merge with/from trunk at r35190
[blender.git] / source / blender / editors / transform / transform_constraints.c
index 7a6244b72b8ca77eea84897f95d2cb93e0e0c8a7..4427e4724129e02872f8534e573e2415a83c5eff 100644 (file)
@@ -1,4 +1,4 @@
-/**
+/*
  * $Id$
  *
  * ***** BEGIN GPL LICENSE BLOCK *****
@@ -15,7 +15,7 @@
  *
  * You should have received a copy of the GNU General Public License
  * along with this program; if not, write to the Free Software Foundation,
- * Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
+ * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
  *
  * The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
  * All rights reserved.
 #include <string.h>
 #include <math.h>
 
-#ifdef HAVE_CONFIG_H
-#include <config.h>
-#endif
-
 #ifndef WIN32
 #include <unistd.h>
 #else
 #include <io.h>
 #endif
 
-#include "MEM_guardedalloc.h"
-
-#include "DNA_action_types.h"
-#include "DNA_armature_types.h"
-#include "DNA_camera_types.h"
-#include "DNA_curve_types.h"
-#include "DNA_effect_types.h"
-#include "DNA_image_types.h"
-#include "DNA_ipo_types.h"
-#include "DNA_key_types.h"
-#include "DNA_lamp_types.h"
-#include "DNA_lattice_types.h"
-#include "DNA_mesh_types.h"
-#include "DNA_meshdata_types.h"
-#include "DNA_meta_types.h"
+
 #include "DNA_object_types.h"
 #include "DNA_scene_types.h"
 #include "DNA_screen_types.h"
 #include "BIF_glutil.h"
 
 #include "BKE_context.h"
-#include "BKE_global.h"
-#include "BKE_utildefines.h"
+
 
 #include "ED_image.h"
 #include "ED_view3d.h"
 
-#include "BLI_arithb.h"
+#include "BLI_math.h"
+#include "BLI_utildefines.h"
 
 //#include "blendef.h"
 //
 //#include "mydevice.h"
 
-#include "WM_types.h"
 #include "UI_resources.h"
 
 
@@ -88,7 +69,7 @@
 static void drawObjectConstraint(TransInfo *t);
 
 /* ************************** CONSTRAINTS ************************* */
-void constraintAutoValues(TransInfo *t, float vec[3])
+static void constraintAutoValues(TransInfo *t, float vec[3])
 {
        int mode = t->con.mode;
        if (mode & CON_APPLY)
@@ -157,7 +138,7 @@ void constraintNumInput(TransInfo *t, float vec[3])
 static void postConstraintChecks(TransInfo *t, float vec[3], float pvec[3]) {
        int i = 0;
 
-       Mat3MulVecfl(t->con.imtx, vec);
+       mul_m3_v3(t->con.imtx, vec);
 
        snapGrid(t, vec);
 
@@ -174,14 +155,16 @@ static void postConstraintChecks(TransInfo *t, float vec[3], float pvec[3]) {
 
        if (hasNumInput(&t->num)) {
                applyNumInput(&t->num, vec);
+               removeAspectRatio(t, vec);
                constraintNumInput(t, vec);
        }
 
        /* autovalues is operator param, use that directly but not if snapping is forced */
        if (t->flag & T_AUTOVALUES && (t->tsnap.status & SNAP_FORCED) == 0)
        {
-               VECCOPY(vec, t->auto_values);
+               mul_v3_m3v3(vec, t->con.imtx, t->auto_values);
                constraintAutoValues(t, vec);
+               /* inverse transformation at the end */
        }
 
        if (t->con.mode & CON_AXIS0) {
@@ -194,28 +177,34 @@ static void postConstraintChecks(TransInfo *t, float vec[3], float pvec[3]) {
                pvec[i++] = vec[2];
        }
 
-       Mat3MulVecfl(t->con.mtx, vec);
+       mul_m3_v3(t->con.mtx, vec);
 }
 
 static void axisProjection(TransInfo *t, float axis[3], float in[3], float out[3]) {
-       float norm[3], vec[3], factor;
+       float norm[3], vec[3], factor, angle;
 
        if(in[0]==0.0f && in[1]==0.0f && in[2]==0.0f)
                return;
 
