Orange; stuff for the animation department!
[blender.git] / source / blender / src / drawview.c
1 /**
2  * $Id$
3  *
4  * ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
5  *
6  * This program is free software; you can redistribute it and/or
7  * modify it under the terms of the GNU General Public License
8  * as published by the Free Software Foundation; either version 2
9  * of the License, or (at your option) any later version. The Blender
10  * Foundation also sells licenses for use in proprietary software under
11  * the Blender License.  See http://www.blender.org/BL/ for information
12  * about this.
13  *
14  * This program is distributed in the hope that it will be useful,
15  * but WITHOUT ANY WARRANTY; without even the implied warranty of
16  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
17  * GNU General Public License for more details.
18  *
19  * You should have received a copy of the GNU General Public License
20  * along with this program; if not, write to the Free Software Foundation,
21  * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
22  *
23  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
24  * All rights reserved.
25  *
26  * The Original Code is: all of this file.
27  *
28  * Contributor(s): none yet.
29  *
30  * ***** END GPL/BL DUAL LICENSE BLOCK *****
31  */
32
33 //#define NAN_LINEAR_PHYSICS
34
35 #include <math.h>
36 #include <string.h>
37
38 #ifdef HAVE_CONFIG_H
39 #include <config.h>
40 #endif
41
42 #ifndef WIN32
43 #include <unistd.h>
44 #include <sys/times.h>
45 #else
46 #include <io.h>
47 #endif   
48
49 #include "MEM_guardedalloc.h"
50
51 #include "PIL_time.h"
52
53 #include "BMF_Api.h"
54
55 #include "IMB_imbuf_types.h"
56
57 #include "DNA_action_types.h"
58 #include "DNA_armature_types.h"
59 #include "DNA_camera_types.h"
60 #include "DNA_constraint_types.h"
61 #include "DNA_curve_types.h"
62 #include "DNA_group_types.h"
63 #include "DNA_image_types.h"
64 #include "DNA_lattice_types.h"
65 #include "DNA_mesh_types.h"
66 #include "DNA_meshdata_types.h"
67 #include "DNA_meta_types.h"
68 #include "DNA_object_types.h"
69 #include "DNA_screen_types.h"
70 #include "DNA_texture_types.h"
71 #include "DNA_view3d_types.h"
72 #include "DNA_userdef_types.h"
73 #include "DNA_space_types.h"
74
75 #include "BLI_blenlib.h"
76 #include "BLI_arithb.h"
77 #include "BLI_editVert.h"
78
79 #include "BKE_action.h"
80 #include "BKE_armature.h"
81 #include "BKE_anim.h"
82 #include "BKE_constraint.h"
83 #include "BKE_curve.h"
84 #include "BKE_displist.h"
85 #include "BKE_depsgraph.h"
86 #include "BKE_global.h"
87 #include "BKE_lattice.h"
88 #include "BKE_library.h"
89 #include "BKE_image.h"
90 #include "BKE_ipo.h"
91 #include "BKE_key.h"
92 #include "BKE_main.h"
93 #include "BKE_object.h"
94 #include "BKE_texture.h"
95 #include "BKE_utildefines.h"
96
97 #include "BIF_butspace.h"
98 #include "BIF_drawimage.h"
99 #include "BIF_editgroup.h"
100 #include "BIF_editarmature.h"
101 #include "BIF_editmesh.h"
102 #include "BIF_gl.h"
103 #include "BIF_glutil.h"
104 #include "BIF_interface.h"
105 #include "BIF_interface_icons.h"
106 #include "BIF_mywindow.h"
107 #include "BIF_poseobject.h"
108 #include "BIF_resources.h"
109 #include "BIF_screen.h"
110 #include "BIF_space.h"
111
112 #include "BDR_drawmesh.h"
113 #include "BDR_drawobject.h"
114 #include "BDR_editobject.h"
115 #include "BDR_vpaint.h"
116
117 #include "BSE_drawview.h"
118 #include "BSE_filesel.h"
119 #include "BSE_headerbuttons.h"
120 #include "BSE_seqaudio.h"
121 #include "BSE_trans_types.h"
122 #include "BSE_time.h"
123 #include "BSE_view.h"
124
125 #include "RE_renderconverter.h"
126 #include "BPY_extern.h"
127
128 #include "blendef.h"
129 #include "mydevice.h"
130 #include "butspace.h"  // event codes
131
132 #include "BIF_transform.h"
133
134 /* Modules used */
135 #include "render.h"             // for ogl render
136 #include "radio.h"
137
138 /* locals */
139 void drawname(Object *ob);
140 void star_stuff_init_func(void);
141 void star_stuff_vertex_func(float* i);
142 void star_stuff_term_func(void);
143
144 void star_stuff_init_func(void)
145 {
146         cpack(-1);
147         glPointSize(1.0);
148         glBegin(GL_POINTS);
149 }
150 void star_stuff_vertex_func(float* i)
151 {
152         glVertex3fv(i);
153 }
154 void star_stuff_term_func(void)
155 {
156         glEnd();
157 }
158
159 void setalpha_bgpic(BGpic *bgpic)
160 {
161         int x, y, alph;
162         char *rect;
163         
164         alph= (int)(255.0*(1.0-bgpic->blend));
165         
166         rect= (char *)bgpic->rect;
167         for(y=0; y< bgpic->yim; y++) {
168                 for(x= bgpic->xim; x>0; x--, rect+=4) {
169                         rect[3]= alph;
170                 }
171         }
172 }
173
174
175 void default_gl_light(void)
176 {
177         int a;
178         
179         /* initialize */
180         if(U.light[0].flag==0 && U.light[1].flag==0 && U.light[2].flag==0) {
181                 U.light[0].flag= 1;
182                 U.light[0].vec[0]= -0.3; U.light[0].vec[1]= 0.3; U.light[0].vec[2]= 0.9;
183                 U.light[0].col[0]= 0.8; U.light[0].col[1]= 0.8; U.light[0].col[2]= 0.8;
184                 U.light[0].spec[0]= 0.5; U.light[0].spec[1]= 0.5; U.light[0].spec[2]= 0.5;
185                 U.light[0].spec[3]= 1.0;
186                 
187                 U.light[1].flag= 0;
188                 U.light[1].vec[0]= 0.5; U.light[1].vec[1]= 0.5; U.light[1].vec[2]= 0.1;
189                 U.light[1].col[0]= 0.4; U.light[1].col[1]= 0.4; U.light[1].col[2]= 0.8;
190                 U.light[1].spec[0]= 0.3; U.light[1].spec[1]= 0.3; U.light[1].spec[2]= 0.5;
191                 U.light[1].spec[3]= 1.0;
192         
193                 U.light[2].flag= 0;
194                 U.light[2].vec[0]= 0.3; U.light[2].vec[1]= -0.3; U.light[2].vec[2]= -0.2;
195                 U.light[2].col[0]= 0.8; U.light[2].col[1]= 0.5; U.light[2].col[2]= 0.4;
196                 U.light[2].spec[0]= 0.5; U.light[2].spec[1]= 0.4; U.light[2].spec[2]= 0.3;
197                 U.light[2].spec[3]= 1.0;
198         }
199         
200
201         glLightfv(GL_LIGHT0, GL_POSITION, U.light[0].vec); 
202         glLightfv(GL_LIGHT0, GL_DIFFUSE, U.light[0].col); 
203         glLightfv(GL_LIGHT0, GL_SPECULAR, U.light[0].spec); 
204
205         glLightfv(GL_LIGHT1, GL_POSITION, U.light[1].vec); 
206         glLightfv(GL_LIGHT1, GL_DIFFUSE, U.light[1].col); 
207         glLightfv(GL_LIGHT1, GL_SPECULAR, U.light[1].spec); 
208
209         glLightfv(GL_LIGHT2, GL_POSITION, U.light[2].vec); 
210         glLightfv(GL_LIGHT2, GL_DIFFUSE, U.light[2].col); 
211         glLightfv(GL_LIGHT2, GL_SPECULAR, U.light[2].spec); 
212
213         for(a=0; a<8; a++) {
214                 if(a<3) {
215                         if(U.light[a].flag) glEnable(GL_LIGHT0+a);
216                         else glDisable(GL_LIGHT0+a);
217                         
218                         // clear stuff from other opengl lamp usage
219                         glLightf(GL_LIGHT0+a, GL_SPOT_CUTOFF, 180.0);
220                         glLightf(GL_LIGHT0+a, GL_CONSTANT_ATTENUATION, 1.0);
221                         glLightf(GL_LIGHT0+a, GL_LINEAR_ATTENUATION, 0.0);
222                 }
223                 else glDisable(GL_LIGHT0+a);
224         }
225         
226         glDisable(GL_LIGHTING);
227
228         glDisable(GL_COLOR_MATERIAL);
229 }
230
231 /* also called when render 'ogl' */
232 void init_gl_stuff(void)        
233 {
234         float mat_ambient[] = { 0.0, 0.0, 0.0, 0.0 };
235         float mat_specular[] = { 0.5, 0.5, 0.5, 1.0 };
236         float mat_shininess[] = { 35.0 };
237         int a, x, y;
238         GLubyte pat[32*32];
239         const GLubyte *patc= pat;
240         
241         
242         glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, mat_ambient);
243         glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, mat_specular);
244         glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, mat_specular);
245         glMaterialfv(GL_FRONT_AND_BACK, GL_SHININESS, mat_shininess);
246
247         default_gl_light();
248         
249         /* no local viewer, looks ugly in ortho mode */
250         /* glLightModelfv(GL_LIGHT_MODEL_LOCAL_VIEWER, &one); */
251         
252         glDepthFunc(GL_LEQUAL);
253         /* scaling matrices */
254         glEnable(GL_NORMALIZE);
255
256         glShadeModel(GL_FLAT);
257
258         glDisable(GL_ALPHA_TEST);
259         glDisable(GL_BLEND);
260         glDisable(GL_DEPTH_TEST);
261         glDisable(GL_FOG);
262         glDisable(GL_LIGHTING);
263         glDisable(GL_LOGIC_OP);
264         glDisable(GL_STENCIL_TEST);
265         glDisable(GL_TEXTURE_1D);
266         glDisable(GL_TEXTURE_2D);
267
268         glPixelTransferi(GL_MAP_COLOR, GL_FALSE);
269         glPixelTransferi(GL_RED_SCALE, 1);
270         glPixelTransferi(GL_RED_BIAS, 0);
271         glPixelTransferi(GL_GREEN_SCALE, 1);
272         glPixelTransferi(GL_GREEN_BIAS, 0);
273         glPixelTransferi(GL_BLUE_SCALE, 1);
274         glPixelTransferi(GL_BLUE_BIAS, 0);
275         glPixelTransferi(GL_ALPHA_SCALE, 1);
276         glPixelTransferi(GL_ALPHA_BIAS, 0);
277         
278         glPixelTransferi(GL_DEPTH_BIAS, 0);
279         glPixelTransferi(GL_DEPTH_SCALE, 1);
280         glDepthRange(0.0, 1.0);
281         
282         a= 0;
283         for(x=0; x<32; x++) {
284                 for(y=0; y<4; y++) {
285                         if( (x) & 1) pat[a++]= 0x88;
286                         else pat[a++]= 0x22;
287                 }
288         }
289         
290         glPolygonStipple(patc);
291
292
293         init_realtime_GL();     
294 }
295
296 void circf(float x, float y, float rad)
297 {
298         GLUquadricObj *qobj = gluNewQuadric(); 
299         
300         gluQuadricDrawStyle(qobj, GLU_FILL); 
301         
302         glPushMatrix(); 
303         
304         glTranslatef(x,  y, 0.); 
305         
306         gluDisk( qobj, 0.0,  rad, 32, 1); 
307         
308         glPopMatrix(); 
309         
310         gluDeleteQuadric(qobj);
311 }
312
313 void circ(float x, float y, float rad)
314 {
315         GLUquadricObj *qobj = gluNewQuadric(); 
316         
317         gluQuadricDrawStyle(qobj, GLU_SILHOUETTE); 
318         
319         glPushMatrix(); 
320         
321         glTranslatef(x,  y, 0.); 
322         
323         gluDisk( qobj, 0.0,  rad, 32, 1); 
324         
325         glPopMatrix(); 
326         
327         gluDeleteQuadric(qobj);
328 }
329
330 /* **********  ********** */
331
332 static void draw_bgpic(void)
333 {
334         BGpic *bgpic;
335         Image *ima;
336         float vec[4], fac, asp, zoomx, zoomy;
337         float x1, y1, x2, y2, cx, cy;
338         
339         bgpic= G.vd->bgpic;
340         if(bgpic==0) return;
341         
342         if(bgpic->tex) {
343                 init_render_texture(bgpic->tex);
344                 free_unused_animimages();
345                 ima= bgpic->tex->ima;
346         }
347         else {
348                 ima= bgpic->ima;
349         }
350         
351         if(ima==0) return;
352         if(ima->ok==0) return;
353
354         tag_image_time(ima);
355         
356         /* test for image */
357         if(ima->ibuf==0) {
358         
359                 if(bgpic->rect) MEM_freeN(bgpic->rect);
360                 bgpic->rect= 0;
361                 
362                 if(bgpic->tex) {
363                         ima_ibuf_is_nul(bgpic->tex, bgpic->tex->ima);
364                 }
365                 else {
366                         waitcursor(1);
367                         load_image(ima, IB_rect, G.sce, G.scene->r.cfra);
368                         waitcursor(0);
369                 }
370                 if(ima->ibuf==0) {
371                         ima->ok= 0;
372                         return;
373                 }
374         }
375
376         if(bgpic->rect==0) {
377                 
378                 bgpic->rect= MEM_dupallocN(ima->ibuf->rect);
379                 bgpic->xim= ima->ibuf->x;
380                 bgpic->yim= ima->ibuf->y;
381                 setalpha_bgpic(bgpic);
382         }
383
384         if(G.vd->persp==2) {
385                 rcti vb;
386
387                 calc_viewborder(G.vd, &vb);
388
389                 x1= vb.xmin;
390                 y1= vb.ymin;
391                 x2= vb.xmax;
392                 y2= vb.ymax;
393         }
394         else {
395                 float sco[2];
396
397                 /* calc window coord */
398                 initgrabz(0.0, 0.0, 0.0);
399                 window_to_3d(vec, 1, 0);
400                 fac= MAX3( fabs(vec[0]), fabs(vec[1]), fabs(vec[1]) );
401                 fac= 1.0/fac;
402         
403                 asp= ( (float)ima->ibuf->y)/(float)ima->ibuf->x;
404
405                 vec[0] = vec[1] = vec[2] = 0.0;
406                 view3d_project_float(curarea, vec, sco, G.vd->persmat);
407                 cx = sco[0];
408                 cy = sco[1];
409         
410                 x1=  cx+ fac*(bgpic->xof-bgpic->size);
411                 y1=  cy+ asp*fac*(bgpic->yof-bgpic->size);
412                 x2=  cx+ fac*(bgpic->xof+bgpic->size);
413                 y2=  cy+ asp*fac*(bgpic->yof+bgpic->size);
414         }
415         
416         /* complete clip? */
417         
418         if(x2 < 0 ) return;
419         if(y2 < 0 ) return;
420         if(x1 > curarea->winx ) return;
421         if(y1 > curarea->winy ) return;
422         
423         zoomx= (x2-x1)/ima->ibuf->x;
424         zoomy= (y2-y1)/ima->ibuf->y;
425
426         glEnable(GL_BLEND);
427         if(G.vd->zbuf) glDisable(GL_DEPTH_TEST);
428
429         glBlendFunc(GL_SRC_ALPHA,  GL_ONE_MINUS_SRC_ALPHA); 
430          
431         glMatrixMode(GL_PROJECTION);
432         glPushMatrix();
433         glMatrixMode(GL_MODELVIEW);
434         glPushMatrix();
435         
436         glaDefine2DArea(&curarea->winrct);
437         glPixelZoom(zoomx, zoomy);
438         glaDrawPixelsSafe(x1, y1, ima->ibuf->x, ima->ibuf->y, GL_UNSIGNED_BYTE, bgpic->rect);
439         glPixelZoom(1.0, 1.0);
440
441         glMatrixMode(GL_PROJECTION);
442         glPopMatrix();
443         glMatrixMode(GL_MODELVIEW);
444         glPopMatrix();
445         
446         glBlendFunc(GL_ONE,  GL_ZERO); 
447         glDisable(GL_BLEND);
448         if(G.vd->zbuf) glEnable(GL_DEPTH_TEST);
449         
450         areawinset(curarea->win);       // restore viewport / scissor
451 }
452
453 void timestr(double time, char *str)
454 {
455         /* format 00:00:00.00 (hr:min:sec) string has to be 12 long */
456         int  hr= (int)      time/(60*60);
457         int min= (int) fmod(time/60, 60.0);
458         int sec= (int) fmod(time, 60.0);
459         int hun= (int) fmod(time*100.0, 100.0);
460
461         if (hr) {
462                 sprintf(str, "%.2d:%.2d:%.2d.%.2d",hr,min,sec,hun);
463         } else {
464                 sprintf(str, "%.2d:%.2d.%.2d",min,sec,hun);
465         }
466
467         str[11]=0;
468 }
469
