tornavis/source/blender/editors/transform/transform_mode_rotate.c

440 lines
13 KiB
C

/* SPDX-License-Identifier: GPL-2.0-or-later
* Copyright 2001-2002 NaN Holding BV. All rights reserved. */
/** \file
* \ingroup edtransform
*/
#include <stdlib.h>
#include "BLI_math.h"
#include "BLI_task.h"
#include "BKE_context.h"
#include "BKE_report.h"
#include "BKE_unit.h"
#include "ED_screen.h"
#include "UI_interface.h"
#include "transform.h"
#include "transform_convert.h"
#include "transform_snap.h"
#include "transform_mode.h"
/* -------------------------------------------------------------------- */
/** \name Transform (Rotation) Matrix Cache
* \{ */
struct RotateMatrixCache {
/**
* Counter for needed updates (when we need to update to non-default matrix,
* we also need another update on next iteration to go back to default matrix,
* hence the '2' value used here, instead of a mere boolean).
*/
short do_update_matrix;
float mat[3][3];
};
static void rmat_cache_init(struct RotateMatrixCache *rmc, const float angle, const float axis[3])
{
axis_angle_normalized_to_mat3(rmc->mat, axis, angle);
rmc->do_update_matrix = 0;
}
static void rmat_cache_reset(struct RotateMatrixCache *rmc)
{
rmc->do_update_matrix = 2;
}
static void rmat_cache_update(struct RotateMatrixCache *rmc,
const float axis[3],
const float angle)
{
if (rmc->do_update_matrix > 0) {
axis_angle_normalized_to_mat3(rmc->mat, axis, angle);
rmc->do_update_matrix--;
}
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Transform (Rotation) Element
* \{ */
/**
* \note Small arrays / data-structures should be stored copied for faster memory access.
*/
struct TransDataArgs_Rotate {
const TransInfo *t;
const TransDataContainer *tc;
const float axis[3];
float angle;
float angle_step;
bool is_large_rotation;
};
struct TransDataArgs_RotateTLS {
struct RotateMatrixCache rmc;
};
static void transdata_elem_rotate(const TransInfo *t,
const TransDataContainer *tc,
TransData *td,
const float axis[3],
const float angle,
const float angle_step,
const bool is_large_rotation,
struct RotateMatrixCache *rmc)
{
float axis_buffer[3];
const float *axis_final = axis;
float angle_final = angle;
if (t->con.applyRot) {
copy_v3_v3(axis_buffer, axis);
axis_final = axis_buffer;
t->con.applyRot(t, tc, td, axis_buffer, NULL);
angle_final = angle * td->factor;
/* Even though final angle might be identical to orig value,
* we have to update the rotation matrix in that case... */
rmat_cache_reset(rmc);
}
else if (t->flag & T_PROP_EDIT) {
angle_final = angle * td->factor;
}
/* Rotation is very likely to be above 180°, we need to do rotation by steps.
* Note that this is only needed when doing 'absolute' rotation
* (i.e. from initial rotation again, typically when using numinput).
* regular incremental rotation (from mouse/widget/...) will be called often enough,
* hence steps are small enough to be properly handled without that complicated trick.
* Note that we can only do that kind of stepped rotation if we have initial rotation values
* (and access to some actual rotation value storage).
* Otherwise, just assume it's useless (e.g. in case of mesh/UV/etc. editing).
* Also need to be in Euler rotation mode, the others never allow more than one turn anyway.