+       angle = fabs(angle_v3v3(axis, t->viewinv[2]));
+       if (angle > M_PI / 2) {
+               angle = M_PI - angle;
+       }
+       angle = 180.0f * angle / M_PI;
+
        /* For when view is parallel to constraint... will cause NaNs otherwise
           So we take vertical motion in 3D space and apply it to the
           constraint axis. Nice for camera grab + MMB */
-       if(1.0f - fabs(Inpf(axis, t->viewinv[2])) < 0.000001f) {
-               Projf(vec, in, t->viewinv[1]);
-               factor = Inpf(t->viewinv[1], vec) * 2.0f;
+       if(angle < 5.0f) {
+               project_v3_v3v3(vec, in, t->viewinv[1]);
+               factor = dot_v3v3(t->viewinv[1], vec) * 2.0f;
                /* since camera distance is quite relative, use quadratic relationship. holding shift can compensate */
                if(factor<0.0f) factor*= -factor;
                else factor*= factor;
 
                VECCOPY(out, axis);
-               Normalize(out);
-               VecMulf(out, -factor);  /* -factor makes move down going backwards */
+               normalize_v3(out);
+               mul_v3_fl(out, -factor);        /* -factor makes move down going backwards */
        }
        else {
                float v[3], i1[3], i2[3];
@@ -224,32 +213,32 @@ static void axisProjection(TransInfo *t, float axis[3], float in[3], float out[3
                float plane[3];
 
                getViewVector(t, t->con.center, norm_center);
-               Crossf(plane, norm_center, axis);
+               cross_v3_v3v3(plane, norm_center, axis);
 
-               Projf(vec, in, plane);
-               VecSubf(vec, in, vec);
+               project_v3_v3v3(vec, in, plane);
+               sub_v3_v3v3(vec, in, vec);
                
-               VecAddf(v, vec, t->con.center);
+               add_v3_v3v3(v, vec, t->con.center);
                getViewVector(t, v, norm);
 
                /* give arbitrary large value if projection is impossible */
-               factor = Inpf(axis, norm);
+               factor = dot_v3v3(axis, norm);
                if (1 - fabs(factor) < 0.0002f) {
                        VECCOPY(out, axis);
                        if (factor > 0) {
-                               VecMulf(out, 1000000000);
+                               mul_v3_fl(out, 1000000000);
                        } else {
-                               VecMulf(out, -1000000000);
-                       }
+                               mul_v3_fl(out, -1000000000);
+       }
                } else {
-                       VecAddf(v2, t->con.center, axis);
-                       VecAddf(v4, v, norm);
+                       add_v3_v3v3(v2, t->con.center, axis);
+                       add_v3_v3v3(v4, v, norm);
                        
-                       LineIntersectLine(t->con.center, v2, v, v4, i1, i2);
+                       isect_line_line_v3(t->con.center, v2, v, v4, i1, i2);
                        
-                       VecSubf(v, i2, v);
+                       sub_v3_v3v3(v, i2, v);
        
-                       VecSubf(out, i1, t->con.center);
+                       sub_v3_v3v3(out, i1, t->con.center);
                }
        }
 }
@@ -257,21 +246,21 @@ static void axisProjection(TransInfo *t, float axis[3], float in[3], float out[3
 static void planeProjection(TransInfo *t, float in[3], float out[3]) {
        float vec[3], factor, norm[3];
 
-       VecAddf(vec, in, t->con.center);
+       add_v3_v3v3(vec, in, t->con.center);
        getViewVector(t, vec, norm);
 
-       VecSubf(vec, out, in);
+       sub_v3_v3v3(vec, out, in);
 
-       factor = Inpf(vec, norm);
+       factor = dot_v3v3(vec, norm);
        if (fabs(factor) <= 0.001) {
                return; /* prevent divide by zero */
        }
-       factor = Inpf(vec, vec) / factor;
+       factor = dot_v3v3(vec, vec) / factor;
 