470 static void drawgrid_draw(float wx, float wy, float x, float y, float dx)
471 {
472         float fx, fy;
473         
474         x+= (wx); 
475         y+= (wy);
476         fx= x/dx;
477         fx= x-dx*floor(fx);
478         
479         while(fx< curarea->winx) {
480                 fdrawline(fx,  0.0,  fx,  (float)curarea->winy); 
481                 fx+= dx; 
482         }
483
484         fy= y/dx;
485         fy= y-dx*floor(fy);
486         
487
488         while(fy< curarea->winy) {
489                 fdrawline(0.0,  fy,  (float)curarea->winx,  fy); 
490                 fy+= dx;
491         }
492
493 }
494
495 // not intern, called in editobject for constraint axis too
496 void make_axis_color(char *col, char *col2, char axis)
497 {
498         if(axis=='x') {
499                 col2[0]= col[0]>219?255:col[0]+36;
500                 col2[1]= col[1]<26?0:col[1]-26;
501                 col2[2]= col[2]<26?0:col[2]-26;
502         }
503         else if(axis=='y') {
504                 col2[0]= col[0]<46?0:col[0]-36;
505                 col2[1]= col[1]>189?255:col[1]+66;
506                 col2[2]= col[2]<46?0:col[2]-36; 
507         }
508         else {
509                 col2[0]= col[0]<26?0:col[0]-26; 
510                 col2[1]= col[1]<26?0:col[1]-26; 
511                 col2[2]= col[2]>209?255:col[2]+46;
512         }
513         
514 }
515
516 static void drawgrid(void)
517 {
518         /* extern short bgpicmode; */
519         float wx, wy, x, y, fw, fx, fy, dx;
520         float vec4[4];
521         char col[3], col2[3];
522         
523         vec4[0]=vec4[1]=vec4[2]=0.0; 
524         vec4[3]= 1.0;
525         Mat4MulVec4fl(G.vd->persmat, vec4);
526         fx= vec4[0]; 
527         fy= vec4[1]; 
528         fw= vec4[3];
529
530         wx= (curarea->winx/2.0);        /* because of rounding errors, grid at wrong location */
531         wy= (curarea->winy/2.0);
532
533         x= (wx)*fx/fw;
534         y= (wy)*fy/fw;
535
536         vec4[0]=vec4[1]=G.vd->grid; 
537         vec4[2]= 0.0;
538         vec4[3]= 1.0;
539         Mat4MulVec4fl(G.vd->persmat, vec4);
540         fx= vec4[0]; 
541         fy= vec4[1]; 
542         fw= vec4[3];
543
544         dx= fabs(x-(wx)*fx/fw);
545         if(dx==0) dx= fabs(y-(wy)*fy/fw);
546         
547         glDepthMask(0);         // disable write in zbuffer
548
549         /* check zoom out */
550         BIF_ThemeColor(TH_GRID);
551         persp(PERSP_WIN);
552         
553         if(dx<6.0) {
554                 G.vd->gridview*= 10.0;
555                 dx*= 10.0;
556                 
557                 if(dx<6.0) {    
558                         G.vd->gridview*= 10.0;
559                         dx*= 10.0;
560                         
561                         if(dx<6.0) {
562                                 G.vd->gridview*= 10.0;
563                                 dx*=10;
564                                 if(dx<6.0);
565                                 else {
566                                         BIF_ThemeColor(TH_GRID);
567                                         drawgrid_draw(wx, wy, x, y, dx);
568                                 }
569                         }
570                         else {  // start blending out
571                                 BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
572                                 drawgrid_draw(wx, wy, x, y, dx);
573                         
574                                 BIF_ThemeColor(TH_GRID);
575                                 drawgrid_draw(wx, wy, x, y, 10*dx);
576                         }
577                 }
578                 else {  // start blending out (6 < dx < 60)
579                         BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
580                         drawgrid_draw(wx, wy, x, y, dx);
581                         
582                         BIF_ThemeColor(TH_GRID);
583                         drawgrid_draw(wx, wy, x, y, 10*dx);
584                 }
585         }
586         else {
587                 if(dx>60.0) {           // start blending in
588                         G.vd->gridview/= 10.0;
589                         dx/= 10.0;                      
590                         if(dx>60.0) {           // start blending in
591                                 G.vd->gridview/= 10.0;
592                                 dx/= 10.0;
593                                 if(dx>60.0) {
594                                         BIF_ThemeColor(TH_GRID);
595                                         drawgrid_draw(wx, wy, x, y, dx);
596                                 }
597                                 else {
598                                         BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
599                                         drawgrid_draw(wx, wy, x, y, dx);
600                                         BIF_ThemeColor(TH_GRID);
601                                         drawgrid_draw(wx, wy, x, y, dx*10);
602                                 }
603                         }
604                         else {
605                                 BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
606                                 drawgrid_draw(wx, wy, x, y, dx);
607                                 BIF_ThemeColor(TH_GRID);                                
608                                 drawgrid_draw(wx, wy, x, y, dx*10);
609                         }
610                 }
611                 else {
612                         BIF_ThemeColorBlend(TH_BACK, TH_GRID, dx/60.0);
613                         drawgrid_draw(wx, wy, x, y, dx);
614                         BIF_ThemeColor(TH_GRID);
615                         drawgrid_draw(wx, wy, x, y, dx*10);
616                 }
617         }
618
619         x+= (wx); 
620         y+= (wy);
621         BIF_GetThemeColor3ubv(TH_GRID, col);
622
623         setlinestyle(0);
624         
625         /* center cross */
626         if(G.vd->view==3) make_axis_color(col, col2, 'y');
627         else make_axis_color(col, col2, 'x');
628         glColor3ubv(col2);
629         
630         fdrawline(0.0,  y,  (float)curarea->winx,  y); 
631         
632         if(G.vd->view==7) make_axis_color(col, col2, 'y');
633         else make_axis_color(col, col2, 'z');
634         glColor3ubv(col2);
635
636         fdrawline(x, 0.0, x, (float)curarea->winy); 
637
638         glDepthMask(1);         // enable write in zbuffer
639         persp(PERSP_VIEW);
640 }
641
642
643 static void drawfloor(void)
644 {
645         View3D *vd;
646         float vert[3], grid;
647         int a, gridlines;
648         char col[3], col2[3];
649         short draw_line = 0;
650                 
651         vd= curarea->spacedata.first;
652
653         vert[2]= 0.0;
654
655         if(vd->gridlines<3) return;
656         
657         if(G.vd->zbuf && G.obedit) glDepthMask(0);      // for zbuffer-select
658         
659         gridlines= vd->gridlines/2;
660         grid= gridlines*vd->grid;
661         
662         BIF_GetThemeColor3ubv(TH_GRID, col);
663         
664         /* draw the Y axis and/or grid lines */
665         for(a= -gridlines;a<=gridlines;a++) {
666                 if(a==0) {
667                         /* check for the 'show Y axis' preference */
668                         if (vd->gridflag & V3D_SHOW_Y) { 
669                                 make_axis_color(col, col2, 'y');
670                                 glColor3ubv(col2);
671                                 
672                                 draw_line = 1;
673                         } else if (vd->gridflag & V3D_SHOW_FLOOR) {
674                                 BIF_ThemeColorShade(TH_GRID, -10);
675                         } else {
676                                 draw_line = 0;
677                         }
678                 } else {
679                         /* check for the 'show grid floor' preference */
680                         if (vd->gridflag & V3D_SHOW_FLOOR) {
681                                 if( (a % 10)==0) {
682                                         BIF_ThemeColorShade(TH_GRID, -10);
683                                 }
684                                 else BIF_ThemeColorShade(TH_GRID, 10);
685                                 
686                                 draw_line = 1;
687                         } else {
688                                 draw_line = 0;
689                         }
690                 }
691                 
692                 if (draw_line) {
693                         glBegin(GL_LINE_STRIP);
694                 vert[0]= a*vd->grid;
695                 vert[1]= grid;
696                 glVertex3fv(vert);
697                 vert[1]= -grid;
698                 glVertex3fv(vert);
699                         glEnd();
700                 }
701         }
702         
703         /* draw the X axis and/or grid lines */
704         for(a= -gridlines;a<=gridlines;a++) {
705                 if(a==0) {
706                         /* check for the 'show X axis' preference */
707                         if (vd->gridflag & V3D_SHOW_X) { 
708                                 make_axis_color(col, col2, 'x');
709                                 glColor3ubv(col2);
710                                 
711                                 draw_line = 1;
712                         } else if (vd->gridflag & V3D_SHOW_FLOOR) {
713                                 BIF_ThemeColorShade(TH_GRID, -10);
714                         } else {
715                                 draw_line = 0;
716                         }
717                 } else {
718                         /* check for the 'show grid floor' preference */
719                         if (vd->gridflag & V3D_SHOW_FLOOR) {
720                                 if( (a % 10)==0) {
721                                         BIF_ThemeColorShade(TH_GRID, -10);
722                                 }
723                                 else BIF_ThemeColorShade(TH_GRID, 10);
724                                 
725                                 draw_line = 1;
726                         } else {
727                                 draw_line = 0;
728                         }
729                 }
730                 
731                 if (draw_line) {
732                         glBegin(GL_LINE_STRIP);
733                 vert[1]= a*vd->grid;
734                 vert[0]= grid;
735                 glVertex3fv(vert );
736                 vert[0]= -grid;
737                 glVertex3fv(vert);
738                         glEnd();
739                 }
740         }
741         
742         /* draw the Z axis line */      
743         /* check for the 'show Z axis' preference */
744         if (vd->gridflag & V3D_SHOW_Z) {
745                 make_axis_color(col, col2, 'z');
746                 glColor3ubv(col2);
747                 
748                 glBegin(GL_LINE_STRIP);
749                 vert[0]= 0;
750                 vert[1]= 0;
751                 vert[2]= grid;
752                 glVertex3fv(vert );
753                 vert[2]= -grid;
754                 glVertex3fv(vert);
755                 glEnd();
756         }
757
758         if(G.vd->zbuf && G.obedit) glDepthMask(1);      
759
760 }
761
762 static void drawcursor(View3D *v3d)
763 {
764         short mx,my,co[2];
765         int flag;
766         
767         /* we dont want the clipping for cursor */
768         flag= v3d->flag;
769         v3d->flag= 0;
770         project_short( give_cursor(), co);
771         v3d->flag= flag;
772         
773         mx = co[0];
774         my = co[1];
775
776         if(mx!=IS_CLIPPED) {
777                 setlinestyle(0); 
778                 cpack(0xFF);
779                 circ((float)mx, (float)my, 10.0);
780                 setlinestyle(4); 
781                 cpack(0xFFFFFF);
782                 circ((float)mx, (float)my, 10.0);
783                 setlinestyle(0);
784                 cpack(0x0);
785                 
786                 sdrawline(mx-20, my, mx-5, my);
787                 sdrawline(mx+5, my, mx+20, my);
788                 sdrawline(mx, my-20, mx, my-5);
789                 sdrawline(mx, my+5, mx, my+20);
790         }
791 }
792
793 /* ********* custom clipping *********** */
794
795 static void view3d_draw_clipping(View3D *v3d)
796 {
797         BoundBox *bb= v3d->clipbb;
798         
799         BIF_ThemeColorShade(TH_BACK, -8);
800         
801         glBegin(GL_QUADS);
802
803         glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[3]);
804         glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[1]);
805         glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[5]);
806         glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[3]); glVertex3fv(bb->vec[2]); glVertex3fv(bb->vec[6]);
807         glVertex3fv(bb->vec[1]); glVertex3fv(bb->vec[5]); glVertex3fv(bb->vec[6]); glVertex3fv(bb->vec[2]);
808         glVertex3fv(bb->vec[7]); glVertex3fv(bb->vec[4]); glVertex3fv(bb->vec[0]); glVertex3fv(bb->vec[3]);
809         
810         glEnd();
811 }
812
813 void view3d_set_clipping(View3D *v3d)
814 {
815         double plane[4];
816         int a;
817         
818         for(a=0; a<4; a++) {
819                 QUATCOPY(plane, v3d->clip[a]);
820                 glClipPlane(GL_CLIP_PLANE0+a, plane);
821                 glEnable(GL_CLIP_PLANE0+a);
822         }
823 }
824
825 void view3d_clr_clipping(void)
826 {
827         int a;
828         
829         for(a=0; a<4; a++) {
830                 glDisable(GL_CLIP_PLANE0+a);
831         }
832 }
833
834 int view3d_test_clipping(View3D *v3d, float *vec)
835 {
836         /* vec in world coordinates, returns 1 if clipped */
837         float view[3];
838         
839         VECCOPY(view, vec);
840         
841         if(0.0f < v3d->clip[0][3] + INPR(view, v3d->clip[0]))
842                 if(0.0f < v3d->clip[1][3] + INPR(view, v3d->clip[1]))
843                         if(0.0f < v3d->clip[2][3] + INPR(view, v3d->clip[2]))
844                                 if(0.0f < v3d->clip[3][3] + INPR(view, v3d->clip[3]))
845                                         return 0;
846
847         return 1;
848 }
849
850 /* ********* end custom clipping *********** */
851
852 static void view3d_get_viewborder_size(View3D *v3d, float size_r[2])
853 {
854         float winmax= MAX2(v3d->area->winx, v3d->area->winy);
855         float aspect= (float) (G.scene->r.xsch*G.scene->r.xasp)/(G.scene->r.ysch*G.scene->r.yasp);
856
857         if(aspect>1.0) {
858                 size_r[0]= winmax;
859                 size_r[1]= winmax/aspect;
860         } else {
861                 size_r[0]= winmax*aspect;
862                 size_r[1]= winmax;
863         }
864 }
865
866 void calc_viewborder(struct View3D *v3d, rcti *viewborder_r)
867 {
868         float zoomfac, size[2];
869
870         view3d_get_viewborder_size(v3d, size);
871
872                 /* magic zoom calculation, no idea what
873              * it signifies, if you find out, tell me! -zr
874                  */
875         /* simple, its magic dude!
