
parent 172d624598
commit 28b9abe3eb
4 changed files with 709 additions and 0 deletions

@ -54,6 +54,7 @@ set(SRC
view3d_iterators.c
view3d_ops.c
view3d_project.c
view3d_ruler.c
view3d_select.c
view3d_snap.c
view3d_toolbar.c

@ -108,6 +108,9 @@ float ndof_to_axis_angle(const struct wmNDOFMotionData *ndof, float axis[3]);
void view3d_keymap(struct wmKeyConfig *keyconf);
void VIEW3D_OT_fly(struct wmOperatorType *ot);
/* view3d_ruler.c */
void VIEW3D_OT_ruler(struct wmOperatorType *ot);
/* drawanim.c */
void draw_motion_paths_init(View3D *v3d, struct ARegion *ar);
void draw_motion_path_instance(Scene *scene,

@ -166,6 +166,7 @@ void view3d_operatortypes(void)
WM_operatortype_append(VIEW3D_OT_localview);
WM_operatortype_append(VIEW3D_OT_game_start);
WM_operatortype_append(VIEW3D_OT_fly);
WM_operatortype_append(VIEW3D_OT_ruler);
WM_operatortype_append(VIEW3D_OT_layers);
WM_operatortype_append(VIEW3D_OT_copybuffer);
WM_operatortype_append(VIEW3D_OT_pastebuffer);

@ -0,0 +1,704 @@
/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* Contributor(s): Campbell Barton
*
* ***** END GPL LICENSE BLOCK *****
*/
/** \file blender/editors/space_view3d/view3d_ruler.c
* \ingroup spview3d
*/
/* defines VIEW3D_OT_ruler modal operator */
#include "DNA_scene_types.h"
#include "MEM_guardedalloc.h"
#include "BLI_math.h"
#include "BLI_blenlib.h"
#include "BKE_context.h"
#include "BKE_unit.h"
#include "BIF_gl.h"
#include "WM_api.h"
#include "WM_types.h"
#include "ED_screen.h"
#include "ED_space_api.h"
#include "BLF_api.h"
#include "BIF_glutil.h"
#include "UI_resources.h"
#include "UI_interface.h"
#include "view3d_intern.h" /* own include */
/* -------------------------------------------------------------------- */
/* Ruler Item (we can have many) */
enum {
RULERITEM_USE_ANGLE = (1 << 0), /* use protractor */
RULERITEM_USE_RAYCAST = (1 << 1)
};
enum {
RULERITEM_DIRECTION_IN = 0,
RULERITEM_DIRECTION_OUT
};
#define RULER_PICK_DIST 75.0f
#define RULER_PICK_DIST_SQ (RULER_PICK_DIST * RULER_PICK_DIST)
typedef struct RulerItem {
struct RulerItem *next, *prev;
/* worldspace coords, middle being optional */
float co[3][3];
/* selected coord */
char co_index; /* 0 -> 2*/
int flag;
int raycast_dir; /* RULER_DIRECTION_* */
} RulerItem;
enum {
RULER_STATE_NORMAL = 0,
RULER_STATE_DRAG
};
/* -------------------------------------------------------------------- */
/* Ruler Info (one per session) */
typedef struct RulerInfo {
ListBase items;
int item_active;
int flag;
int snap_flag;
int state;
/* --- */
ARegion *ar;
void *draw_handle_pixel;
} RulerInfo;
/* -------------------------------------------------------------------- */
/* local functions */
static RulerItem *ruler_item_add(RulerInfo *ruler_info)
{
RulerItem *ruler_item = MEM_callocN(sizeof(RulerItem), "RulerItem");
BLI_addtail(&ruler_info->items, ruler_item);
return ruler_item;
}
#if 0
static void ruler_item_remove(RulerInfo *ruler_info, RulerItem *ruler_item)
{
BLI_remlink(&ruler_info->items, ruler_item);
MEM_freeN(ruler_item);
}
#endif
static RulerItem *ruler_item_active_get(RulerInfo *ruler_info)