        VECCOPY(vec, norm);
-       VecMulf(vec, factor);
+       mul_v3_fl(vec, factor);
 
-       VecAddf(out, in, vec);
+       add_v3_v3v3(out, in, vec);
 }
 
 /*
@@ -287,10 +276,10 @@ static void applyAxisConstraintVec(TransInfo *t, TransData *td, float in[3], flo
 {
        VECCOPY(out, in);
        if (!td && t->con.mode & CON_APPLY) {
-               Mat3MulVecfl(t->con.pmtx, out);
+               mul_m3_v3(t->con.pmtx, out);
 
                // With snap, a projection is alright, no need to correct for view alignment
-               if ((t->tsnap.status & SNAP_ON) == 0) {
+               if (!(t->tsnap.mode != SCE_SNAP_MODE_INCREMENT && activeSnap(t))) {
                        if (getConstraintSpaceDimension(t) == 2) {
                                if (out[0] != 0.0f || out[1] != 0.0f || out[2] != 0.0f) {
                                        planeProjection(t, in, out);
@@ -316,7 +305,7 @@ static void applyAxisConstraintVec(TransInfo *t, TransData *td, float in[3], flo
 }
 
 /*
- * Generic callback for object based spacial constraints applied to linear motion
+ * Generic callback for object based spatial constraints applied to linear motion
  *
  * At first, the following is applied to the first data in the array
  * The IN vector in projected into the constrained space and then further
@@ -331,7 +320,7 @@ static void applyObjectConstraintVec(TransInfo *t, TransData *td, float in[3], f
        VECCOPY(out, in);
        if (t->con.mode & CON_APPLY) {
                if (!td) {
-                       Mat3MulVecfl(t->con.pmtx, out);
+                       mul_m3_v3(t->con.pmtx, out);
                        if (getConstraintSpaceDimension(t) == 2) {
                                if (out[0] != 0.0f || out[1] != 0.0f || out[2] != 0.0f) {
                                        planeProjection(t, in, out);
@@ -367,7 +356,7 @@ static void applyObjectConstraintVec(TransInfo *t, TransData *td, float in[3], f
                        if (t->con.mode & CON_AXIS2) {
                                out[2] = in[i++];
                        }
-                       Mat3MulVecfl(td->axismtx, out);
+                       mul_m3_v3(td->axismtx, out);
                }
        }
 }
@@ -393,8 +382,8 @@ static void applyAxisConstraintSize(TransInfo *t, TransData *td, float smat[3][3
                        smat[2][2] = 1.0f;
                }
 
-               Mat3MulMat3(tmat, smat, t->con.imtx);
-               Mat3MulMat3(smat, t->con.mtx, tmat);
+               mul_m3_m3m3(tmat, smat, t->con.imtx);
+               mul_m3_m3m3(smat, t->con.mtx, tmat);
        }
 }
 
@@ -410,7 +399,7 @@ static void applyObjectConstraintSize(TransInfo *t, TransData *td, float smat[3]
                float tmat[3][3];
                float imat[3][3];
 
-               Mat3Inv(imat, td->axismtx);
+               invert_m3_m3(imat, td->axismtx);
 
                if (!(t->con.mode & CON_AXIS0)) {
                        smat[0][0] = 1.0f;
@@ -422,8 +411,8 @@ static void applyObjectConstraintSize(TransInfo *t, TransData *td, float smat[3]
                        smat[2][2] = 1.0f;
                }
 
-               Mat3MulMat3(tmat, smat, imat);
-               Mat3MulMat3(smat, td->axismtx, tmat);
+               mul_m3_m3m3(tmat, smat, imat);
+               mul_m3_m3m3(smat, td->axismtx, tmat);
        }
 }
 