876          * well, to be honest, this gives a natural feeling zooming
877          * with multiple keypad presses (ton)
878          */
879         
880         zoomfac= (M_SQRT2 + v3d->camzoom/50.0);
881         zoomfac= (zoomfac*zoomfac)*0.25;
882         
883         size[0]= size[0]*zoomfac;
884         size[1]= size[1]*zoomfac;
885
886                 /* center in window */
887         viewborder_r->xmin= 0.5*v3d->area->winx - 0.5*size[0];
888         viewborder_r->ymin= 0.5*v3d->area->winy - 0.5*size[1];
889         viewborder_r->xmax= viewborder_r->xmin + size[0];
890         viewborder_r->ymax= viewborder_r->ymin + size[1];
891 }
892
893 void view3d_set_1_to_1_viewborder(View3D *v3d)
894 {
895         float size[2];
896         int im_width= (G.scene->r.size*G.scene->r.xsch)/100;
897
898         view3d_get_viewborder_size(v3d, size);
899
900         v3d->camzoom= (sqrt(4.0*im_width/size[0]) - M_SQRT2)*50.0;
901         v3d->camzoom= CLAMPIS(v3d->camzoom, -30, 300);
902 }
903
904 static void drawviewborder(void)
905 {
906         extern void gl_round_box(int mode, float minx, float miny, float maxx, float maxy, float rad);          // interface_panel.c
907         float fac, a;
908         float x1, x2, y1, y2;
909         float x3, y3, x4, y4;
910         rcti viewborder;
911         Camera *ca= NULL;
912
913         if(G.vd->camera==NULL)
914                 return;
915         if(G.vd->camera->type==OB_CAMERA)
916                 ca = G.vd->camera->data;
917         
918         calc_viewborder(G.vd, &viewborder);
919         x1= viewborder.xmin;
920         y1= viewborder.ymin;
921         x2= viewborder.xmax;
922         y2= viewborder.ymax;
923
924         /* passepartout, specified in camera edit buttons */
925         if (ca && (ca->flag & CAM_SHOWPASSEPARTOUT)) {
926                 glBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
927                 glEnable(GL_BLEND);
928                 glColor4f(0, 0, 0, ca->passepartalpha);
929                 
930                 if (x1 > 0.0) {
931                         glRectf(0.0, (float)curarea->winy, x1, 0.0);
932                         glRectf(x2, (float)curarea->winy, (float)curarea->winx, 0.0);
933                 }
934                 if (y1 > 0.0)   {
935                         glRectf(x1, (float)curarea->winy, x2, y2);
936                         glRectf(x1, y1, x2, 0.0);
937                 }
938                 glDisable(GL_BLEND);
939         }
940         
941         /* edge */
942         glPolygonMode(GL_FRONT_AND_BACK, GL_LINE); 
943         
944         setlinestyle(0);
945         BIF_ThemeColor(TH_BACK);
946         glRectf(x1, y1, x2, y2);
947         
948         setlinestyle(3);
949         BIF_ThemeColor(TH_WIRE);
950         glRectf(x1, y1, x2, y2);
951                 
952         /* camera name */
953         if (ca && (ca->flag & CAM_SHOWNAME)) {
954                 glRasterPos2f(x1, y1-15);
955                 
956                 BMF_DrawString(G.font, G.vd->camera->id.name+2);
957         }
958
959
960         /* border */
961         if(G.scene->r.mode & R_BORDER) {
962                 
963                 cpack(0);
964                 x3= x1+ G.scene->r.border.xmin*(x2-x1);
965                 y3= y1+ G.scene->r.border.ymin*(y2-y1);
966                 x4= x1+ G.scene->r.border.xmax*(x2-x1);
967                 y4= y1+ G.scene->r.border.ymax*(y2-y1);
968                 
969                 cpack(0x4040FF);
970                 glRectf(x3,  y3,  x4,  y4); 
971         }
972
973         /* safety border */
974         if (ca && (ca->flag & CAM_SHOWTITLESAFE)) {
975                 fac= 0.1;
976                 
977                 a= fac*(x2-x1);
978                 x1+= a; 
979                 x2-= a;
980         
981                 a= fac*(y2-y1);
982                 y1+= a;
983                 y2-= a;
984         
985                 BIF_ThemeColorBlendShade(TH_WIRE, TH_BACK, 0.25, 0);
986                 
987                 uiSetRoundBox(15);
988                 gl_round_box(GL_LINE_LOOP, x1, y1, x2, y2, 12.0);
989         }
990         
991         setlinestyle(0);
992         glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
993
994 }
995
996
997 void backdrawview3d(int test)
998 {
999         struct Base *base;
1000
1001         if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT));
1002         else if(G.obedit && G.vd->drawtype>OB_WIRE && (G.vd->flag & V3D_ZBUF_SELECT));
1003         else {
1004                 G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
1005                 return;
1006         }
1007
1008         if( !(G.vd->flag & V3D_NEEDBACKBUFDRAW) ) return;
1009
1010         if(test) {
1011                 if(qtest()) {
1012                         addafterqueue(curarea->win, BACKBUFDRAW, 1);
1013                         return;
1014                 }
1015         }
1016         persp(PERSP_VIEW);
1017
1018 #ifdef __APPLE__
1019         glDrawBuffer(GL_AUX0);
1020 #endif  
1021         if(G.vd->drawtype > OB_WIRE) G.vd->zbuf= TRUE;
1022         curarea->win_swap &= ~WIN_BACK_OK;
1023         
1024         glDisable(GL_DITHER);
1025
1026         glClearColor(0.0, 0.0, 0.0, 0.0); 
1027         if(G.vd->zbuf) {
1028                 glEnable(GL_DEPTH_TEST);
1029                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
1030         }
1031         else {
1032                 glClear(GL_COLOR_BUFFER_BIT);
1033                 glDisable(GL_DEPTH_TEST);
1034         }
1035         
1036         if(G.vd->flag & V3D_CLIPPING)
1037                 view3d_set_clipping(G.vd);
1038         
1039         G.f |= G_BACKBUFSEL;
1040         
1041         base= (G.scene->basact);
1042         if(base && (base->lay & G.vd->lay)) {
1043                 draw_object_backbufsel(base->object);
1044         }
1045
1046         G.vd->flag &= ~V3D_NEEDBACKBUFDRAW;
1047
1048         G.f &= ~G_BACKBUFSEL;
1049         G.vd->zbuf= FALSE; 
1050         glDisable(GL_DEPTH_TEST);
1051         glEnable(GL_DITHER);
1052
1053 #ifdef __APPLE__
1054         glDrawBuffer(GL_BACK); /* we were in aux buffers */
1055 #endif
1056
1057         if(G.vd->flag & V3D_CLIPPING)
1058                 view3d_clr_clipping();
1059         
1060         /* it is important to end a view in a transform compatible with buttons */
1061         persp(PERSP_WIN);  // set ortho
1062         bwin_scalematrix(curarea->win, G.vd->blockscale, G.vd->blockscale, G.vd->blockscale);
1063
1064 }
1065
1066                 
1067 void drawname(Object *ob)
1068 {
1069         cpack(0x404040);
1070         glRasterPos3f(0.0,  0.0,  0.0);
1071         
1072         BMF_DrawString(G.font, " ");
1073         BMF_DrawString(G.font, ob->id.name+2);
1074 }
1075
1076
1077 static void draw_selected_name(Object *ob)
1078 {
1079         char info[128];
1080
1081         if(ob->type==OB_ARMATURE) {
1082                 bArmature *arm= ob->data;
1083                 char *name= NULL;
1084                 
1085                 if(ob==G.obedit) {
1086                         EditBone *ebo;
1087                         for (ebo=G.edbo.first; ebo; ebo=ebo->next){
1088                                 if ((ebo->flag & BONE_ACTIVE) && (ebo->layer & arm->layer)) {
1089                                         name= ebo->name;
1090                                         break;
1091                                 }
1092                         }
1093                 }
1094                 else if(ob->pose && (ob->flag & OB_POSEMODE)) {
1095                         bPoseChannel *pchan;
1096                         for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
1097                                 if((pchan->bone->flag & BONE_ACTIVE) && (pchan->bone->layer & arm->layer)) {
1098                                         name= pchan->name;
1099                                         break;
1100                                 }
1101                         }
1102                 }
1103                 if(name)
1104                         sprintf(info, "(%d) %s %s", CFRA, ob->id.name+2, name);
1105                 else
1106                         sprintf(info, "(%d) %s", CFRA, ob->id.name+2);
1107         }
1108         else sprintf(info, "(%d) %s", CFRA, ob->id.name+2);
1109
1110         BIF_ThemeColor(TH_TEXT_HI);
1111         glRasterPos2i(30,  10);
1112         BMF_DrawString(G.fonts, info);
1113 }
1114
1115
1116 static void draw_view_icon(void)
1117 {
1118         BIFIconID icon;
1119         
1120         if(G.vd->view==7) icon= ICON_AXIS_TOP;
1121         else if(G.vd->view==1) icon= ICON_AXIS_FRONT;
1122         else if(G.vd->view==3) icon= ICON_AXIS_SIDE;
1123         else return ;
1124
1125         glEnable(GL_BLEND);
1126         glBlendFunc(GL_SRC_ALPHA,  GL_ONE_MINUS_SRC_ALPHA); 
1127         
1128         BIF_icon_draw(5.0, 5.0, icon);
1129         
1130         glBlendFunc(GL_ONE,  GL_ZERO); 
1131         glDisable(GL_BLEND);
1132 }
1133
1134 /* ******************* view3d space & buttons ************** */
1135
1136 static void view3d_change_bgpic_ima(View3D *v3d, Image *newima) {
1137         if (v3d->bgpic && v3d->bgpic->ima!=newima) {
1138                 if (newima)
1139                         id_us_plus((ID*) newima);
1140                 if (v3d->bgpic->ima)
1141                         v3d->bgpic->ima->id.us--;
1142                 v3d->bgpic->ima= newima;
1143
1144                 if(v3d->bgpic->rect) MEM_freeN(v3d->bgpic->rect);
1145                 v3d->bgpic->rect= NULL;
1146                 
1147                 allqueue(REDRAWVIEW3D, 0);
1148         }
1149 }
1150 static void view3d_change_bgpic_tex(View3D *v3d, Tex *newtex) {
1151         if (v3d->bgpic && v3d->bgpic->tex!=newtex) {
1152                 if (newtex)
1153                         id_us_plus((ID*) newtex);
1154                 if (v3d->bgpic->tex)
1155                         v3d->bgpic->tex->id.us--;
1156                 v3d->bgpic->tex= newtex;
1157                 
1158                 allqueue(REDRAWVIEW3D, 0);
1159         }
1160 }
1161
1162 static void load_bgpic_image(char *name)
1163 {
1164         Image *ima;
1165         View3D *vd;
1166         
1167         areawinset(curarea->win);
1168         vd= G.vd;
1169         if(vd==0 || vd->bgpic==0) return;
1170         
1171         ima= add_image(name);
1172         if(ima) {
1173                 if(vd->bgpic->ima) {
1174                         vd->bgpic->ima->id.us--;
1175                 }
1176                 vd->bgpic->ima= ima;
1177                 
1178                 free_image_buffers(ima);        /* force read again */
1179                 ima->ok= 1;
1180         }
1181         allqueue(REDRAWVIEW3D, 0);
1182         
1183 }
1184
1185 /* this one assumes there is only one global active object in blender...  (for object panel) */
1186 static float ob_eul[4]; // used for quat too....