{
return BLI_findlink(&ruler_info->items, ruler_info->item_active);
}
static void ruler_item_active_set(RulerInfo *ruler_info, RulerItem *ruler_item)
{
ruler_info->item_active = BLI_findindex(&ruler_info->items, ruler_item);
}
static bool view3d_ruler_pick(RulerInfo *ruler_info, const float mval[2],
RulerItem **r_ruler_item, int *r_co_index)
{
ARegion *ar = ruler_info->ar;
RulerItem *ruler_item;
float dist_best = RULER_PICK_DIST_SQ;
RulerItem *ruler_item_best = NULL;
int co_index_best = -1;
for (ruler_item = ruler_info->items.first; ruler_item; ruler_item = ruler_item->next) {
float co_ss[3][2];
float dist;
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);
}
if (ruler_item->flag & RULERITEM_USE_ANGLE) {
dist = min_ff(dist_squared_to_line_segment_v2(mval, co_ss[0], co_ss[1]),
dist_squared_to_line_segment_v2(mval, co_ss[1], co_ss[2]));
if (dist < dist_best) {
dist_best = dist;
ruler_item_best = ruler_item;
{
float dist_points[3] = {len_squared_v2v2(co_ss[0], mval),
len_squared_v2v2(co_ss[1], mval),
len_squared_v2v2(co_ss[2], mval)};
if (min_fff(UNPACK3(dist_points)) < RULER_PICK_DIST_SQ) {
co_index_best = min_axis_v3(dist_points);
}
else {
co_index_best = -1;
}
}
}
}
else {
dist = dist_squared_to_line_segment_v2(mval, co_ss[0], co_ss[2]);
if (dist < dist_best) {
dist_best = dist;
ruler_item_best = ruler_item;
{
float dist_points[2] = {len_squared_v2v2(co_ss[0], mval),
len_squared_v2v2(co_ss[2], mval)};
if (min_ff(UNPACK2(dist_points)) < RULER_PICK_DIST_SQ) {
co_index_best = (dist_points[0] < dist_points[1]) ? 0 : 2;
}
else {
co_index_best = -1;
}
}
}
}
}
if (ruler_item_best) {
*r_ruler_item = ruler_item_best;
*r_co_index = co_index_best;
return true;
}
else {
*r_ruler_item = NULL;
*r_co_index = -1;
return false;
}
}
/* -------------------------------------------------------------------- */
/* local callbacks */
static void ruler_info_draw_pixel(const struct bContext *C, ARegion *ar, void *arg)
{
Scene *scene = CTX_data_scene(C);
UnitSettings *unit = &scene->unit;
const int do_split = unit->flag & USER_UNIT_OPT_SPLIT;
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);
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) {
const float ruler_angle = angle_v3v3v3(ruler_item->co[0],
ruler_item->co[1],
ruler_item->co[2]);
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;
int j;
const float px_scale = ED_view3d_pixel_size(rv3d, ruler_item->co[1]) * arc_size;
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 */
if (unit->system == USER_UNIT_NONE) {
BLI_snprintf(numstr, sizeof(numstr), "%.*f°", prec, RAD2DEGF(ruler_angle));
}
else {
bUnit_AsString(numstr, sizeof(numstr),
(double)ruler_angle,
prec, unit->system, B_UNIT_ROTATION, do_split, false);
}
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] + numstr_size[0] + bg_margin, pos[1] + numstr_size[1] + bg_margin,
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 {
const float ruler_len = len_v3v3(ruler_item->co[0], ruler_item->co[2]);
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 */
const float dir_default_x[2] = {1, 0};