@@ -462,7 +451,7 @@ static void applyAxisConstraintRot(TransInfo *t, TransData *td, float vec[3], fl
                }
                /* don't flip axis if asked to or if num input */
                if (angle && (mode & CON_NOFLIP) == 0 && hasNumInput(&t->num) == 0) {
-                       if (Inpf(vec, t->viewinv[2]) > 0.0f) {
+                       if (dot_v3v3(vec, t->viewinv[2]) > 0.0f) {
                                *angle = -(*angle);
                        }
                }
@@ -508,7 +497,7 @@ static void applyObjectConstraintRot(TransInfo *t, TransData *td, float vec[3],
                        break;
                }
                if (angle && (mode & CON_NOFLIP) == 0 && hasNumInput(&t->num) == 0) {
-                       if (Inpf(vec, t->viewinv[2]) > 0.0f) {
+                       if (dot_v3v3(vec, t->viewinv[2]) > 0.0f) {
                                *angle = -(*angle);
                        }
                }
@@ -519,7 +508,7 @@ static void applyObjectConstraintRot(TransInfo *t, TransData *td, float vec[3],
 
 void setConstraint(TransInfo *t, float space[3][3], int mode, const char text[]) {
        strncpy(t->con.text + 1, text, 48);
-       Mat3CpyMat3(t->con.mtx, space);
+       copy_m3_m3(t->con.mtx, space);
        t->con.mode = mode;
        getConstraintMatrix(t);
 
@@ -535,7 +524,8 @@ void setConstraint(TransInfo *t, float space[3][3], int mode, const char text[])
 void setLocalConstraint(TransInfo *t, int mode, const char text[]) {
        if (t->flag & T_EDIT) {
                float obmat[3][3];
-               Mat3CpyMat4(obmat, t->scene->obedit->obmat);
+               copy_m3_m4(obmat, t->scene->obedit->obmat);
+               normalize_m3(obmat);
                setConstraint(t, obmat, mode, text);
        }
        else {
@@ -544,7 +534,7 @@ void setLocalConstraint(TransInfo *t, int mode, const char text[]) {
                }
                else {
                        strncpy(t->con.text + 1, text, 48);
-                       Mat3CpyMat3(t->con.mtx, t->data->axismtx);
+                       copy_m3_m3(t->con.mtx, t->data->axismtx);
                        t->con.mode = mode;
                        getConstraintMatrix(t);
 
@@ -571,9 +561,8 @@ void setUserConstraint(TransInfo *t, short orientation, int mode, const char fte
        switch(orientation) {
        case V3D_MANIP_GLOBAL:
                {
-                       float mtx[3][3];
+                       float mtx[3][3]= MAT3_UNITY;
                        sprintf(text, ftext, "global");
-                       Mat3One(mtx);
                        setConstraint(t, mtx, mode, text);
                }
                break;
@@ -599,12 +588,14 @@ void setUserConstraint(TransInfo *t, short orientation, int mode, const char fte
                break;
        }
 
+       t->con.orientation = orientation;
+
        t->con.mode |= CON_USER;
 }
 
 /*----------------- DRAWING CONSTRAINTS -------------------*/
 
-void drawConstraint(const struct bContext *C, TransInfo *t)
+void drawConstraint(TransInfo *t)
 {
        TransCon *tc = &(t->con);
 
@@ -629,35 +620,40 @@ void drawConstraint(const struct bContext *C, TransInfo *t)
                if (tc->mode & CON_SELECT) {
                        float vec[3];
                        char col2[3] = {255,255,255};
+                       int depth_test_enabled;
+
                        convertViewVec(t, vec, (short)(t->mval[0] - t->con.imval[0]), (short)(t->mval[1] - t->con.imval[1]));
-                       VecAddf(vec, vec, tc->center);
+                       add_v3_v3(vec, tc->center);
 
-                       drawLine(t, tc->center, tc->mtx[0], 'x', 0);
-                       drawLine(t, tc->center, tc->mtx[1], 'y', 0);
-                       drawLine(t, tc->center, tc->mtx[2], 'z', 0);
+                       drawLine(t, tc->center, tc->mtx[0], 'X', 0);
+                       drawLine(t, tc->center, tc->mtx[1], 'Y', 0);
+                       drawLine(t, tc->center, tc->mtx[2], 'Z', 0);
 