1187 /* this one assumes there is only one editmode in blender...  (for object panel) */
1188 static float ve_median[5];
1189
1190 /* is used for both read and write... */
1191 static void v3d_editvertex_buts(uiBlock *block, Object *ob, float lim)
1192 {
1193         static int curdef=0;
1194         static float *defweightp= NULL;
1195         EditMesh *em = G.editMesh;
1196         EditVert *eve, *evedef=NULL;
1197         EditEdge *eed;
1198         float median[5];
1199         int tot, totw, totweight, totedge;
1200         char defstr[320];
1201         
1202         median[0]= median[1]= median[2]= median[3]= median[4]= 0.0;
1203         tot= totw= totweight= totedge= 0;
1204         defstr[0]= 0;
1205
1206         if(ob->type==OB_MESH) {         
1207                 eve= em->verts.first;
1208                 while(eve) {
1209                         if(eve->f & 1) {
1210                                 evedef= eve;
1211                                 tot++;
1212                                 VecAddf(median, median, eve->co);
1213                         }
1214                         eve= eve->next;
1215                 }
1216                 eed= em->edges.first;
1217                 while(eed) {
1218                         if((eed->f & SELECT)) {
1219                                 totedge++;
1220                                 median[3]+= eed->crease;
1221                         }
1222                         eed= eed->next;
1223                 }
1224                 /* check for defgroups */
1225                 if(tot==1 && evedef->totweight) {
1226                         bDeformGroup *dg;
1227                         int i, max=1, init=1;
1228                         char str[32];
1229                         
1230                         for (i=0; i<evedef->totweight; i++){
1231                                 dg = BLI_findlink (&ob->defbase, evedef->dw[i].def_nr);
1232                                 max+= sprintf(str, "%s %%x%d|", dg->name, evedef->dw[i].def_nr); 
1233                                 if(max<320) strcat(defstr, str);
1234                                 
1235                                 if(curdef==evedef->dw[i].def_nr) {
1236                                         init= 0;
1237                                         defweightp= &evedef->dw[i].weight;
1238                                 }
1239                         }
1240                         
1241                         if(init) {      // needs new initialized 
1242                                 curdef= evedef->dw[0].def_nr;
1243                                 defweightp= &evedef->dw[0].weight;
1244                         }
1245                 }
1246         }
1247         else if(ob->type==OB_CURVE || ob->type==OB_SURF) {
1248                 extern ListBase editNurb; /* editcurve.c */
1249                 Nurb *nu;
1250                 BPoint *bp;
1251                 BezTriple *bezt;
1252                 int a;
1253                 
1254                 nu= editNurb.first;
1255                 while(nu) {
1256                         if((nu->type & 7)==1) {
1257                                 bezt= nu->bezt;
1258                                 a= nu->pntsu;
1259                                 while(a--) {
1260                                         if(bezt->f2 & 1) {
1261                                                 VecAddf(median, median, bezt->vec[1]);
1262                                                 tot++;
1263                                                 median[4]+= bezt->weight;
1264                                                 totweight++;
1265                                         }
1266                                         else {
1267                                                 if(bezt->f1 & 1) {
1268                                                         VecAddf(median, median, bezt->vec[0]);
1269                                                         tot++;
1270                                                 }
1271                                                 if(bezt->f3 & 1) {
1272                                                         VecAddf(median, median, bezt->vec[2]);
1273                                                         tot++;
1274                                                 }
1275                                         }
1276                                         bezt++;
1277                                 }
1278                         }
1279                         else {
1280                                 bp= nu->bp;
1281                                 a= nu->pntsu*nu->pntsv;
1282                                 while(a--) {
1283                                         if(bp->f1 & 1) {
1284                                                 VecAddf(median, median, bp->vec);
1285                                                 median[3]+= bp->vec[3];
1286                                                 totw++;
1287                                                 tot++;
1288                                                 median[4]+= bp->weight;
1289                                                 totweight++;
1290                                         }
1291                                         bp++;
1292                                 }
1293                         }
1294                         nu= nu->next;
1295                 }
1296         }
1297         else if(ob->type==OB_LATTICE) {
1298                 BPoint *bp;
1299                 int a;
1300                 
1301                 a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw;
1302                 bp= editLatt->def;
1303                 while(a--) {
1304                         if(bp->f1 & SELECT) {
1305                                 VecAddf(median, median, bp->vec);
1306                                 tot++;
1307                                 median[4]+= bp->weight;
1308                                 totweight++;
1309                         }
1310                         bp++;
1311                 }
1312         }
1313         
1314         if(tot==0) return;
1315
1316         median[0] /= (float)tot;
1317         median[1] /= (float)tot;
1318         median[2] /= (float)tot;
1319         if(totedge) median[3] /= (float)totedge;
1320         else if(totw) median[3] /= (float)totw;
1321         if(totweight) median[4] /= (float)totweight;
1322         
1323         if(G.vd->flag & V3D_GLOBAL_STATS)
1324                 Mat4MulVecfl(ob->obmat, median);
1325         
1326         if(block) {     // buttons
1327         
1328                 uiBlockBeginAlign(block);
1329                 uiDefButBitS(block, TOG, V3D_GLOBAL_STATS, REDRAWVIEW3D, "Global",              160, 150, 70, 19, &G.vd->flag, 0, 0, 0, 0, "Displays global values");
1330                 uiDefButBitS(block, TOGN, V3D_GLOBAL_STATS, REDRAWVIEW3D, "Local",              230, 150, 70, 19, &G.vd->flag, 0, 0, 0, 0, "Displays local values");
1331                 
1332                 memcpy(ve_median, median, sizeof(ve_median));
1333                 
1334                 uiBlockBeginAlign(block);
1335                 if(tot==1) {
1336                         uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex X:", 10, 110, 290, 19, &(ve_median[0]), -lim, lim, 10, 3, "");
1337                         uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex Y:", 10, 90, 290, 19, &(ve_median[1]), -lim, lim, 10, 3, "");
1338                         uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex Z:", 10, 70, 290, 19, &(ve_median[2]), -lim, lim, 10, 3, "");
1339                         if(totw==1)
1340                                 uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Vertex W:", 10, 50, 290, 19, &(ve_median[3]), 0.01, 100.0, 10, 3, "");
1341                         uiBlockEndAlign(block);
1342         
1343                         if(defstr[0]) {
1344                                 uiDefBut(block, LABEL, 1, "Vertex Deform Groups",               10, 40, 290, 20, NULL, 0.0, 0.0, 0, 0, "");
1345
1346                                 uiBlockBeginAlign(block);
1347                                 uiDefButF(block, NUM, B_NOP, "Weight:",                 10, 20, 150, 19, defweightp, 0.0f, 1.0f, 10, 3, "Weight value");
1348                                 uiDefButI(block, MENU, REDRAWVIEW3D, defstr,    160, 20, 140, 19, &curdef, 0.0, 0.0, 0, 0, "Current Vertex Group");
1349                                 uiBlockEndAlign(block);
1350                         }
1351                         else if(totweight)
1352                                 uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Weight:",   10, 20, 290, 19, &(ve_median[4]), 0.0, 1.0, 10, 3, "");
1353
1354                 }
1355                 else {
1356                         uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median X:", 10, 110, 290, 19, &(ve_median[0]), -lim, lim, 10, 3, "");
1357                         uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Y:", 10, 90, 290, 19, &(ve_median[1]), -lim, lim, 10, 3, "");
1358                         uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Z:", 10, 70, 290, 19, &(ve_median[2]), -lim, lim, 10, 3, "");
1359                         if(totw==tot)
1360                                 uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median W:", 10, 50, 290, 19, &(ve_median[3]), 0.01, 100.0, 10, 3, "");
1361                         uiBlockEndAlign(block);
1362                         if(totweight)
1363                                 uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Weight:",   10, 20, 290, 19, &(ve_median[4]), 0.0, 1.0, 10, 3, "Weight is used for SoftBody Goal");
1364                 }
1365                 
1366                 if(totedge==1)
1367                         uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Crease W:", 10, 30, 290, 19, &(ve_median[3]), 0.0, 1.0, 10, 3, "");
1368                 else if(totedge>1)
1369                         uiDefButF(block, NUM, B_OBJECTPANELMEDIAN, "Median Crease W:",  10, 30, 290, 19, &(ve_median[3]), 0.0, 1.0, 10, 3, "");
1370                 
1371         }
1372         else {  // apply
1373                 
1374                 if(G.vd->flag & V3D_GLOBAL_STATS) {
1375                         Mat4Invert(ob->imat, ob->obmat);
1376                         Mat4MulVecfl(ob->imat, median);
1377                         Mat4MulVecfl(ob->imat, ve_median);
1378                 }
1379                 VecSubf(median, ve_median, median);
1380                 median[3]= ve_median[3]-median[3];
1381                 median[4]= ve_median[4]-median[4];
1382                 
1383                 if(ob->type==OB_MESH) {
1384                         float diffac= 1.0;
1385                         
1386                         eve= em->verts.first;
1387                         while(eve) {
1388                                 if(eve->f & 1) {
1389                                         VecAddf(eve->co, eve->co, median);
1390                                 }
1391                                 eve= eve->next;
1392                         }
1393                         
1394                         /* calculate the differences to squeeze a range smaller when values are close to 1 or 0 */
1395                         /* this way you can edit a median value which is applied on clipped values :) */
1396                         if(totedge>1) {
1397                                 float max= 0.0;
1398                                 for(eed= em->edges.first; eed; eed= eed->next) {
1399                                         if(eed->f & SELECT) {
1400                                                 if(max < ABS(eed->crease-ve_median[3])) max= ABS(eed->crease-ve_median[3]);
1401                                         }
1402                                 }
1403                                 if(max>0.0) {
1404                                         if(ve_median[3]> 0.5) diffac= (1.0-ve_median[3])/max;
1405                                         else diffac= (ve_median[3])/max;
1406                                         if(diffac>1.0) diffac= 1.0;
1407                                 }
1408                         }
1409                         
1410                         for(eed= em->edges.first; eed; eed= eed->next) {
1411                                 if(eed->f & SELECT) {
1412                                         eed->crease+= median[3];
1413                                         eed->crease= ve_median[3] + diffac*(eed->crease-ve_median[3]);
1414                                         
1415                                         CLAMP(eed->crease, 0.0, 1.0);
1416                                 }
1417                         }
1418                         
1419                         recalc_editnormals();
1420                 }
1421                 else if(ob->type==OB_CURVE || ob->type==OB_SURF) {
1422                         extern ListBase editNurb; /* editcurve.c */
1423                         Nurb *nu;
1424                         BPoint *bp;
1425                         BezTriple *bezt;
1426                         int a;
1427                         
1428                         nu= editNurb.first;
1429                         while(nu) {
1430                                 if((nu->type & 7)==1) {
1431                                         bezt= nu->bezt;
1432                                         a= nu->pntsu;
1433                                         while(a--) {
1434                                                 if(bezt->f2 & 1) {
1435                                                         VecAddf(bezt->vec[0], bezt->vec[0], median);
1436                                                         VecAddf(bezt->vec[1], bezt->vec[1], median);
1437                                                         VecAddf(bezt->vec[2], bezt->vec[2], median);
1438                                                         bezt->weight+= median[4];
1439                                                 }
1440                                                 else {
1441                                                         if(bezt->f1 & 1) {
1442                                                                 VecAddf(bezt->vec[0], bezt->vec[0], median);
1443                                                         }