*/
if (is_large_rotation && td->ext != NULL && td->ext->rotOrder == ROT_MODE_EUL) {
copy_v3_v3(td->ext->rot, td->ext->irot);
for (float angle_progress = angle_step; fabsf(angle_progress) < fabsf(angle_final);
angle_progress += angle_step)
{
axis_angle_normalized_to_mat3(rmc->mat, axis_final, angle_progress);
ElementRotation(t, tc, td, rmc->mat, t->around);
}
rmat_cache_reset(rmc);
}
else if (angle_final != angle) {
rmat_cache_reset(rmc);
}
rmat_cache_update(rmc, axis_final, angle_final);
ElementRotation(t, tc, td, rmc->mat, t->around);
}
static void transdata_elem_rotate_fn(void *__restrict iter_data_v,
const int iter,
const TaskParallelTLS *__restrict tls)
{
struct TransDataArgs_Rotate *data = iter_data_v;
struct TransDataArgs_RotateTLS *tls_data = tls->userdata_chunk;
TransData *td = &data->tc->data[iter];
if (td->flag & TD_SKIP) {
return;
}
transdata_elem_rotate(data->t,
data->tc,
td,
data->axis,
data->angle,
data->angle_step,
data->is_large_rotation,
&tls_data->rmc);
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Transform (Rotation)
* \{ */
static float RotationBetween(TransInfo *t, const float p1[3], const float p2[3])
{
float angle, start[3], end[3];
sub_v3_v3v3(start, p1, t->center_global);
sub_v3_v3v3(end, p2, t->center_global);
/* Angle around a constraint axis (error prone, will need debug). */
if (t->con.applyRot != NULL && (t->con.mode & CON_APPLY)) {
float axis[3];
t->con.applyRot(t, NULL, NULL, axis, NULL);
angle = -angle_signed_on_axis_v3v3_v3(start, end, axis);
}
else {
float mtx[3][3];
copy_m3_m4(mtx, t->viewmat);
mul_m3_v3(mtx, end);
mul_m3_v3(mtx, start);
angle = atan2f(start[1], start[0]) - atan2f(end[1], end[0]);
}
if (angle > (float)M_PI) {
angle = angle - 2 * (float)M_PI;
}
else if (angle < -((float)M_PI)) {
angle = 2.0f * (float)M_PI + angle;
}
return angle;
}
static void ApplySnapRotation(TransInfo *t, float *value)
{
float point[3];
getSnapPoint(t, point);
float dist = RotationBetween(t, t->tsnap.snap_source, point);
*value = dist;
}
static float large_rotation_limit(float angle)
{
/* Limit rotation to 1001 turns max
* (otherwise iterative handling of 'large' rotations would become too slow). */
const float angle_max = (float)(M_PI * 2000.0);
if (fabsf(angle) > angle_max) {
const float angle_sign = angle < 0.0f ? -1.0f : 1.0f;
angle = angle_sign * (fmodf(fabsf(angle), (float)(M_PI * 2.0)) + angle_max);
}
return angle;
}
static void applyRotationValue(TransInfo *t,
float angle,
const float axis[3],
const bool is_large_rotation)
{
const float angle_sign = angle < 0.0f ? -1.0f : 1.0f;
/* We cannot use something too close to 180°, or 'continuous' rotation may fail
* due to computing error... */
const float angle_step = angle_sign * (float)(0.9 * M_PI);
if (is_large_rotation) {
/* Just in case, calling code should have already done that in practice
* (for UI feedback reasons). */
angle = large_rotation_limit(angle);
}
struct RotateMatrixCache rmc = {0};
rmat_cache_init(&rmc, angle, axis);
FOREACH_TRANS_DATA_CONTAINER (t, tc) {
if (tc->data_len < TRANSDATA_THREAD_LIMIT) {
TransData *td = tc->data;
for (int i = 0; i < tc->data_len; i++, td++) {
if (td->flag & TD_SKIP) {
continue;
}
transdata_elem_rotate(t, tc, td, axis, angle, angle_step, is_large_rotation, &rmc);
}
}
else {
struct TransDataArgs_Rotate data = {
.t = t,
.tc = tc,
.axis = {UNPACK3(axis)},
.angle = angle,
.angle_step = angle_step,
.is_large_rotation = is_large_rotation,
};
struct TransDataArgs_RotateTLS tls_data = {
.rmc = rmc,
};
TaskParallelSettings settings;
BLI_parallel_range_settings_defaults(&settings);
settings.userdata_chunk = &tls_data;
settings.userdata_chunk_size = sizeof(tls_data);
BLI_task_parallel_range(0, tc->data_len, &data, transdata_elem_rotate_fn, &settings);
}
}
}
static bool uv_rotation_in_clip_bounds_test(const TransInfo *t, const float angle)
{
const float cos_angle = cosf(angle);
const float sin_angle = sinf(angle);
const float *center = t->center_global;
FOREACH_TRANS_DATA_CONTAINER (t, tc) {
TransData *td = tc->data;
for (int i = 0; i < tc->data_len; i++, td++) {
if (td->flag & TD_SKIP) {
continue;
}
if (td->factor < 1.0f) {