                        glColor3ubv((GLubyte *)col2);
 
-                       glDisable(GL_DEPTH_TEST);
+                       depth_test_enabled = glIsEnabled(GL_DEPTH_TEST);
+                       if(depth_test_enabled)
+                               glDisable(GL_DEPTH_TEST);
+
                        setlinestyle(1);
                        glBegin(GL_LINE_STRIP);
                                glVertex3fv(tc->center);
                                glVertex3fv(vec);
                        glEnd();
                        setlinestyle(0);
-                       // TRANSFORM_FIX_ME
-                       //if(G.vd->zbuf)
+
+                       if(depth_test_enabled)
                                glEnable(GL_DEPTH_TEST);
                }
 
                if (tc->mode & CON_AXIS0) {
-                       drawLine(t, tc->center, tc->mtx[0], 'x', DRAWLIGHT);
+                       drawLine(t, tc->center, tc->mtx[0], 'X', DRAWLIGHT);
                }
                if (tc->mode & CON_AXIS1) {
-                       drawLine(t, tc->center, tc->mtx[1], 'y', DRAWLIGHT);
+                       drawLine(t, tc->center, tc->mtx[1], 'Y', DRAWLIGHT);
                }
                if (tc->mode & CON_AXIS2) {
-                       drawLine(t, tc->center, tc->mtx[2], 'z', DRAWLIGHT);
+                       drawLine(t, tc->center, tc->mtx[2], 'Z', DRAWLIGHT);
                }
        }
 }
@@ -668,25 +664,28 @@ void drawPropCircle(const struct bContext *C, TransInfo *t)
        if (t->flag & T_PROP_EDIT) {
                RegionView3D *rv3d = CTX_wm_region_view3d(C);
                float tmat[4][4], imat[4][4];
+               float center[3];
 
                UI_ThemeColor(TH_GRID);
 
                if(t->spacetype == SPACE_VIEW3D && rv3d != NULL)
                {
-                       Mat4CpyMat4(tmat, rv3d->viewmat);
-                       Mat4Invert(imat, tmat);
+                       copy_m4_m4(tmat, rv3d->viewmat);
+                       invert_m4_m4(imat, tmat);
                }
                else
                {
-                       Mat4One(tmat);
-                       Mat4One(imat);
+                       unit_m4(tmat);
+                       unit_m4(imat);
                }
 
                glPushMatrix();
 
+               VECCOPY(center, t->center);
+
                if((t->spacetype == SPACE_VIEW3D) && t->obedit)
                {
-                       glMultMatrixf(t->obedit->obmat); /* because t->center is in local space */
+                       mul_m4_v3(t->obedit->obmat, center); /* because t->center is in local space */
                }
                else if(t->spacetype == SPACE_IMAGE)
                {
@@ -697,7 +696,7 @@ void drawPropCircle(const struct bContext *C, TransInfo *t)
                }
 
                set_inverted_drawing(1);
-               drawcircball(GL_LINE_LOOP, t->center, t->prop_size, imat);
+               drawcircball(GL_LINE_LOOP, center, t->prop_size, imat);
                set_inverted_drawing(0);
 
                glPopMatrix();
@@ -715,26 +714,26 @@ static void drawObjectConstraint(TransInfo *t) {
           Without drawing the first light, users have little clue what they are doing.
         */
        if (t->con.mode & CON_AXIS0) {
-               drawLine(t, td->ob->obmat[3], td->axismtx[0], 'x', DRAWLIGHT);
+               drawLine(t, td->ob->obmat[3], td->axismtx[0], 'X', DRAWLIGHT);
        }
        if (t->con.mode & CON_AXIS1) {
-               drawLine(t, td->ob->obmat[3], td->axismtx[1], 'y', DRAWLIGHT);
+               drawLine(t, td->ob->obmat[3], td->axismtx[1], 'Y', DRAWLIGHT);
        }
        if (t->con.mode & CON_AXIS2) {
-               drawLine(t, td->ob->obmat[3], td->axismtx[2], 'z', DRAWLIGHT);
+               drawLine(t, td->ob->obmat[3], td->axismtx[2], 'Z', DRAWLIGHT);
        }
 