1444                                                         if(bezt->f3 & 1) {
1445                                                                 VecAddf(bezt->vec[2], bezt->vec[2], median);
1446                                                         }
1447                                                 }
1448                                                 bezt++;
1449                                         }
1450                                 }
1451                                 else {
1452                                         bp= nu->bp;
1453                                         a= nu->pntsu*nu->pntsv;
1454                                         while(a--) {
1455                                                 if(bp->f1 & 1) {
1456                                                         VecAddf(bp->vec, bp->vec, median);
1457                                                         bp->vec[3]+= median[3];
1458                                                         bp->weight+= median[4];
1459                                                 }
1460                                                 bp++;
1461                                         }
1462                                 }
1463                                 test2DNurb(nu);
1464                                 testhandlesNurb(nu); /* test for bezier too */
1465
1466                                 nu= nu->next;
1467                         }
1468                 }
1469                 else if(ob->type==OB_LATTICE) {
1470                         BPoint *bp;
1471                         int a;
1472                         
1473                         a= editLatt->pntsu*editLatt->pntsv*editLatt->pntsw;
1474                         bp= editLatt->def;
1475                         while(a--) {
1476                                 if(bp->f1 & SELECT) {
1477                                         VecAddf(bp->vec, bp->vec, median);
1478                                         bp->weight+= median[4];
1479                                 }
1480                                 bp++;
1481                         }
1482                 }
1483                 
1484                 BIF_undo_push("Transform properties");
1485         }
1486 }
1487
1488 /* assumes armature active */
1489 static void validate_bonebutton_cb(void *bonev, void *namev)
1490 {
1491         Object *ob= OBACT;
1492         
1493         if(ob && ob->type==OB_ARMATURE) {
1494                 Bone *bone= bonev;
1495                 char oldname[32], newname[32];
1496                 
1497                 /* need to be on the stack */
1498                 BLI_strncpy(newname, bone->name, 32);
1499                 BLI_strncpy(oldname, (char *)namev, 32);
1500                 /* restore */
1501                 BLI_strncpy(bone->name, oldname, 32);
1502                 
1503                 armature_bone_rename(ob->data, oldname, newname); // editarmature.c
1504                 allqueue(REDRAWALL, 0);
1505         }
1506 }
1507
1508
1509 static void v3d_posearmature_buts(uiBlock *block, Object *ob, float lim)
1510 {
1511         uiBut *but;
1512         bArmature *arm;
1513         bPoseChannel *pchan;
1514         Bone *bone;
1515
1516         arm = get_armature(OBACT);
1517         if (!arm || !ob->pose) return;
1518
1519         for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
1520                 bone = pchan->bone;
1521                 if(bone && (bone->flag & BONE_ACTIVE) && (bone->layer & arm->layer))
1522                         break;
1523         }
1524         if (!pchan) return;
1525         
1526         but= uiDefBut(block, TEX, B_DIFF, "Bone:",                              160, 140, 140, 19, bone->name, 1, 31, 0, 0, "");
1527         uiButSetFunc(but, validate_bonebutton_cb, bone, NULL);
1528         
1529         QuatToEul(pchan->quat, ob_eul);
1530         ob_eul[0]*= 180.0/M_PI;
1531         ob_eul[1]*= 180.0/M_PI;
1532         ob_eul[2]*= 180.0/M_PI;
1533         
1534         uiBlockBeginAlign(block);
1535         uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCX, REDRAWVIEW3D, ICON_UNLOCKED,     10,140,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1536         uiDefButF(block, NUM, B_ARMATUREPANEL2, "LocX:",        30, 140, 120, 19, pchan->loc, -lim, lim, 100, 3, "");
1537         uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCY, REDRAWVIEW3D, ICON_UNLOCKED,     10,120,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1538         uiDefButF(block, NUM, B_ARMATUREPANEL2, "LocY:",        30, 120, 120, 19, pchan->loc+1, -lim, lim, 100, 3, "");
1539         uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCZ, REDRAWVIEW3D, ICON_UNLOCKED,     10,100,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1540         uiDefButF(block, NUM, B_ARMATUREPANEL2, "locZ:",        30, 100, 120, 19, pchan->loc+2, -lim, lim, 100, 3, "");
1541
1542         uiBlockBeginAlign(block);
1543         uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTX, REDRAWVIEW3D, ICON_UNLOCKED,     10,70,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1544         uiDefButF(block, NUM, B_ARMATUREPANEL3, "RotX:",        30, 70, 120, 19, ob_eul, -1000.0, 1000.0, 100, 3, "");
1545         uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTY, REDRAWVIEW3D, ICON_UNLOCKED,     10,50,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1546         uiDefButF(block, NUM, B_ARMATUREPANEL3, "RotY:",        30, 50, 120, 19, ob_eul+1, -1000.0, 1000.0, 100, 3, "");
1547         uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTZ, REDRAWVIEW3D, ICON_UNLOCKED,     10,30,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1548         uiDefButF(block, NUM, B_ARMATUREPANEL3, "RotZ:",        30, 30, 120, 19, ob_eul+2, -1000.0, 1000.0, 100, 3, "");
1549         
1550         uiBlockBeginAlign(block);
1551         uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEX, REDRAWVIEW3D, ICON_UNLOCKED,    160,70,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1552         uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeX:",       180, 70, 120, 19, pchan->size, -lim, lim, 10, 3, "");
1553         uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEY, REDRAWVIEW3D, ICON_UNLOCKED,    160,50,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1554         uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeY:",       180, 50, 120, 19, pchan->size+1, -lim, lim, 10, 3, "");
1555         uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEZ, REDRAWVIEW3D, ICON_UNLOCKED,    160,30,20,19, &(pchan->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1556         uiDefButF(block, NUM, B_ARMATUREPANEL2, "SizeZ:",       180, 30, 120, 19, pchan->size+2, -lim, lim, 10, 3, "");
1557         uiBlockEndAlign(block);
1558 }
1559
1560 static void v3d_editarmature_buts(uiBlock *block, Object *ob, float lim)
1561 {
1562         bArmature *arm= G.obedit->data;
1563         EditBone *ebone;
1564         uiBut *but;
1565         
1566         ebone= G.edbo.first;
1567
1568         for (ebone = G.edbo.first; ebone; ebone=ebone->next){
1569                 if ((ebone->flag & BONE_ACTIVE) && (ebone->layer & arm->layer))
1570                         break;
1571         }
1572
1573         if (!ebone)
1574                 return;
1575         
1576         but= uiDefBut(block, TEX, B_DIFF, "Bone:",                      160, 140, 140, 19, ebone->name, 1, 31, 0, 0, "");
1577         uiButSetFunc(but, validate_editbonebutton_cb, ebone, NULL);
1578
1579         uiBlockBeginAlign(block);
1580         uiDefButF(block, NUM, B_ARMATUREPANEL1, "RootX:",       10, 70, 140, 19, ebone->head, -lim, lim, 10, 3, "");
1581         uiDefButF(block, NUM, B_ARMATUREPANEL1, "RootY:",       10, 50, 140, 19, ebone->head+1, -lim, lim, 10, 3, "");
1582         uiDefButF(block, NUM, B_ARMATUREPANEL1, "RootZ:",       10, 30, 140, 19, ebone->head+2, -lim, lim, 10, 3, "");
1583         uiBlockBeginAlign(block);
1584         uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipX:",        160, 70, 140, 19, ebone->tail, -lim, lim, 10, 3, "");
1585         uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipY:",        160, 50, 140, 19, ebone->tail+1, -lim, lim, 10, 3, "");
1586         uiDefButF(block, NUM, B_ARMATUREPANEL1, "TipZ:",        160, 30, 140, 19, ebone->tail+2, -lim, lim, 10, 3, "");
1587         uiBlockEndAlign(block);
1588         ob_eul[0]= 180.0*ebone->roll/M_PI;
1589         uiDefButF(block, NUM, B_ARMATUREPANEL1, "Roll:",        10, 100, 140, 19, ob_eul, -lim, lim, 1000, 3, "");
1590
1591 }
1592
1593 static void v3d_editmetaball_buts(uiBlock *block, Object *ob, float lim)
1594 {
1595         extern MetaElem *lastelem;
1596
1597         if(lastelem) {
1598                 uiBlockBeginAlign(block);
1599                 uiDefButF(block, NUM, B_RECALCMBALL, "LocX:", 10, 70, 140, 19, &lastelem->x, -lim, lim, 100, 3, "");
1600                 uiDefButF(block, NUM, B_RECALCMBALL, "LocY:", 10, 50, 140, 19, &lastelem->y, -lim, lim, 100, 3, "");
1601                 uiDefButF(block, NUM, B_RECALCMBALL, "LocZ:", 10, 30, 140, 19, &lastelem->z, -lim, lim, 100, 3, "");
1602
1603                 uiBlockBeginAlign(block);
1604                 if(lastelem->type!=MB_BALL)
1605                 uiDefButF(block, NUM, B_RECALCMBALL, "dx:", 160, 70, 140, 19, &lastelem->expx, 0, lim, 100, 3, "");
1606                 if((lastelem->type!=MB_BALL) && (lastelem->type!=MB_TUBE))
1607                 uiDefButF(block, NUM, B_RECALCMBALL, "dy:", 160, 50, 140, 19, &lastelem->expy, 0, lim, 100, 3, "");
1608                 if((lastelem->type==MB_ELIPSOID) || (lastelem->type==MB_CUBE))
1609                 uiDefButF(block, NUM, B_RECALCMBALL, "dz:", 160, 30, 140, 19, &lastelem->expz, 0, lim, 100, 3, "");
1610
1611                 uiBlockEndAlign(block);
1612
1613                 uiDefButF(block, NUM, B_RECALCMBALL, "Stiffness:", 10, 100, 140, 19, &lastelem->s, 0, lim, 100, 3, "");
1614         }
1615 }
1616
1617 void do_viewbuts(unsigned short event)
1618 {
1619         View3D *vd;
1620         Object *ob= OBACT;
1621         char *name;
1622         
1623         vd= G.vd;
1624         if(vd==0) return;
1625
1626         switch(event) {
1627         case B_LOADBGPIC:
1628                 if(vd->bgpic && vd->bgpic->ima) name= vd->bgpic->ima->name;
1629                 else name= G.ima;
1630                 
1631                 if(G.qual==LR_CTRLKEY)
1632                         activate_imageselect(FILE_SPECIAL, "Select Image", name, load_bgpic_image);
1633                 else
1634                         activate_fileselect(FILE_SPECIAL, "Select Image", name, load_bgpic_image);
1635                 break;
1636                 
1637         case B_BLENDBGPIC:
1638                 if(vd->bgpic && vd->bgpic->rect) setalpha_bgpic(vd->bgpic);
1639                 addqueue(curarea->win, REDRAW, 1);
1640                 break;
1641                 
1642         case B_BGPICBROWSE:
1643                 if(vd->bgpic) {
1644                         if (vd->menunr==-2) {
1645                                 activate_databrowse((ID*) vd->bgpic->ima, ID_IM, 0, B_BGPICBROWSE, &vd->menunr, do_viewbuts);
1646                         } else if (vd->menunr>0) {
1647                                 Image *newima= (Image*) BLI_findlink(&G.main->image, vd->menunr-1);
1648
1649                                 if (newima)
1650                                         view3d_change_bgpic_ima(vd, newima);
1651                         }
1652                 }
1653                 break;
1654                 
1655         case B_BGPICCLEAR:
1656                 if (vd->bgpic)
1657                         view3d_change_bgpic_ima(vd, NULL);
1658                 break;
1659                 
1660         case B_BGPICTEX:
1661                 if (vd->bgpic) {
1662                         if (vd->texnr==-2) {
1663                                 activate_databrowse((ID*) vd->bgpic->tex, ID_TE, 0, B_BGPICTEX, &vd->texnr, do_viewbuts);
1664                         } else if (vd->texnr>0) {
1665                                 Tex *newtex= (Tex*) BLI_findlink(&G.main->tex, vd->texnr-1);
1666                                 
1667                                 if (newtex)
1668                                         view3d_change_bgpic_tex(vd, newtex);
1669                         }
1670                 }
1671                 break;
1672                 
1673         case B_BGPICTEXCLEAR:
1674                 if (vd->bgpic)
1675                         view3d_change_bgpic_tex(vd, NULL);
1676                 break;
1677         
1678         case B_OBJECTPANEL:
1679                 DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
1680                 allqueue(REDRAWVIEW3D, 1);
1681                 break;
1682                 
1683         case B_OBJECTPANELROT:
1684                 if(ob) {
1685                         ob->rot[0]= M_PI*ob_eul[0]/180.0;
1686                         ob->rot[1]= M_PI*ob_eul[1]/180.0;
1687                         ob->rot[2]= M_PI*ob_eul[2]/180.0;
1688                         DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
1689                         allqueue(REDRAWVIEW3D, 1);
1690                 }
1691                 break;
1692         
1693         case B_OBJECTPANELMEDIAN:
1694                 if(ob) {
1695                         v3d_editvertex_buts(NULL, ob, 1.0);
1696                         DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
1697                         allqueue(REDRAWVIEW3D, 1);
1698                 }
1699                 break;
1700         case B_OBJECTPANELPARENT:
1701                 if(ob) {
1702                         if( test_parent_loop(ob->parent, ob) ) 
1703                                 ob->parent= NULL;
1704                         else {
1705                                 DAG_scene_sort(G.scene);
1706                                 DAG_object_flush_update(G.scene, ob, OB_RECALC_OB);
1707                                 allqueue(REDRAWVIEW3D, 1);
1708                                 allqueue(REDRAWBUTSOBJECT, 0);
1709                         }
1710                 }
1711                 break;
1712                 
1713         case B_ARMATUREPANEL1:
1714                 {
1715                         bArmature *arm= G.obedit->data;
1716                         EditBone *ebone, *child;
1717                         
1718                         for (ebone = G.edbo.first; ebone; ebone=ebone->next){