float pos[2];
float numstr_angle;
bool flip_text;
/* angle for text */
numstr_angle = angle_signed_v2v2(dir_ruler, dir_default_x);
/* keep text upright */
if (numstr_angle >= (float)(M_PI / 2.0)) {
numstr_angle -= (float)M_PI;
flip_text = true;
}
else if (numstr_angle <= -(float)(M_PI / 2.0)) {
numstr_angle += (float)M_PI;
flip_text = true;
}
else {
flip_text = false;
}
if (unit->system == USER_UNIT_NONE) {
BLI_snprintf(numstr, sizeof(numstr), "%.*f", prec, ruler_len);
}
else {
bUnit_AsString(numstr, sizeof(numstr),
(double)(ruler_len * unit->scale_length),
prec, unit->system, B_UNIT_LENGTH, do_split, false);
}
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 */
normalize_v2(dir_ruler);
madd_v2_v2fl(pos, dir_ruler, numstr_size[0] / (flip_text ? 2.0f : -2.0f));
/* draw text (bg) */
glTranslatef(pos[0], pos[1], 0.0f);
glRotatef(RAD2DEGF(numstr_angle), 0.0f, 0.0f, 1.0f);
glColor4ubv(color_back);
uiSetRoundBox(UI_CNR_ALL);
uiRoundBox(-bg_margin, -bg_margin,
numstr_size[0] + bg_margin, numstr_size[1] + bg_margin,
bg_radius);
glRotatef(-RAD2DEGF(numstr_angle), 0.0f, 0.0f, 1.0f);
glTranslatef(-pos[0], -pos[1], 0.0f);
/* draw text */
glColor3ubv(color_text);
BLF_position(blf_mono_font, pos[0], pos[1], 0.0f);
BLF_rotation(blf_mono_font, numstr_angle);
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
}
/* free, use for both cancel and finish */
static void view3d_ruler_end(const struct bContext *UNUSED(C), RulerInfo *ruler_info)
{
ED_region_draw_cb_exit(ruler_info->ar->type, ruler_info->draw_handle_pixel);
}
static void view3d_ruler_free(RulerInfo *ruler_info)
{
BLI_freelistN(&ruler_info->items);
MEM_freeN(ruler_info);
}
static void view3d_ruler_item_project(bContext *C, RulerInfo *UNUSED(ruler_info), float r_co[3],
const int xy[2], const float ref[3])
{
copy_v3_v3(r_co, ref);
ED_view3d_cursor3d_position(C, r_co, xy);
}
/* use for mousemove events */
static bool view3d_ruler_item_mousemove(bContext *C, RulerInfo *ruler_info, const wmEvent *event, const bool use_ofs)
{
RulerItem *ruler_item = ruler_item_active_get(ruler_info);
if (ruler_item) {
RegionView3D *rv3d = ruler_info->ar->regiondata;
float _ref_ofs[3];
float const *ref;
if (use_ofs) {
negate_v3_v3(_ref_ofs, rv3d->ofs);
ref = _ref_ofs;
}
else {
ref = ruler_item->co[ruler_item->co_index];
}
view3d_ruler_item_project(C, ruler_info, ruler_item->co[ruler_item->co_index], event->mval, ref);
return true;
}
else {
return false;
}
}
/* -------------------------------------------------------------------- */
/* Operator callbacks */
static int view3d_ruler_invoke(bContext *C, wmOperator *op, wmEvent *event)
{
ARegion *ar = CTX_wm_region(C);
// RegionView3D *rv3d = CTX_wm_region_view3d(C);
RulerInfo *ruler_info;
(void)event;
ruler_info = MEM_callocN(sizeof(RulerInfo), "RulerInfo");
op->customdata = ruler_info;
ruler_info->ar = ar;
ruler_info->draw_handle_pixel = ED_region_draw_cb_activate(ar->type, ruler_info_draw_pixel, ruler_info, REGION_DRAW_POST_PIXEL);
WM_event_add_modal_handler(C, op);
return OPERATOR_RUNNING_MODAL;
}
static int view3d_ruler_cancel(bContext *C, wmOperator *op)