        td++;
 
        for(i=1;i<t->total;i++,td++) {
                if (t->con.mode & CON_AXIS0) {
-                       drawLine(t, td->ob->obmat[3], td->axismtx[0], 'x', 0);
+                       drawLine(t, td->ob->obmat[3], td->axismtx[0], 'X', 0);
                }
                if (t->con.mode & CON_AXIS1) {
-                       drawLine(t, td->ob->obmat[3], td->axismtx[1], 'y', 0);
+                       drawLine(t, td->ob->obmat[3], td->axismtx[1], 'Y', 0);
                }
                if (t->con.mode & CON_AXIS2) {
-                       drawLine(t, td->ob->obmat[3], td->axismtx[2], 'z', 0);
+                       drawLine(t, td->ob->obmat[3], td->axismtx[2], 'Z', 0);
                }
        }
 }
@@ -756,8 +755,8 @@ void stopConstraint(TransInfo *t) {
 void getConstraintMatrix(TransInfo *t)
 {
        float mat[3][3];
-       Mat3Inv(t->con.imtx, t->con.mtx);
-       Mat3One(t->con.pmtx);
+       invert_m3_m3(t->con.imtx, t->con.mtx);
+       unit_m3(t->con.pmtx);
 
        if (!(t->con.mode & CON_AXIS0)) {
                t->con.pmtx[0][0]               =
@@ -777,15 +776,15 @@ void getConstraintMatrix(TransInfo *t)
                        t->con.pmtx[2][2]       = 0.0f;
        }
 
-       Mat3MulMat3(mat, t->con.pmtx, t->con.imtx);
-       Mat3MulMat3(t->con.pmtx, t->con.mtx, mat);
+       mul_m3_m3m3(mat, t->con.pmtx, t->con.imtx);
+       mul_m3_m3m3(t->con.pmtx, t->con.mtx, mat);
 }
 
 /*------------------------- MMB Select -------------------------------*/
 
 void initSelectConstraint(TransInfo *t, float mtx[3][3])
 {
-       Mat3CpyMat3(t->con.mtx, mtx);
+       copy_m3_m3(t->con.mtx, mtx);
        t->con.mode |= CON_APPLY;
        t->con.mode |= CON_SELECT;
 
@@ -852,24 +851,24 @@ static void setNearestAxis3d(TransInfo *t)
           projecting them with window_to_3d_delta and then get the length of that vector.
        */
        zfac= t->persmat[0][3]*t->center[0]+ t->persmat[1][3]*t->center[1]+ t->persmat[2][3]*t->center[2]+ t->persmat[3][3];
-       zfac = VecLength(t->persinv[0]) * 2.0f/t->ar->winx * zfac * 30.0f;
+       zfac = len_v3(t->persinv[0]) * 2.0f/t->ar->winx * zfac * 30.0f;
 
        for (i = 0; i<3; i++) {
                VECCOPY(axis, t->con.mtx[i]);
 
-               VecMulf(axis, zfac);
+               mul_v3_fl(axis, zfac);
                /* now we can project to get window coordinate */
-               VecAddf(axis, axis, t->con.center);
+               add_v3_v3(axis, t->con.center);
                projectIntView(t, axis, icoord);
 
                axis[0] = (float)(icoord[0] - t->center2d[0]);
                axis[1] = (float)(icoord[1] - t->center2d[1]);
                axis[2] = 0.0f;
 
-               if (Normalize(axis) != 0.0f) {
-                       Projf(proj, mvec, axis);
-                       VecSubf(axis, mvec, proj);
-                       len[i] = Normalize(axis);
+                if (normalize_v3(axis) != 0.0f) {
+                       project_v3_v3v3(proj, mvec, axis);
+                       sub_v3_v3v3(axis, mvec, proj);
+                       len[i] = normalize_v3(axis);
                }
                else {
                        len[i] = 10000000000.0f;