1719                                 if ((ebone->flag & BONE_ACTIVE) && (ebone->layer & arm->layer))
1720                                         break;
1721                         }
1722                         if (ebone) {
1723                                 ebone->roll= M_PI*ob_eul[0]/180.0;
1724                                 //      Update our parent
1725                                 if (ebone->parent && ebone->flag & BONE_CONNECTED){
1726                                         VECCOPY (ebone->parent->tail, ebone->head);
1727                                 }
1728                         
1729                                 //      Update our children if necessary
1730                                 for (child = G.edbo.first; child; child=child->next){
1731                                         if (child->parent == ebone && (child->flag & BONE_CONNECTED)){
1732                                                 VECCOPY (child->head, ebone->tail);
1733                                         }
1734                                 }
1735                                 if(arm->flag & ARM_MIRROR_EDIT) {
1736                                         EditBone *eboflip= armature_bone_get_mirrored(ebone);
1737                                         if(eboflip) {
1738                                                 eboflip->roll= -ebone->roll;
1739                                                 eboflip->head[0]= -ebone->head[0];
1740                                                 eboflip->tail[0]= -ebone->tail[0];
1741                                                 
1742                                                 //      Update our parent
1743                                                 if (eboflip->parent && eboflip->flag & BONE_CONNECTED){
1744                                                         VECCOPY (eboflip->parent->tail, eboflip->head);
1745                                                 }
1746                                                 
1747                                                 //      Update our children if necessary
1748                                                 for (child = G.edbo.first; child; child=child->next){
1749                                                         if (child->parent == eboflip && (child->flag & BONE_CONNECTED)){
1750                                                                 VECCOPY (child->head, eboflip->tail);
1751                                                         }
1752                                                 }
1753                                         }
1754                                 }
1755                                 
1756                                 allqueue(REDRAWVIEW3D, 1);
1757                         }
1758                 }
1759                 break;
1760         case B_ARMATUREPANEL3:  // rotate button on channel
1761                 {
1762                         bArmature *arm;
1763                         bPoseChannel *pchan;
1764                         Bone *bone;
1765                         
1766                         arm = get_armature(OBACT);
1767                         if (!arm || !ob->pose) return;
1768                                 
1769                         for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
1770                                 bone = pchan->bone;
1771                                 if(bone && (bone->flag & BONE_ACTIVE) && (bone->layer & arm->layer))
1772                                         break;
1773                         }
1774                         if (!pchan) return;
1775                         
1776                         ob_eul[0]*= M_PI/180.0;
1777                         ob_eul[1]*= M_PI/180.0;
1778                         ob_eul[2]*= M_PI/180.0;
1779                         EulToQuat(ob_eul, pchan->quat);
1780                 }
1781                 /* no break, pass on */
1782         case B_ARMATUREPANEL2:
1783                 {
1784                         ob->pose->flag |= (POSE_LOCKED|POSE_DO_UNLOCK);
1785                         DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
1786                         allqueue(REDRAWVIEW3D, 1);
1787                 }
1788                 break;
1789         }
1790 }
1791
1792
1793 static void view3d_panel_object(short cntrl)    // VIEW3D_HANDLER_OBJECT
1794 {
1795         uiBlock *block;
1796         uiBut *bt;
1797         Object *ob= OBACT;
1798         float lim;
1799         static char hexcol[128];
1800         
1801         if(ob==NULL) return;
1802
1803         block= uiNewBlock(&curarea->uiblocks, "view3d_panel_object", UI_EMBOSS, UI_HELV, curarea->win);
1804         uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE | cntrl);
1805         uiSetPanelHandler(VIEW3D_HANDLER_OBJECT);  // for close and esc
1806         
1807 /* (ton) can't use the rename trick for paint... panel names and settings are stored in the files and
1808    used to find previous locations when re-open. This causes flipping */
1809
1810         if(uiNewPanel(curarea, block, "Transform Properties", "View3d", 10, 230, 318, 204)==0) return;
1811         
1812         if(ob->id.lib) uiSetButLock(1, "Can't edit library data");
1813         
1814         if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
1815                 uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER);    // force old style frontbuffer draw
1816         }
1817         else {
1818                 bt= uiDefBut(block, TEX, B_IDNAME, "OB: ",      10,180,140,20, ob->id.name+2, 0.0, 19.0, 0, 0, "");
1819                 uiButSetFunc(bt, test_idbutton_cb, ob->id.name, NULL);
1820
1821                 uiDefIDPoinBut(block, test_obpoin_but, ID_OB, B_OBJECTPANELPARENT, "Par:", 160, 180, 140, 20, &ob->parent, "Parent Object"); 
1822         }
1823
1824         lim= 10000.0f*MAX2(1.0, G.vd->grid);
1825
1826         if(ob==G.obedit) {
1827                 if(ob->type==OB_ARMATURE) v3d_editarmature_buts(block, ob, lim);
1828                 if(ob->type==OB_MBALL) v3d_editmetaball_buts(block, ob, lim);
1829                 else v3d_editvertex_buts(block, ob, lim);
1830         }
1831         else if(ob->flag & OB_POSEMODE) {
1832                 v3d_posearmature_buts(block, ob, lim);
1833         }
1834         else if(G.f & (G_VERTEXPAINT|G_TEXTUREPAINT)) {
1835                 extern VPaint Gvp;         /* from vpaint */
1836                 static float hsv[3], old[3];    // used as temp mem for picker
1837                 uiBlockPickerButtons(block, &Gvp.r, hsv, old, hexcol, 'f', REDRAWBUTSEDIT);     /* 'f' is for floating panel */
1838         }
1839         else {
1840                 uiBlockBeginAlign(block);
1841                 uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCX, REDRAWVIEW3D, ICON_UNLOCKED,     10,140,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1842                 uiDefButF(block, NUM, B_OBJECTPANEL, "LocX:",           30, 140, 120, 19, &(ob->loc[0]), -lim, lim, 100, 3, "");
1843                 uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCY, REDRAWVIEW3D, ICON_UNLOCKED,     10,120,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1844                 uiDefButF(block, NUM, B_OBJECTPANEL, "LocY:",           30, 120, 120, 19, &(ob->loc[1]), -lim, lim, 100, 3, "");
1845                 uiDefIconButBitS(block, ICONTOG, OB_LOCK_LOCZ, REDRAWVIEW3D, ICON_UNLOCKED,     10,100,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1846                 uiDefButF(block, NUM, B_OBJECTPANEL, "LocZ:",           30, 100, 120, 19, &(ob->loc[2]), -lim, lim, 100, 3, "");
1847                 
1848                 ob_eul[0]= 180.0*ob->rot[0]/M_PI;
1849                 ob_eul[1]= 180.0*ob->rot[1]/M_PI;
1850                 ob_eul[2]= 180.0*ob->rot[2]/M_PI;
1851                 
1852                 uiBlockBeginAlign(block);
1853                 uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTX, REDRAWVIEW3D, ICON_UNLOCKED,     10,70,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1854                 uiDefButF(block, NUM, B_OBJECTPANELROT, "RotX:",        30, 70, 120, 19, &(ob_eul[0]), -lim, lim, 1000, 3, "");
1855                 uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTY, REDRAWVIEW3D, ICON_UNLOCKED,     10,50,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1856                 uiDefButF(block, NUM, B_OBJECTPANELROT, "RotY:",        30, 50, 120, 19, &(ob_eul[1]), -lim, lim, 1000, 3, "");
1857                 uiDefIconButBitS(block, ICONTOG, OB_LOCK_ROTZ, REDRAWVIEW3D, ICON_UNLOCKED,     10,30,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1858                 uiDefButF(block, NUM, B_OBJECTPANELROT, "RotZ:",        30, 30, 120, 19, &(ob_eul[2]), -lim, lim, 1000, 3, "");
1859                 
1860                 uiBlockBeginAlign(block);
1861                 uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEX, REDRAWVIEW3D, ICON_UNLOCKED,    160,70,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1862                 uiDefButF(block, NUM, B_OBJECTPANEL, "SizeX:",          180, 70, 120, 19, &(ob->size[0]), -lim, lim, 10, 3, "");
1863                 uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEY, REDRAWVIEW3D, ICON_UNLOCKED,    160,50,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1864                 uiDefButF(block, NUM, B_OBJECTPANEL, "SizeY:",          180, 50, 120, 19, &(ob->size[1]), -lim, lim, 10, 3, "");
1865                 uiDefIconButBitS(block, ICONTOG, OB_LOCK_SIZEZ, REDRAWVIEW3D, ICON_UNLOCKED,    160,30,20,19, &(ob->protectflag), 0, 0, 0, 0, "Protects this value from being Transformed");
1866                 uiDefButF(block, NUM, B_OBJECTPANEL, "SizeZ:",          180, 30, 120, 19, &(ob->size[2]), -lim, lim, 10, 3, "");
1867                 uiBlockEndAlign(block);
1868         }
1869         uiClearButLock();
1870 }
1871
1872 static void view3d_panel_background(short cntrl)        // VIEW3D_HANDLER_BACKGROUND
1873 {
1874         uiBlock *block;
1875         View3D *vd;
1876         ID *id;
1877         char *strp;
1878         
1879         vd= G.vd;
1880
1881         block= uiNewBlock(&curarea->uiblocks, "view3d_panel_background", UI_EMBOSS, UI_HELV, curarea->win);
1882         uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE  | cntrl);
1883         uiSetPanelHandler(VIEW3D_HANDLER_BACKGROUND);  // for close and esc
1884         if(uiNewPanel(curarea, block, "Background Image", "View3d", 340, 10, 318, 204)==0) return;
1885
1886         if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
1887                 uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER);    // force old style frontbuffer draw
1888         }
1889         
1890         if(vd->flag & V3D_DISPBGPIC) {
1891                 if(vd->bgpic==0) {
1892                         vd->bgpic= MEM_callocN(sizeof(BGpic), "bgpic");
1893                         vd->bgpic->size= 5.0;
1894                         vd->bgpic->blend= 0.5;
1895                 }
1896         }
1897         
1898         uiDefButBitS(block, TOG, V3D_DISPBGPIC, REDRAWVIEW3D, "Use Background Image", 0, 162, 200, 20, &vd->flag, 0, 0, 0, 0, "Display an image in the background of the 3D View");
1899         
1900         uiDefBut(block, LABEL, 1, " ",  206, 162, 84, 20, NULL, 0.0, 0.0, 0, 0, "");
1901         
1902         
1903         if(vd->flag & V3D_DISPBGPIC) {
1904
1905                 /* Background Image */
1906                 uiDefBut(block, LABEL, 1, "Image:",     0, 128, 76, 19, NULL, 0.0, 0.0, 0, 0, "");
1907                 
1908                 uiBlockBeginAlign(block);
1909                 uiDefIconBut(block, BUT, B_LOADBGPIC, ICON_FILESEL,     90, 128, 20, 20, 0, 0, 0, 0, 0, "Open a new background image");
1910
1911                 id= (ID *)vd->bgpic->ima;
1912                 IDnames_to_pupstring(&strp, NULL, NULL, &(G.main->image), id, &(vd->menunr));
1913                 if(strp[0]) {
1914                 
1915                         uiDefButS(block, MENU, B_BGPICBROWSE, strp,     110, 128, 20, 20, &(vd->menunr), 0, 0, 0, 0, "Select a background image");
1916                 
1917                         if(vd->bgpic->ima)  {
1918                                 uiDefBut(block, TEX,        0,"BG: ",           130, 128, 140, 20, &vd->bgpic->ima->name,0.0,100.0, 0, 0, "The currently selected background image");
1919                                 uiDefIconBut(block, BUT, B_BGPICCLEAR, ICON_X, 270, 128, 20, 20, 0, 0, 0, 0, 0, "Remove background image link");
1920                         }
1921                         uiBlockEndAlign(block);
1922                 } else {
1923                         uiBlockEndAlign(block);
1924                 }
1925                 MEM_freeN(strp);
1926
1927
1928                 /* Background texture */
1929                 uiDefBut(block, LABEL, 1, "Texture:",   0, 100, 76, 19, NULL, 0.0, 0.0, 0, 0, "");
1930                 
1931                 id= (ID *)vd->bgpic->tex;
1932                 IDnames_to_pupstring(&strp, NULL, NULL, &(G.main->tex), id, &(vd->texnr));
1933                 if (strp[0])
1934                         uiBlockBeginAlign(block);
1935                         uiDefButS(block, MENU, B_BGPICTEX, strp,                        90, 100, 20,20, &(vd->texnr), 0, 0, 0, 0, "Select a texture to use as an animated background image");
1936                 MEM_freeN(strp);
1937                 
1938                 if (id) {
1939                         uiDefBut(block, TEX, B_IDNAME, "TE:",                           110, 100, 160, 20, id->name+2, 0.0, 18.0, 0, 0, "");
1940                         uiDefIconBut(block, BUT, B_BGPICTEXCLEAR, ICON_X,       270, 100, 20, 20, 0, 0, 0, 0, 0, "Remove background texture link");
1941                         uiBlockEndAlign(block);
1942                 } else {
1943                         uiBlockEndAlign(block);
1944                 }
1945
1946                 uiDefButF(block, NUMSLI, B_BLENDBGPIC, "Blend:",        0, 60 , 290, 19, &vd->bgpic->blend, 0.0,1.0, 0, 0, "Set the transparency of the background image");
1947
1948                 uiDefButF(block, NUM, REDRAWVIEW3D, "Size:",            0, 28, 140, 19, &vd->bgpic->size, 0.1, 250.0, 100, 0, "Set the size (width) of the background image");
1949
1950                 uiDefButF(block, NUM, REDRAWVIEW3D, "X Offset:",        0, 6, 140, 19, &vd->bgpic->xof, -250.0,250.0, 10, 2, "Set the horizontal offset of the background image");