continue; /* Proportional edit, will get picked up in next phase. */
}
float uv[2];
sub_v2_v2v2(uv, td->iloc, center);
float pr[2];
pr[0] = cos_angle * uv[0] + sin_angle * uv[1];
pr[1] = -sin_angle * uv[0] + cos_angle * uv[1];
add_v2_v2(pr, center);
/* TODO: UDIM support. */
if (pr[0] < 0.0f || 1.0f < pr[0]) {
return false;
}
if (pr[1] < 0.0f || 1.0f < pr[1]) {
return false;
}
}
}
return true;
}
static bool clip_uv_transform_rotate(const TransInfo *t, float *vec, float *vec_inside_bounds)
{
float angle = vec[0];
if (uv_rotation_in_clip_bounds_test(t, angle)) {
vec_inside_bounds[0] = angle; /* Store for next iteration. */
return false; /* Nothing to do. */
}
float angle_inside_bounds = vec_inside_bounds[0];
if (!uv_rotation_in_clip_bounds_test(t, angle_inside_bounds)) {
return false; /* No known way to fix, may as well rotate anyway. */
}
const int max_i = 32; /* Limit iteration, mainly for debugging. */
for (int i = 0; i < max_i; i++) {
/* Binary search. */
const float angle_mid = (angle_inside_bounds + angle) / 2.0f;
if (ELEM(angle_mid, angle_inside_bounds, angle)) {
break; /* float precision reached. */
}
if (uv_rotation_in_clip_bounds_test(t, angle_mid)) {
angle_inside_bounds = angle_mid;
}
else {
angle = angle_mid;
}
}
vec_inside_bounds[0] = angle_inside_bounds; /* Store for next iteration. */
vec[0] = angle_inside_bounds; /* Update rotation angle. */
return true;
}
static void applyRotation(TransInfo *t, const int UNUSED(mval[2]))
{
float axis_final[3];
float final = t->values[0] + t->values_modal_offset[0];
if ((t->con.mode & CON_APPLY) && t->con.applyRot) {
t->con.applyRot(t, NULL, NULL, axis_final, &final);
}
else {
negate_v3_v3(axis_final, t->spacemtx[t->orient_axis]);
}
if (applyNumInput(&t->num, &final)) {
/* We have to limit the amount of turns to a reasonable number here,
* to avoid things getting *very* slow, see how applyRotationValue() handles those... */
final = large_rotation_limit(final);
}
else {
transform_snap_mixed_apply(t, &final);
if (!(transform_snap_is_active(t) && validSnap(t))) {
transform_snap_increment(t, &final);
}
}
t->values_final[0] = final;
const bool is_large_rotation = hasNumInput(&t->num);
applyRotationValue(t, final, axis_final, is_large_rotation);
if (t->flag & T_CLIP_UV) {
if (clip_uv_transform_rotate(t, t->values_final, t->values_inside_constraints)) {
applyRotationValue(t, t->values_final[0], axis_final, is_large_rotation);
}
/* In proportional edit it can happen that */
/* vertices in the radius of the brush end */
/* outside the clipping area */
/* XXX HACK - dg */
if (t->flag & T_PROP_EDIT) {
clipUVData(t);
}
}
recalcData(t);
char str[UI_MAX_DRAW_STR];
headerRotation(t, str, sizeof(str), t->values_final[0]);
ED_area_status_text(t->area, str);
}
static void applyRotationMatrix(TransInfo *t, float mat_xform[4][4])
{
float axis_final[3];
const float angle_final = t->values_final[0];
if ((t->con.mode & CON_APPLY) && t->con.applyRot) {
t->con.applyRot(t, NULL, NULL, axis_final, NULL);
}
else {
negate_v3_v3(axis_final, t->spacemtx[t->orient_axis]);
}
float mat3[3][3];
float mat4[4][4];
axis_angle_normalized_to_mat3(mat3, axis_final, angle_final);
copy_m4_m3(mat4, mat3);
transform_pivot_set_m4(mat4, t->center_global);
mul_m4_m4m4(mat_xform, mat4, mat_xform);
}
void initRotation(TransInfo *t)
{
if (t->spacetype == SPACE_ACTION) {
BKE_report(t->reports, RPT_ERROR, "Rotation is not supported in the Dope Sheet Editor");
t->state = TRANS_CANCEL;
}
t->mode = TFM_ROTATION;
t->transform = applyRotation;
t->transform_matrix = applyRotationMatrix;
t->tsnap.snap_mode_apply_fn = ApplySnapRotation;
t->tsnap.snap_mode_distance_fn = RotationBetween;
initMouseInputMode(t, &t->mouse, INPUT_ANGLE);
t->idx_max = 0;
t->num.idx_max = 0;
t->snap[0] = DEG2RAD(5.0);
t->snap[1] = DEG2RAD(1.0);
copy_v3_fl(t->num.val_inc, t->snap[1]);
t->num.unit_sys = t->scene->unit.system;
t->num.unit_use_radians = (t->scene->unit.system_rotation == USER_UNIT_ROT_RADIANS);
t->num.unit_type[0] = B_UNIT_ROTATION;
if (t->flag & T_2D_EDIT) {
t->flag |= T_NO_CONSTRAINT;
}
transform_mode_default_modal_orientation_set(t, V3D_ORIENT_VIEW);
}
/** \} */