{
RulerInfo *ruler_info = op->customdata;
view3d_ruler_end(C, ruler_info);
view3d_ruler_free(ruler_info);
op->customdata = NULL;
return OPERATOR_CANCELLED;
}
static int view3d_ruler_modal(bContext *C, wmOperator *op, wmEvent *event)
{
bool do_draw = false;
int exit_code = OPERATOR_RUNNING_MODAL;
RulerInfo *ruler_info = op->customdata;
RegionView3D *rv3d = ruler_info->ar->regiondata;
(void)C;
switch (event->type) {
case LEFTMOUSE:
if (event->val == KM_RELEASE) {
if (ruler_info->state == RULER_STATE_DRAG) {
/* rubber-band angle removal */
RulerItem *ruler_item = ruler_item_active_get(ruler_info);
if (ruler_item && (ruler_item->co_index == 1) && (ruler_item->flag & RULERITEM_USE_ANGLE)) {
if (!BLI_rcti_isect_pt_v(&ruler_info->ar->winrct, &event->x)) {
ruler_item->flag &= ~RULERITEM_USE_ANGLE;
do_draw = true;
}
}
ruler_info->state = RULER_STATE_NORMAL;
}
}
else {
if (ruler_info->state == RULER_STATE_NORMAL) {
if (event->ctrl) {
/* Create new line */
const float ref[3] = {UNPACK3OP(rv3d->ofs, -)};
RulerItem *ruler_item;
/* check if we want to drag an existing point or add a new one */
ruler_info->state = RULER_STATE_DRAG;
ruler_item = ruler_item_add(ruler_info);
ruler_item_active_set(ruler_info, ruler_item);
ruler_item->co_index = 2;
view3d_ruler_item_project(C, ruler_info, ruler_item->co[0], event->mval, ref); // XXX
copy_v3_v3(ruler_item->co[2], ruler_item->co[0]);
do_draw = true;
}
else {
float mval_fl[2] = {UNPACK2(event->mval)};
RulerItem *ruler_item_pick;
int co_index;
/* select and drag */
if (view3d_ruler_pick(ruler_info, mval_fl, &ruler_item_pick, &co_index)) {
if (co_index == -1) {
if ((ruler_item_pick->flag & RULERITEM_USE_ANGLE) == 0) {
/* Add Center Point */
ruler_item_active_set(ruler_info, ruler_item_pick);
ruler_item_pick->flag |= RULERITEM_USE_ANGLE;
ruler_item_pick->co_index = 1;
ruler_info->state = RULER_STATE_DRAG;
/* update the new location */
view3d_ruler_item_mousemove(C, ruler_info, event, true);
do_draw = true;
}
}
else {
ruler_item_active_set(ruler_info, ruler_item_pick);
ruler_item_pick->co_index = co_index;
ruler_info->state = RULER_STATE_DRAG;
do_draw = true;
}
}
else {
exit_code = OPERATOR_PASS_THROUGH;
}
}
}
}
break;
case MOUSEMOVE:
{
if (ruler_info->state == RULER_STATE_DRAG) {
if (view3d_ruler_item_mousemove(C, ruler_info, event, false)) {
do_draw = true;
}
}
break;
}
case ESCKEY:
{
do_draw = true;
exit_code = OPERATOR_CANCELLED;
break;
}
default:
exit_code = OPERATOR_PASS_THROUGH;
break;
}
if (do_draw) {
ED_region_tag_redraw(ruler_info->ar);
}
if (ELEM(exit_code, OPERATOR_FINISHED, OPERATOR_CANCELLED)) {
view3d_ruler_end(C, ruler_info);
view3d_ruler_free(ruler_info);
op->customdata = NULL;
}
return exit_code;
}
void VIEW3D_OT_ruler(wmOperatorType *ot)
{
/* identifiers */
ot->name = "3D Ruler";
ot->description = "Interactive ruler";
ot->idname = "VIEW3D_OT_ruler";
/* api callbacks */
ot->invoke = view3d_ruler_invoke;
ot->cancel = view3d_ruler_cancel;
ot->modal = view3d_ruler_modal;
ot->poll = ED_operator_view3d_active;
/* flags */
ot->flag = OPTYPE_BLOCKING;
}