1951                 uiDefButF(block, NUM, REDRAWVIEW3D, "Y Offset:",        150, 6, 140, 19, &vd->bgpic->yof, -250.0,250.0, 10, 2, "Set the vertical offset of the background image");
1952
1953         
1954                 
1955                 // uiDefButF(block, NUM, REDRAWVIEW3D, "Size:",                 160,160,150,20, &vd->bgpic->size, 0.1, 250.0, 100, 0, "Set the size for the width of the BackGroundPic");
1956                 
1957
1958
1959 //              uiDefButF(block, NUMSLI, B_BLENDBGPIC, "Blend:",        120,100,190,20,&vd->bgpic->blend, 0.0,1.0, 0, 0, "Set the BackGroundPic transparency");
1960                 
1961 //              uiDefButF(block, NUM, B_DIFF, "Center X: ",     10,70,140,20,&vd->bgpic->xof, -20.0,20.0, 10, 2, "Set the BackGroundPic X Offset");
1962 //              uiDefButF(block, NUM, B_DIFF, "Center Y: ",     160,70,140,20,&vd->bgpic->yof, -20.0,20.0, 10, 2, "Set the BackGroundPic Y Offset");
1963
1964         }
1965 }
1966
1967
1968 static void view3d_panel_properties(short cntrl)        // VIEW3D_HANDLER_SETTINGS
1969 {
1970         uiBlock *block;
1971         View3D *vd;
1972         float *curs;
1973         
1974         vd= G.vd;
1975
1976         block= uiNewBlock(&curarea->uiblocks, "view3d_panel_properties", UI_EMBOSS, UI_HELV, curarea->win);
1977         uiPanelControl(UI_PNL_SOLID | UI_PNL_CLOSE  | cntrl);
1978         uiSetPanelHandler(VIEW3D_HANDLER_PROPERTIES);  // for close and esc
1979         if(uiNewPanel(curarea, block, "View Properties", "View3d", 340, 10, 318, 204)==0) return;
1980
1981         if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
1982                 uiBlockSetFlag(block, UI_BLOCK_FRONTBUFFER);    // force old style frontbuffer draw
1983         }
1984
1985         uiDefBut(block, LABEL, 1, "Grid:",                                      10, 180, 150, 19, NULL, 0.0, 0.0, 0, 0, "");
1986         uiDefButF(block, NUM, REDRAWVIEW3D, "Spacing:",         10, 160, 140, 19, &vd->grid, 0.001, 100.0, 10, 0, "Set the distance between grid lines");
1987         uiDefButS(block, NUM, REDRAWVIEW3D, "Lines:",           10, 136, 140, 19, &vd->gridlines, 0.0, 100.0, 100, 0, "Set the number of grid lines");
1988
1989         uiDefBut(block, LABEL, 1, "3D Display:",                                        160, 180, 150, 19, NULL, 0.0, 0.0, 0, 0, "");
1990         uiDefButBitS(block, TOG, V3D_SHOW_FLOOR, REDRAWVIEW3D, "Grid Floor",160, 160, 150, 19, &vd->gridflag, 0, 0, 0, 0, "Show the grid floor in free camera mode");
1991         uiDefButBitS(block, TOG, V3D_SHOW_X, REDRAWVIEW3D, "X Axis",            160, 136, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the X Axis line");
1992         uiDefButBitS(block, TOG, V3D_SHOW_Y, REDRAWVIEW3D, "Y Axis",            212, 136, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the Y Axis line");
1993         uiDefButBitS(block, TOG, V3D_SHOW_Z, REDRAWVIEW3D, "Z Axis",            262, 136, 48, 19, &vd->gridflag, 0, 0, 0, 0, "Show the Z Axis line");
1994
1995         uiDefBut(block, LABEL, 1, "View Camera:",                       10, 110, 140, 19, NULL, 0.0, 0.0, 0, 0, "");
1996         
1997         uiDefButF(block, NUM, REDRAWVIEW3D, "Lens:",            10, 90, 140, 19, &vd->lens, 10.0, 120.0, 100, 0, "The lens angle in perspective view");
1998         uiBlockBeginAlign(block);
1999         uiDefButF(block, NUM, REDRAWVIEW3D, "Clip Start:",      10, 66, 140, 19, &vd->near, vd->grid/10.0, 100.0, 10, 0, "Set the beginning of the range in which 3D objects are displayed (perspective view)");
2000         uiDefButF(block, NUM, REDRAWVIEW3D, "Clip End:",        10, 46, 140, 19, &vd->far, 1.0, 1000.0*vd->grid, 100, 0, "Set the end of the range in which 3D objects are displayed (perspective view)");
2001         uiBlockEndAlign(block);
2002
2003         uiDefBut(block, LABEL, 1, "3D Cursor:",                         160, 110, 140, 19, NULL, 0.0, 0.0, 0, 0, "");
2004
2005         uiBlockBeginAlign(block);
2006         curs= give_cursor();
2007         uiDefButF(block, NUM, REDRAWVIEW3D, "X:",                       160, 90, 150, 22, curs, -1000.0*vd->grid, 1000.0*vd->grid, 10, 0, "X co-ordinate of the 3D cursor");
2008         uiDefButF(block, NUM, REDRAWVIEW3D, "Y:",                       160, 68, 150, 22, curs+1, -1000.0*vd->grid, 1000.0*vd->grid, 10, 0, "Y co-ordinate of the 3D cursor");
2009         uiDefButF(block, NUM, REDRAWVIEW3D, "Z:",                       160, 46, 150, 22, curs+2, -1000.0*vd->grid, 1000.0*vd->grid, 10, 0, "Z co-ordinate of the 3D cursor");
2010         uiBlockEndAlign(block);
2011
2012         uiDefButBitS(block, TOG, V3D_SELECT_OUTLINE, REDRAWVIEW3D, "Outline Selected", 10, 10, 140, 19, &vd->flag, 0, 0, 0, 0, "Highlight selected objects with an outline, in Solid, Shaded or Textured viewport shading modes");
2013         uiDefButBitS(block, TOG, V3D_DRAW_CENTERS, REDRAWVIEW3D, "All Object Centers", 160, 10, 140, 19, &vd->flag, 0, 0, 0, 0, "Draw the center points on all objects");
2014
2015 }
2016
2017
2018
2019 static void view3d_blockhandlers(ScrArea *sa)
2020 {
2021         View3D *v3d= sa->spacedata.first;
2022         short a;
2023         
2024         /* warning; blocks need to be freed each time, handlers dont remove */
2025         uiFreeBlocksWin(&sa->uiblocks, sa->win);
2026
2027         for(a=0; a<SPACE_MAXHANDLER; a+=2) {
2028         
2029                 switch(v3d->blockhandler[a]) {
2030
2031                 case VIEW3D_HANDLER_PROPERTIES:
2032                         view3d_panel_properties(v3d->blockhandler[a+1]);
2033                         break;
2034                 case VIEW3D_HANDLER_BACKGROUND:
2035                         view3d_panel_background(v3d->blockhandler[a+1]);
2036                         break;
2037                 case VIEW3D_HANDLER_OBJECT:
2038                         view3d_panel_object(v3d->blockhandler[a+1]);
2039                 
2040                         break;
2041                 
2042                 }
2043                 /* clear action value for event */
2044                 v3d->blockhandler[a+1]= 0;
2045         }
2046         uiDrawBlocksPanels(sa, 0);
2047
2048 }
2049
2050 /* ****************** View3d afterdraw *************** */
2051
2052 typedef struct View3DAfter {
2053         struct View3DAfter *next, *prev;
2054         struct Base *base;
2055         int type;
2056 } View3DAfter;
2057
2058 /* temp storage of Objects that need to be drawn as last */
2059 void add_view3d_after(View3D *v3d, Base *base, int type)
2060 {
2061         View3DAfter *v3da= MEM_callocN(sizeof(View3DAfter), "View 3d after");
2062
2063         BLI_addtail(&v3d->afterdraw, v3da);
2064         v3da->base= base;
2065         v3da->type= type;
2066 }
2067
2068 /* clears zbuffer and draws it over */
2069 static void view3d_draw_xray(View3D *v3d, int flag)
2070 {
2071         View3DAfter *v3da, *next;
2072         int doit= 0;
2073         
2074         for(v3da= v3d->afterdraw.first; v3da; v3da= v3da->next)
2075                 if(v3da->type==V3D_XRAY) doit= 1;
2076         
2077         if(doit) {
2078                 if(v3d->zbuf) glClear(GL_DEPTH_BUFFER_BIT);
2079                 v3d->xray= TRUE;
2080                 
2081                 for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
2082                         next= v3da->next;
2083                         if(v3da->type==V3D_XRAY) {
2084                                 draw_object(v3da->base, flag);
2085                                 BLI_remlink(&v3d->afterdraw, v3da);
2086                                 MEM_freeN(v3da);
2087                         }
2088                 }
2089                 v3d->xray= FALSE;
2090         }
2091 }
2092
2093 /* disables write in zbuffer and draws it over */
2094 static void view3d_draw_transp(View3D *v3d, int flag)
2095 {
2096         View3DAfter *v3da, *next;
2097
2098         glDepthMask(0);
2099         v3d->transp= TRUE;
2100                 
2101         for(v3da= v3d->afterdraw.first; v3da; v3da= next) {
2102                 next= v3da->next;
2103                 if(v3da->type==V3D_TRANSP) {
2104                         draw_object(v3da->base, flag);
2105                         BLI_remlink(&v3d->afterdraw, v3da);
2106                         MEM_freeN(v3da);
2107                 }
2108         }
2109         v3d->transp= FALSE;
2110
2111         glDepthMask(1);
2112
2113 }
2114
2115 /* *********************** */
2116
2117 static void draw_dupli_objects(View3D *v3d, Base *base)
2118 {
2119         ListBase *lb;
2120         DupliObject *dob;
2121         Base tbase;
2122         int color= (base->flag & SELECT)?TH_SELECT:TH_WIRE;
2123         char dt, dtx;
2124         
2125         /* debug */
2126         if(base->object->dup_group && base->object->dup_group->id.us<1)
2127                 color= TH_REDALERT;
2128         
2129         tbase.flag= OB_FROMDUPLI|base->flag;
2130         lb= object_duplilist(G.scene, base->object);
2131
2132         for(dob= lb->first; dob; dob= dob->next) {
2133                 tbase.object= dob->ob;
2134                 
2135                 Mat4CpyMat4(dob->ob->obmat, dob->mat);
2136                 /* extra service: draw the duplicator in drawtype of parent */
2137                 dt= tbase.object->dt; tbase.object->dt= base->object->dt;
2138                 dtx= tbase.object->dtx; tbase.object->dtx= base->object->dtx;
2139                 
2140                 BIF_ThemeColorBlend(color, TH_BACK, 0.5);
2141                 draw_object(&tbase, DRAW_CONSTCOLOR);
2142                 
2143                 /* restore */
2144                 Mat4CpyMat4(dob->ob->obmat, dob->omat);
2145                 tbase.object->dt= dt;
2146                 tbase.object->dtx= dtx;
2147         }
2148         /* Transp afterdraw disabled, afterdraw only stores base pointers, and duplis can be same obj */
2149
2150         BLI_freelistN(lb);
2151                                 
2152 }
2153
2154 void drawview3dspace(ScrArea *sa, void *spacedata)
2155 {
2156         View3D *v3d= spacedata;
2157         Base *base;
2158         Object *ob;
2159         
2160         setwinmatrixview3d(0);  /* 0= no pick rect */
2161         setviewmatrixview3d();  /* note: calls where_is_object for camera... */
2162
2163         Mat4MulMat4(v3d->persmat, v3d->viewmat, curarea->winmat);
2164         Mat4Invert(v3d->persinv, v3d->persmat);
2165         Mat4Invert(v3d->viewinv, v3d->viewmat);
2166
2167         /* calculate pixelsize factor once, is used for lamps and obcenters */
2168         {
2169                 float len1, len2, vec[3];
2170
2171                 VECCOPY(vec, v3d->persinv[0]);
2172                 len1= Normalise(vec);
2173                 VECCOPY(vec, v3d->persinv[1]);
2174                 len2= Normalise(vec);
2175                 
2176                 v3d->pixsize= 2.0f*(len1>len2?len1:len2);
2177                 
2178                 /* correct for window size */
2179                 if(curarea->winx > sa->winy) v3d->pixsize/= (float)sa->winx;
2180                 else v3d->pixsize/= (float)sa->winy;
2181         }
2182         
2183         if(v3d->drawtype > OB_WIRE) {
2184                 if(G.f & G_SIMULATION)
2185                         glClearColor(0.0, 0.0, 0.0, 0.0); 
2186                 else {
2187                         float col[3];
2188                         BIF_GetThemeColor3fv(TH_BACK, col);
2189                         glClearColor(col[0], col[1], col[2], 0.0); 
2190                 }
2191                 glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
2192                 
2193                 glLoadIdentity();
2194         }
2195         else {
2196                 float col[3];
2197                 BIF_GetThemeColor3fv(TH_BACK, col);
2198                 glClearColor(col[0], col[1], col[2], 0.0);
2199                 glClear(GL_COLOR_BUFFER_BIT);
2200         }
2201         
2202         myloadmatrix(v3d->viewmat);
2203         persp(PERSP_STORE);  // store correct view for persp(PERSP_VIEW) calls
2204
2205         if(v3d->flag & V3D_CLIPPING)
2206                 view3d_draw_clipping(v3d);
2207         
2208         /* set zbuffer after we draw clipping region */
2209         if(v3d->drawtype > OB_WIRE) {
2210                 v3d->zbuf= TRUE;
2211                 glEnable(GL_DEPTH_TEST);
2212         }
2213         
2214         // needs to be done always, gridview is adjusted in drawgrid() now
2215         v3d->gridview= v3d->grid;
2216         
2217         if(v3d->view==0 || v3d->persp!=0) {
2218                 drawfloor();
2219                 if(v3d->persp==2) {
2220                         if(G.scene->world) {
2221                                 if(G.scene->world->mode & WO_STARS) {
2222                                         RE_make_stars(star_stuff_init_func, star_stuff_vertex_func,
2223                                                                   star_stuff_term_func);
2224                                 }
2225                         }
2226                         if(v3d->flag & V3D_DISPBGPIC) draw_bgpic();
2227                 }
2228         }
2229         else {
2230                 drawgrid();
2231
2232                 if(v3d->flag & V3D_DISPBGPIC) {
2233                         draw_bgpic();
2234                 }
2235         }
2236         
2237         if(v3d->flag & V3D_CLIPPING)
2238                 view3d_set_clipping(v3d);
2239         
2240         /* draw set first */
2241         if(G.scene->set) {
2242         
2243                 base= G.scene->set->base.first;
2244                 while(base) {
2245                         
2246                         if(v3d->lay & base->lay) {
2247
2248                                 object_handle_update(base->object);
2249                                 
2250                                 BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
2251                                 draw_object(base, DRAW_CONSTCOLOR);
2252
2253                                 if(base->object->transflag & OB_DUPLI) {
2254                                         draw_dupli_objects(v3d, base);
2255                                 }
2256                         }
2257                         base= base->next;
2258                 }
2259
2260                 /* Transp and X-ray afterdraw stuff */
2261                 view3d_draw_xray(v3d, DRAW_CONSTCOLOR); // clears zbuffer if it is used!
2262                 view3d_draw_transp(v3d, DRAW_CONSTCOLOR);
2263         }
2264         
2265         /* update all objects, ipos, matrices, displists, etc. Flags set by depgraph or manual, no layer check here, gets correct flushed */
2266         for(base= G.scene->base.first; base; base= base->next) {
2267                 object_handle_update(base->object);   // bke_object.h
2268         }
2269         
2270         /* then draw not selected and the duplis, but skip editmode object */
2271         for(base= G.scene->base.first; base; base= base->next) {
2272                 if(v3d->lay & base->lay) {
2273                         
2274                         /* dupli drawing */
2275                         if(base->object->transflag & OB_DUPLI) {
2276                                 draw_dupli_objects(v3d, base);
2277                         }
2278                         if((base->flag & SELECT)==0) {
2279                                 if(base->object!=G.obedit) draw_object(base, 0);
2280                         }
2281                 }
2282         }
2283         /* draw selected and editmode */
2284         for(base= G.scene->base.first; base; base= base->next) {
2285                 if(v3d->lay & base->lay) {
2286                         if (base->object==G.obedit || ( base->flag & SELECT) ) 
2287                                 draw_object(base, 0);
2288                 }
2289         }
2290
2291         if(G.moving) {
2292                 BIF_drawConstraint();
2293                 if(G.obedit) BIF_drawPropCircle();      // only editmode has proportional edit
2294         }
2295
2296         if(G.scene->radio) RAD_drawall(v3d->drawtype>=OB_SOLID);
2297         
2298         /* Transp and X-ray afterdraw stuff */
2299         view3d_draw_xray(v3d, 0);       // clears zbuffer if it is used!
2300         view3d_draw_transp(v3d, 0);
2301         
2302         if(v3d->flag & V3D_CLIPPING)
2303                 view3d_clr_clipping();
2304         
2305         BIF_draw_manipulator(sa);
2306                 
2307         if(v3d->zbuf) {
2308                 v3d->zbuf= FALSE;
2309                 glDisable(GL_DEPTH_TEST);
2310         }
2311
2312         persp(PERSP_WIN);  // set ortho
2313         
2314         if(v3d->persp>1) drawviewborder();
2315         if(!(G.f & G_PLAYANIM)) drawcursor(v3d);
2316         draw_view_icon();
2317
2318         ob= OBACT;
2319         if(ob && (U.uiflag & USER_DRAWVIEWINFO)) 
2320                 draw_selected_name(ob);
2321         
2322         draw_area_emboss(sa);
2323         
2324         /* it is important to end a view in a transform compatible with buttons */
2325
2326         bwin_scalematrix(sa->win, v3d->blockscale, v3d->blockscale, v3d->blockscale);
2327         view3d_blockhandlers(sa);
2328
2329         curarea->win_swap= WIN_BACK_OK;
2330         
2331         if(G.f & (G_VERTEXPAINT|G_FACESELECT|G_TEXTUREPAINT|G_WEIGHTPAINT)) {
2332                 v3d->flag |= V3D_NEEDBACKBUFDRAW;
2333                 addafterqueue(curarea->win, BACKBUFDRAW, 1);
2334         }
2335         // test for backbuf select
2336         if(G.obedit && v3d->drawtype>OB_WIRE && (v3d->flag & V3D_ZBUF_SELECT)) {
2337                 extern int afterqtest(short win, unsigned short evt);   //editscreen.c
2338
2339                 v3d->flag |= V3D_NEEDBACKBUFDRAW;
2340                 if(afterqtest(curarea->win, BACKBUFDRAW)==0) {
2341                         addafterqueue(curarea->win, BACKBUFDRAW, 1);
2342                 }
2343         }
2344
2345         /* run any view3d draw handler script links */
2346         if (sa->scriptlink.totscript)
2347                 BPY_do_spacehandlers(sa, 0, SPACEHANDLER_VIEW3D_DRAW);
2348
2349         /* run scene redraw script links */
2350         if((G.f & G_DOSCRIPTLINKS) && G.scene->scriptlink.totscript &&
2351                         !during_script()) {
2352                 BPY_do_pyscript((ID *)G.scene, SCRIPT_REDRAW);
2353         }
2354
2355 }
2356
2357
2358         /* Called back by rendering system, icky
2359          */
2360 void drawview3d_render(struct View3D *v3d)
2361 {
2362         extern short v3d_windowmode;
2363         Base *base;
2364
2365         update_for_newframe_muted();    /* first, since camera can be animated */
2366
2367         v3d_windowmode= 1;
2368         setwinmatrixview3d(0);
2369         v3d_windowmode= 0;
2370         glMatrixMode(GL_PROJECTION);
2371         myloadmatrix(R.winmat);
2372         glMatrixMode(GL_MODELVIEW);
2373         
2374         setviewmatrixview3d();
2375         myloadmatrix(v3d->viewmat);
2376         Mat4MulMat4(v3d->persmat, v3d->viewmat, R.winmat);
2377         Mat4Invert(v3d->persinv, v3d->persmat);
2378         Mat4Invert(v3d->viewinv, v3d->viewmat);
2379
2380         free_all_realtime_images();
2381         reshadeall_displist();
2382         
2383         if(v3d->drawtype > OB_WIRE) {
2384                 v3d->zbuf= TRUE;
2385                 glEnable(GL_DEPTH_TEST);
2386         }
2387
2388         if(v3d->flag & V3D_CLIPPING)
2389                 view3d_set_clipping(v3d);
2390
2391         if (v3d->drawtype==OB_TEXTURE && G.scene->world) {
2392                 glClearColor(G.scene->world->horr, G.scene->world->horg, G.scene->world->horb, 0.0); 
2393         } else {
2394                 float col[3];
2395                 BIF_GetThemeColor3fv(TH_BACK, col);
2396                 glClearColor(col[0], col[1], col[2], 0.0); 
2397         }
2398         glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
2399         
2400         glLoadIdentity();
2401         myloadmatrix(v3d->viewmat);
2402         
2403         /* abuse! to make sure it doesnt draw the helpstuff */
2404         G.f |= G_SIMULATION;
2405
2406         /* first draw set */
2407         if(G.scene->set) {
2408         
2409                 base= G.scene->set->base.first;
2410                 while(base) {
2411                         if(v3d->lay & base->lay) {
2412                                 if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
2413                                 else {
2414                                         where_is_object(base->object);
2415         
2416                                         BIF_ThemeColorBlend(TH_WIRE, TH_BACK, 0.6f);
2417                                         draw_object(base, DRAW_CONSTCOLOR);
2418         
2419                                         if(base->object->transflag & OB_DUPLI) {
2420                                                 draw_dupli_objects(v3d, base);
2421                                         }
2422                                 }
2423                         }
2424                         base= base->next;
2425                 }
2426                 
2427                 /* Transp and X-ray afterdraw stuff */
2428                 view3d_draw_xray(v3d, DRAW_CONSTCOLOR); // clears zbuffer if it is used!
2429                 view3d_draw_transp(v3d, DRAW_CONSTCOLOR);
2430         }
2431
2432         /* first not selected and duplis */
2433         base= G.scene->base.first;
2434         while(base) {
2435                 
2436                 if(v3d->lay & base->lay) {
2437                         if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
2438                         else {
2439         
2440                                 if(base->object->transflag & OB_DUPLI) {
2441                                         draw_dupli_objects(v3d, base);
2442                                 }
2443                                 else if((base->flag & SELECT)==0) {
2444                                         draw_object(base, 0);
2445                                 }
2446                         }
2447                 }
2448                 
2449                 base= base->next;
2450         }
2451
2452         /* draw selected */
2453         base= G.scene->base.first;
2454         while(base) {
2455                 
2456                 if ( ((base)->flag & SELECT) && ((base)->lay & v3d->lay) ) {
2457                         if ELEM3(base->object->type, OB_LAMP, OB_CAMERA, OB_LATTICE);
2458                         else draw_object(base, 0);
2459                 }
2460                 
2461                 base= base->next;
2462         }
2463
2464         if(G.scene->radio) RAD_drawall(v3d->drawtype>=OB_SOLID);
2465
2466         /* Transp and X-ray afterdraw stuff */
2467         view3d_draw_xray(v3d, 0);       // clears zbuffer if it is used!
2468         view3d_draw_transp(v3d, 0);
2469         
2470         if(v3d->flag & V3D_CLIPPING)
2471                 view3d_clr_clipping();
2472         
2473         if(v3d->zbuf) {
2474                 v3d->zbuf= FALSE;
2475                 glDisable(GL_DEPTH_TEST);
2476         }
2477         
2478         G.f &= ~G_SIMULATION;
2479
2480         glFlush();
2481
2482         glReadPixels(0, 0, R.rectx, R.recty, GL_RGBA, GL_UNSIGNED_BYTE, R.rectot);
2483         glLoadIdentity();
2484
2485         free_all_realtime_images();
2486 }
2487
2488
2489 double tottime = 0.0;
2490
2491 int update_time(void)
2492 {
2493         static double ltime;
2494         double time;
2495
2496         if ((U.mixbufsize)&&(audiostream_pos() != CFRA)&&(G.scene->audio.flag & AUDIO_SYNC)) return 0;
2497
2498         time = PIL_check_seconds_timer();
2499         
2500         tottime += (time - ltime);
2501         ltime = time;
2502         return (tottime < 0.0);
2503 }
2504
2505 void inner_play_anim_loop(int init, int mode)
2506 {
2507         ScrArea *sa;
2508         static ScrArea *oldsa;
2509         static double swaptime;
2510         static int curmode;
2511
2512         /* init */
2513         if(init) {
2514                 oldsa= curarea;
2515                 swaptime= 1.0/(float)G.scene->r.frs_sec;
2516                 tottime= 0.0;
2517                 curmode= mode;
2518
2519                 return;
2520         }
2521
2522         set_timecursor(CFRA);
2523         
2524         update_for_newframe_muted();
2525
2526         sa= G.curscreen->areabase.first;
2527         while(sa) {
2528                 if(sa==oldsa) {
2529                         scrarea_do_windraw(sa);
2530                 }
2531                 else if(curmode & 1) { /* catch modes 1 and 3 */
2532                         if ELEM(sa->spacetype, SPACE_VIEW3D, SPACE_SEQ) {
2533                                 scrarea_do_windraw(sa);
2534                         }
2535                 }
2536                 
2537                 sa= sa->next;   
2538         }
2539         
2540         /* make sure that swaptime passed by */
2541         tottime -= swaptime;
2542         while (update_time()) PIL_sleep_ms(1);
2543
2544         if(CFRA>=EFRA) {
2545                 if (tottime > 0.0) tottime = 0.0;
2546                 CFRA= SFRA;
2547                 audiostream_stop();
2548                 audiostream_start( CFRA );
2549         }
2550         else {
2551                 if (U.mixbufsize && (G.scene->audio.flag & AUDIO_SYNC)) CFRA = audiostream_pos();
2552                 else CFRA++;
2553         }
2554 }
2555
2556 /* play_anim: 'mode' defines where to play and if repeat is on:
2557  * - 0: current area
2558  * - 1: all view3d and seq areas
2559  * - 2: current area, no replay
2560  * - 3: all view3d and seq areas, no replay */
2561 int play_anim(int mode)
2562 {
2563         ScrArea *sa, *oldsa;
2564         int cfraont;
2565         unsigned short event=0;
2566         short val;
2567
2568         /* patch for very very old scenes */
2569         if(SFRA==0) SFRA= 1;
2570         if(EFRA==0) EFRA= 250;
2571
2572         if(SFRA>EFRA) return 0;
2573         
2574         update_time();
2575
2576         /* waitcursor(1); */
2577         G.f |= G_PLAYANIM;              /* in sequence.c and view.c this is handled */
2578
2579         cfraont= CFRA;
2580         oldsa= curarea;
2581
2582         audiostream_start( CFRA );
2583         
2584         inner_play_anim_loop(1, mode);  /* 1==init */
2585         
2586          /* forces all buffers to be OK for current frame (otherwise other windows get redrawn with CFRA+1) */
2587         curarea->win_swap= WIN_BACK_OK;
2588         screen_swapbuffers();
2589         
2590         while(TRUE) {
2591
2592                 while(qtest()) {
2593                         
2594                         /* we test events first because of MKEY event */
2595                         
2596                         event= extern_qread(&val);
2597                         if(event==ESCKEY) break;
2598                         else if(event==MIDDLEMOUSE) {
2599                                 if(U.flag & USER_VIEWMOVE) {
2600                                         if(G.qual & LR_SHIFTKEY) viewmove(0);
2601                                         else if(G.qual & LR_CTRLKEY) viewmove(2);
2602                                         else viewmove(1);
2603                                 }
2604                                 else {
2605                                         if(G.qual & LR_SHIFTKEY) viewmove(1);
2606                                         else if(G.qual & LR_CTRLKEY) viewmove(2);
2607                                         else viewmove(0);
2608                                 }
2609                         }
2610                         else if(event==MKEY) {
2611                                 if(val) add_timeline_marker(CFRA-1);
2612                         }
2613                 }
2614                 if(ELEM3(event, ESCKEY, SPACEKEY, RIGHTMOUSE)) break;
2615                 
2616                 inner_play_anim_loop(0, 0);
2617                 screen_swapbuffers();
2618                                 
2619                 if((mode > 1) && CFRA==EFRA) break; /* no replay */     
2620         }
2621
2622         if(event==SPACEKEY);
2623         else CFRA= cfraont;
2624         
2625         audiostream_stop();
2626
2627         if(oldsa!=curarea) areawinset(oldsa->win);
2628         
2629         /* restore all areas */
2630         sa= G.curscreen->areabase.first;
2631         while(sa) {
2632                 if( (mode && sa->spacetype==SPACE_VIEW3D) || sa==curarea) addqueue(sa->win, REDRAW, 1);
2633                 sa= sa->next;   
2634         }
2635         
2636         /* groups could have changed ipo */
2637         allspace(REMAKEIPO, 0);
2638         allqueue(REDRAWIPO, 0);
2639         allqueue(REDRAWNLA, 0);
2640         allqueue (REDRAWACTION, 0);
2641         
2642         /* restore for cfra */
2643         update_for_newframe_muted();
2644
2645         waitcursor(0);
2646         G.f &= ~G_PLAYANIM;
2647         
2648         if (event==ESCKEY || event==SPACEKEY) return 1;
2649         else return 0;
2650 }